Creative Acceptance Policy

All creative must meet the requirements of the MSA Creative Acceptance Policy

Ad Specification Details

Ad Type / Ad SizeInitial SizeDownload File Size (GIF/JPG)Audio Specifications/ LimitAnimation/ Looping LimitAlt Text Limit
Other32W X 32H10k Not AllowedNot Allowed65 char

The User Experience

  1. Users are exposed to promotional thumbnails within the Messenger conversation window.  Users select a content menu (wink, emoticon, display picture, background) where advertiser thumbnails display in a “Featured” menu.
    1. When a user clicks on a promotional thumbnail, the selected content is downloaded and inserted into their “most recently used” menu.  In the case of the background image or display picture, clicking on a promotional thumbnail will automatically replace the user’s existing background/display picture with the selected content.
  2. After downloading selected content, users may insert emoticons and winks into a conversation. They may also change their background or display picture from the default selection using the “most recently used menu”.
  3. Users may send content to Messenger Contacts during a conversation by inserting a wink or emoticon into the conversation stream or by selecting the “Share Background” option.
  4. Once the ad campaign has expired, it will no longer be visible in the content drop-down menus. Any installed items will still be visible in a user’s “Most Recently Used” menu as this content is physically saved on the user's machine.



*Note: Only the Display Picture (96x96) is shown in the example above. 

Ad Specifications

A Personal Expression campaign includes four types of branded elements accompanied by a promotional thumbnail (a static 32x32 image).

Ad Components

Below is a summary of all ad components that an advertiser must provide as a part of their Personal Expression package.

Product Type

Quantity

Max Width

Max Height

Max Weight of Each File

MSN Served File Types

Animation Max Length (in seconds)

Loop Limit

Alt Text Limit

Background Featured Thumbnail

1

32

32

10kb

gif (static), jpg (preferred)

Animation not allowed

N/A

65

Conversation Window Background

1-3

800

600

75kb

gif (static), jpg (preferred)

Animation not allowed

N/A

N/A



















Display Picture Featured Thumbnail

1

32

32

10kb

gif (static), jpg (preferred)

Animation not allowed

N/A

65

Static Display Picture

1-3

96

96

20kb

gif (static), jpg (preferred)

Animation not allowed

N/A

N/A/a

Dynamic Display Picture

1 (up to 5 moods)

98

142

500kb (300kb suggested)

swf (Flash 6 preferred, or lower), and source .fla file

5 Seconds per Emotional state; Flash animation: 18 FPS (Maximum) / 12 FPS Recommended

1

N/Aa

Dynamic Display Picture Down-Level

1

96

96

20kb

gif (static), jpg (preferred)

Animation not allowed

n/a

N/A



















Emoticon Featured Thumbnail

1

32

32

10kb

gif (static), jpg (preferred)

Animation not allowed

n/a

65

Emoticon

1-5

19

19

10kb

gif (static or animated), jpg

5 Seconds Maximum

1

N/A



















Winks Featured Thumbnail

1

32

32

10kb

gif (static), jpg (preferred)

Animation not allowed

n/a

65

Winks Product Thumbnail

1-3 (1 per wink)

32

32

10kb Maximum Each

gif (static), jpg (preferred)

Animation not allowed

1

65

Wink

1-3

640

(400 Suggested)

480

(300 Suggested)

150kb (75kb suggested)

swf (Flash 6 preferred, Flash 5 possible)

7 Seconds Maximum; 18 FPS (Maximum) / 12 FPS (Suggested)

1

n/a

 

 

Glossary

  • Background Image - Displayed as a backdrop in a conversation window
  • Display Picture - A static image that a user can select for their personal user tile
  • Dynamic Display Picture - Animated Flash file. Animation usually dependent upon “moods”.
  • Winks - A dynamic over-the-page experience using sound and animation that is displayed over a user’s Messenger window.
  • Emoticons - Personalized theme characters that can be inserted into a conversation to show moods and emotions.
  • Content Drop-Down Menu – The four menus which expand in a Messenger conversation window when a user clicks on the icon for a wink, emoticon, display picture, or background.  Each menu contains a row of eight featured thumbnails denoted by a dedicated row and a subsequent “Frequently Used” menu.
  • Featured Thumbnail – A thumbnail image that displays in the “Featured” section of each Content Drop-Down Menu.
  • Product Thumbnail – A thumbnail image that displays in the “Frequently used…” section of each Content Drop-Down indicating the individual components downloaded after a user clicks on a Featured Thumbnail.
  • Alt Text – The text that appears when a user hovers over a “Featured” or “Product” thumbnail
  • Key Sequence – The set of characters that the user may type into a conversation window to insert an emoticon.

 

General Information (Flash):

Personal Expression content must meet the following Flash requirements.**

  • Published Version: Must be published in Flash 4.0, 5.0 or 6.0 (preferred)
  • Frame Rate: Verify that the Flash creative does not exceed 18fps. Settings greater than 18fps will result in poor performance for many of our users and is not permitted.
  • File Weight: Verify that each creative element does not exceed weight requirements detailed below
  • Video: Flash components may not include streaming video.  Embedded video may be included in Winks and Dynamic Display Pictures as specified in the “Creative Technical Requirements” section.
  • Interaction: Anything that requires user input or interaction, such as buttons, is strictly prohibited within the Flash file.

