//  伊人君结束编
int Rule = 1;
int RoundTime = 99;
int PlayerSpawn = 130;
int PlayerSpawnDir = 305;
int PlayerWeapon = 48;
int PlayerWeapon2 = 17;
int PlayerHP = 15000;

int trg0;
int shi0;
int trg1;
int shi1;
int trg2;
int shi2;
int trg3;
int shi3;
int trg4;
int shi4;
int trg5;
int shi5;

int now;
int sj;
int sj1;
int sj2;
int now;
int timer0;
int timer1;
int timer2;
int gameover;
int player;

int cshi1;
int cshi2;
int cshi3;
int cshi4;
int cshi5;
int cshi6;
int cshi7;
int cshi8;
int cshi9;
int cshi10;
int c1;      
int ca1;      
int c2;      
int ca2;   
int c3;   
int ca3; 
int c4;
int ca4;
int c5;
int ca5;
int c6;   
int ca6; 
int c7;
int ca7;
int c8;
int ca8;
int c9;      
int ca9;      
int c10;      
int ca10;   
int c11;   
int ca11; 
int c12;
int ca12;
int c13;
int ca13;
int c14;   
int ca14; 
int c15;
int ca15;
int c16;   
int ca16; 
int c17;   
int ca17;   
int c18;   
int ca18; 
int c19;
int ca19;
int c20;
int ca20;
int c21;   
int ca21; 
int c22;
int ca22;
int c23;   
int ca23; 
int c24;
int ca24;
int c25;   
int ca25; 
int c26;   
int ca26; 
int c27;
int ca27;
int c28;   
int ca28; 
int c29;
int ca29;
int c30;   
int ca30; 
int bing; 
int bing1; 
int bingshi; 
int tong; 
int tong1; 
int tongshi; 
int zhu;
int zhu1;  
int zhushi;  
int p1; 
int p2; 
int p3; 
int p4; 
int p5; 
int pa1; 
int pa2; 
int pa3; 
int pa4; 
int pa5; 
int pshi1; 
int pshi2; 
int pshi3; 
int pshi4; 
int pshi5; 

int j1;
int j2;
int j3;
int j4;
int j5;   // F条件
int j6;
int j7;
int j8;

GetDistance(int k1,int k2)
{
   SetTarget(0, "char", k1);
   SetTarget(1, "char", k2);
   return Distance(0,1);
}

GetNPCChar() 
{

zhu=GetChar("公主");
zhu1=GetAnyChar("公主");
bing=GetChar("『流星奇迹』_兵兵");
bing1=GetAnyChar("『流星奇迹』_兵兵");
tong=GetChar("只痛笑ZJ  ☆");
tong1=GetAnyChar("只痛笑ZJ  ☆");

c1=GetChar("高僧");
ca1=GetAnyChar("高僧");
c2=GetChar("冯浩");
ca2=GetAnyChar("冯浩");
c3=GetChar("亡魂");
ca3=GetAnyChar("亡魂");
c4=GetChar("夜猫子");
ca4=GetAnyChar("夜猫子");
c5=GetChar("灵魂孙剑");
ca5=GetAnyChar("灵魂孙剑");
c6=GetChar("复仇王强");
ca6=GetAnyChar("复仇王强");
c7=GetChar("肌肉男人");
ca7=GetAnyChar("肌肉男人");
c8=GetChar("高老大");
ca8=GetAnyChar("高老大");
c9=GetChar("孙鬼魂");
ca9=GetAnyChar("孙鬼魂");
c10=GetChar("灵魂律香川");
ca10=GetAnyChar("灵魂律香川");

c11=GetChar("蒙面杀手");
ca11=GetAnyChar("蒙面杀手");
c12=GetChar("黑衣人1");
ca12=GetAnyChar("黑衣人1");
c13=GetChar("黑衣人2");
ca13=GetAnyChar("黑衣人2");
c14=GetChar("黑衣人3");
ca14=GetAnyChar("黑衣人3");
c15=GetChar("黑衣人4");
ca15=GetAnyChar("黑衣人4");
c16=GetChar("黑衣人5");
ca16=GetAnyChar("黑衣人5");
c17=GetChar("锦衣护法1");
ca17=GetAnyChar("锦衣护法1");
c18=GetChar("锦衣护法2");
ca18=GetAnyChar("锦衣护法2");
c19=GetChar("锦衣护法3");
ca19=GetAnyChar("锦衣护法3");
c20=GetChar("金枪队长");
ca20=GetAnyChar("金枪队长");
c21=GetChar("金枪侍卫1");
ca21=GetAnyChar("金枪侍卫1");
c22=GetChar("金枪侍卫2");
ca22=GetAnyChar("金枪侍卫2");
c23=GetChar("金枪侍卫3");
ca23=GetAnyChar("金枪侍卫3");
c24=GetChar("山贼1");
ca24=GetAnyChar("山贼1");
c25=GetChar("山贼2");
ca25=GetAnyChar("山贼2");
c26=GetChar("山贼3");
ca26=GetAnyChar("山贼3");
c27=GetChar("土匪1");
ca27=GetAnyChar("土匪1");
c28=GetChar("土匪2");
ca28=GetAnyChar("土匪2");
c29=GetChar("土匪3");
ca29=GetAnyChar("土匪3");

p1=GetChar("伊人梦");
pa1=GetAnyChar("伊人梦");
p2=GetChar("凤凤");
pa2=GetAnyChar("凤凤");
p3=GetChar("小何");
pa3=GetAnyChar("小何");
p4=GetChar("叶翔");
pa4=GetAnyChar("叶翔");
p5=GetChar("石头大哥");
pa5=GetAnyChar("石头大哥");

}

diannao(){

if (cshi1+30<=GetGameTime()) {
cshi1 = GetGameTime();	
Perform(c1,"use",41);
Perform(c1,"use",5);		
Perform(c1,"use",4);
Perform(c1,"use",19);
Perform(c1,"use",34);}

if (cshi2+30<=GetGameTime()) {
cshi2 = GetGameTime();	
Perform(c2,"use",41);
Perform(c2,"use",5);		
Perform(c2,"use",4);
Perform(c2,"use",19);
Perform(c2,"use",34);}

if (cshi3+30<=GetGameTime()) {
cshi3 = GetGameTime();	
Perform(c3,"use",41);
Perform(c3,"use",5);		
Perform(c3,"use",4);
Perform(c3,"use",19);
Perform(c3,"use",34);}

if (cshi4+30<=GetGameTime()) {
cshi4 = GetGameTime();	
Perform(c4,"use",41);
Perform(c4,"use",5);		
Perform(c4,"use",4);
Perform(c4,"use",19);
Perform(c4,"use",34);}

if (cshi5+30<=GetGameTime()) {
cshi5 = GetGameTime();	
Perform(c5,"use",41);
Perform(c5,"use",5);		
Perform(c5,"use",4);
Perform(c5,"use",19);
Perform(c5,"use",34);}

