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685 lines (636 loc) · 14.2 KB
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// 皇天城
int Rule = 5;
int RoundTime = 30;
int PlayerSpawn = 83;
int PlayerSpawnDir = 45;
int PlayerWeapon = 24;
int PlayerWeapon2 = 21;
int PlayerHP = 2500;
int trg0 = 0;
int trg1 = 0;
int trg2 = 0;
int trg3 = 0;
int trg4 = 0;
int trg5 = 0;
int trg6 = 0;
int trg7 = 0;
int trg8 = 0;
int trg9 = 0;
int timer0 = 0;
int timer1 = 0;
int timer2 = 0;
int hp0 = 0;
int hp1 = 0;
int hp2 = 0;
int hp3 = 0;
int hp4 = 0;
OnStart()
{
AddNPC("npc05_01");
AddNPC("npc05_02");
AddNPC("npc05_05");
AddNPC("npc05_06");
AddNPC("npc05_07");
AddNPC("npc05_08");
AddNPC("npc05_09");
}
CallFriend(int c, int c2, int p)
{
if (c>=0 && GetEnemy(c)==p)
{
ChangeBehavior(c, "follow", p);
Perform(c, "guard", 3);
Perform(c, "say", "有人闯入,快来人呀!");
Perform(c, "say", "你是谁!竟敢乱闯!!");
Perform(c, "faceto", p);
if (c2 >= 0)
{
ChangeBehavior(c2, "follow", c);
}
return 1;
}
return 0;
}
CallFriend2(int c, int c2, int p, int t)
{
if (c>=0 && GetEnemy(c)==p)
{
ChangeBehavior(c, "follow", p);
if (t == 1)
{
Perform(c, "say", "哈!老子看到你了!");
} else
{
Perform(c, "say", "唷!好戏上场啦!!");
}
Perform(c, "faceto", p);
if (c2 >= 0)
{
ChangeBehavior(c2, "follow", c);
}
return 1;
}
return 0;
}
BackGuard(int c, int p, int say)
{
if (c >= 0)
{
Perform(c, "guard", 100);
Perform(c, "faceto", p);
ChangeBehavior(c, "dodge", p);
if (say == 1)
{
Perform(c, "say", "施主保重!");
}
if (say == 2)
{
Perform(c, "say", "﹒﹒﹒﹒﹒");
}
Perform(c, "pause", 4);
Perform(c, "faceto", p);
return 1;
}
return 0;
}
PauseAll(int t, int p)
{
int c;
c = GetChar("金枪侍卫");
if (c >= 0)
{
Perform(c, "guard", t);
Perform(c, "faceto", p);
}
c = GetChar("大刀侍卫");
if (c >= 0)
{
Perform(c, "guard", t);
Perform(c, "faceto", p);
}
c = GetChar("野和尚﹒甲");
if (c >= 0)
{
Perform(c, "guard", t);
Perform(c, "faceto", p);
}
c = GetChar("野和尚﹒乙");
if (c >= 0)
{
Perform(c, "guard", t);
Perform(c, "faceto", p);
}
c = GetChar("无名杀手");
if (c >= 0)
{
Perform(c, "guard", t);
Perform(c, "faceto", p);
}
c = GetChar("蒙面人﹒甲");
if (c >= 0)
{
Perform(c, "guard", t);
Perform(c, "faceto", p);
}
c = GetChar("蒙面人﹒乙");
if (c >= 0)
{
Perform(c, "guard", t);
Perform(c, "faceto", p);
}
return 1;
}
OnUpdate()
{
