// 鸳鸯岛
int Rule = 10;
int RoundTime = 51;
int PlayerSpawn = 34;
int PlayerSpawnDir = 180;
int PlayerWeapon = 15;
int PlayerWeapon2 = 56;
int PlayerHP = 2220;

int trg0 = 0;
int trg1 = 0;
int trg2 = 0;
int trg3 = 0;
int trg4 = 0;

OnStart()
{
	AddNPC("npc14_01");
	AddNPC("npc14_02");
}


OnUpdate()
{
	int player = GetChar("player");
	if (player < 0)
	{
		return 0;
	}
	
	int c;
	int c2;
	
	if (trg0 == 0)
	{
		c = GetChar("大刀哨兵");
		c2 = GetChar("铁枪哨兵");
		
		if (c>=0 && c2>=0)
		{		
			ChangeBehavior(c, "patrol", 0);
			Perform(c, "say", "好呗，我也懒得听你的冷笑话﹒﹒");
			Perform(c, "pause", 12);
			Perform(c, "say", "真的很冷耶﹒﹒");
			Perform(c, "say", "﹒﹒﹒﹒﹒﹒﹒");
			Perform(c, "aggress");
			Perform(c, "say", "冷个屁呀？四周都是岩浆，热到爆了！真想喝口酒来解热呀！");
			Perform(c, "pause", 12);
			Perform(c, "say", "奇怪了，为啥老大会叫我们来这种鸟不生蛋的地方守！=.=");
			Perform(c, "faceto", c2);			
			
			ChangeBehavior(c2, "patrol", 16, 18, 19, 20, 21);
			Perform(c2, "say", "企企企！");
			Perform(c2, "pause", 8);
			Perform(c2, "say", "下次可能真被会被派到北方冰起来也说不定～");
			Perform(c2, "say", "﹒﹒﹒﹒我还是快回去守着，以免又被发现我们偷懒～");
			Perform(c2, "aggress", 10);
			Perform(c2, "say", "喂～我是在讲个冷笑话来解解闷，你不到你这呆头听不懂呀～");
			Perform(c2, "pause", 8);
			Perform(c2, "say", "才被分派到这种鸟地方把我们 '冷冻' 起来﹒﹒Ｘ滴！");
			Perform(c2, "say", "啊知～看样子是我们上次夜哨时偷溜出去喝酒被捉包！");
			Perform(c2, "pause", 8);
			Perform(c2, "faceto", c);
			
			trg0 = 1;
		}
	}
	

	if (trg1 == 0)
	{
		c = GetChar("大刀哨兵");
		if (c>=0 && GetEnemy(c)==player )
		{
			StopPerform(c);
			c2 = GetChar("铁枪哨兵");
			StopPerform(c2);
			
			Perform(c, "say", "好大的胆子竟敢乱闯禁地，没酒喝，火气正大，先拿你来开刀！");
			trg1 = 1;
		}
	}	
	if (trg1 == 1)
	{
		c = GetChar("大刀哨兵");
		if (c>=0 && GetEnemy(c)!=player)
		{
			Perform(c, "say", "跑到那儿去了！八成是跌入岩浆中了，哈哈哈哈！");
			trg1 = 2;
		}	
	}	
	if (trg1 == 2)
	{
		c = GetChar("大刀哨兵");
		if (c>=0 && GetEnemy(c)==player)
		{
			Perform(c, "say", "好小子，被我发现了吧！这下子你跑不掉了！");
			trg1 = 3;
		}
	}		
	if (trg1 == 3)
	{
		c = GetChar("大刀哨兵");
		if (c>=0 && GetEnemy(c)!=player)
		{
			Perform(c, "aggress");
			Perform(c, "say", "哼，又躲起来了！缩头鸟龟一只！");
			trg1 = 4;
		}	
	}
	
	if (trg2 == 0)
	{
		c = GetChar("铁枪哨兵");
		if (c>=0 && GetEnemy(c)==player)
		{
			StopPerform(c);		
			c2 = GetAnyChar("大刀哨兵");
			StopPerform(c2);
			
			if (c2>=0 && GetHP(c2)>0)
			{
				ChangeBehavior(c2, "follow", c);
				Perform(c, "say", "大胡子！！快点过来！有入侵者呀！！");
			} else
			{
				ChangeBehavior(c, "follow", player);
				Perform(c, "attack");
				Perform(c, "say", "大胡子人呢？该不会是你把他给杀了！我要你连他的命一起赔上！受死！");				
			}
				
			Perform(c, "guard", 4);
			Perform(c, "say", "谁！你这生面孔八成不是什麽好东西，入侵者一律杀之！");
			Perform(c, "faceto", player);
				
			trg2 = 1;			
		}
	}
	if (trg2 == 1)
	{
		c = GetChar("铁枪哨兵");
		if (c>=0 && GetEnemy(c)!=player)
		{
			Perform(c, "say", "可恶，这臭小还真会躲！再让我见到要你好看！");
			trg2 = 2;			
		}
	}	
	if (trg2 == 2)
	{
		c = GetChar("铁枪哨兵");
		if (c>=0 && GetEnemy(c)==player)
		{
			Perform(c, "attack");
			Perform(c, "say", "哈！你是躲不过我的视线的！拿命来！");
			trg2 = 3;			
		}
	}	
	if (trg2 == 3)
	{
		c = GetChar("铁枪哨兵");
		if (c>=0 && GetEnemy(c)!=player)
		{
			Perform(c, "aggress");
			Perform(c, "say", "又被逃掉了，下次可不会再便宜你了！");
			trg2 = 4;			
		}
	}	
	
	if (trg3 == 0)
	{
		c = GetAnyChar("大刀哨兵");
		if (c>=0 && GetHP(c)<=0)
		{
			Say(c, "想不到你这小子还有两三下功夫﹒﹒﹒﹒﹒﹒﹒呜﹒﹒﹒");			
			trg3 = 1;
		}						
	}
	if (trg3 == 1)
	{
		c = GetChar("铁枪哨兵");
		if (c>=0 && GetEnemy(c)==player)
		{
			ChangeBehavior(c, "kill", player);
			Perform(c, "say", "你这小子，杀了我的挚友！要你偿命！");				
			Perform(c, "faceto", player);
			trg3 = 2;
			trg2 = 4;
		}							
	}
	
	if (trg4 == 0)
	{
		c = GetAnyChar("铁枪哨兵");
		if (c>=0 && GetHP(c)<=0)
		{		
			Say(c, "大胡子﹒﹒﹒帮﹒﹒﹒帮我报﹒﹒仇﹒﹒﹒");
			trg4 = 1;
		}						
	}
	if (trg4 == 1)
	{
		c = GetChar("大刀哨兵");
		if (c>=0 && GetEnemy(c)==player)
		{			
			ChangeBehavior(c, "kill", player);
			Perform(c, "say", "你死定了！！你这小子！");				
			Perform(c, "faceto", player);
			trg4 = 2;
			trg1 = 4;
		}					
	}
}