if (cshi6+30<=GetGameTime()) {
cshi6 = GetGameTime();	
Perform(c6,"use",41);
Perform(c6,"use",5);		
Perform(c6,"use",4);
Perform(c6,"use",19);
Perform(c6,"use",34);}

if (cshi7+30<=GetGameTime()) {
cshi7 = GetGameTime();	
Perform(c7,"use",41);
Perform(c7,"use",5);		
Perform(c7,"use",4);
Perform(c7,"use",19);
Perform(c7,"use",34);}

if (cshi8+30<=GetGameTime()) {
cshi8 = GetGameTime();	
Perform(c8,"use",11);
Perform(c8,"use",12);		
Perform(c8,"use",13);
Perform(c8,"use",14);}

if (cshi9+30<=GetGameTime()) {
cshi9 = GetGameTime();
Perform(c9,"use",41);
Perform(c9,"use",5);		
Perform(c9,"use",4);
Perform(c9,"use",19);
Perform(c9,"use",34);}

if (cshi10+30<=GetGameTime()) {
cshi10 = GetGameTime();		
Perform(c10,"use",4);
Perform(c10,"use",19);
Perform(c10,"use",41);
Perform(c10,"use",5);
Perform(c10,"use",34);}

if (pshi1+30<=GetGameTime()) {
pshi1 = GetGameTime();	
Perform(p1,"use",15);
Perform(p1,"use",5);
Perform(p1,"use",41);	
Perform(p1,"use",4);
Perform(p1,"use",19);
Perform(p1,"use",34);}

if (pshi2+30<=GetGameTime()) {
pshi2 = GetGameTime();	
Perform(p2,"use",15);
Perform(p2,"use",5);
Perform(p2,"use",41);	
Perform(p2,"use",4);
Perform(p2,"use",19);
Perform(p2,"use",34);}

if (pshi3+30<=GetGameTime()) {
pshi3 = GetGameTime();	
Perform(p3,"use",15);
Perform(p3,"use",5);
Perform(p3,"use",41);	
Perform(p3,"use",4);
Perform(p3,"use",19);
Perform(p3,"use",34);}

if (pshi4+30<=GetGameTime()) {
pshi4 = GetGameTime();	
Perform(p4,"use",15);
Perform(p4,"use",5);
Perform(p4,"use",41);	
Perform(p4,"use",4);
Perform(p4,"use",19);
Perform(p4,"use",34);}


if (pshi5+30<=GetGameTime()) {
pshi5 = GetGameTime();	
Perform(p5,"use",15);
Perform(p5,"use",5);
Perform(p5,"use",41);	
Perform(p5,"use",4);
Perform(p5,"use",19);
Perform(p5,"use",34);}


if (zhushi+50<=GetGameTime()) {
zhushi = GetGameTime();	
Perform(zhu,"use",30);
Perform(zhu,"use",40);
Perform(zhu,"use",41);
Perform(zhu,"use",5);
Perform(zhu,"use",3);	
Perform(zhu,"use",4);
Perform(zhu,"use",19);
Perform(zhu,"use",34);}

if (bingshi+50<=GetGameTime()) {
bingshi = GetGameTime();	
Perform(bing,"use",30);
Perform(bing,"use",40);
Perform(bing,"use",41);
Perform(bing,"use",5);
Perform(bing,"use",3);	
Perform(bing,"use",4);
Perform(bing,"use",19);
Perform(bing,"use",34);}

if (tongshi+50<=GetGameTime()) {
tongshi = GetGameTime();	
Perform(tong,"use",30);
Perform(tong,"use",40);
Perform(tong,"use",41);
Perform(tong,"use",5);
Perform(tong,"use",3);	
Perform(tong,"use",4);
Perform(tong,"use",19);
Perform(tong,"use",34);}}


scene1(){
if (trg0 == 0 && c20>=0 && c21>=0 && c22>=0 && c23>=0){

ChangeBehavior(c21, "patrol", 3);
PlayerPerform("block", 0);
PlayerPerform("use", 19);
PlayerPerform("say","我马上去取她的命！竟有如此狡猾的女人！.. ");  // 时刻:23
PlayerPerform("pause",2);
PlayerPerform("block", 1);
PlayerPerform("say","在决死阵她侥幸装死！这次她如果死掉，我也要在刺她一刀..看她还装死不装死！ ");  // 时刻:21
PlayerPerform("pause",1);
PlayerPerform("block", 1);
PlayerPerform("say","果然聪明！老大的话我不能不信了，这公主必须要铲除！否则会留后患的！ ");  // 时刻:20
PlayerPerform("pause",20);
PlayerPerform("block", 1);
Perform(c23,"say","是是！！ ");  // 时刻:18
Perform(c23,"pause",18);
PlayerPerform("block", 1);
Perform(c22,"say","是是！！ ");  // 时刻:18
Perform(c22,"pause",18);
PlayerPerform("block", 1);
Perform(c21,"say","是是！！小子遵命！让我去巡逻一下！！你们在这等着吧！ ");  // 时刻:16
Perform(c21,"pause",4);
PlayerPerform("block", 1);
Perform(c20,"say","别他妈的嚷嚷了.. 快去巡逻一下！..有什么动静，立刻回报！ ");  // 时刻:14
Perform(c20,"pause",4);
PlayerPerform("block", 1);
Perform(c21,"say","哼... 这次不会让他在动公主了，今天就是他的死期，他若来了，定会死在这里！ ");  // 时刻:12
Perform(c21,"pause",4);
PlayerPerform("block", 1);
Perform(c20,"say","在不在也的看一下才知道.. 高老大那种女人 她知道公主没有死，定还会让伊人君来行刺，所以一定要抓住这个机会！ .");  // 时刻:10
Perform(c20,"pause",4);
PlayerPerform("block", 1);
Perform(c21,"say","是是！但是那伊人君在这里吗？！...");  // 时刻:8
Perform(c21,"pause",4);
PlayerPerform("block", 1);
Perform(c20,"say","那你他妈的还楞着干什么，还不赶快去把他抓回来，交给公主！...");  // 时刻:6
Perform(c20,"pause",6);
PlayerPerform("block", 1);
Perform(c21,"say","老大！公主上次败给伊人君..公主现在的心情很差，很想要了伊人君的狗命！我们一定要帮她出这气阿！");  // 时刻:4
Perform(c21,"pause",4);
PlayerPerform("block", 1);
Perform(c20,"say","你们都去给我巡一下！我在这守着就是了！...");
Perform(c20,"say","你们眼睛都给我睁的大一点。..看好那小子，发现了，立即回报！");  // 时刻:0
PlayerPerform("block", 1);
trg0++;}
if (trg0 == 1 && c20>=0 && GetDistance(player,c20)<=200 ){