int player = GetChar("player");
if (player < 0)
{
return 0;
}
int c;
int c2;
int c3;
int c4;
int c5;
if (trg0 == 0)
{
PlayerPerform("block", 0);
PlayerPerform("crouch", 0);
PlayerPerform("say", "(不该多想的﹒﹒﹒赶紧完成任务,带回范璇身上的代表信物,交差了事好!)");
PlayerPerform("pause", 2);
PlayerPerform("say", "(﹒﹒﹒我怎能会为了这些事情乱了心)");
PlayerPerform("pause", 2);
PlayerPerform("say", "(﹒﹒﹒这一切究竟是﹒﹒﹒﹒﹒)");
PlayerPerform("pause", 2);
PlayerPerform("say", "(而那姓萧所说的话到底是什麽意思??)");
PlayerPerform("pause", 2);
PlayerPerform("say", "(﹒﹒那奇女子﹒﹒﹒﹒)");
PlayerPerform("pause", 2);
PlayerPerform("say", "(﹒﹒﹒﹒那个蒙面人又是怎麽一回儿事??)");
PlayerPerform("pause", 2);
PlayerPerform("say", "(难道是高老大担心我﹒﹒﹒还是﹒﹒﹒﹒)");
PlayerPerform("pause", 2);
PlayerPerform("say", "(﹒﹒怎麽感觉一路上都有人在监视着我﹒﹒﹒﹒)");
PlayerPerform("pause", 2);
PlayerPerform("say", "(但﹒﹒难道是我的行踪己经曝露了?)");
PlayerPerform("pause", 2);
PlayerPerform("say", "(﹒﹒﹒终於来到这儿了﹒﹒﹒)");
PlayerPerform("crouch", 1);
PlayerPerform("block", 1);
trg0 = 1;
}
if (trg1==0)
{
c = GetChar("金枪侍卫");
c2 = GetChar("大刀侍卫");
if (CallFriend(c, c2, player))
{
trg1 = 1;
}
if (trg1==0 && CallFriend(c2, c, player))
{
trg1 = 1;
}
}
if (trg2 == 0)
{
c = GetChar("野和尚﹒甲");
c2 = GetChar("野和尚﹒乙");
if (CallFriend2(c, c2, player, 1))
{
trg2 = 1;
}
if (trg2==0 && CallFriend2(c2, c, player, 0))
{
trg2 = 1;
}
}
if (trg2 == 1)
{
c = GetChar("野和尚﹒甲");
c2 = GetChar("野和尚﹒乙");
if (c>=0 && c2>=0 && GetEnemy(c)==player && GetEnemy(c2)==player)
{
Perform(c, "say", "我们两个就陪你玩玩!!");
Perform(c, "faceto", player);
Perform(c2, "say", "我们两个就陪你玩玩!!");
Perform(c2, "faceto", player);
trg2 = 2;
}
}
if (trg2 == 2)
{
c = GetChar("野和尚﹒甲");
c2 = GetChar("野和尚﹒乙");
if (c>=0 && GetHP(c)<GetMaxHP(c)/2)
{
Perform(c, "aggress");
Perform(c, "say", "施主还是多去练个几年再来吧!");
Perform(c, "faceto", player);
trg2 = 3;
}
if (c2>=0 && GetHP(c2)<GetMaxHP(c2)/2)
{
Perform(c2, "aggress");
Perform(c2, "say", "施主要是再不滚,休怪老纳不客气了!");
Perform(c2, "faceto", player);
trg2 = 3;
}
}
if (trg3 == 0)
{
c = GetChar("无名杀手");
SetTarget(0, "char", player);
SetTarget(1, "char", c);
if (c>=0 && GetEnemy(c)==player && Distance(0, 1)<100)
{
ChangeBehavior(c, "kill", player);
c2 = GetChar("金枪侍卫");
if (c2 >= 0)
{
ChangeBehavior(c2, "follow", player);
}
c2 = GetChar("大刀侍卫");
if (c2 >= 0)
{
ChangeBehavior(c2, "follow", player);
}
c2 = GetAnyChar("野和尚﹒甲");