 

**See “Creative Technical Requirements” section for additional information.

 

Featured Thumbnail:

Each content type (wink, emoticon, display picture, background) must include a featured promotional thumbnail which will appear in the associated conversation window menu.  There may be one featured thumbnail per content type.

  • Featured Thumbnail – Background Featured Thumbnail (Quantity: 1), Display Picture Featured Thumbnail (Quantity: 1), Emoticon Featured Thumbnail (Quantity: 1), Wink Featured Thumbnail (Quantity: 1)
    • File Type: .gif (static), .jpg (preferred)
    • File Dimensions: 32w x 32h (pixels)
    • File Weight: 10K
    • Animation: No
    • Alt Text: 65 characters including spaces




Background Images (Quantity: 1-3):

Display pictures are images applied to a personal user tile within the Messenger conversation window.  Display pictures must be a static image.  Advertisers should provide a single static display picture. 
 

Additional guidance regarding ActionScripting can be found in the “Creative Technical Requirements” section.

  • Conversation Window Background
    • File Type: .gif (static), .jpg
      File Dimensions: 800wx600h
    • File Weight: 75K
    • Animation: No




Display Picture (Quantity: 1 Dynamic Display Picture and 1-2 Static Display Pictures, OR 3 Static Display Pictures) Display pictures are images applied to a personal user tile within the Messenger conversation window.
Display pictures can be dynamic or static.

Static Display Picture

  • File Type: .gif (static), .jpg,
  • File Dimensions: 96w x 96h
  • Maximum File Weight: 20kb (each)
  • Animation: No

Dynamic Display Picture - User selects a DDP from the menu as shown below.  If selected, the standard static Display Picture is replaced with a taller animated Flash file.  This file has up to five different animated states that can be selected by the user or triggered by either emoticons or character sequences mapped via xml.  For example, the characters ":)" could be mapped to an animation sequence of a character smiling.  These animations will display on both the user’s machine and anyone who communicates with the user and chooses to view Display Pictures.

Note:  A DDP element will incorporate up to five distinct emotional states –intended to be mapped directly to the Personal Expression emoticons.

  • File Type: single .swf published for Flash 6 (file compression enabled)
  • File Dimensions: 98w x 142h
  • Maximum File Weight: 500kb / 300kb (recommended)
  • Audio: Limit one sound file per animated state.  No looping. (MP3 files may be embedded into frames when creating the .swf file)
  • Flash Frame Rate: 18 FPS (maximum) / 12 FPS (recommended)
  • Key Sequence: Key sequence for each mood
  • Scripting "Moods": Utilizing the fla template provided, Dynamic Display Pictures will be able to provide a single swf file containing multiple emotional states/moods associated with an animation sequence.
    • When a user selects a different state or uses a linked trigger, the Messenger client reloads the Flash file while passing it a variable. This variable tells the Flash file which state has been selected and, if coded properly, will jump to that point on the timeline. This variable is defined as displayMood in our supplied template and should not be altered for any reason. The names you give your individual states can be altered as these are established via Frame Labels.
    • Frame Labels One for each animated state (up to five including the default). Please note the name of each label and supply this information to whoever completes the submission documentation. Also note that the use of the word “default” as a label will cause problems as this is reserved for use with Actionscripting. In our supplied template, the states are “none” (for the default state) and “state001” through “state004”. The order in which the states appear on the timeline is irrelevant with the exception that the default state should always occur first.
    • _root.gotoAndPlay(displayMood);  This code should be present no later than the third frame on the main timeline and before any animation displays. (a consistent background image is recommended for all states in order to make the transitions as seamless as possible.)
    • Building Your Flash File: Here is a screenshot of the supplied template’s main timeline. The first frame in which Actionscript occurs uses the script [ _root.gotoAndPlay(displayMood);  ]. This looks for a variable that is passed to the Flash file via the Messenger client and then jumps to the corresponding label. If no variable is passed, the DDP will automatically play the default state.
      • Insert image
      • The second frame with Actionscripting is a [ stop(); ] command immediately followed by another frame with the same code as the first scripted frame. This redundancy is there to help the client by ensuring that the correct state is displayed.
      • If built properly, the published DDP will switch between moods within the Flash Player by pressing CTRL+ENTER or selecting the Play option from the Control menu.

 

Building Your Flash File:

 

Here is a screenshot of the supplied template’s main timeline. The first frame in which Actionscript occurs uses the script [ _root.gotoAndPlay(displayMood);  ]. This looks for a variable that is passed to the Flash file via the Messenger client and then jumps to the corresponding label. If no variable is passed, the DDP will automatically play the default state.

 

The second frame with Actionscripting is a [ stop(); ] command immediately followed by another frame with the same code as the first scripted frame. This redundancy is there to help the client by ensuring that the correct state is displayed.

 

If built properly, the published DDP will switch between moods within the Flash Player by pressing CTRL+ENTER or selecting the Play option from the Control menu.


Down-level Experience:
If the user has not installed the latest version of the Windows Live Messenger client, a static Display Picture will be delivered instead of a Dynamic Display Picture.