ChangeBehavior(c20,"kill",player);
ChangeBehavior(c21,"kill",player);
ChangeBehavior(c22,"kill",player);
ChangeBehavior(c23,"kill",player);
Perform(c20,"use",4);
Perform(c20,"use",19);
Perform(c20,"use",34);
Perform(c21,"pause",4);
Perform(c22,"pause",4);
Perform(c23,"pause",4);
PlayerPerform("block", 0);
Perform(c20, "aggress");
Perform(c20,"say","杀我可以.. 不过休想伤害公主！.");  // 时刻:6
Perform(c20,"pause",4);
PlayerPerform("say","送死..简直是笑话！..死的是你们和公主！  ");
PlayerPerform("pause",2);
Perform(c20,"say","公主说的果然没错. 你果然还是来送死了！ ");  // 时刻:2
Perform(c20, "faceto", player);
PlayerPerform("block", 1);
trg0++;shi0=GetGameTime();}

if (trg0==2 && c20>=0 && GetHP(c20)<GetMaxHP(c20) && shi0+4>GetGameTime()) {
GameOver(-1);}

if (trg0 == 2 && ca20>=0 && c20<0) {

Say(ca20,"我真是没用阿！不能帮公主出这口气，实在该死！");
trg0++;}

if (trg0 == 3  && c20<0  && c21<0  && c22<0  && c23<0) {

   PlayerPerform("use", 16);
   PlayerPerform("use", 16);
   RemoveNPC(ca20);   RemoveNPC(ca22);
   RemoveNPC(ca21);   RemoveNPC(ca23);
   trg0++;timer0 = now + 3;}

if (trg0==4 && now>timer0) {

PlayerPerform("say","都是没用的人渣.. ");
AddNPC("山贼1");
AddNPC("山贼2");
AddNPC("山贼3");
AddNPC("土匪1");
AddNPC("土匪2");
AddNPC("土匪3");
trg0++;}
if (j1==0 && c21>=0 && GetDistance(player,c21)<=200 ){


Perform(c21, "aggress");
PlayerPerform("say","就你这个烂小子！哼.. ");
PlayerPerform("pause",2);
Perform(c21,"say","我先来会会你！.. ");  // 时刻:2
Perform(c21, "faceto", player);
j1++;}

if (j1==1 && c21>=0 && GetHP(c21)<GetMaxHP(c21)/2){

ChangeBehavior(c22, "follow", c21);
ChangeBehavior(c23, "follow", c21);
PlayerPerform("block", 0);
Perform(c21, "aggress");
PlayerPerform("say","你大可以叫人！... ");
PlayerPerform("pause",2);
Perform(c21,"say","好家伙....我知道我一个人打不过你！我叫两个人来帮我！.. ");  // 时刻:2
Perform(c21, "faceto", player);
PlayerPerform("block", 1);
j1++;}

if (j1 == 2 &&  c24>=0 && c25>=0 && c26>=0){

ChangeBehavior(c24,"kill",player);
ChangeBehavior(c25,"kill",player);
ChangeBehavior(c26,"kill",player);
Perform(c24, "aggress");
Perform(c25, "aggress");
Perform(c26, "aggress");
Perform(c24,"say","哼！..受死！.. "); 
j1++;}

if (j1 == 3 &&  c27>=0 && c28>=0 && c29>=0){


Perform(c27, "aggress");
Perform(c28, "aggress");
Perform(c29, "aggress");
ChangeBehavior(c27,"kill",player);
ChangeBehavior(c28,"kill",player);
ChangeBehavior(c29,"kill",player);
j1++;}

if (j1 == 4 && c24<0  && c25<0  && c26<0 && c27<0  && c28<0  && c29<0) {

   PlayerPerform("use", 16);
   PlayerPerform("use", 16);
   RemoveNPC(ca24);   
   RemoveNPC(ca25);
   RemoveNPC(ca26);
   RemoveNPC(ca27);   
   RemoveNPC(ca28);
   RemoveNPC(ca29);
   PlayerPerform("say","公主！..小小年纪竟能如此高贵！..有这么多人为你送命！ ");
   j1++;timer0 = now + 3;}

if (j1 == 5 && now>timer0){

AddNPC("0");j1++;}

if (trg1==0 && c1>=0 && GetDistance(player,c1)<=200){

ChangeBehavior(c1,"kill",player);
PlayerPerform("block", 0);
Perform(c1, "aggress");
PlayerPerform("say","我不会对你客气的......");  // 时刻:20
PlayerPerform("pause",4);
Perform(c1,"say","爽快！老衲不知道是不是你的对手！领教了...");  // 时刻:18
Perform(c1,"pause",4);
PlayerPerform("say","是过分，你能怎么着，你来了，就不要废话，动手就是了..");  // 时刻:16
PlayerPerform("pause",4);
Perform(c1,"say","施主的话说的有点过分了！...");  // 时刻:10
Perform(c1,"pause",4);
PlayerPerform("say","既然这样！也难免..不过我不想杀没用的人.. ");  // 时刻:8
PlayerPerform("pause",4);
Perform(c1,"say","施主这么说就不对了，我怎么说也是公主的人，总不能做事不理！老衲得罪了...");  // 时刻:6
Perform(c1,"pause",4);
PlayerPerform("say","你管又如何！..那公主本身就心劲大，你耐她如何！");  // 时刻:4
PlayerPerform("pause",4);
Perform(c1,"say","对于抓你的事情！公主是费劲了心思在你身上..老衲不得不管呢。");  // 时刻:2
Perform(c1,"pause",2);
PlayerPerform("say","哈啊..原来是高僧！");  // 时刻:0
Perform(c1, "faceto", player);
PlayerPerform("block", 1);
trg1++;shi0=GetGameTime();timer0 = now + 20;}

if (trg1==1 && c1>=0 && GetHP(c1)<GetMaxHP(c1) && shi0+18>GetGameTime()) {
GameOver(-1);}

if (trg1== 1 && now>timer0){
AddNPC("土匪1");
AddNPC("土匪2");
AddNPC("土匪3");trg1++;}


if (trg1 == 2 &&  c27>=0 && c28>=0 && c29>=0 && j2==0){

ChangeBehavior(c27,"kill",player);
ChangeBehavior(c28,"kill",player);
ChangeBehavior(c29,"kill",player);
j2++;}

if (trg1 == 2 && ca1>=0 && c1<0) {
PlayerPerform("use", 15);
AddNPC("1");AddNPC("2");AddNPC("3");
RemoveNPC(ca27);RemoveNPC(ca28);RemoveNPC(ca29);
Say(ca1,"施主厉害！老衲不是你的对手！..");
trg1++;}