c3 = GetAnyChar("野和尚﹒乙");
if (c2>=0 && GetHP(c2)<=0 && c3>=0 && GetHP(c3)<=0)
{
Perform(c, "aggress");
Perform(c, "say", "听说你的功夫了得,我就是特地来试试你的身手!放马过来!");
Perform(c, "say", "哼!等了许久终於来了!");
Perform(c, "faceto", player);
PlayerPerform("say", "﹒﹒﹒﹒﹒﹒");
PlayerPerform("pause", 5);
} else
{
Perform(c, "say", "退下,他就交给我吧!");
c2 = GetChar("野和尚﹒甲");
if (BackGuard(c2, player, 1))
{
hp1 = GetHP(c2);
}
c2 = GetChar("野和尚﹒乙");
if (BackGuard(c2, player, 1))
{
hp2 = GetHP(c2);
}
c2 = GetChar("蒙面人﹒甲");
if (BackGuard(c2, player, 2))
{
hp3 = GetHP(c2);
}
c2 = GetChar("蒙面人﹒乙");
if (BackGuard(c2, player, 2))
{
hp4 = GetHP(c2);
}
c2 = GetChar("金枪侍卫");
BackGuard(c2, player, 0);
c2 = GetChar("大刀侍卫");
BackGuard(c2, player, 0);
}
trg3 = 1;
}
}
if (trg3==1 || trg3==2)
{
c5 = -1;
c = GetChar("野和尚﹒甲");
c2 = GetChar("野和尚﹒乙");
c3 = GetChar("蒙面人﹒甲");
c4 = GetChar("蒙面人﹒乙");
if (hp1 > 0)
{
if (c>=0 && GetHP(c)<hp1)
{
Perform(c, "say", "你自找的!!");
Perform(c, "faceto", player);
c5 = c;
}
}
if (hp2 > 0)
{
if (c2>=0 && GetHP(c2)<hp2)
{
Perform(c2, "say", "找死");
Perform(c2, "faceto", player);
c5 = c2;
}
}
if (hp3 > 0)
{
if (c3>=0 && GetHP(c3)<hp3)
{
Perform(c3, "say", "﹒﹒﹒﹒﹒");
Perform(c3, "faceto", player);
c5 = c3;
}
}
if (hp4 > 0)
{
if (c4>=0 && GetHP(c4)<hp4)
{
Perform(c, "say", "﹒﹒﹒﹒﹒");
Perform(c, "faceto", player);
c5 = c4;
}
}
if (c5 >= 0)
{
ChangeBehavior(c, "kill", player);
ChangeBehavior(c2, "kill", player);
ChangeBehavior(c3, "kill", player);
ChangeBehavior(c4, "kill", player);
trg3 = 3;
}
}
if (trg3 == 1)
{
c = GetChar("无名杀手");
if (c>=0 && GetHP(c)<GetMaxHP(c)*2/3)
{
Perform(c, "guard", 4);
Perform(c, "say", "哼!果然有两下子!看来我得认真了!");
Perform(c, "faceto", player);
trg3 = 2;
}
}
if (trg3 == 2)
{
c = GetChar("无名杀手");
if (c>=0 && GetHP(c)<GetMaxHP(c)/2)
{
c2 = GetChar("野和尚﹒甲");
if (c2 >= 0)
{
ChangeBehavior(c2, "follow", c);
Perform(c2, "say", "上!");
Perform(c2, "pause", 6);
Perform(c2, "say", "撑的住吗??");
Perform(c2, "faceto", c);
Perform(c2, "pause", 8);
}
c2 = GetChar("野和尚﹒乙");
if (c2 >= 0)
{
ChangeBehavior(c2, "follow", c);
Perform(c2, "say", "我来助你一臂之力!");
Perform(c2, "pause", 6);
Perform(c2, "say", "撑的住吗??");
Perform(c2, "faceto", c);
Perform(c2, "pause", 8);
}
trg3 = 3;
}
}
if (trg3 == 3)
{
c = GetChar("无名杀手");
if (c>=0 && GetHP(c)<GetMaxHP(c)/3)
