我玩 流星蝴蝶剑第4关(金华城)时,把level的SN013给改错了,没保存原文档,谁有,给发一个
參考答案:不知道你的版本是不是1。07的
不管是不是我先给你发过去吧
希望你的运气不错
// 金华城
int Rule = 4;
int RoundTime = 15;
int PlayerSpawn = 249;
int PlayerSpawnDir = 90;
int PlayerWeapon = 24;
int PlayerWeapon2 = 14;
int PlayerHP = 2000;
int g_counter = 0;
int trg0 = 0;
int trg1 = 0;
int trg2 = 0;
int trg3 = 0;
int trg4 = 0;
int trg5 = 0;
int timer0 = 0;
int survivor = -1;
OnStart()
{
AddNPC("npc13_01");
AddNPC("npc13_02");
AddNPC("npc13_03");
AddNPC("npc13_04");
AddNPC("npc13_05");
AddNPC("npc13_06");
AddNPC("npc13_07");
AddNPC("npc13_08");
}
OnUpdate()
{
int player = GetChar("player");
if (player < 0)
{
return 0;
}
int c;
int c2;
int c3;
int c4;
int c5;
int t;
g_counter = g_counter + 1;
if (trg0 == 0)
{
c = GetChar("冷燕");
c2 = GetChar("官差.甲");
c3 = GetChar("官差.乙");
c4 = GetChar("官差.丙");
c5 = GetChar("夜猫子");
if (c>=0 && c2>=0 && c3>=0 && c4>=0 && c5>=0)
{
ChangeBehavior(c, "follow", player);
Perform(c, "pause", 8);
Perform(c, "aggress");
Perform(c, "say", "你有本事就来呀!");
Perform(c, "pause", 10);
Perform(c, "faceto", c3);
ChangeBehavior(c2, "follow", c);
Perform(c2, "pause", 15);
Perform(c2, "aggress");
Perform(c2, "say", "你这臭娘们,总算让我找到了!看你这下子往那跑!");
Perform(c2, "pause", 2);
Perform(c2, "faceto", c);
ChangeBehavior(c3, "follow", player);
Perform(c3, "pause", 5);
Perform(c3, "aggress");
Perform(c3, "say", "在一旁的小子没事就给我快滚开!否则连你也一起押走!");
Perform(c3, "pause", 15);
Perform(c3, "faceto", c);
ChangeBehavior(c4, "follow", player);
Perform(c4, "pause", 5);
Perform(c4, "say", "哟~这小子该不会是这女飞贼的帮手,管他是谁,通通讨打!");
Perform(c4, "pause", 20);
Perform(c4, "faceto" ,c);
ChangeBehavior(c5, "patrol", 172, 127, 133, 127);
Perform(c5, "pause", 10);
Perform(c5, "faceto", player);
Perform(c5, "aggress");
Perform(c5, "pause", 20);
Perform(c5, "faceto", player);
PlayerPerform("block", 0);
PlayerPerform("pause", 20);
PlayerPerform("block", 1);
trg0 = 1;
timer0 = GetGameTime() + 25;
}
}
if (trg0 == 1)
{
c = GetChar("冷燕");
c2 = GetAnyChar("官差.甲");
c3 = GetAnyChar("官差.乙");
c4 = GetAnyChar("官差.丙");
c5 = -1;
if (GetHP(c2)>0 && GetHP(c3)<=0 && GetHP(c4)<=0)
{
c5 = c2;
}
if (GetHP(c3)>0 && GetHP(c2)<=0 && GetHP(c4)<=0)
{
c5 = c3;
}
if (GetHP(c4)>0 && GetHP(c3)<=0 && GetHP(c2)<=0)
{
c5 = c4;
}
if (GetHP(c2)<=0 && GetHP(c3)<=0 && GetHP(c4)<=0)
{
c5 = 9999;
}
if (c5 >= 0)
{
if (c5 != 9999)
{
ChangeBehavior(c5, "follow", "vip");
Perform(c5, "aggress");
Perform(c5, "say", "可恶,你给我记住!!");
Perform(c5, "faceto", player);
Perform(c, "aggress");
Perform(c, "say", "来呀~我就等你,谁怕谁呀!!");
Perform(c, "pause", 2);
Perform(c, "faceto", c5);
PlayerPerform("say", "......");
PlayerPerform("pause", 5);
survivor = c5;
}
trg0 = 2;
}
}
if (trg0==2 && survivor>=0)
{