if (trg1==3 && c2>=0 && GetDistance(player,c2)<=200){

ChangeBehavior(c2,"kill",player);
ChangeBehavior(c3,"kill",player);
ChangeBehavior(c4,"kill",player);
PlayerPerform("block", 0);
Perform(c2, "aggress");
Perform(c3, "aggress");
Perform(c4, "aggress");
Perform(c3,"pause",20);
Perform(c4,"pause",20);
Perform(c2,"say","哈哈！来吧！..");  // 时刻:18
Perform(c2,"pause",4);
PlayerPerform("say","煞笔玩意！杀你个片甲不留....");  // 时刻:16
PlayerPerform("pause",4);
Perform(c2,"say","我耍了怎么着！你能把我怎么样阿..");  // 时刻:10
Perform(c2,"pause",4);
PlayerPerform("say","我说话跟你已经够客气了. 你他妈的给我耍横.... ");  // 时刻:8
PlayerPerform("pause",4);
Perform(c2,"say","操..想知道公主的下落，休想！不过该出现的时候自然会出现..出来也是要你的狗命..  ");  // 时刻:6
Perform(c2,"pause",4);
PlayerPerform("say","难道不是吗？难不成你们是什么高手！..我想问下，公主在哪？");  // 时刻:4
PlayerPerform("pause",4);
Perform(c2,"say","哈哈！说的还真是轻松阿！...");  // 时刻:2
Perform(c2,"pause",2);
PlayerPerform("say","又来了三个送死的！..真是要让我过足瘾阿...");  // 时刻:0
Perform(c2, "faceto", player);
PlayerPerform("block", 1);
trg1++;shi0=GetGameTime();}

if (trg1==4 && c2>=0 && GetHP(c2)<GetMaxHP(c2) && shi0+18>GetGameTime()) {
GameOver(-1);}


if (trg1 == 4 && ca2>=0 && c2<0 && j2==1) {

Say(ca2,"哼！还多着呢！有你好看的，哈哈！.....");

j2++;}

if (trg1 == 4 && ca3>=0 && c3<0 && j1==6) {


Say(ca3,"可恶！难道不能杀死你为公主出气吗.....");

j1++;}

if (trg1 == 4 && ca4>=0 && c4<0) {

Say(ca4,"善恶终有报.. 你总有一天会得到报应的.....");

trg1++;}

if (trg1 == 5  && c2<0 && c3<0 && c4<0) {
PlayerPerform("use", 15);
AddNPC("15");AddNPC("18");AddNPC("9");
RemoveNPC(ca1);RemoveNPC(ca2);RemoveNPC(ca3);RemoveNPC(ca4);

trg1++;}

if (trg1==6 && c9>=0 && GetDistance(player,c9)<=200){

ChangeBehavior(c9,"kill",player);
ChangeBehavior(c7,"kill",player);
ChangeBehavior(c6,"kill",player);
PlayerPerform("block", 0);
Perform(c6, "aggress");
Perform(c7, "aggress");
Perform(c9, "aggress");
Perform(c6,"pause",5);
Perform(c7,"pause",5);
PlayerPerform("say","真是可怕..");  // 时刻:6
PlayerPerform("pause",4);
Perform(c9,"say","因为我不是人，我是灵魂，我前来的目的是报仇！拿命吧..  ");  // 时刻:4
Perform(c9,"pause",4);
PlayerPerform("say","孙玉伯？怎么会！...你怎么会出现了...");  // 时刻:2
PlayerPerform("pause",2);
Perform(c9,"say","认识我吗？老夫是你的手下败将..");
Perform(c9, "faceto", player);
PlayerPerform("block", 1);
trg1++;shi0=GetGameTime();}

if (trg1==7 && c9>=0 && GetHP(c9)<GetMaxHP(c9) && shi0+5>GetGameTime()) {
GameOver(-1);}

if (trg1 == 7 && ca9>=0 && c9<0 && j2==2) {

Say(ca9,"为什么...老夫为什么这么窝囊阿..  不过这关是（重头关）你是过不去的！...");

j2++;}

if (trg1 == 7 && ca6>=0 && c6<0 && j1==7) {


Say(ca6,"可恶！怎么可能.. 竟这么厉害！不F.. 我怎么会这么容易败给你...");

j1++;}

if (trg1 == 7 && ca7>=0 && c7<0) {


Say(ca7,"你这家伙有种  ...不过你不会活着出去的..没想到我这么容易便败给了你. .");

trg1++;}

if (trg1 == 8  && c6<0 && c7<0 && c9<0) {
PlayerPerform("use", 15);
AddNPC("6");
RemoveNPC(ca6);RemoveNPC(ca7);RemoveNPC(ca9);

trg1++;timer0 = now + 3;}

if (trg1 == 9 && now>timer0){

AddNPC("蒙面1");AddNPC("蒙面2");
AddNPC("蒙面3");AddNPC("蒙面4");
AddNPC("蒙面5");AddNPC("蒙面6");trg1++;}


if (trg2 == 0 && c5>=0 && c11>=0 && c12>=0 && c13>=0 && c14>=0 && c15>=0 && c16>=0){

ChangeBehavior(c12,"kill",player);
Perform(c12,"pause",5);
PlayerPerform("block", 0);
Perform(c5,"say","恩！快去快回！不要罗嗦！...");  // 时刻:13
Perform(c5,"pause",8);
Perform(c12,"say","是，属下马上去！发现立即回报主人！小子去了！");  // 时刻:10
Perform(c12,"pause",6);
Perform(c11,"say","先不要说这些没有用的话，。先把他抓住在说！黑衣杀手，你去看看，我们在这里等候！");  // 时刻:8
Perform(c11,"pause",8);
Perform(c5,"say","争是一定要争的！不过要已大事为重！先把他交给公主的好！");  // 时刻:5
Perform(c5,"pause",5);
Perform(c12,"say","主人，小子跟随你多年，只见你败在他的手下没，这口气一定要争回来！");  // 时刻:4
Perform(c12,"pause",4);
PlayerPerform("say","好熟悉的声音！是谁....怎么会这么熟悉！ ");
PlayerPerform("pause",2);
Perform(c5,"say","这次不但可以为公主出气..也可以为我出气了！.");
Perform(c5,"say","蒙面1！你先去看看究竟！如果发现了，你就告诉我，我要亲手杀死他..");  // 时刻:0
PlayerPerform("block", 1);
trg2++;}

if (trg2==1 && c5>=0 && GetDistance(player,c5)<=100){

ChangeBehavior(c11,"kill",player);
ChangeBehavior(c12,"kill",player);
ChangeBehavior(c13,"kill",player);
ChangeBehavior(c14,"kill",player);
ChangeBehavior(c15,"kill",player);
ChangeBehavior(c16,"kill",player);
ChangeBehavior(c5,"kill",player);
Perform(c11,"pause",13);
Perform(c12,"pause",13);
Perform(c13,"pause",13);
Perform(c14,"pause",13);
Perform(c15,"pause",13);
Perform(c16,"pause",13);
PlayerPerform("block", 0);
Perform(c5, "aggress");
Perform(c5,"say","哈哈！是吗..只怕你是光说不练阿，杀死他！");  // 时刻:10
Perform(c5,"pause",5);
PlayerPerform("say","3年前你败给我！今天就算你是灵魂，也会照样败给我！ "); // 7
PlayerPerform("pause",5);
Perform(c5,"say","哈哈！那你也知道我来的目的是什么了！把命留下来！");  // 时刻:5
Perform(c5,"pause",5);
PlayerPerform("say","终身难忘..你这个名字在我的脑子里是抹不掉了！ ");
PlayerPerform("pause",2);
Perform(c5,"say","我就是当年死在你手里的孙剑阿，忘了吗？.");
Perform(c5,"say","哎哟.自己找到我了！省的我找你了，怎么，是不是惊呆了！不认识我了吗？.");  // 时刻:0
PlayerPerform("block", 1);
Perform(c5, "faceto", player);
trg2++;shi0=GetGameTime();}

