我把游戏中文件pst改成txt 了 不知道怎么改回来 流星蝴蝶剑 。。。。 打炼死域 改成txt 能运行 但是没有敌

我把游戏中文件pst改成txt 了 不知道怎么改回来 流星蝴蝶剑 。。。。 打炼死域 改成txt 能运行 但是没有敌,第1张

把txt文件再重命名为pst就可以了(这是后缀名)。如果你仅仅只是使用记事本方式打开pst文件的话,那么它还是pst文件,不是txt……;如果你打开之后,把里面的东西改了,确实会有可能不出人。我把炼铁狱的文件复制给你,你改回去吧

// 炼铁狱

int Rule = 4

int RoundTime = 30

int PlayerSpawn = 38

int PlayerSpawnDir = 100

int PlayerWeapon = 31

int PlayerWeapon2 = 33

int PlayerHP = 3000

int trg0 = 0

int trg1 = 0

int trg2 = 0

int trg3 = 0

int trg4 = 0

int timer0 = 0

int timer1 = 0

int timer2 = 0

int timer3 = 0

int timer4 = 0

int reborn = 1

string rebornName

OnStart()

{

AddNPC("npc10_01")

}

OnUpdate()

{

int player = GetChar("player")

if (player <0)

{

return 0

}

int c

int c2

int c3

int c4

int c5

int now = GetGameTime()

if (trg0 == 0)

{

c = GetChar("屠城")

if (c >= 0)

{

Perform(c, "faceto", player)

PlayerPerform("use", 14)

trg0 = 1

}

}

if (trg0 == 1)

{

c = GetChar("屠城")

SetTarget(0, "char", c)

SetTarget(1, "char", player)

if (c>=0 &&GetEnemy(c)==player &&Distance(0, 1)<150)

{

Perform(c, "use", 7)

Perform(c, "use", 4)

Perform(c, "aggress")

Perform(c, "say", "现在只有拿你和冷燕的尸首去向帮主请罪!拿命来!!")

Perform(c, "pause", 2)

Perform(c, "say", "你不愿听命於我那只有死路一条!")

Perform(c, "pause", 7)

Perform(c, "say", "你们这些杀手,说穿了只是会听话的狗而已!")

Perform(c, "pause", 5)

Perform(c, "say", "呵!你不知道的事情可多着!")

Perform(c, "pause", 5)

Perform(c, "say", "绝对比你的狗窝快活林还要来的快活多了!")

Perform(c, "pause", 2)

Perform(c, "say", "你就作我的左右手,包你有享不尽的容华富贵")

Perform(c, "pause", 2)

Perform(c, "say", "看你的功夫还有两下子,我很赏识你!")

Perform(c, "pause", 5)

Perform(c, "say", "怎麽?狗咬狗的感觉如何呀??")

Perform(c, "pause", 2)

Perform(c, "say", "想不到你能活到现在,没把你们整死真是可惜")

Perform(c, "faceto", player)

PlayerPerform("block", 0)

PlayerPerform("pause", 10)

PlayerPerform("say", "(难道··这一切的计画···)")

PlayerPerform("pause", 4)

PlayerPerform("say", "·····")

PlayerPerform("pause", 7)

PlayerPerform("say", "!?··你··怎知我是快活林的人!?")

PlayerPerform("pause", 10)

PlayerPerform("say", "·····")

PlayerPerform("pause", 6)

PlayerPerform("block", 1)

trg0 = 2

timer1 = now + 80

}

}

if (trg0==2 &&now>timer1)

{

c = GetChar("屠城")

if (c >= 0)

{

Perform(c, "use", 4)

Perform(c, "use", 7)

Perform(c, "say", "哈哈哈哈!!凭你这一点能耐是杀不了我的!!")

Perform(c, "aggress")

Perform(c, "faceto", player)

ChangeBehavior(c, "dodge", player)

trg0 = 3

timer1 = now + 180

}

}

if (trg0==3 &&now>timer1)

{

c = GetChar("屠城")

if (c >= 0)

{

Perform(c, "use", 4)

Perform(c, "use", 7)

Perform(c, "say", "你尽管放马过来吧!我先来陪你玩一玩再让你死!!")

Perform(c, "aggress")

Perform(c, "faceto", player)

ChangeBehavior(c, "dodge", player)

trg0 = 4

timer1 = now + 180

}

}

if (trg0==4 &&now>timer1)

{

c = GetChar("屠城")

if (c >= 0)

{

Perform(c, "use", 4)

Perform(c, "use", 7)

Perform(c, "say", "怎麽?害怕了吗??")

