//  大决战决决决决决-游戏人生
int Rule = 1;
int RoundTime = 600;
int PlayerSpawn = 124;
int PlayerSpawnDir = 0;
int PlayerWeapon = 42;
int PlayerWeapon2 =17;
int PlayerHP =32000;

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 sj;
int gameover;
int fshi;
int player;

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;

// 自己人
int p1;            
int pa1;  
int p2;            
int pa2;  
int p3;            
int pa3;  
int p4;            
int pa4;  
int p5;            
int pa5;  
int p6;            
int pa6;  
int p7;            
int pa7;  
int p8;            
int pa8;  

int jia1; 
int jia2; 
int jia3; 
int jia4; 
int jia5; 
int jia6; 
int jia7; 

////////////////
int j1;int sj1;
int j2;int sj2;
int j3;int sj3;
int j4;int sj4;
int j5;int sj5;// F条件

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

GetManPlaceDistance(int man,int place)
{
   SetTarget(0, "char", man);
   SetTarget(1, "waypoint", place);
   return Distance(0,1);
}

npcjia() {
if (jia1+40<=GetGameTime()){ 
jia1=GetGameTime();
Perform(c1,"use",40);
Perform(c1,"use",41);
Perform(c1,"use",34);
Perform(c1,"use",30);
Perform(c1,"use",5);
Perform(c1,"use",4);
Perform(c1,"use",3);
Perform(c1,"use",15);
Perform(c1,"use",15);
Perform(c1,"use",15);
Perform(c1,"use",20);
Perform(c2,"use",40);
Perform(c2,"use",41);
Perform(c2,"use",34);
Perform(c2,"use",30);
Perform(c2,"use",5);
Perform(c2,"use",4);
Perform(c2,"use",3);
Perform(c2,"use",15);
Perform(c2,"use",15);
Perform(c2,"use",15);
Perform(c2,"use",20);} // 首领vip_遊戲+首领vip_敷衍=无敌

if (jia5+15<=GetGameTime()){ 
jia5=GetGameTime();
Perform(c1,"use",15);
Perform(c1,"use",15);
Perform(c2,"use",15);
Perform(c2,"use",15);} 

if (jia2+50<=GetGameTime()){ 
jia2=GetGameTime();
Perform(c3,"use",40);
Perform(c3,"use",41);
Perform(c3,"use",34);
Perform(c4,"use",41);
Perform(c4,"use",40);
Perform(c4,"use",34);
Perform(c5,"use",41);
Perform(c5,"use",40);
Perform(c5,"use",34);
Perform(c6,"use",41);
Perform(c6,"use",40);
Perform(c6,"use",34);} //上官+叛党+剑气+追风

if (jia3+50<=GetGameTime()){ 
jia3=GetGameTime();
Perform(c7,"use",34);
Perform(c7,"use",41);
Perform(c7,"use",36);
Perform(c8,"use",41);
Perform(c8,"use",34);
Perform(c8,"use",36);
Perform(c9,"use",41);
Perform(c9,"use",34);
Perform(c9,"use",36);
Perform(c10,"use",41);
Perform(c10,"use",34);
Perform(c10,"use",36);
Perform(c11,"use",41);
Perform(c11,"use",34);
Perform(c11,"use",36);} 

if (jia4+50<=GetGameTime()){ 
jia4=GetGameTime();
Perform(c12,"use",34);
Perform(c12,"use",41);
Perform(c12,"use",40);
Perform(c13,"use",41);
Perform(c13,"use",34);
Perform(c13,"use",40);
Perform(c14,"use",41);
Perform(c14,"use",34);
Perform(c14,"use",40);
Perform(c15,"use",41);
Perform(c15,"use",34);
Perform(c15,"use",40);
Perform(c16,"use",41);
Perform(c16,"use",34);
Perform(c16,"use",40);
Perform(c17,"use",41);
Perform(c17,"use",34);
Perform(c17,"use",40);} 

if (jia6+150<=GetGameTime()){ 
jia6=GetGameTime();
PlayerPerform("use", 15);
PlayerPerform("use", 34);
PlayerPerform("use", 40);} 

if (jia7+8<=GetGameTime()){ 
jia7=GetGameTime();
PlayerPerform("use", 8);
   } 
} 