  • File Type: .gif (static), .jpg
  • File Dimensions: 96w x 96h
  • Maximum File Weight: 20kb
  • Animation: No

Display Picture Product Thumbnail - Thumbnail images that are inserted into the “Most Recently Used” menu after a Display Picture is downloaded by a user. The featured thumbnail image will be populated into this space.

  • File Type: gif (static), .jpg
  • File Dimensions: 32w x32h
  • Maximum File Weight: 10kb
  • Animation: No
  • Alt Text: 65 characters maximum (including spaces)

Emoticons (Quantity 1-5):

Personalized theme characters/icons that can be inserted into a conversation to typically show moods and emotions (can be animated).  Note: the most effective emoticons are those that can frequently be applied in the context of a chat conversation (eg smiley character, lunchtime icon, going to bed now icon etc).  They are not intended to always tie directly to brand logos/imaging.

 

If a Dynamic Display Picture is created, emoticons should map directly to each emotional state within the Dynamic Display Picture. This can be done by creating emoticons that display the same emotions as the “moods” implemented in a dynamic display picture.  The “moods” and associated emoticons should utilize the same “Key Strokes.”

  • Emoticon
    • File Type: gif (static or animated), .jpg
    • File Dimensions: 50w x 50h
    • Maximum File Weight: 10kb (each)
    • Animation: Yes
    • Key Strokes: Not to exceed 6 characters
      • Emoticon Key Strokes indicate the short key sequence which may be used to insert an emoticon into a conversation window without the use of the drop-down menu.


Winks (Quantity 1-3):

 

A user selects a Wink from the menu as shown to the right. Upon selection, an animated Flash file displays for 7 seconds over the chat window (see second image). This animation is viewable by all chat participants unless a recipient has chosen to block Wink animations. In these instances, the text link that appears in the chat history window allows the user to play the Wink manually. The animation will automatically unload from the client upon completion of the animation or after 7 seconds, whichever occurs first. Any user can replay the animation by clicking the text link as many times as they like.

 

Additional guidance regarding ActionScripting can be found in the “Creative Technical Requirements” section.

 

  • Wink
    • File Type: single .swf file published for Flash 6 (preferred) or Flash 5 (file compression enabled)
    • File Dimensions/Stage Size: 640w x 480h (maximum) / 400w x 300h (Recommended)
      • Note: By default, a Wink will scale uniformly to fit the chat window until one of the two dimensions hits the border of the display area. That’s why we recommend using stage dimensions that are taller than they are wide as most users extend the chat client vertically rather than horizontally.
    • File Weight: 150k (maximum) / 75k (recommended)
    • Animation Length: 7 seconds maximum
    • Audio: Non-User Initiated Sound in an integrated .wav format. Audio must be integrated into the .swf file (not as a separate wav file). Streaming only, no event sounds.
    • Flash Frame Rate: 18 FPS (maximum) / 12 FPS (recommended)
    • Animation: Yes
    • Scripting Guidance: Only three pieces of Actionscripting may be used in Winks. Any files submitted using code that is not listed below will be rejected by the client and will not display.
      • stop();
        • Used to stop playback.
      • fscommand(“quit”);

        • Must be placed on the last frame of the main timeline. Instructs the Messenger client to unload the Flash animation
      • No Scale Script - If your Wink is reliant on bitmap imagery, you can use the following script to prevent the Wink from being scaled any larger than the base stage size, although the file will be scaled down if displayed in a chat window that has been minimised by the user.
        • var originalX;
          var originalY;
          Stage.scaleMode = "showAll";
          originalX = Stage.width;
          originalY = Stage.height;
          Stage.scaleMode = "noScale";
          if (Stage.width < originalX || Stage.height < originalY){
                Stage.scaleMode="showAll";
          }else{
                Stage.scaleMode="noScale";
          }
  • Building Your Flash File:
    • As stated in the DDP section, no Actionscripting is permitted outside of the three commands listed. The simplest and most common method of creating a Wink is to manually tween [J1] all of the elements on the main timeline, only nesting elements in movie clips that have repeating animation or play a limited number of times then stop. Building on the main timeline also ensures that you do not exceed the maximum playback time of 7 seconds.
    • Place the “No Scale Script” on the first frame if you wish to prevent the user’s chat window from scaling the Wink larger than the default stage dimensions. Place the stop and fscommand on the last frame.
    • Remember to output the file in Flash 6 format, ensuring that the file size does not exceed 150kb.
  • Wink Product Thumbnail - Thumbnail images which are inserted into the “Most Recently Used” menu after Winks are downloaded by a user.  There should be a unique thumbnail for each Wink created.