if (trg2==2 && c5>=0 && GetHP(c5)<GetMaxHP(c5) && shi0+10>GetGameTime()) {
GameOver(-1);}

if (trg2==2 && c5>=0 && GetHP(c5)<GetMaxHP(c5)/2){

PlayerPerform("block", 0);
Perform(c11,"use",15);
Perform(c12,"use",15);
Perform(c13,"use",15);
Perform(c14,"use",15);
Perform(c15,"use",15);
Perform(c16,"use",15);
Perform(c5,"use",15);
Perform(c5,"use",15);
Perform(c5,"use",15);			
Perform(c5,"use",20);
Perform(c5,"use",20);
PlayerPerform("say","休想活命！ ");
PlayerPerform("pause",2);
Perform(c5,"say","伊人君，这次你杀不死我了！哈哈... ");
Perform(c5, "faceto", player);
PlayerPerform("block", 1);
trg2++;}

if (trg2==3 && ca5>=0 && c5<0) {

Say(ca5,"可恶！孙剑是死不了的！哈哈.... 我还会回来的！你等着吧...");

trg2++;}

if (trg2==4 && c5<0 && c11<0 && c12<0 && c13<0 && c14<0 && c15<0 && c16<0) {

PlayerPerform("use", 15);
PlayerPerform("use", 15);
RemoveNPC(ca11);RemoveNPC(ca14);
RemoveNPC(ca12);RemoveNPC(ca15);
RemoveNPC(ca13);RemoveNPC(ca16);
RemoveNPC(ca5); AddNPC("19");
trg2++;}

if (trg1 == 10 && c12>=0 && GetDistance(player,c12)<=100) {

PlayerPerform("block", 0);
PlayerPerform("say","那我就先取你的狗命！... "); // 6
PlayerPerform("pause",4);
Perform(c12,"say","是吗？口气倒是不小吗..哼！不过我领教是一定的！出招吧..");  // 时刻:4
Perform(c12,"pause",4);
PlayerPerform("say","跟我打！你还不够资格！ ");
PlayerPerform("pause",2);
Perform(c12,"say","好家伙！终于找到你了！哈哈.不过我想先领教一下！ ");
Perform(c12, "faceto", player);
PlayerPerform("block", 1);
trg1++;shi0=GetGameTime();}

if (trg1==11 && c12>=0 && GetHP(c12)<GetMaxHP(c12) && shi0+5>GetGameTime()) {
GameOver(-1);}

if (trg1==11 && c12>=0 && GetHP(c12)<GetMaxHP(c12)/2){

ChangeBehavior(c12, "follow", c5);
PlayerPerform("block", 0);
PlayerPerform("say","我还正想看看刚才说话的人是谁呢！..哈哈！ ");
PlayerPerform("pause",2);
Perform(c12,"use",15);
Perform(c12,"say","好家伙！算你厉害！你给我等着！我去叫人，有本事别跑 ");
Perform(c12, "faceto", player);
PlayerPerform("block", 1);
trg1++;}

if (trg1==12 && c12>=0 &&  c5>=0 && GetDistance(c12,c5)<=100 ){

ChangeBehavior(c11,"kill",player);
ChangeBehavior(c12,"kill",player);
ChangeBehavior(c13,"kill",player);
ChangeBehavior(c14,"kill",player);
ChangeBehavior(c15,"kill",player);
ChangeBehavior(c16,"kill",player);
ChangeBehavior(c5,"kill",player);
Perform(c5,"say","找到了是吗！我们走！一起给我杀了他！ ");
Perform(c5,"pause",2);
Perform(c12,"say","老大！老大... 那家伙太厉害了！...");
Perform(c12, "faceto", c5);
Perform(c5, "faceto", c12);
trg1++;}

if (trg3==0 && c10>=0 && GetDistance(player,c10)<=100){

ChangeBehavior(c10,"kill",player);
PlayerPerform("block", 0);
Perform(c10, "aggress");
Perform(c10,"say","哈哈！是吗..只怕你是光说不练阿，出招了！..");  // 时刻:10
Perform(c10,"pause",5);
PlayerPerform("say","3年前你败给我！今天就算你是灵魂，也会照样败给我！ "); // 7
PlayerPerform("pause",5);
Perform(c10,"say","哈哈！我现在不是人，我是灵魂！你打不过我的！乖乖的受死吧！");  // 时刻:5
Perform(c10,"pause",5);
PlayerPerform("say","怎么会这样！你们都不是已经死了吗？怎么会！！ ");
PlayerPerform("pause",2);
Perform(c10,"say","我就是当年死在你手里的律香川阿，忘了吗？.");
Perform(c10,"say","哎哟.还记得我吗？.....");  // 时刻:0
PlayerPerform("block", 1);
Perform(c10, "faceto", player);
trg3++;shi0=GetGameTime();}

if (trg3==1 && c10>=0 && GetHP(c10)<GetMaxHP(c10) && shi0+10>GetGameTime()) {
GameOver(-1);}

if (trg3==1 && c10>=0 && GetHP(c10)<GetMaxHP(c10)/2){

ChangeBehavior(c10,"kill",player);
Perform(c10,"use",30);
Perform(c10,"use",15);
Perform(c10,"use",15);
Perform(c10,"use",15);
Perform(c10,"use",15);			
Perform(c10,"use",20);
Perform(c10,"use",20);
PlayerPerform("say","即使叫人也是滥于充数！没有一点作用！");
PlayerPerform("pause",10);
PlayerPerform("block", 0);
Perform(c10,"say","认命吧 伊人君！....  哈哈！..");  // 时刻:4
Perform(c10,"pause",4);
PlayerPerform("say","我从来不相信自己会输！即使知道，我也会撑到最后！");
PlayerPerform("pause",2);
Perform(c10,"say","伊人君，你认命吧..得罪我们就算了，竟然惹怒了公主！哼！... ");
Perform(c10, "faceto", player);
PlayerPerform("block", 1);
trg3++;timer0 = now + 5;}

