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流星蝴蝶剑第4关

王朝知道·作者佚名  2009-04-06  
宽屏版  字体: |||超大  
 
分类: 游戏 >> 单机游戏
 
问题描述:

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

参考答案:

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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70 0 406.250

71 0 379.422

141 0 272.421

Pos 8.148 158.497 30.200

Size 10

Link 4

67 0 412.049

68 0 231.860

70 0 242.572

71 0 286.252

Pos 244.739 104.964 30.200

Size 10

Link 4

68 0 406.250

69 0 242.572

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

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