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//
string Name = "κ";趨NPCʲôֵ

// ģͱ
int Model = 1;趨NPCͼ

// Ҫ
int Weapon = 6;趨ı

// Ҫ,ûдҪͲҪдд0
int Weapon2 = 7;趨еڶı,·

//  0:ֶ 1: 2:
int Team = 1;

// ߾ 100~2000
int View = 500;

// Ӧٶ 0~100, 100(Ͽɳ,100,ĳ趨ʧЧ)
int Think = 100;

// ʣᡢСأ, +  <= 100
int Attack1 = 30;
int Attack2 = 20;
int Attack3 = 30;

//  0~100
int Guard = 10;

// ܻ 0~100
int Dodge = 20;Ȼ˵,Ӧ˵ʱ뿪սΧ

// Ծ 0~100
int Jump = 20;

// Ĵ 0~100
int Look = 40;

// ƶ 0~100
int Burst = 10;ǵԻ,,,ҵжĻ

// ׼׼ȷ 0~100
int Aim = 80;ðĻ,ֵЧ

// ñ 0~100
int GetItem = 30;߻ȥõĻ

// 
int Spawn = 1;дͺ(ò)

// ʼֵ
int HP = 1000; ֵ1/10ʵֵ,Ŀǰ趨100Ѫ




// init function
int g_selfAddr; int ñΪ
int g_self;
OnInit(int this) ʽǴNPCĳʼ
{
g_selfAddr = this;
}

OnStart() ʽǴNPCԤΪ
{
g_self = GetSelf(g_selfAddr);

/* 
// վԭĴ
ChangeBehavior(g_self, "wait");

// վԭز
ChangeBehavior(g_self, "idle");

// 
ChangeBehavior(g_self, "run");

// 135...Ѳߵƶ
ChangeBehavior(g_self, "patrol", 1, 3, 5);

// 
ChangeBehavior(g_self, "follow", "player");

// ͬVIP
ChangeBehavior(g_self, "follow", "vip");

// ڵжVIP
ChangeBehavior(g_self, "follow", "enemyvip");

// ñ
ChangeBehavior(g_self, "follow", "flag");

// xxx
ChangeBehavior(g_self, "follow", "xxx");

//ɱxxxΪĿ
ChangeBehavior(g_self, "kill", "xxx");
*/
}

// run function  ʼĵط(һԲд)
OnUpdate()
{
int a = 0;
}

д浵(,һҪPST),ѸNPCLEVELĿ¼,Ϳ\AI  NPCеķʽгԼNPC.
 