{
Perform(c, "say", "想不到武林中竟然有如此的高手﹒﹒");
Perform(c, "faceto", player);
trg3 = 4;
}
}
if (trg3 == 4)
{
c = GetAnyChar("无名杀手");
if (c>=0 && GetHP(c)<=0)
{
Say(c, "果然厉害﹒﹒﹒能跟你交手,我死也甘心了﹒﹒﹒");
c2 = GetChar("野和尚﹒甲");
if (c2 >= 0)
{
ChangeBehavior(c2, "kill", player);
}
c2 = GetChar("野和尚﹒乙");
if (c2 >= 0)
{
ChangeBehavior(c2, "kill", player);
}
trg3 = 5;
}
}
if (trg4==0 && trg6==0)
{
c = GetChar("屠城");
SetTarget(0, "char", player);
SetTarget(1, "char", c);
if (c>=0 && GetEnemy(c)==player && Distance(0, 1)<80)
{
c2 = GetChar("范璇");
if (c2 >= 0)
{
ChangeBehavior(c, "follow", c2);
SetTarget(0, "char", c2);
ChangeBehavior(c, "attacktarget", 0);
}
Perform(c, "say", "来人呀!!给我拿下这个刺客!!");
Perform(c, "pause", 5);
Perform(c, "say", "有我在你休通过这里!");
Perform(c, "say", "你﹒﹒﹒竟敢想要行刺'范主子'!");
Perform(c, "faceto", player);
PlayerPerform("block", 0);
PlayerPerform("say", "﹒﹒﹒﹒﹒﹒﹒");
PlayerPerform("pause", 3);
PlayerPerform("block", 1);
c3 = GetChar("无名杀手");
if (c3 >= 0)
{
ChangeBehavior(c3, "follow", player);
}
c3 = GetChar("蒙面人﹒甲");
if (c3 >= 0)
{
ChangeBehavior(c3, "follow", player);
}
c3 = GetChar("蒙面人﹒乙");
if (c3 >= 0)
{
ChangeBehavior(c3, "follow", player);
}
c3 = GetChar("金枪侍卫");
if (c3 >= 0)
{
ChangeBehavior(c2, "kill", player);
}
c3 = GetChar("大刀侍卫");
if (c2 >= 0)
{
ChangeBehavior(c2, "kill", player);
}
trg4 = 1;
}
}
if (trg4 == 1)
{
c = GetChar("屠城");
c2 = GetChar("范璇");
if (c>=0 && c2>=0)
{
SetTarget(0, "char", c);
SetTarget(1, "char", c2);
if (Distance(0, 1) < 100)
{
ChangeBehavior(c, "patrol", 56, 66, 65, 61, 67);
Perform(c, "say", "哼!!给我杀了他!");
Perform(c, "pause", 5);
Perform(c, "faceto", player);
Perform(c, "say", "是!!");
Perform(c, "pause", 6);
Perform(c, "say", "报告主子!有刺客想要行刺您,请您先行离开!!");
Perform(c, "faceto", c2);
Perform(c2, "say", "留下活口,等我回来我要问个清楚,到底是谁指使的!");
Perform(c2, "say", "什麽!!!好大的胆子!竟然有人敢行刺我!");
Perform(c2, "pause", 3);
Perform(c2, "faceto", c);
trg4 = 2;
timer0 = GetGameTime() + 10;
}
}
}
if (trg4==2 && GetGameTime()>timer0)
{
c = GetAnyChar("范璇");
if (c >= 0)
{
RemoveNPC(c);
}
trg4 = 3;
}
if (trg5 == 0)
{
c = GetChar("屠城");
if (c>=0 && GetHP(c)<GetMaxHP(c)/2)
{
Perform(c, "say", "来人呀!通通给我围住他,把他剁成肉酱喂狗!!");
Perform(c, "pause", 3);
Perform(c, "say", "今天你别想活的走着出去了!");
Perform(c, "say", "好样的﹒﹒﹒竟然能伤的了我!");
