Convert as2 code to as3 please help

function fDieList()
    if (pDieList.length > 0)
        _root.inSFX.die.start();
        for (var _loc2 = 0; _loc2 <= pDieList.length; ++_loc2)
            pDieList[_loc2].fDie();
        } // end of for
        pDieList = [];
        actioner.pKills = true;
    } // end if
} // End of the function
function fDieListSetup()
    if (pDieList.length > 0)
        for (var _loc1 = 0; _loc1 <= pDieList.length; ++_loc1)
            pDieList[_loc1].fDieSetup();
        } // end of for
    } // end if
} // End of the function
function recur(fromx, fromy, tox, toy)
    var _loc2 = fromy;
    var _loc1 = fromx;
    var _loc3 = toy;
    if (_loc1 == tox && _loc2 == _loc3)
        return (true);
    else
        ++len;
        drum[len][0] = _loc1;
        drum[len][1] = _loc2;
        wa[_loc1][_loc2] = 1;
        if (_loc1 > tox && _loc2 > _loc3)
            if (_loc1 > 1 && wa[_loc1 - 1][_loc2] == 0)
                ok = recur(_loc1 - 1, _loc2, tox, _loc3);
                if (ok)
                    return (ok);
                } // end if
            } // end if
            if (_loc2 > 1 && wa[_loc1][_loc2 - 1] == 0)
                ok = recur(_loc1, _loc2 - 1, tox, _loc3);
                if (ok)
                    return (ok);
                } // end if
            } // end if
            if (_loc1 < limits && wa[_loc1 + 1][_loc2] == 0)
                ok = recur(_loc1 + 1, _loc2, tox, _loc3);
                if (ok)
                    return (ok);
                } // end if
            } // end if
            if (_loc2 < limits && wa[_loc1][_loc2 + 1] == 0)
                ok = recur(_loc1, _loc2 + 1, tox, _loc3);
                if (ok)
                    return (ok);
                } // end if
            } // end if
        else if (_loc1 <= tox && _loc2 > _loc3)
            if (_loc2 > 1 && wa[_loc1][_loc2 - 1] == 0)
                ok = recur(_loc1, _loc2 - 1, tox, _loc3);
                if (ok)
                    return (ok);
                } // end if
            } // end if
            if (_loc1 < limits && wa[_loc1 + 1][_loc2] == 0)
                ok = recur(_loc1 + 1, _loc2, tox, _loc3);
                if (ok)
                    return (ok);
                } // end if
            } // end if
            if (_loc2 < limits && wa[_loc1][_loc2 + 1] == 0)
                ok = recur(_loc1, _loc2 + 1, tox, _loc3);
                if (ok)
                    return (ok);
                } // end if
            } // end if
            if (_loc1 > 1 && wa[_loc1 - 1][_loc2] == 0)
                ok = recur(_loc1 - 1, _loc2, tox, _loc3);
                if (ok)
                    return (ok);
                } // end if
            } // end if
        else if (_loc1 > tox && _loc2 <= _loc3)
            if (_loc1 > 1 && wa[_loc1 - 1][_loc2] == 0)
                ok = recur(_loc1 - 1, _loc2, tox, _loc3);
                if (ok)
                    return (ok);
                } // end if
            } // end if
            if (_loc2 < limits && wa[_loc1][_loc2 + 1] == 0)
                ok = recur(_loc1, _loc2 + 1, tox, _loc3);
                if (ok)
                    return (ok);
                } // end if
            } // end if
            if (_loc1 < limits && wa[_loc1 + 1][_loc2] == 0)
                ok = recur(_loc1 + 1, _loc2, tox, _loc3);
                if (ok)
                    return (ok);
                } // end if
            } // end if
            if (_loc2 > 1 && wa[_loc1][_loc2 - 1] == 0)
                ok = recur(_loc1, _loc2 - 1, tox, _loc3);
                if (ok)
                    return (ok);
                } // end if
            } // end if
        else
            if (_loc2 < limits && wa[_loc1][_loc2 + 1] == 0)
                ok = recur(_loc1, _loc2 + 1, tox, _loc3);
                if (ok)
                    return (ok);