Perform(c, "aggress")

Perform(c, "faceto", player)

ChangeBehavior(c, "dodge", player)

trg0 = 2

timer1 = now + 180

}

}

if (trg2 == 0)

{

c = GetChar("屠城")

if (c>=0 &&GetHP(c)<GetMaxHP(c)/3)

{

Perform(c, "attack")

Perform(c, "faceto", player)

Perform(c, "say", "来人呀!杀了他!!")

Perform(c, "pause", 3)

Perform(c, "say", "你···你这家伙!!看我怎麽治你!!")

Perform(c, "faceto", player)

trg2 = 1

timer0 = now + 6

}

}

if (trg2==1 &&now>timer0)

{

AddNPC("npc10_02")

AddNPC("npc10_03")

AddNPC("npc10_04")

AddNPC("npc10_05")

trg2 = 2

}

if (trg2 == 2)

{

c = GetAnyChar("屠城")

if (c>=0 &&GetHP(c)<=0)

{

Say(c, "····想不到···我会死在你··手中····")

PlayerPerform(c, "······")

PlayerPerform(c, "pause", 3)

ChangeBehavior(c2, "idle")

Perform(c2, "faceto", c)

ChangeBehavior(c3, "idle")

Perform(c3, "faceto", c)

ChangeBehavior(c4, "idle")

Perform(c4, "faceto", c)

ChangeBehavior(c5, "idle")

Perform(c5, "faceto", c)

trg2 = 3

}

}

if (trg3==0 &&trg2==2)

{

c2 = GetAnyChar("蒙面人·甲")

if (c2>=0 &&GetHP(c2)<=0)

{

reborn = c2

rebornName = "npc10_02"

trg3 = 1

timer4 = now + 25

}

c3 = GetAnyChar("蒙面人·乙")

if (c3>=0 &&GetHP(c3)<=0)

{

reborn = c3

rebornName = "npc10_03"

trg3 = 1

timer4 = now + 25

}

c4 = GetAnyChar("蒙面人·丙")

if (c4>=0 &&GetHP(c4)<=0)

{

reborn = c4

rebornName = "npc10_04"

trg3 = 1

timer4 = now + 25

}

c5 = GetAnyChar("蒙面人·丁")

if (c5>=0 &&GetHP(c5)<=0)

{

reborn = c5

rebornName = "npc10_05"

trg3 = 1

timer4 = now + 25

}

}

if (trg3==1 &&now>timer4)

{

RemoveNPC(reborn)

timer4 = now + 5

trg3 = 2

}

if (trg3==2 &&now>timer4)

{

AddNPC(rebornName)

trg3 = 0

}

if (trg4==0 &&trg2==2)

{

c = GetChar("屠城")

SetTarget(0, "char", c)

SetTarget(1, "char", player)

if (c>=0 &&GetHP(c)<GetMaxHP(c)/5 &&GetHP(player)<GetMaxHP(player)/6 &&Distance(0, 1)<150)

{

Perform(c, "use", 15)

Perform(c, "use", 15)

Perform(c, "use", 15)

Perform(c, "use", 15)

Perform(c, "use", 19)

Perform(c, "say", "可恶!竟然敬酒不吃,就让我成全你想死的念头吧!")

Perform(c, "pause", 6)

Perform(c, "say", "!?")

Perform(c, "pause", 13)

Perform(c, "say", "·····")

Perform(c, "pause", 10)

Perform(c, "say", "你们不配当人,只配当狗!!")

Perform(c, "pause", 6)

Perform(c, "say", "!?")

Perform(c, "pause", 5)

Perform(c, "say", "能有这样的福份,你真该好好把握才是··呵")

Perform(c, "pause", 2)

Perform(c, "say", "你们这些杀手终日只能处在不见天日的地方生活")

Perform(c, "pause", 6)

Perform(c, "say", "想必我要登上分舵主指日可待了!哇哈哈哈!")

Perform(c, "pause", 2)

Perform(c, "say", "我就拿她的尸首去跟「帮主·万鹏王」交差就可以了!")

Perform(c, "pause", 2)

Perform(c, "say", "反正,那女娃儿功夫那麽地差,也不须要她了")

Perform(c, "pause", 7)

Perform(c, "say", "还让你当我的左右手,算是很宽宏大量的了")

Perform(c, "pause", 2)

Perform(c, "say", "呵!大人有大量,我赦免你一死!")