c = GetChar("捕头.王强");
if (c>=0 && GetHP(survivor)>0)
{
SetTarget(0, "char", c);
SetTarget(1, "char", survivor);
if (Distance(0, 1) < 150)
{
Perform(survivor, "say", "是!");
Perform(survivor, "pause", 5);
Perform(survivor, "say", "那个女飞贼找到了,但是他身边有了武功高手,我打不赢他所以..");
Perform(survivor, "pause", 5);
Perform(survivor, "say", "报..报报.报.");
Perform(survivor, "faceto", c);
ChangeBehavior(c, "follow", player);
Perform(c, "say", "什么!走!!管他是谁,一律捉起来!!");
Perform(c, "pause", 5);
Perform(c, "say", "报你个头!有话快说有屁快放!!");
Perform(c, "pause", 3);
Perform(c, "faceto", survivor);
c2 = GetChar("军枪官差.甲");
if (c2 >= 0)
{
Perform(c2, "say", "是!");
Perform(c2, "guard", 12);
Perform(c2, "faceto", c);
}
c2 = GetChar("军枪官差.乙");
if (c2 >= 0)
{
Perform(c2, "say", "是!");
Perform(c2, "guard", 12);
Perform(c2, "faceto", c);
}
trg0 = 3;
}
}
}
if (trg1 == 0)
{
c = GetChar("捕头.王强");
c2 = GetChar("冷燕");
SetTarget(0, "char", c);
SetTarget(1, "char", player);
if (c>=0 && c2>=0 && GetEnemy(c)==player && Distance(0, 1)<200)
{
ChangeBehavior(c, "follow", player);
if (trg0 == 3)
{
Perform(c, "say", "哼!!你这女飞贼如此叼蛮!所有人给我拿下他来!");
Perform(c, "pause", 8);
Perform(c, "say", "炽雪城的通关信物被劫走了,八成也是你干的吧! ");
Perform(c, "pause", 1);
Perform(c, "say", "好狂妄的口气!");
Perform(c, "pause", 5);
Perform(c, "say", "臭小子就是你吧!看样子你跟那女贼是一夥的!");
Perform(c, "faceto", player);
Perform(c2, "pause", 5);
Perform(c2, "say", "跟你们说没拿就是没拿!!要不然你想怎么样!!");
Perform(c2, "pause", 10);
Perform(c2, "say", "贼什么!我叫'冷燕'凭什么认定我是贼!");
Perform(c2, "pause", 2);
Perform(c2, "faceto", c);
PlayerPerform("block", 0);
PlayerPerform("pause", 5);
PlayerPerform("say", "(...该不会就是我身上的那一个信物?..)");
PlayerPerform("pause", 6);
PlayerPerform("say", "......");
PlayerPerform("pause", 4);
PlayerPerform("block", 1);
StopPerform(survivor);
t = 17;
} else
{
Perform(c, "say", "管你是谁,只要跟这女飞贼一起的一律捉起来!!");
Perform(c, "pause", 3);
Perform(c, "say", "好狂妄的口气!竟然还找了个帮手!");
Perform(c, "pause", 5);
Perform(c, "say", "哈哈哈!你这女飞贼这下子插翅也难飞了!");
Perform(c, "faceto", player);
Perform(c2, "pause", 5);
Perform(c2, "say", "贼什么!我叫'冷燕'凭什么认定我是贼!");
Perform(c2, "pause", 2);
Perform(c2, "faceto", c);
PlayerPerform("block", 0);
PlayerPerform("pause", 4);
PlayerPerform("say", "......");
PlayerPerform("pause", 4);
PlayerPerform("block", 1);
survivor = -1;
t = 10;
}
c3 = GetChar("军枪官差.甲");
if (c3 >= 0)
{
StopPerform(c3);
Perform(c3, "say", "是!");
Perform(c3, "guard", t);
Perform(c3, "faceto", player);
}
c3 = GetChar("军枪官差.乙");
if (c3 >= 0)
{
StopPerform(c3);
Perform(c3, "say", "是!");
Perform(c3, "guard", t);
Perform(c3, "faceto", player);
}
c3 = GetChar("官差.甲");
if (c3 >= 0)
{
Perform(c3, "guard", t);
Perform(c3, "faceto", player);
}
c3 = GetChar("官差.乙");
if (c3 >= 0)