                } // end if
            } // end if
            if (_loc1 < limits && wa[_loc1 + 1][_loc2] == 0)
                ok = recur(_loc1 + 1, _loc2, tox, _loc3);
                if (ok)
                    return (ok);
                } // end if
            } // end if
            if (_loc2 > 1 && wa[_loc1][_loc2 - 1] == 0)
                ok = recur(_loc1, _loc2 - 1, tox, _loc3);
                if (ok)
                    return (ok);
                } // end if
            } // end if
            if (_loc1 > 1 && wa[_loc1 - 1][_loc2] == 0)
                ok = recur(_loc1 - 1, _loc2, tox, _loc3);
                if (ok)
                    return (ok);
                } // end else if
            } // end else if
        } // end else if
        --len;
        return (ok);
    } // end else if
} // End of the function
function way(fromx, fromy, tox, toy)
    len = 0;
    ok = false;
    for (i = 1; i <= limits; i++)
        for (j = 1; j <= limits; j++)
            wa[i][j] = ma[i][j];
        } // end of for
    } // end of for
    wa[fromx][fromy] = 0;
    return (recur(fromx, fromy, tox, toy));
} // End of the function
function init()
    var _loc2 = _root;
    scorerule = new Array(40, 50, 60, 70, 80);
    score = 0;
    totalballs = 7;
    nextballs = 3;
    limits = 9;
    kkk = 1000;
    xnext = next1._x - 19;
    ynext = next1._y + 21;
    ballsput = 0;
    drum = new Array();
    wa = new Array();
    st = new Array();
    for (i = 1; i <= limits * limits; i++)
        drum[i] = new Array(0, 0);
    } // end of for
    for (i = 1; i <= limits * limits; i++)
        wa[i] = new Array(limits + 1);
    } // end of for
    selected = new Array(0, 0);
    ma = new Array();
    for (i = 1; i <= limits; i++)
        ma[i] = new Array(limits + 1);
        for (j = 1; j <= limits; j++)
            ma[i][j] = 0;
            _loc2.inGame["balls" + i + j].x = i;
            _loc2.inGame["balls" + i + j].y = j;
        } // end of for
    } // end of for
    nextarray = new Array();
    for (i = 1; i <= nextballs; i++)
        nextarray[i] = new Array(0, 0, 0);
        attachMovie("balls", "nextballs" + i, kkk++);
        _loc2.inGame["nextballs" + i]._x = xnext;
        _loc2.inGame["nextballs" + i]._y = ynext + i * 60;
        _loc2.inGame["nextballs" + i]._xscale = 140;
        _loc2.inGame["nextballs" + i]._yscale = 140;
    } // end of for
    actioner2.swapDepths(20000);
} // End of the function
function generatenext()
    var _loc2 = _root;
    if (ballsput <= 81 - nextballs)
        togenerate = nextballs;
    else
        togenerate = 81 - ballsput;
    } // end else if
    for (i = 1; i <= togenerate; i++)
        do
            x = random(limits) + 1;
            y = random(limits) + 1;
        } while (ma[x][y] != 0)
        nextarray[i][0] = random(totalballs) + 1;
        nextarray[i][1] = x;
        nextarray[i][2] = y;
        _loc2.inGame["nextballs" + i].gotoAndStop(nextarray[i][0] + 1);
        _loc2.inGame["nextballs" + i].buton._visible = false;
    } // end of for
    for (i = togenerate + 1; i <= nextballs; i++)
        _loc2.inGame["nextballs" + i].gotoAndStop("blank");
    } // end of for
    nextballs3.buton._visible = false;
} // End of the function
function putnextballs()
    var _loc2 = _root;
    _loc2.inSFX.grow.start();
    if (ballsput <= 81 - nextballs)
        togenerate = nextballs;
    else
        togenerate = 81 - ballsput;
    } // end else if
    for (i = 1; i <= togenerate; i++)
        if (ma[nextarray[i][1]][nextarray[i][2]] == 0)
            ma[nextarray[i][1]][nextarray[i][2]] = nextarray[i][0];
        else
            do
                x = random(limits) + 1;
                y = random(limits) + 1;
            } while (ma[x][y] != 0)
            nextarray[i][1] = x;
            nextarray[i][2] = y;