npc() {
   //
   c1=GetChar("首领vip_遊戲");
   ca1=GetAnyChar("首领vip_遊戲");
   c2=GetChar("首领vip_敷衍");
   ca2=GetAnyChar("首领vip_敷衍");
   c3=GetChar("vip_ay上官");
   ca3=GetAnyChar("vip_ay上官");
   c4=GetChar("vip_ay叛党");
   ca4=GetAnyChar("vip_ay叛党");
   c5=GetChar("暗月s-剑气");
   ca5=GetAnyChar("暗月s-剑气");
   c6=GetChar("暗月s-追风");
   ca6=GetAnyChar("暗月s-追风");// 1= 6 // 主BOSS
   //
   c7=GetChar("游戏krs-1");
   ca7=GetAnyChar("游戏krs-1");
   c8=GetChar("游戏krs-2");
   ca8=GetAnyChar("游戏krs-2");
   c9=GetChar("游戏krs-3");
   ca9=GetAnyChar("游戏krs-3");
   c10=GetChar("游戏krs-4");
   ca10=GetAnyChar("游戏krs-4");
   c11=GetChar("游戏krs-5");
   ca11=GetAnyChar("游戏krs-5");// 7=11 // 蒙面
   // 
   c12=GetChar("结局代言-1");
   ca12=GetAnyChar("结局代言-1");
   c13=GetChar("结局代言-2");
   ca13=GetAnyChar("结局代言-2");
   c14=GetChar("结局代言-3");
   ca14=GetAnyChar("结局代言-3");
   c15=GetChar("结局代言-4");
   ca15=GetAnyChar("结局代言-4");
   c16=GetChar("结局代言-5");
   ca16=GetAnyChar("结局代言-5");
   c17=GetChar("结局代言-6");
   ca17=GetAnyChar("结局代言-6"); // 12= 17 // POS=高级人物

   c18=GetChar("暗月s-探子");
   ca18=GetAnyChar("暗月s-探子"); // 垃圾人物

   // 
   p1=GetChar("lp-梦");
   pa1=GetAnyChar("lp-梦");
   p2=GetChar("JQ-小何");
   pa2=GetAnyChar("JQ-小何");
   p3=GetChar("cq-叶翔");
   pa3=GetAnyChar("cq-叶翔");
   p4=GetChar("qk_石头大哥");
   pa4=GetAnyChar("qk_石头大哥");
   p5=GetChar("mtv-凤凤");
   pa5=GetAnyChar("mtv-凤凤");
   p6=GetChar("ld_老大");
   pa6=GetAnyChar("ld_老大");
   p7=GetChar("兵兵");
   pa7=GetAnyChar("兵兵");
   p8=GetChar("晶晶");
   pa8=GetAnyChar("晶晶"); // p1+p8 == 自己人

}



zong1(){
if (trg0==0 && p1>=0 && p2>=0 && p3>=0 && p4>=0 && p5>=0 && p6>=0 && c18>=0){ 

ChangeBehavior(p1,"kill",c18);
ChangeBehavior(p2,"kill",c18);
ChangeBehavior(p3,"kill",c18);
ChangeBehavior(p4,"kill",c18);
ChangeBehavior(p5,"kill",c18);
ChangeBehavior(p6,"kill",c18);
SetTarget(0, "waypoint", 389);
ChangeBehavior(c18, "attacktarget", 0);
Perform(p1,"use",41);
Perform(p1,"use",19);
Perform(p1,"use",31);
Perform(p2,"use",41);
Perform(p2,"use",19);
Perform(p2,"use",31);
Perform(p3,"use",41);
Perform(p3,"use",19);
Perform(p3,"use",31);
Perform(p4,"use",41);
Perform(p4,"use",19);
Perform(p4,"use",31);
Perform(p5,"use",41);
Perform(p5,"use",19);
Perform(p5,"use",31);
Perform(p6,"use",41);
Perform(p6,"use",19);
Perform(p6,"use",31);
Perform(c18,"pause",8);
Perform(p6,"pause",8);
Perform(p5,"pause",2);
Perform(p4,"pause",8);
Perform(p3,"pause",8);
Perform(p2,"pause",8);
Perform(p1,"pause",6);
PlayerPerform("block", 0);
PlayerPerform("use", 5);
PlayerPerform("use", 41);
Perform(p5,"say","  想跑.. 我们快点杀了他 "); 
Perform(p5,"pause",6);
Perform(c18,"say","  哼.  想杀我，休想，你们等着吧，我马上去报告首领，你们一个也别想活。 "); 
Perform(c18,"pause",4);
Perform(p1,"say","  老公。别想了，千外不要让他报信了，否则我们是死定的，快下来杀了他.."); 
Perform(p1,"pause",2);
PlayerPerform("say","  首领就在这里. 不过那个探子不能够活命的，他要是报信了，杀暗月就不好办了 ");  // 时刻:0
PlayerPerform("block", 1);
PlayerPerform("use", 31);
PlayerPerform("use", 34);
PlayerPerform("use", 19);
trg0++;}