Perform(c, "pause", 2)

Perform(c, "say", "我们「分舵主·范璇」一死,我自然就会登上分舵主的宝座了")

Perform(c, "pause", 6)

Perform(c, "say", "怎麽?知情后害怕了吗???呵··")

Perform(c, "pause", 3)

Perform(c, "say", "只好由我来亲手解决了··")

Perform(c, "pause", 2)

Perform(c, "say", "可是那女娃儿功夫差,被范璇逮个正着··这下子暗杀行动曝了光")

Perform(c, "pause", 2)

Perform(c, "say", "我原本是要让那女娃儿杀掉范璇,然后让从正面闯入的你当个代罪羔羊··")

Perform(c, "pause", 6)

Perform(c, "say", "我这就告诉你,你跟那女娃儿都是我找来要杀范璇的~")

Perform(c, "pause", 2)

Perform(c, "say", "哼!你们这些当人家乖狗儿的杀手,从不会过问委托人是谁")

Perform(c, "pause", 6)

Perform(c, "say", "怎麽??很惊讶吗???")

Perform(c, "pause", 5)

Perform(c, "say", "这下子我可是找对人了!")

Perform(c, "pause", 2)

Perform(c, "say", "功夫自然是在你之下·不但如此,他连范璇也杀不了~")

Perform(c, "pause", 2)

Perform(c, "say", "那个女娃儿无法治的了你!")

Perform(c, "pause", 5)

Perform(c, "say", "我可是英雄惜英雄,留条后路给你走··")

Perform(c, "pause", 6)

Perform(c, "say", "而且还有大把大把的银子可花,何乐而不为呢?")

Perform(c, "pause", 2)

Perform(c, "say", "我这还有一瓶解药,只要你点头就不必如此痛苦了")

Perform(c, "pause", 4)

Perform(c, "say", "早跟你说了,当我的左右手也没啥不好的嘛!")

Perform(c, "pause", 4)

Perform(c, "say", "怎麽啦??毒性是不是已经侵蚀全身了!?")

Perform(c, "pause", 2)

Perform(c, "say", "所有人退下!!")

Perform(c, "pause", 3)

Perform(c, "faceto", player)

PlayerPerform("block", 0)

PlayerPerform("pause", 6)

PlayerPerform("use", 19)

PlayerPerform("say", "我不会让在你死的时候感到一丝痛苦地!!")

PlayerPerform("pause", 6)

PlayerPerform("say", "还好···我还留有一颗心··· 不像你··")

PlayerPerform("pause", 2)

PlayerPerform("say", "而你···竟然如此玩弄别人的性命···")

PlayerPerform("pause", 2)

PlayerPerform("say", "但是···我从不会让目标感到痛苦,就让他死去···")

PlayerPerform("pause", 8)

PlayerPerform("say", "成天就像行尸走肉一般··")

PlayerPerform("pause", 2)

PlayerPerform("say", "为了生存,永远只能活在黑暗的地方···")

PlayerPerform("pause", 2)

PlayerPerform("say", "···杀手··虽然只是工具··")

PlayerPerform("pause", 6)

PlayerPerform("say", "·····")

PlayerPerform("pause", 5)

PlayerPerform("use", 15)

PlayerPerform("use", 15)

PlayerPerform("use", 20)

PlayerPerform("say", "你··把人当做是什麽!!")

PlayerPerform("pause", 9)

PlayerPerform("say", "你!!····")

PlayerPerform("pause", 11)

PlayerPerform("say", "·····")

PlayerPerform("pause", 10)

PlayerPerform("say", "·····")

PlayerPerform("pause", 6)

PlayerPerform("say", "好阴险的人·····")

PlayerPerform("pause", 13)

PlayerPerform("say", "·····")

PlayerPerform("pause", 8)

PlayerPerform("say", "难道··范璇是你杀的···")

PlayerPerform("pause", 5)

PlayerPerform("say", "什麽!?")

PlayerPerform("pause", 10)

PlayerPerform("say", "·····")

PlayerPerform("pause", 5)

PlayerPerform("say", "不必你的假好意!")

PlayerPerform("pause", 8)

PlayerPerform("say", "··你!!")