Perform(c, "faceto", player);
trg5 = 1;
}
}
if (trg5 == 1)
{
c = GetAnyChar("屠城");
if (c>=0 && GetHP(c)<=0)
{
Say(c, "呜﹒﹒﹒想不到﹒﹒﹒主子!我对不起你了﹒﹒﹒﹒");
trg5 = 2;
}
}
if (trg6==0 && trg4==0)
{
c = GetChar("范璇");
SetTarget(0, "char", player);
SetTarget(1, "char", c);
if (c>=0 && GetEnemy(c)==player && Distance(0, 1)<100)
{
c2 = GetChar("屠城");
if (c2 >= 0)
{
ChangeBehavior(c, "follow", c2);
SetTarget(0, "char", c2);
ChangeBehavior(c, "attacktarget", 0);
}
Perform(c, "say", "想行刺我!没那麽容易!护驾!有刺客!!");
Perform(c, "pause", 6);
Perform(c, "say", "你﹒﹒﹒你是谁!!");
Perform(c, "faceto", player);
PlayerPerform("block", 0);
PlayerPerform("say", "想逃!!");
PlayerPerform("pause", 6);
PlayerPerform("say", "﹒﹒﹒我的名字不重要,重要的是,我是来取你狗命的!");
PlayerPerform("pause", 3);
PlayerPerform("block", 1);
PauseAll(10, player);
trg6 = 1;
}
}
if (trg6 == 1)
{
c = GetChar("范璇");
c2 = GetChar("屠城");
if (c>=0 && c2>=0)
{
SetTarget(0, "char", c);
SetTarget(1, "char", c2);
if (Distance(0, 1) < 120)
{
Perform(c2, "say", "杀了他!!");
Perform(c2, "aggress");
Perform(c2, "faceto", player);
Perform(c2, "say", "是!!");
Perform(c2, "pause", 8);
Perform(c2, "say", "主子!请您先行离开,这里由我来就好!");
Perform(c2, "say", "刺客!!所有人快把刺客拿下!!");
Perform(c2, "faceto", c);
SetTarget(0, "waypoint", 73);
ChangeBehavior(c, "attacktarget", 0);
Perform(c, "say", "让他死之前,先给我问出主使者是谁!");
Perform(c, "say", "好!我先去避一避,这里就交给你了!");
Perform(c, "pause", 4);
Perform(c, "faceto", c2);
PlayerPerform("say", "﹒﹒﹒﹒﹒﹒﹒");
PlayerPerform("pause", 3);
c3 = GetChar("无名杀手");
if (c3 >= 0)
{
ChangeBehavior(c3, "follow", player);
}
c3 = GetChar("蒙面人﹒甲");
if (c3 >= 0)
{
ChangeBehavior(c3, "follow", player);
}
c3 = GetChar("蒙面人﹒乙");
if (c3 >= 0)
{
ChangeBehavior(c3, "follow", player);
}
trg6 = 2;
timer0 = GetGameTime() + 6;
}
}
}
if (trg6==2 && GetGameTime()>timer0)
{
c = GetAnyChar("范璇");
if (c >= 0)
{
RemoveNPC(c);
}
trg6 = 3;
}
if (trg7 == 0)
{
c = GetAnyChar("金枪侍卫");
c2 = GetAnyChar("大刀侍卫");
c3 = GetAnyChar("野和尚﹒甲");
c4 = GetAnyChar("野和尚﹒乙");
if (c>=0 && GetHP(c)<=0 && c2>=0 && GetHP(c2)<=0 && c3>=0 && GetHP(c3)<=0 && c4>=0 && GetHP(c4)<=0)
{
RemoveNPC(c);
RemoveNPC(c2);
RemoveNPC(c3);
RemoveNPC(c4);
trg7 = 1;
timer1 = GetGameTime() + 5;
}
}
if (trg7 == 1)
{
if (GetGameTime() > timer1)
{
AddNPC("npc05_03");
AddNPC("npc05_04");
trg7 = 2;
}
}
}