{
Perform(c3, "guard", t);
Perform(c3, "faceto", player);
}
c3 = GetChar("官差.丙");
if (c3 >= 0)
{
Perform(c3, "guard", t);
Perform(c3, "faceto", player);
}
c3 = GetChar("夜猫子");
if (c3 >= 0)
{
Perform(c3, "guard", t);
Perform(c3, "faceto", player);
}
trg1 = 1;
trg5 = 1;
}
}
if (trg5 == 0)
{
c = GetChar("捕头.王强");
if (c >= 0)
{
if (g_counter%45==0 && timer0>0 && GetGameTime()>timer0 && GetEnemy(c)<0)
{
Perform(c, "say", "跑那去了??所有人就算翻了金华城也要给我找出来!!");
}
c3 = GetChar("军枪官差.甲");
if (c3>=0 && (GetEnemy(c3)==player || GetEnemy(c3)==c2))
{
Perform(c3, "say", "发现了!!");
Perform(c3, "faceto", player);
ChangeBehavior(c, "follow", player);
trg1 = 1;
}
c3 = GetChar("军枪官差.乙");
if (c3>=0 && (GetEnemy(c3)==player || GetEnemy(c3)==c2))
{
Perform(c3, "say", "发现了!!");
Perform(c3, "faceto", player);
ChangeBehavior(c, "follow", player);
trg1 = 1;
}
trg5 = 1;
}
}
if (trg2 == 0)
{
c = GetChar("冷燕");
if (c>=0 && GetHP(c)<GetMaxHP(c)/2)
{
Perform(c, "say", "真对不起,无故地把你牵扯进来.真是过意不去..");
Perform(c, "faceto", player);
trg2 = 1;
}
}
if (trg2 == 1)
{
c = GetAnyChar("冷燕");
if (c>=0 && GetHP(c)<=0)
{
Say(c, "我...好累..我先休...息..");
trg2 = 2;
}
}
if (g_counter%20==0 && timer0>0 && GetGameTime()>timer0)
{
c = GetChar("冷燕");
if (c>=0 && !IsPerforming(player))
{
SetTarget(0, "char", player);
SetTarget(1, "char", c);
if (Distance(0, 1) > 500)
{
Say(c, "等等我!");
}
if (g_counter%40 == 0 && trg2==1)
{
Perform(c, "guard", 2);
Perform(c, "faceto", player);
Perform(c, "pause", 2);
Perform(c, "faceto", player);
Perform(c, "say", "好累哟~我想先休息一下!");
}
}
}
if (trg3 == 0)
{
c = GetChar("夜猫子");
if (c>=0 && GetEnemy(c)==player)
{
SetTarget(0, "char", c);
SetTarget(1, "char", player);
if (Distance(0, 1) < 200)
{
ChangeBehavior(c, "kill", player);
Perform(c, "aggress");
Perform(c, "say", "嘻嘻嘻!放马过来吧!");
Perform(c, "say", "呵呵呵!你这臭小子又被我遇到了!这次你可跑不掉了!");
Perform(c, "faceto", player);
trg3 = 1;
}
}
}
if (trg3 == 1)
{
c = GetChar("夜猫子");
if (c>=0 && GetHP(c)<GetMaxHP(c)/2)
{
ChangeBehavior(c, "dodge", player);
Perform(c, "say", "嘻..还真有两下子...看我怎么玩你!");
Perform(c, "faceto", player);
trg3 = 2;
}
}
if (trg3 == 2)
{
c = GetAnyChar("夜猫子");
if (c>=0 && GetHP(c)<=0)
{
Say(c, "咳..别..别以为这样子就结束了..还会有更多的..");
trg3 = 3;
}
}
if (trg4 == 0)
{
c = GetChar("捕头.王强");
if (c>=0 && GetHP(c)<GetMaxHP(c)/2)
{
Perform(c, "say", "可恶!!!你们真是惹脑了我!!");
Perform(c, "faceto", player);
trg4 = 1;
}
}
if (trg4 == 1)
{
c = GetAnyChar("捕头.王强");
if (c>=0 && GetHP(c)<=0)
{
Say(c, "我..竟然会哉在你..的手下...");
trg4 = 2;
}
}
}
另一个 不知道你需要哪一个呢
呵呵 你自己看看吧
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68 0 406.250
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71 0 118.873
247 0 246.552
Pos 236.855 -13.647 30.200
Size 10