if (trg3== 2 && now>timer0){

AddNPC("锦衣1");
AddNPC("锦衣2");
AddNPC("锦衣3");
trg3++;}

if (trg3 == 3 && c10>=0 && c17>=0 && c18>=0 && c19>=0){

ChangeBehavior(c10,"kill",player);
ChangeBehavior(c17,"kill",player);
ChangeBehavior(c18,"kill",player);
ChangeBehavior(c19,"kill",player);
Perform(c19,"pause",4);
Perform(c18,"say","小子马上支援！！..");  // 时刻:4
Perform(c18,"pause",4);
Perform(c17,"say","小子马上去！....");  // 时刻:4
Perform(c17,"pause",4);
Perform(c10,"say","到了没有. 到了就过来杀了他！.. ");
Perform(c10, "faceto", player);

trg3++;}

if (trg3 == 4  && c10>=0 && GetHP(c10)<2000){

ChangeBehavior(c19, "follow", c10);
ChangeBehavior(c18, "follow", c10);
ChangeBehavior(c17, "follow", c10);
SetTarget(0, "waypoint", 308);
ChangeBehavior(c10, "attacktarget", 0);
Perform(c19, "aggress");
Perform(c18, "aggress");
Perform(c17, "aggress");
Perform(c10, "aggress");
PlayerPerform("say","给我耍什么花招！跟去看看..");
PlayerPerform("pause",4);
Perform(c10,"use",15);
Perform(c10,"use",15);
Perform(c10,"use",15);
Perform(c10,"say","你先等一下！我去找个东西给你玩玩！.. 有本事你也跟着来！... ");
Perform(c10, "faceto", player);

trg3++;}

if (trg3 == 5 && c10>=0){
SetTarget(0, "char", c10);
SetTarget(1, "waypoint", 308);
if (Distance(0, 1) < 80){

ChangeBehavior(c10,"kill",player);
ChangeBehavior(c17,"kill",player);
ChangeBehavior(c18,"kill",player);
ChangeBehavior(c19,"kill",player);

Perform(c10,"use",15);
Perform(c10,"use",15);
Perform(c17,"use",15);
Perform(c17,"use",15);
Perform(c18,"use",15);
Perform(c18,"use",15);
Perform(c19,"use",15);
Perform(c19,"use",15);
Perform(c17,"pause",5);
Perform(c18,"pause",5);
Perform(c19,"pause",5);
PlayerPerform("say","哼..怕！怕就不是伊人君，来了也是送死！.. "); // 7
PlayerPerform("pause",5);
Perform(c10,"say","不错！怎么样！怕了吧！我们一起杀吧，哈哈！");  // 时刻:5
Perform(c10,"pause",5);
PlayerPerform("say","阿.孙剑... ");
PlayerPerform("pause",2);
Perform(c10, "say", "哈哈！看你还能撑多久！！ ");
Perform(c10, "faceto", player);
AddNPC("6");
trg3++;timer0 = now + 6;}}

if (trg3 == 6 && c5>=0 && now>timer0){

ChangeBehavior(c5,"kill",player);
Perform(c5,"use",30);
Perform(c10,"use",30);
Perform(c5, "say", "哈哈！我说过会在回来的！！小样！受死吧.. ");
Perform(c5, "faceto", player);

trg3++;j3=1;}

if (trg3 == 7 && ca10>=0 && c10<0 && j3==1) {

Say(ca10,"没想到又一次败给你！我律香川不会在为难你什么，我不够资格！ ");

j3++;}


if (trg3 == 7 && c5<0 && c10<0 && c17<0 && c18<0 && c19<0){

 RemoveNPC(ca5);
 RemoveNPC(ca10);
 RemoveNPC(ca17);
 RemoveNPC(ca18);
 RemoveNPC(ca19);

 trg3++; timer0 = now + 5;}

if (trg3 == 8 && now >timer0){

AddNPC("自己1");
PlayerPerform("say","是快活林的人，肯定是老大吩咐了什么，我去找找看！.."); 

trg3++;}}


scene2(){

if (trg3==9 && p1>=0 && GetDistance(player,p1)<=100 && trg4==0){

ChangeBehavior(p1, "follow",player);
PlayerPerform("block", 0);
PlayerPerform("say","好！我们上塔上找找！...  "); // 28
PlayerPerform("pause",5);
Perform(p1,"say","但是妖女没出现，老大怎么会出现呢。  .还是在这里找找看吧！...");  // 时刻:25
Perform(p1,"pause",5);
PlayerPerform("say","上次你被抓的时候她让我在这里救你，说不定老大也会在这里呢！  "); // 23
PlayerPerform("pause",5);
Perform(p1,"say","你说的没有错，应该先救出老大，但是不知道被弄到了什么地方....");  // 时刻:20
Perform(p1,"pause",4);
PlayerPerform("say","现在最重要的就是打听出来老大的下落！然后在将公主杀死！  "); // 18
PlayerPerform("pause",4);
Perform(p1,"say","他们说 ！老大会交给妖女处置！说不定像我上次一样，被妖女下毒，作弄老大...");  // 时刻:16
Perform(p1,"pause",4);
PlayerPerform("say","这件事我明白！他们还说什么了吗？没说去什么地方救老大吗？  "); // 14
PlayerPerform("pause",4);
Perform(p1,"say","他们说 ！他们是当年孙剑的手下！这次来不是为了孙剑，是为了给妖女出气！..");  // 时刻:12
Perform(p1,"pause",4);
PlayerPerform("say","他们说什么了？..刚才我跟几个蒙面人打了一场，败给我，现在已经逃了！  "); // 10
PlayerPerform("pause",4);
Perform(p1,"say","我们也很难过，但是现在不是斗嘴的时候，老大是被几个蒙面人抓走的。他们走的时候说。说...");  // 时刻:8
Perform(p1,"pause",4);
PlayerPerform("say","什么...你怎么半事的！连老大都照顾不了，你们真是！..唉..  "); // 6
PlayerPerform("pause",4);
Perform(p1,"say","老大她  她，她被那个小妖女给抓走了，现在还不知道去向！所以我来告诉你！.");  // 时刻:4
Perform(p1,"pause",4);
PlayerPerform("say","什么事？什么历史？  ");
PlayerPerform("pause",2);
Perform(p1,"say","完了！老公，这次恐怕要历史重演了.. ");  // 时刻:2
Perform(p1, "faceto", player);
PlayerPerform("block", 1);
trg4++; timer0 = now + 30;}