·          

    • File Type: .gif (static), .jpg
    • File Dimensions: 50w x 50h
    • Maximum File Weight: 10k
    • Animation: No
    • Alt Text: 65 characters maximum (including spaces)

Common Design/Validation Issues
Backgrounds
Typical Issues:

  • Often submitted as compressed JPGs (GIF or uncompressed JPG only)
  • PNG format is not accepted
  • Exceeds file size limits
  • Bad placement of sponsor logo within the image (ensure logo is visible in conversation window)
  • Often treated like one big banner ad
  • No thumbnail image provided

 

Display Pictures
Typical Issues:

  • Often submitted as compressed JPGs (GIF or uncompressed JPG only)
  • PNG format is not accepted
  • No thumbnail image provided

 

Dynamic Display Pictures
Typical Issues:

  • Often produced without proper Actionscripting
  • Only the white-listed actionscripts may be used
  • User selected states loop indefinitely or revert to a generic branding state.
  • Exceeds file size limits
  • Clients try to embed video (causes failure during validation)
  • No thumbnail image provided

 

Winks
Typical Issues:

  • Created using unauthorized Actionscripting
  • Exceeds file size limits
  • Missing Actionscripting that closes the animation
  • Animation has too many moving elements, creates choppy or slow playback
  • Animation uses compressed bitmaps that distort in larger/smaller chat windows
  • No thumbnail image provided
  • Thumbnail images are the wrong dimensions
  • Fonts (characters) are not traced. The fonts must always be outlined in the flash file, before exporting to swf.

 

 

Emoticons
Typical Issues:

  • Exceeds file size limits
  • First frame of animation is blank (translates to a blank thumbnail)

 

Featured Thumbnail
Typical Issues:

  • Exceeds file size limits
  • Submitted as an animated GIF (uncompressed JPG is standard)
  • Image dimensions are too large 

Other Specifications

Creative Business Requirements:

General Functionality

 

Creative

  • No Forms allowed
  • Flash must only be published in Flash 5.0 or 6.0 (including security code)
  • Audio must be user-initiated and never automatic.

Respect the user

  • The Messenger Client should remain easy to use
  • Creative should focus on being educational and/or entertaining
  • Creative should be clever and engaging while conforming to user expectations of the MSN experience
  • Never use pulsing or garish colours


Theme Creative Dimensions and Weight

  • Verify that Flash components such as Winks and DDPs never prompt the user to download Flash or any other plug-in
  • Verify that the Flash files are the correct dimensions

Animations

  • Keep animation smooth and fluid, using slow motion and gentle fades. Fast and abrupt motion is highly irritating for the user.
  • Avoid experiences that 'break-through' the client or abuse the content
    • Not allowed
      • Animation that does not tie into the messaging/product/offer
      • Repetitive, rapid flashing, or blinking- no animation in excess of 10 seconds (see the individual product creative specs)
      • Cycling of sequences/looping/repeat animation

Cross-Media Campaigns

  • Allowed with restrictions
    • Advertisements that are part of a cross-media campaign are permitted.  Advertisements featured across advertising media provide a level of predictability and familiarity.  The expectation of these brands is consistent for all viewers.  Ads that carry an industry acceptance may run on the Microsoft network.

Imagery

  • Not allowed
    • Pixilated or unclear design/logo/ image
    • Imagery that appears to have functionality but does not (drop-down menus, radio buttons etc)
    • Microsoft, MSN, or Windows Live imagery/logo/theme cannot be used or called out in the ad.
    • Racy imagery that is not representative of the products being offered.
    • Arbitrary imagery which has no association with the product/offering.  This type of imagery is unpredictable and misleading to users.

Messaging

  • Not allowed
    • Ads that do not incorporate the advertiser's logo.
    • Destination pages linked from an ad that do not include the products/offers shown in the ad.
    • Messaging or offers that mislead the user.
    • Racy content that is not representative of the products/services being offered.
    • Text that is not representative of the products/services being offered.  Text that can be interpreted as misleading or that invites a user to an experience which is not predictable in relation to the product/service being offered.
  • Allowed with restrictions
    • Non-branded Pharmaceutical advertisers who are promoting informational data about a product or drug.
    • Non-branded Pharmaceutical advertisers who mention the drug brand name but do not mention the disease or condition. (brand-building)


Functionality

  • Not allowed
    • Creative submitted by or on behalf of an advertiser may not:
      • Utilise deceptive advertising or misleading user experience to drive user clicks on an ad. For example; when a user clicks on a specific state for an ad that says "Click your state for more information" the landing page must meet the user’s expectation providing information for that state.
      • Utilise fake html or images that elicit unexpected behaviour. Examples include but are not limited to:
        • Static images of: drop-down menus, text boxes, scroll-down menus, radio buttons etc that are not fully functional
        • Text that animates or changes color that presents users with an expectation of functionality  (eg text that functions like a hyperlink or expanding ad components)
      • Utilize any element designed to generate a click without relevant information or content at the destination.
      • Utilize 'Focus' commands to make the ad the active window
      • Utilize 'fake' "Close" icons (for example: when you close an ad, it should close it and not trigger 'unexpected' behavior such as another ad, page, etc.)
      • Utilize 'mouse trapping' whereby the advertiser does not allow users to use their 'back button' and traps them on their site
      • Appear to be part of the UI
      • Imitate Microsoft Windows operating system messages, look and feel and/or behavior such as, but not limited to, error messages, dialog boxes, OS boxes, DOS boxes, and Windows icons
      • Imitate in look and feel or functionality the site/section on which it is running (for example, an ad on MSN Search should not look or feel like the Search box)
      • Appear as though it is part of the content/site on which it appears. White and/or ads with a similar color as the background of the site must have a border or otherwise clearly stand out (see the individual product creative specs for details)
      • Imitate presupposed knowledge about the functionality of your personal computer
      • Pretend to know details about a user's computer/system, including what is/is not installed, whether it has discovered viruses, worms, corrupted files, etc. (for example, scare tactics to make users buy/download software etc.)
      • Promote or contain viruses, worms, corrupted files, cracks or other material that is intended to or may damage or render inoperable software, hardware or security measures of Microsoft, any user of MSN.com and/or the Microsoft network of services, or any third party
      • Appear to make the ad page look broken or as if something is not working
      • Contain text reference on an ad or on the landing page to a group of Microsoft customers to entice them to view the ad as special for them (for example, "Attention MSN users")
      • Contain the MSN butterfly logo without a trademark license from LCA
      • Have a pop-up ad or a pop-under ad launched from within an ad or from the landing page whether real or imitated behaviour
      • Perform an automatic download of anything to a user's system or present a download dialog box without first presenting detailed information to the user about the download and then requiring the user to click to download the product.