            ma[nextarray[i][1]][nextarray[i][2]] = nextarray[i][0];
        } // end else if
        _loc2.inGame["balls" + nextarray[i][1] + nextarray[i][2]].gotoAndStop(nextarray[i][0] + 1);
        line(nextarray[i][1], nextarray[i][2], ma[nextarray[i][1]][nextarray[i][2]]);
    } // end of for
    ballsput = ballsput + togenerate;
    if (ballsput == limits * limits)
        _loc2.fEndGame();
    } // end if
} // End of the function
function line(x, y, c)
    var _loc4 = 0;
    var _loc6 = new Array();
    var _loc5 = new Array();
    var _loc2 = new Array();
    var _loc3 = new Array();
    for (var _loc4 = 1; _loc4 <= limits; ++_loc4)
        _loc6[_loc4] = new Array(2);
        _loc5[_loc4] = new Array(2);
        _loc2[_loc4] = new Array(2);
        _loc3[_loc4] = new Array(2);
    } // end of for
    var _loc7 = 0;
    fl = 0;
    for (var _loc4 = 1; _loc4 <= limits; ++_loc4)
        if (ma[_loc4][y] == c)
            if (fl == 0)
                ++_loc7;
                _loc6[_loc7][0] = _loc4;
                _loc6[_loc7][1] = y;
            } // end if
            continue;
        } // end if
        if (_loc7 < 4)
            _loc7 = 0;
            continue;
        } // end if
        fl = 1;
    } // end of for
    st1 = 0;
    fl = 0;
    for (var _loc4 = 1; _loc4 <= limits; ++_loc4)
        if (ma[x][_loc4] == c)
            if (fl == 0)
                ++st1;
                _loc5[st1][0] = x;
                _loc5[st1][1] = _loc4;
            } // end if
            continue;
        } // end if
        if (st1 < 4)
            st1 = 0;
            continue;
        } // end if
        fl = 1;
    } // end of for
    fl = 0;
    st2 = 0;
    imin = x;
    for (jmin = y; imin > 1 && jmin > 1; jmin--)
        --imin;
    } // end of for
    imax = x;
    for (jmax = y; imax < limits && jmax < limits; jmax++)
        ++imax;
    } // end of for
    if (imin == 1)
        for (var _loc4 = imin; _loc4 <= imax; ++_loc4)
            if (ma[_loc4][jmin + _loc4 - 1] == c)
                if (fl == 0)
                    ++st2;
                    _loc2[st2][0] = _loc4;
                    _loc2[st2][1] = jmin + _loc4 - 1;
                } // end if
                continue;
            } // end if
            if (st2 < 4)
                st2 = 0;
                continue;
            } // end if
            fl = 1;
        } // end of for
    else
        for (var _loc4 = jmin; _loc4 <= jmax; ++_loc4)
            if (ma[imin + _loc4 - 1][_loc4] == c)
                if (fl == 0)
                    ++st2;
                    _loc2[st2][0] = imin + _loc4 - 1;
                    _loc2[st2][1] = _loc4;
                } // end if
                continue;
            } // end if
            if (st2 < 4)
                st2 = 0;
                continue;
            } // end if
            fl = 1;
        } // end of for
    } // end else if
    fl = 0;
    st3 = 0;
    imin = x;
    for (jmin = y; imin > 1 && jmin < limits; jmin++)
        --imin;
    } // end of for
    imax = x;
    for (jmax = y; imax < limits && jmax > 1; jmax--)
        ++imax;
    } // end of for
    if (imin == 1)
        for (var _loc4 = imin; _loc4 <= imax; ++_loc4)
            if (ma[_loc4][jmin - _loc4 + 1] == c)
                if (fl == 0)
                    ++st3;
                    _loc3[st3][0] = _loc4;
                    _loc3[st3][1] = jmin - _loc4 + 1;
                } // end if
                continue;
            } // end if
            if (st3 < 4)
                st3 = 0;
                continue;
            } // end if
            fl = 1;
        } // end of for
    else
        for (var _loc4 = jmax; _loc4 <= jmin; ++_loc4)
            if (ma[jmin - _loc4 + jmax][_loc4] == c)
                if (fl == 0)
                    ++st3;
                    _loc3[st3][0] = jmin - _loc4 + jmax;
                    _loc3[st3][1] = _loc4;