if (trg4==1 && now >timer0){

AddNPC("bing");
PlayerPerform("say","有动静！上去看看！.... ");
trg4++;}

if (trg4==2 && bing>=0 && GetDistance(player,bing)<=100){

ChangeBehavior(bing, "follow",player);
PlayerPerform("block", 0);
PlayerPerform("say","你们就等我的好消息吧！....  "); // 25
PlayerPerform("pause",1);
PlayerPerform("say","我一定要杀死这个妖女，曾经不听老大话的我，现在是多么的悲伤....  "); // 24
PlayerPerform("pause",8);
Perform(bing,"say","对，让伊人君跟公主好好比个高低！..");  // 时刻:20
Perform(bing,"pause",4);
Perform(p1,"say","我也要走吗？......");  // 时刻:18
Perform(p1,"pause",18);
Perform(bing,"say","那等一会不行的话我出来帮你们！这样行了吧，你自己行事吧，梦，我们走！.");  // 时刻:16
Perform(bing,"pause",4);
PlayerPerform("say","希望你帮我们一次，否则恐怕难救出老大。你就帮帮我们吧！ "); // 14
PlayerPerform("pause",4);
Perform(bing,"say","这是你们的事，我在这里凑什么热闹，我来只是告诉你老大在哪！..");  // 时刻:12
Perform(bing,"pause",4);
PlayerPerform("say","你可不可以留下来帮我们呢！... "); // 10
PlayerPerform("pause",4);
Perform(bing,"say","这公主实在是毒女人阿. 呵呵，能不能救出老大，就看你们了！.小心公主的诡计哦。 ");  // 时刻:8
Perform(bing,"pause",4);
PlayerPerform("say","什么.有没有搞错，又被下了毒！.. "); // 6
PlayerPerform("pause",4);
Perform(bing,"say","老大她一会就会出来，不过她跟梦上次一样..被那个公主下了毒！你想救她还真的不容易阿..");  // 时刻:4
Perform(bing,"pause",4);
PlayerPerform("say","兵兵！你来的真是时候阿，快告诉我，应该怎么做，老大在哪？...");
PlayerPerform("pause",2);
Perform(bing,"say","呵呵！..我知道老大在哪... ");  // 时刻:2
Perform(bing, "faceto", player);
PlayerPerform("block", 1);
trg4++; timer0 = now + 25;}

if (trg4==3 && now >timer0){

 RemoveNPC(pa1);
 RemoveNPC(bing1);
 AddNPC("gongzhu");
 trg4++;}

if (trg4==4 && zhu>=0 && GetDistance(player,zhu)<=100){

SetTarget(0, "waypoint", 63);
ChangeBehavior(zhu, "attacktarget", 0);
PlayerPerform("block", 0);
Perform(zhu, "aggress");
Perform(zhu,"say","哼！走吧！....");  // 时刻:20
Perform(zhu,"pause",4);
PlayerPerform("say","当然要救..好，你这么想死，我就送你一程.我下去跟你打还不行！  "); // 18
PlayerPerform("pause",4);
Perform(zhu,"say","别那么多的废话，你去还是不去，难道不想救你的老大了！");  // 时刻:16
Perform(zhu,"pause",4);
PlayerPerform("say","一个小姑娘。老是打打杀杀的！... "); // 14
PlayerPerform("pause",4);
Perform(zhu,"say","想救你的老大就的付出代价！走。跟我下去打一场....");  // 时刻:12
Perform(zhu,"pause",4);
PlayerPerform("say","那你想怎么样.. 好，我知道你的意思，你先把老大放了。... "); // 10
PlayerPerform("pause",4);
Perform(zhu,"say","我跟你作对！哈哈！..是你杀死我爹的，不要怪我！....");  // 时刻:8
Perform(zhu,"pause",4);
PlayerPerform("say","为什么要这么做，我屡次的饶恕你，你为什么老是跟我作对呢。. "); // 6
PlayerPerform("pause",4);
Perform(zhu,"say","想救你的老大！你不绝的我是不会放的吗？.");  // 时刻:4
Perform(zhu,"pause",4);
PlayerPerform("say","你总算是出来了！...把老大先交出来！.....");
PlayerPerform("pause",2);
Perform(zhu,"say"," 哼.... ");  // 时刻:2
Perform(zhu, "faceto", player);
PlayerPerform("block", 1);
trg4++;}

if (trg4 == 5 && zhu>=0){
SetTarget(0, "char", zhu);
SetTarget(1, "waypoint", 63);
if (Distance(0, 1) < 80){

ChangeBehavior(zhu, "follow",player);
PlayerPerform("say","哈哈..你还真是有趣！接了！.. ");
PlayerPerform("pause",4);
Perform(zhu, "aggress");
Perform(zhu, "say", "哼！来，接招了！ ");
Perform(zhu, "faceto", player);
trg4++;}}

if (trg4 == 6  && zhu>=0 && GetHP(zhu)<8000){

Perform(zhu, "say", "凭你这两下怎么杀我！ ");
Perform(zhu, "faceto", player);

trg4++;j4=1;}

if (j4==1 && zhu>=0 && GetHP(zhu)<5000){

Perform(zhu,"use",15);
Perform(zhu,"use",15);
Perform(zhu,"use",15);
Perform(zhu,"use",15);
Perform(zhu,"use",15);
Perform(zhu,"use",15);
Perform(zhu,"use",20);
Perform(zhu,"use",20);
Perform(zhu,"use",20);
PlayerPerform("block", 0);
PlayerPerform("say","果然是一个狠毒的女人！我喜欢！.. ");
PlayerPerform("pause",4);
Perform(zhu, "aggress");
Perform(zhu, "say", "哼！你真行..看我怎么作弄你.. ");
Perform(zhu, "faceto", player);
PlayerPerform("block", 1);
j4=2;}

if (j4==2 && zhu<0)

{GameOver(-1);}

if (j4==2 && zhu>=0 && GetHP(zhu)<3000){

PlayerPerform("block", 0);
PlayerPerform("say","多谢了！你的帐我会找你算的.现在我要先救出老大！ ");
PlayerPerform("pause",4);
Perform(zhu, "aggress");
Perform(zhu, "say", "我就不在打扰你的雅兴了！..");
Perform(zhu, "aggress");
Perform(zhu, "say", "好.. 你厉害，不是救你的老大吗？那你就上去救吧..");
Perform(zhu, "faceto", player);
PlayerPerform("block", 1);
j4++;timer0 = now + 5;}

if (j4==3 && now >timer0){

RemoveNPC(zhu1);AddNPC("17");
j4++;}


if (trg4==7 && c8>=0 && GetDistance(player,c8)<=100){

SetTarget(0, "waypoint", 130);
ChangeBehavior(c8, "attacktarget", 0);
PlayerPerform("block", 0);
PlayerPerform("say","我掩护你！咱们走！.... "); // 6
PlayerPerform("pause",4);
Perform(c8,"say","辛苦你了. ");  // 时刻:4
Perform(c8,"pause",4);
PlayerPerform("say","老大！属下来救你了！.....");
Perform(c8, "faceto", player);
PlayerPerform("block", 1);
trg4++;timer0 = now + 10;}

if (trg4==8 && now >timer0){

SetTarget(0, "waypoint", 130);
ChangeBehavior(c8, "attacktarget", 0);
Perform(c8,"say","好的！辛苦你了，君！.");  // 时刻:4
Perform(c8,"pause",4);
PlayerPerform("say","有埋伏！老大我掩护你！.....");
AddNPC("蒙面1");
AddNPC("蒙面2");
AddNPC("蒙面3");
AddNPC("蒙面4");
AddNPC("蒙面5");
AddNPC("蒙面6");
trg4++;
trg5=1;
timer0 = now + 5;}