Creative Technical Requirements



The technical capabilities of both Winks and Dynamic Display Pictures are detailed below.  These parameters relate to the capabilities enabled within Flash for these ad products.



As a general rule, Winks and Dynamic Display Pictures DO NOT allow the following:

  1. Access to input/output of any sort; this include to/from a server, the local hard disk, or any device (including web cams etc)
  2. Any action scripts that would cause Messenger to exhibit unacceptable behaviour (such as a wink popping open a browser window to a web page)
  3. Any ActionScripts or Flash features in versions of the Flash file format that are released after FlashBang is released. Only when FlashBang is updated to handle new Flash file versions will those higher versions be allowed to proceed?
  4. Anything that is not explicitly defined in the Macromedia Flash (SWF) file format


ActionScript methods below are the actual ActionScript functions or methods that a user would type into the Macromedia Studio MX application. Action opcodes are the binary numbers (which represent particular actions) that are generated by Studio MX when you export to a *.swf file.



NOTE:  For all restriction levels, embedded video (i.e. mpeg-type video) is never permitted.



General Rules



  • You cannot assign to or from a user-defined function so: “Movie.OnEnterFrame = myFunction” is not allowed. This also applies to events. What is recommended for events (such as onEnterFrame) is to do Movie.OnEnterFrame { //do stuff } as opposed to using assignment (as above)
  • You must declare a function/method/class before calling/using it
  • You cannot assign to or from an allowed listed function/object, i.e. Color.setRGB = myFunction() { } is not permitted.
  • You cannot use exceptions
  • You cannot use static methods


DDP Allow List



These ActionScript methods are permitted:



User Defined Functions/Objects       

Allow All

Colour

Allow Create

String

Array

Date

Allow Create

Allow Create

Allow Create

Object

Allow Create

getLocal

Allow Call

floor

Allow Call

getFocus

Allow Call

indexOf

Allow Call

getBeginIndex

Allow Call

getEndIndex

Allow Call

substring

Allow Call

AttachMovie

Allow Call

max

Allow Call

setRGB

Allow Call

gotoAndPlay

Allow Call

gotoAndStop

Allow Call

substr

Allow Call

split

Allow Call

setTransform

Allow Call

stop

Allow Call

getDepth

Allow Call

createEmptyMovieClip

Allow Call

sort

Allow Call

push

Allow Call

moveTo

Allow Call

lineTo

Allow Call

beginFill

Allow Call

endFill

Allow Call

setMask

Allow Call

charAt

Allow Call

getInstanceAtDepth

Allow Call

getUrl(“FSCommand:Quit”)

reverse

slice

localToGlobal

play

random

getHours

getMinutes

round

Allow Call

Allow Call

Allow Call

Allow Call

Allow Call

Allow Call

Allow Call

Allow Call

Allow Call



These Action Opcodes are permitted (opcodes only exist in the compiled, *.swf, files). These usually correspond to an ActionScript method with a very similar name:



ActionCall = 0x9E,

ActionDefineLocal = 0x3C,

ActionDefineLocal2 = 0x41,

ActionSetMember = 0x4F,

ActionAdd = 0x0A,

ActionAdd2 = 0x47,

ActionAnd = 0x10,

ActionAsciiToChar = 0x33,

ActionBitAnd = 0x60,

ActionBitLShift = 0x63,

ActionBitOR = 0x61,

ActionBitRShift = 0x64,

ActionBitURShift = 0x65,

ActionBitXor = 0x62,

ActionCharToAscii = 0x32,

ActionCloneSprite = 0x24,

ActionConstantPool = 0x88,

ActionDecrement = 0x51,

ActionDelete = 0x3A,

ActionDelete2 = 0x3B,

ActionDivide = 0x0D,

ActionEndDrag = 0x28,

ActionEnumerate = 0x46,

ActionEnumerate2 = 0x55,

ActionEquals = 0x0E,

ActionEquals2 = 0x49,

ActionGetMember = 0x4E,

ActionGetProperty = 0x22,

ActionGetTime = 0x34,

ActionGetVariable = 0x1C,

ActionGotoFrame = 0x81,

ActionGotoFrame2 = 0x9F,

ActionGoToLabel = 0x8C,

ActionGreater = 0x67,

ActionIncrement = 0x50,

ActionInitArray = 0x42,

ActionInitObject = 0x43,

ActionInstanceOf = 0x54,

ActionLess = 0x0F,

ActionLess2 = 0x48,

ActionMBAsciiToChar = 0x37,

ActionMBCharToAscii = 0x36,

ActionMBStringExtract = 0x35,

ActionMBStringLength = 0x31,

ActionModulo = 0x3F,

ActionMultiply = 0x0C,

ActionNextFrame = 0x04,

ActionNone = 0x0,

ActionNot = 0x12,

ActionOr = 0x11,

ActionPlay = 0x06,

ActionPop = 0x17,

ActionPreviousFrame = 0x05,

ActionPush = 0x96,

ActionPushDuplicate = 0x4C,

ActionRandomNumber = 0x30,

ActionRemoveSprite = 0x25,

ActionReturn = 0x3E,

ActionSetProperty = 0x23,

ActionSetTarget = 0x8B,

ActionSetTarget2 = 0x20,

ActionSetVariable = 0x1D,

ActionStackSwap = 0x4D,

ActionStartDrag = 0x27,

ActionStop = 0x07,

ActionStopSounds = 0x09,

ActionStoreRegister = 0x87,

ActionStrictEquals = 0x66,

ActionStringAdd = 0x21,

ActionStringEquals = 0x13,

ActionStringExtract = 0x15,

ActionStringGreater = 0x68,

ActionStringLength = 0x14,

ActionStringLess =  0x29,

ActionSubtract = 0x0B,

ActionTargetPath = 0x45,

ActionToggleQuality = 0x08,

ActionToInteger = 0x18,

ActionToNumber = 0x4A,

ActionToString = 0x4B,

ActionTrace = 0x26,

ActionTypeOf = 0x44,

ActionWaitForFrame = 0x8A,

ActionWaitForFrame2 = x8D,

ActionWith = 0x94,

ActionCallFunction = 0x3D,

ActionCallMethod = 0x52,

ActionNewMethod = 0x53,

ActionNewObject = 0x40,

ActionDefineFunction = 0x9B,

ActionDefineFunction2 = x8E,

ActionIf = 0x9D,

ActionJump = 0x99,



Wink Allow List



These ActionScript methods are permitted for Winks:



getURL(“FSCommand:Quit”)

stop



Also permitted is the following ActionScript if it is included on the first frame of a wink.  This ActionScript can be included in winks with raster (bitmap) graphics to ensure they are not stretched larger than their original size (because they pixilate).



var originalX;

var originalY;



Stage.scaleMode = "showAll";

originalX = Stage.width;

originalY = Stage.height;

Stage.scaleMode = "noScale";



if (Stage.width < originalX || Stage.height < originalY)

   Stage.scaleMode="showAll";

else

   Stage.scaleMode="noScale";



Wink and Dynamic Display Picture Allow List



These ActionScript methods are now permitted for Winks (as well as Dynamic Display Pictures):



User Defined Functions/Objects

Allow All

Colour

Allow Create

String

Array

Date

Allow Create

Allow Create

Allow Create

Object

Allow Create

getLocal

Allow Call

floor

Allow Call

getFocus

Allow Call

indexOf

Allow Call

getBeginIndex

Allow Call

getEndIndex

Allow Call

substring

Allow Call

AttachMovie

Allow Call

max

Allow Call

setRGB

Allow Call

gotoAndPlay

Allow Call

gotoAndStop

Allow Call

substr

Allow Call

split

Allow Call

setTransform

Allow Call

stop

Allow Call

getDepth

Allow Call

createEmptyMovieClip

Allow Call

sort

Allow Call

push

Allow Call

moveTo

Allow Call

lineTo

Allow Call

beginFill

Allow Call

endFill

Allow Call

setMask

Allow Call

charAt

Allow Call

getInstanceAtDepth

Allow Call

getUrl(“FSCommand:Quit”)

reverse

slice

localToGlobal

play

random

getHours

getMinutes

round

Allow Call

Allow Call

Allow Call

Allow Call

Allow Call

Allow Call

Allow Call

Allow Call

Allow Call



These Action Opcodes are permitted (opcodes only exist in the compiled, *.swf, files). These usually correspond to an ActionScript method with a very similar name:



ActionCall = 0x9E,

ActionDefineLocal = 0x3C,

ActionDefineLocal2 = 0x41,

ActionSetMember = 0x4F,

ActionAdd = 0x0A,

ActionAdd2 = 0x47,

ActionAnd = 0x10,

ActionAsciiToChar = 0x33,

ActionBitAnd = 0x60,

ActionBitLShift = 0x63,

ActionBitOR = 0x61,

ActionBitRShift = 0x64,

ActionBitURShift = 0x65,

ActionBitXor = 0x62,

ActionCharToAscii = 0x32,

ActionCloneSprite = 0x24,

ActionConstantPool = 0x88,

ActionDecrement = 0x51,

ActionDelete = 0x3A,

ActionDelete2 = 0x3B,

ActionDivide = 0x0D,

ActionEndDrag = 0x28,

ActionEnumerate = 0x46,

ActionEnumerate2 = 0x55,

ActionEquals = 0x0E,

ActionEquals2 = 0x49,

ActionGetMember = 0x4E,

ActionGetProperty = 0x22,

ActionGetTime = 0x34,

ActionGetVariable = 0x1C,

ActionGotoFrame = 0x81,

ActionGotoFrame2 = 0x9F,

ActionGoToLabel = 0x8C,

ActionGreater = 0x67,

ActionIncrement = 0x50,

ActionInitArray = 0x42,

ActionInitObject = 0x43,

ActionInstanceOf = 0x54,

ActionLess = 0x0F,

ActionLess2 = 0x48,

ActionMBAsciiToChar = 0x37,

ActionMBCharToAscii = 0x36,

ActionMBStringExtract = 0x35,

ActionMBStringLength = 0x31,

ActionModulo = 0x3F,

ActionMultiply = 0x0C,

ActionNextFrame = 0x04,

ActionNone = 0x0,

ActionNot = 0x12,

ActionOr = 0x11,

ActionPlay = 0x06,

ActionPop = 0x17,

ActionPreviousFrame = 0x05,

ActionPush = 0x96,

ActionPushDuplicate = 0x4C,

ActionRandomNumber = 0x30,

ActionRemoveSprite = 0x25,

ActionReturn = 0x3E,

ActionSetProperty = 0x23,

ActionSetTarget = 0x8B,

ActionSetTarget2 = 0x20,

ActionSetVariable = 0x1D,

ActionStackSwap = 0x4D,

ActionStartDrag = 0x27,

ActionStop = 0x07,

ActionStopSounds = 0x09,

ActionStoreRegister = 0x87,

ActionStrictEquals = 0x66,

ActionStringAdd = 0x21,

ActionStringEquals = 0x13,

ActionStringExtract = 0x15,

ActionStringGreater = 0x68,

ActionStringLength = 0x14,

ActionStringLess =  0x29,

ActionSubtract = 0x0B,

ActionTargetPath = 0x45,

ActionToggleQuality = 0x08,

ActionToInteger = 0x18,

ActionToNumber = 0x4A,

ActionToString = 0x4B,

ActionTrace = 0x26,

ActionTypeOf = 0x44,

ActionWaitForFrame = 0x8A,

ActionWaitForFrame2 = x8D,

ActionWith = 0x94,

ActionCallFunction = 0x3D,

ActionCallMethod = 0x52,

ActionNewMethod = 0x53,

ActionNewObject = 0x40,

ActionDefineFunction = 0x9B,

ActionDefineFunction2 = x8E,

ActionIf = 0x9D,

ActionJump = 0x99,





Date Class

The full Date class has been added to both the Winks and DDP AllowLists.



The definition of the Date class shown below is taken from: http://livedocs.macromedia.com/flashlite/2/main/00000468.html



Object    
       |    
      +-Date 



public class Date

extends Object

The Date class lets you retrieve date and time values relative to universal time (Greenwich Mean Time, now called universal time or UTC) or relative to the operating system on which Flash Player is running. The methods of the Date class are not static but only apply to the individual Date object specified when the method is called. The Date.UTC() method is an exception; it is a static method.

The Date class handles daylight saving time differently, depending on the operating system and Flash Player version. Flash Player 6 and later versions handle daylight saving time on the following operating systems as below:

  • Windows - the Date object automatically adjusts its output for daylight saving time. The Date object detects whether daylight saving time is employed in the current locale and, if so, it detects the standard-to-daylight saving time transition date and times. However, the transition dates currently in effect are applied to dates in the past and the future, so the daylight saving time bias might calculate incorrectly for dates in the past when the locale had different transition dates.

To call the methods of the Date class, you must first create a Date object using the constructor for the Date class, described later in this section.

Availability: ActionScript 1.0; Flash Lite 2.0



Property summary

Properties inherited from class Object

constructor (Object.constructor property), __proto__ (Object.__proto__ property), prototype (Object.prototype property), __resolve (Object.__resolve property)



Constructor summary

Signature

Description

Date([yearOrTimevalue:Number], [month:Number], [date:Number], [hour:Number], [minute:Number], [second:Number], [millisecond:Number])

Constructs a new Date object that holds the specified date and time.



Method summary

Modifiers

Signature

Description

-

getDate() : Number

Returns the day of the month (an integer from 1 to 31) of the specified Date object according to local time.

-

getDay() : Number

Returns the day of the week (0 for Sunday, 1 for Monday, and so on) of the specified Date object according to local time.

-

getFullYear() : Number

Returns the full year (a four-digit number, such as 2000) of the specified Date object, according to local time.

-

getHours() : Number

Returns the hour (an integer from 0 to 23) of the specified Date object, according to local time.

-

getLocaleLongDate() : String

Returns a string representing the current date, in long form, formatted according to the currently defined locale.

-

getLocaleShortDate() : String

Returns a string representing the current date, in short form, formatted according to the currently defined locale.

-

getLocaleTime() : String

Returns a string representing the current time, formatted according to the currently defined locale.

-

getMilliseconds() : Number

Returns the milliseconds (an integer from 0 to 999) of the specified Date object, according to local time.

-

getMinutes() : Number

Returns the minutes (an integer from 0 to 59) of the specified Date object, according to local time.

-

getMonth() : Number

Returns the month (0 for January, 1 for February, and so on) of the specified Date object, according to local time.

-

getSeconds() : Number

Returns the seconds (an integer from 0 to 59) of the specified Date object, according to local time.