                } // end if
                continue;
            } // end if
            if (st3 < 4)
                st3 = 0;
                continue;
            } // end if
            fl = 1;
        } // end of for
    } // end else if
    destroyed = 0;
    if (_loc7 >= 4)
        for (var _loc4 = 1; _loc4 <= _loc7; ++_loc4)
            pDieList.push(_root.inGame["balls" + _loc6[_loc4][0] + _loc6[_loc4][1]]);
            ma[_loc6[_loc4][0]][_loc6[_loc4][1]] = 0;
        } // end of for
        destroyed = destroyed + _loc7;
        score = score + scorerule[_loc7 - 4];
    } // end if
    if (st1 >= 4)
        for (var _loc4 = 1; _loc4 <= st1; ++_loc4)
            pDieList.push(_root.inGame["balls" + _loc5[_loc4][0] + _loc5[_loc4][1]]);
            ma[_loc5[_loc4][0]][_loc5[_loc4][1]] = 0;
        } // end of for
        destroyed = destroyed + st1;
        score = score + scorerule[st1 - 4];
    } // end if
    if (st2 >= 4)
        for (var _loc4 = 1; _loc4 <= st2; ++_loc4)
            pDieList.push(_root.inGame["balls" + _loc2[_loc4][0] + _loc2[_loc4][1]]);
            ma[_loc2[_loc4][0]][_loc2[_loc4][1]] = 0;
        } // end of for
        destroyed = destroyed + st2;
        score = score + scorerule[st2 - 4];
    } // end if
    if (st3 >= 4)
        for (var _loc4 = 1; _loc4 <= st3; ++_loc4)
            pDieList.push(_root.inGame["balls" + _loc3[_loc4][0] + _loc3[_loc4][1]]);
            ma[_loc3[_loc4][0]][_loc3[_loc4][1]] = 0;
        } // end of for
        destroyed = destroyed + st3;
        score = score + scorerule[st3 - 4];
    } // end if
    if (destroyed >= 10)
        --destroyed;
    } // end if
    ballsput = ballsput - destroyed;
    scoretxt = score;
    if (destroyed != 0)
        fDieListSetup();
        _root.inSFX.pickup.start();
    } // end if
    return (destroyed != 0);
} // End of the function
function fromactioner(fromx, fromy, tox, toy)
    var _loc3 = toy;
    var _loc2 = tox;
    var _loc4 = fromy;
    ma[_loc2][_loc3] = ma[fromx][_loc4];
    ma[fromx][_loc4] = 0;
    _root.inGame["balls" + fromx + _loc4].gotoAndStop("blank");
    _root.inGame["balls" + fromx + _loc4].ball.gotoAndStop(1);
    _root.inGame["balls" + _loc2 + _loc3].gotoAndStop(ma[_loc2][_loc3] + 1);
    _root.inGame["balls" + _loc2 + _loc3].ball.gotoAndStop(1);
    selected[0] = 0;
    selected[1] = 0;
    line(_loc2, _loc3, ma[_loc2][_loc3]);
    actioner.gotoAndPlay(2);
} // End of the function
function move(fromx, fromy, tox, toy)
    var _loc2 = _root;
    var _loc3 = false;
    if (way(fromx, fromy, tox, toy))
        _loc3 = true;
        fromactioner(fromx, fromy, tox, toy);
        _loc2.inGame["balls" + _loc2.inGame.drum[ii][0] + _loc2.inGame.drum[ii][1]].gotoAndStop("blank");
    } // end if
    return (_loc3);
} // End of the function
function movetest(fromx, fromy, tox, toy)
    var _loc1 = false;
    if (way(fromx, fromy, tox, toy))
        _loc1 = true;
    } // end if
    return (_loc1);
} // End of the function
pLastClicked = "none";
pLastClickedType = 1;
pClicked = false;
pDieList = [];
init();
generatenext();
putnextballs();
generatenext();
stop ();

Zhanbolat,
In theory, conversion of this code is not difficult, especially because it is clear what the logic is designed to do. The issue is that you will not have an expected result once only this code is converted in isolation. This puppy uses some other objects that are written in AS2 including entities in the FLA library.
In short, it looks like this application needs a total overhaul at every level in order for it to properly function as an AS3 program.
With that said, although this is, again, not a difficult task, it is unlikely to find someone to do it for free. You may have a better luck if you start conversion yourself and post focused questions as you go.

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