Link 5
68 0 379.422
69 0 286.252
70 0 118.873
179 1 81.630
247 0 247.752
Pos 209.469 523.526 30.200
Size 10
Link 4
73 0 163.948
74 0 234.272
124 0 324.567
136 0 106.123
Pos 208.115 359.584 30.200
Size 10
Link 2
72 0 163.948
77 0 306.570
Pos 218.290 757.632 30.200
Size 10
Link 2
72 0 234.272
75 0 353.174
Pos -134.862 761.580 30.200
Size 10
Link 3
74 0 353.174
80 0 123.202
124 0 231.770
Pos -1257.630 -1300.289 103.482
Size 10
Link 2
183 1 88.650
214 0 317.108
Pos -97.490 335.284 30.200
Size 10
Link 4
73 0 306.570
78 0 233.751
135 0 294.840
124 0 196.162
Pos -329.377 364.748 30.200
Size 10
Link 4
77 0 233.751
79 0 193.581
135 0 103.348
124 0 271.065
Pos -465.953 501.936 30.200
Size 10
Link 2
78 0 193.581
80 0 299.533
Pos -242.150 701.015 30.200
Size 10
Link 2
75 0 123.202
79 0 299.533
Pos -625.945 780.740 30.200
Size 10
Link 3
41 0 333.476
82 0 187.585
86 0 322.591
Pos -509.475 633.693 30.200
Size 10
Link 3
41 0 307.024
81 0 187.585
242 0 300.088
Pos -909.647 216.229 30.200
Size 10
Link 7
2 0 410.800
4 0 319.374
193 0 168.333
242 0 278.202
187 0 346.136
219 0 320.687
3 0 226.467
Pos -1483.432 734.018 30.200
Size 10
Link 4
11 0 298.295
87 0 118.419
156 0 481.097
158 0 189.820
Pos -825.858 377.449 126.206
Size 10
Link 2
132 0 180.650
133 1 109.099
Pos -858.019 556.671 30.200
Size 10
Link 3
81 0 322.591
242 0 197.110
132 1 88.413
Pos -1403.097 821.020 30.200
Size 10
Link 2
84 0 118.419
142 0 567.442
Pos 986.097 300.134 30.200
Size 10
Link 2
51 0 212.208
55 0 298.241
Pos 1137.159 -348.408 22.077
Size 10
Link 2
90 0 151.962
91 0 399.979
Pos 1068.541 -213.069 30.293
Size 10
Link 6
60 0 217.486
62 0 467.146
65 0 230.290
66 0 469.614
89 0 151.962
249 0 418.099
Pos 762.974 -379.019 -115.878
Size 10
Link 3
89 0 399.979
145 0 363.278
160 0 370.959
Pos -68.133 -367.595 -122.469
Size 10
Link 4
94 0 156.766
145 0 468.000
160 0 466.558
168 1 107.205
Pos -560.296 -814.341 -122.775
Size 10
Link 4
95 0 431.212
155 0 289.853
165 0 425.026
169 1 67.855
Pos -209.732 -434.866 -122.525
Size 10
Link 3
92 0 156.766
155 0 226.924
168 1 119.384
Pos -588.010 -1244.662 -122.823
Size 10
Link 3
93 0 431.212
96 0 414.828
165 0 51.649
Pos -579.727 -1659.407 -122.867
Size 10
Link 3
95 0 414.828
97 0 462.777
165 0 422.889
Pos -609.677 -2097.582 22.969
Size 10
Link 4
96 0 462.777
98 0 136.828
144 0 179.909
209 0 450.631
Pos -739.629 -2139.772 30.350
Size 10
Link 4
97 0 136.828
99 0 273.371
144 0 116.788
149 0 227.002
Pos -971.801 -2284.091 30.200
Size 10
Link 4
98 0 273.371
100 0 102.226
144 0 321.989
209 0 533.716
Pos -1074.025 -2283.536 30.200
Size 10
Link 4
99 0 102.226
101 0 192.600
104 0 225.176
216 1 90.548
Pos -1096.389 -2092.239 30.200
Si