-

getTime() : Number

Returns the number of milliseconds since midnight January 1, 1970, universal time, for the specified Date object.

-

getTimezoneOffset() : Number

Returns the difference, in minutes, between the computer's local time and universal time.

-

getUTCDate() : Number

Returns the day of the month (an integer from 1 to 31) in the specified Date object, according to universal time.

-

getUTCDay() : Number

Returns the day of the week (0 for Sunday, 1 for Monday, and so on) of the specified Date object, according to universal time.

-

getUTCFullYear() : Number

Returns the four-digit year of the specified Date object, according to universal time.

-

getUTCHours() : Number

Returns the hour (an integer from 0 to 23) of the specified Date object, according to universal time.

-

getUTCMilliseconds() : Number

Returns the milliseconds (an integer from 0 to 999) of the specified Date object, according to universal time.

-

getUTCMinutes() : Number

Returns the minutes (an integer from 0 to 59) of the specified Date object, according to universal time.

-

getUTCMonth() : Number

Returns the month (0 [January] to 11 [December]) of the specified Date object, according to universal time.

-

getUTCSeconds() : Number

Returns the seconds (an integer from 0 to 59) of the specified Date object, according to universal time.

-

getUTCYear() : Number

Returns the year of this Date according to universal time (UTC).

-

getYear() : Number

Returns the year of the specified Date object, according to local time.

-

setDate(date:Number) : Number

Sets the day of the month for the specified Date object, according to local time, and returns the new time in milliseconds.

-

setFullYear(year:Number, [month:Number], [date:Number]) : Number

Sets the year of the specified Date object, according to local time and returns the new time in milliseconds.

-

setHours(hour:Number) : Number

Sets the hours for the specified Date object according to local time and returns the new time in milliseconds.

-

setMilliseconds(millisecond:Number) : Number

Sets the milliseconds for the specified Date object according to local time and returns the new time in milliseconds.

-

setMinutes(minute:Number) : Number

Sets the minutes for a specified Date object according to local time and returns the new time in milliseconds.

-

setMonth(month:Number, [date:Number]) : Number

Sets the month for the specified Date object in local time and returns the new time in milliseconds.

-

setSeconds(second:Number) : Number

Sets the seconds for the specified Date object in local time and returns the new time in milliseconds.

-

setTime(millisecond:Number) : Number

Sets the date for the specified Date object in milliseconds since midnight on January 1, 1970, and returns the new time in milliseconds.

-

setUTCDate(date:Number) : Number

Sets the date for the specified Date object in universal time and returns the new time in milliseconds.

-

setUTCFullYear(year:Number, [month:Number], [date:Number]) : Number

Sets the year for the specified Date object (my_date) in universal time and returns the new time in milliseconds.

-

setUTCHours(hour:Number, [minute:Number], [second:Number], [millisecond:Number]) : Number

Sets the hour for the specified Date object in universal time and returns the new time in milliseconds.

-

setUTCMilliseconds(millisecond:Number) : Number

Sets the milliseconds for the specified Date object in universal time and returns the new time in milliseconds.

-

setUTCMinutes(minute:Number, [second:Number], [millisecond:Number]) : Number

Sets the minute for the specified Date object in universal time and returns the new time in milliseconds

-

setUTCMonth(month:Number, [date:Number]) : Number

Sets the month, and optionally the day, for the specified Date object in universal time and returns the new time in milliseconds.

-

setUTCSeconds(second:Number, [millisecond:Number]) : Number

Sets the seconds for the specified Date object in universal time and returns the new time in milliseconds.

-

setYear(year:Number) : Number

Sets the year for the specified Date object in local time and returns the new time in milliseconds.

-

toString() : String

Returns a string value for the specified date object in a readable format.

static

UTC(year:Number, month:Number, [date:Number], [hour:Number], [minute:Number], [second:Number], [millisecond:Number]) : Number

Returns the number of milliseconds between midnight on January 1, 1970, universal time, and the time specified in the parameters.

-

valueOf() : Number



Returns the number of milliseconds since midnight January 1, 1970, universal time, for this Date.

 

Methods inherited from class Object

addProperty (Object.addProperty method), hasOwnProperty (Object.hasOwnProperty method), isPropertyEnumerable (Object.isPropertyEnumerable method), isPrototypeOf (Object.isPrototypeOf method), registerClass (Object.registerClass method), toString (Object.toString method), unwatch (Object.unwatch method), valueOf (Object.valueOf method), watch (Object.watch method)

 

Embedded Video in Flash



The following ActionScript tags have been added to both the Winks and DDP AllowLists:



  • VideoFrame
  • DefineVideoStream


[The information below on the VideoFrame and DefineVideoStream tags has been taken from Macromedia_v7_flash_file_format_specification.pdf .]



Certified Rich Media Vendors

None

Data Reported

Data is reported for each type of content individually. Winks, emoticons, backgrounds, and display pictures provide separate reporting metrics. This information may be accessed through our Ad Reports tool.

  • Impressions – The number of times users are exposed to the Featured thumbnail in the content drop-down menu within the Messenger conversation window.
  • Clicks – The number of times a user clicks on the Featured thumbnail and downloads the file associated with a specific type of content. 

Ad Submission Guidelines

All creative must meet the MSA Ad Submission Guidelines