if (trg5==1 && now >timer0){

AddNPC("自己1");
AddNPC("自己2");
AddNPC("自己3");
AddNPC("自己4");
AddNPC("自己5");
SetTarget(0, "waypoint", 130);
ChangeBehavior(c8, "attacktarget", 0);
PlayerPerform("say","是，属下遵命！...");
PlayerPerform("pause",6);
Perform(c8,"say","真的是辛苦你们了，为我开路吧！！.");  // 时刻:4
Perform(c8,"pause",4);
PlayerPerform("say","老大，是快活林的人！他们都来了..看来你能安然的回去了！.....");
trg5++;timer0 = now + 10;}

if (trg5 == 2 && p1>=0 && p2>=0 && p3>=0 && p4>=0 && p5>=0 && now >timer0){

ChangeBehavior(p1, "follow", c8);
ChangeBehavior(p2, "follow", c8);
ChangeBehavior(p3, "follow", c8);
ChangeBehavior(p4, "follow", c8);
ChangeBehavior(p5, "follow", c8);
Perform(p3,"pause",2);
Perform(p2,"pause",4);
Perform(p4,"pause",6);
Perform(p5,"pause",6);
Perform(p1,"say"," 知道了！我们马上去！..走！！..."); // 6
Perform(p1,"pause",5);
PlayerPerform("say"," 快点上来掩护老大！.. ");  // 时刻:6
PlayerPerform("pause",6);
Perform(p3,"say"," 掩护老大重要.. 我们赶紧去吧！.");
Perform(p3,"pause",4);
Perform(p2,"say"," 我想现在就杀死这些多事的蒙面人！...");
Perform(p2,"pause",2);
Perform(p1,"say"," 我们快上去掩护老大吧。把老大送回去，咱在一起和手杀死小妖女！...");
Perform(p1,"pause",1);
Perform(p1,"say"," 我老公已经找到老大了，只是老大被下了毒，这蒙面人也杀过来了。...");
trg5++;timer0 = now + 10;}

if (trg5 == 3 && c11>=0 && c12>=0 && c13>=0 && c14>=0 && c15>=0 && c16>=0 && now >timer0){

ChangeBehavior(c11, "follow", c8);
ChangeBehavior(c12, "follow", c8);
ChangeBehavior(c13, "follow", c8);
ChangeBehavior(c14, "follow", c8);
ChangeBehavior(c15, "follow", c8);
ChangeBehavior(c16, "follow", c8);
Perform(c12,"say","遵命！...");
Perform(c12,"pause",1);
Perform(c11,"say","有我们在。你们休想救走她！我们杀！杀死高寄萍！...");
trg5++;j5=1;}

if (j5 == 1){

if (sj2+20<=GetGameTime()){
sj2 = GetGameTime();
ChangeBehavior(c11, "follow", c8);
ChangeBehavior(c12, "follow", c8);
ChangeBehavior(c13, "follow", c8);
ChangeBehavior(c14, "follow", c8);
ChangeBehavior(c15, "follow", c8);
ChangeBehavior(c16, "follow", c8);
Perform(c11,"use",15);
Perform(c11,"use",15);
Perform(c11,"use",19);
Perform(c11,"use",20);
Perform(c11,"use",41);
Perform(c11,"use",5);
Perform(c12,"use",15);
Perform(c12,"use",15);
Perform(c12,"use",19);
Perform(c12,"use",20);
Perform(c12,"use",41);
Perform(c12,"use",5);
Perform(c13,"use",15);
Perform(c13,"use",15);
Perform(c13,"use",19);
Perform(c13,"use",20);
Perform(c13,"use",41);
Perform(c13,"use",5);
Perform(c14,"use",15);
Perform(c14,"use",15);
Perform(c14,"use",19);
Perform(c14,"use",20);
Perform(c14,"use",41);
Perform(c14,"use",5);
Perform(c15,"use",15);
Perform(c15,"use",15);
Perform(c15,"use",19);
Perform(c15,"use",20);
Perform(c15,"use",41);
Perform(c15,"use",5);
Perform(c16,"use",15);
Perform(c16,"use",15);
Perform(c16,"use",19);
Perform(c16,"use",20);
Perform(c16,"use",41);
Perform(c16,"use",5);}}

if (trg5 == 4 && c8<0){

GameOver(-1); trg5++;}


if (trg5 == 4 && c8>=0){
SetTarget(0, "char", c8);
SetTarget(1, "waypoint", 130);
if (Distance(0, 1) < 80){
Perform(c11,"use",35);
Perform(c12,"use",35);
Perform(c13,"use",35);
Perform(c14,"use",35);
Perform(c15,"use",35);
Perform(c16,"use",35);
Perform(p1,"pause",20);
Perform(p2,"pause",20);
Perform(p3,"pause",20);
Perform(p4,"pause",20);
Perform(p5,"pause",20);
Perform(c8,"pause",20);
AddNPC("tongxiao");
trg5++;timer0 = now + 3;}}

if (trg5==5 && now>timer0 && tong>=0) {

PlayerPerform("say","我这就去(金华)杀死那个妖女！...  ");
PlayerPerform("pause",2);
Perform(tong,"say","接下来是你跟公主的事情了！迎接大决战，（情缘未了） ");  // 时刻:2
Perform(tong, "faceto", player);
trg5++;timer1 = now + 3;}

if (trg5==6 && now>timer1) {

GameOver(1);trg5++;}}



ziji(){

if (sj+300<=GetGameTime()) {
sj = GetGameTime();		

PlayerPerform("use", 15);}

if (sj1+10<=GetGameTime()){
sj1 = GetGameTime();		
PlayerPerform("use", 8);}

if (shi2+30<=GetGameTime()){
shi2 = GetGameTime();		
PlayerPerform("use", 5);
PlayerPerform("use", 41);}

if (shi3+150<=GetGameTime()){
shi3 = GetGameTime();		
PlayerPerform("use", 15);}

if (shi4+50<=GetGameTime()){
shi4 = GetGameTime();		
PlayerPerform("use", 3);
PlayerPerform("use", 40);}

if (shi4+50<=GetGameTime()){
shi4 = GetGameTime();		
PlayerPerform("use", 4);
PlayerPerform("use", 34);}

if (GetHP(player)<=0) 
{ GameOver(-1);}} 

OnStart()
{   
AddNPC("枪1");
AddNPC("枪2");
AddNPC("枪3");
AddNPC("枪4");
}



OnUpdate()
{	
	player = GetAnyChar("player");
	if (player < 0){return 0;}
        now = GetGameTime();
        GetNPCChar() ; 
        diannao();

	ziji();

	scene1();
        scene2();
}