// 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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