PlayerPerform("pause", 5)

PlayerPerform("say", "(可恶···再这样下去···撑不了多久的··)")

PlayerPerform("pause", 8)

PlayerPerform("say", "···呜····")

PlayerPerform("block", 1)

c2 = GetChar("蒙面人·甲")

if (c2 >= 0)

{

Perform(c2, "guard", 145)

Perform(c2, "faceto", player)

ChangeBehavior(c2, "dodge", player)

}

c2 = GetChar("蒙面人·乙")

if (c2 >= 0)

{

Perform(c2, "guard", 145)

Perform(c2, "faceto", player)

ChangeBehavior(c2, "dodge", player)

}

c2 = GetChar("蒙面人·丙")

if (c2 >= 0)

{

Perform(c2, "guard", 145)

Perform(c2, "faceto", player)

ChangeBehavior(c2, "dodge", player)

}

c2 = GetChar("蒙面人·丁")

if (c2 >= 0)

{

Perform(c2, "guard", 145)

Perform(c2, "faceto", player)

ChangeBehavior(c2, "dodge", player)

}

trg4 = 1

trg1 = 1

trg0 = 5

timer1 = now + 120

timer2 = now + 120

}

}

if (trg4==1 &&now>timer1)

{

c = GetChar("屠城")

if (c >= 0)

{

Perform(c, "say", "哈哈哈哈!!凭你这一点能耐是杀不了我的!!")

Perform(c, "aggress")

Perform(c, "faceto", player)

ChangeBehavior(c, "dodge", player)

trg4 = 2

timer1 = now + 180

}

}

if (trg4==2 &&now>timer1)

{

c = GetChar("屠城")

if (c >= 0)

{

Perform(c, "say", "你尽管放马过来吧!我先来陪你玩一玩再让你死!!")

Perform(c, "aggress")

Perform(c, "faceto", player)

ChangeBehavior(c, "dodge", player)

trg4 = 3

timer1 = now + 180

}

}

if (trg4==3 &&now>timer1)

{

c = GetChar("屠城")

if (c >= 0)

{

Perform(c, "say", "怎麽?害怕了吗??")

Perform(c, "aggress")

Perform(c, "faceto", player)

ChangeBehavior(c, "dodge", player)

trg4 = 1

timer1 = now + 180

}

}

if (trg1==1 &&now>timer2)

{

c = GetChar("屠城")

if (c>=0 &&GetHP(c)<GetMaxHP(c)/4)

{

Perform(c, "use", 15)

Perform(c, "say", "哼!气死我了!!看我怎麽让你死!")

Perform(c, "aggress")

Perform(c, "faceto", player)

ChangeBehavior(c, "dodge", player)

trg1 = 2

timer2 = now + 60

}

}

if (trg1==2 &&now>timer2)

{

c = GetChar("屠城")

if (c>=0 &&GetHP(c)<GetMaxHP(c)/4)

{

Perform(c, "use", 15)

Perform(c, "say", "想不到你真有两下子··真是低估了你!!")

Perform(c, "aggress")

Perform(c, "faceto", player)

ChangeBehavior(c, "dodge", player)

trg1 = 3

timer2 = now + 60

}

}

if (trg1==3 &&now>timer2)

{

c = GetChar("屠城")

if (c>=0 &&GetHP(c)<GetMaxHP(c)/4)

{

Perform(c, "use", 15)

Perform(c, "say", "···可恶!你死定了!!")

Perform(c, "aggress")

Perform(c, "faceto", player)

ChangeBehavior(c, "dodge", player)

trg1 = 4

timer2 = now + 60

}

}

if (trg1==4 &&now>timer2)

{

c = GetChar("屠城")

if (c>=0 &&GetHP(c)<GetMaxHP(c)/4)

{

Perform(c, "use", 15)

Perform(c, "say", "···可恶!真是气死我了!!")

Perform(c, "aggress")

Perform(c, "faceto", player)

ChangeBehavior(c, "dodge", player)

trg1 = 1

timer2 = now + 60

}

}

}

文本格式

文本格式txt是微软在 *** 作系统上附带的一种文本格式txt什么意思,是最常见的一种文件格式 。主要存文本信息,即为文字信息,现在的 *** 作系统大多使用记事本等程序保存,大多数软件可以查看,如记事本,浏览器等等。

txt格式的三大优势:1:体积小、存储简单方便2:txt格式比较简单,不会中毒3:txt格式是电脑和很多移动设备的通用格式扩展资料新建TXT文档的方式:第一步,返回至电脑的桌面,准备新建TXT文件。第二步,在电脑桌面点击鼠标右键,d出右键菜单。第三步,在d出的右键菜单中,选择新建选项。第四步,在新建选项下的子菜单中选择文本文档,并左键点击。第五步,点击文本文档后,电脑桌面会出现一个未命名的TXT格式图标。


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原文地址: https://outofmemory.cn/tougao/12040681.html

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