if (trg0==1 && GetManPlaceDistance(c18,389)<50) {  // 到达目的失败

Perform(p1,"use",35);
Perform(p2,"use",35);
Perform(p3,"use",35);
Perform(p4,"use",35);
Perform(p5,"use",35);
Perform(p6,"use",35);
PlayerPerform("use", 35);
PlayerPerform("pause",5);
Perform(p6,"pause",6);
Perform(p5,"pause",6);
Perform(p4,"pause",6);
Perform(p3,"pause",6);
Perform(p2,"pause",6);
Perform(p1,"pause",6);
Perform(c1,"say","  连这点挫折也受不了。  快活林的人不过如此 "); 
Perform(c1,"pause",4);
PlayerPerform("say","  完了！刺杀暗月失败了..重新来吧！ ");  // 时刻:0
PlayerPerform("block", 1);
trg0++;}
//////////////////////////////////////////////////


if (trg0==1 && c18<0 && ca18>=0) {  // 去见首领

ChangeBehavior(p2,"follow",p1);
ChangeBehavior(p3,"follow",p1);
ChangeBehavior(p4,"follow",p1);
ChangeBehavior(p5,"follow",p1);
ChangeBehavior(p6,"follow",p1);
SetTarget(0, "waypoint", 295);
ChangeBehavior(p1, "attacktarget", 0);
Perform(p1,"say","  走吧！去看看首领是什么人物！."); 
Perform(p1,"pause",2);
Say(ca18,"   阿..  不...首领，这群人太太太..你要为我报仇阿  ");
trg0++;trg1=1;}


// 首领vip_遊戲-1

if (trg1==0  && c2>=0 && GetDistance(player,c2)<=400 ){ 

PlayerPerform("use", 35);
PlayerPerform("pause",3);
Perform(c2,"say","  混帐！去死吧... "); 

trg1++;}

if (trg1==1  && c2>=0 && GetDistance(p1,c2)<=400 ){ 

ChangeBehavior(c4,"follow",c2);
ChangeBehavior(c3,"follow",c2);
ChangeBehavior(c2,"wait");
Perform(c2,"say","  让看看我的厉害！上.. "); 
Perform(c2,"pause",2);
Perform(c2,"say","  呵呵.. 来了竟然！很好！..  不过你们还没有资格见首领 "); 
PlayerPerform("say","  这蒙面女貌似是首领.. 果然不一般的气势  ");  // 时刻:0
PlayerPerform("block", 1);

trg1++;}


if (trg1==2 && c3<0 && c4<0) {  // 首领vip_遊戲= 出来相见

ChangeBehavior(c1,"follow",player);
ChangeBehavior(c5,"follow",player);
ChangeBehavior(c6,"follow",player);
Perform(c1,"say","  哈哈哈.. 是吗！让我见识一下！  "); 
Perform(c1,"pause",2);
Perform(c2,"say","  首领..出来看看这些垃圾吧..还想刺杀暗月！ "); 
Perform(c2,"use",15);
Perform(c2,"use",15);
Perform(c2,"use",15);
trg1++;}
//
if (trg1==2  && c1>=0 && GetDistance(player,c1)<=100 ){ // 首领vip_遊戲=见面失败


PlayerPerform("use", 35);
PlayerPerform("pause",3);
Perform(c2,"say","  你这家伙，去死吧.. "); 

trg1++;}//

if (trg1==3  && c1>=0 && GetDistance(player,c1)<=200 ){  // 狂战吧

ChangeBehavior(p1,"follow",player);
ChangeBehavior(p2,"follow",player);
ChangeBehavior(p3,"follow",player);
ChangeBehavior(p4,"follow",player);
ChangeBehavior(p5,"follow",player);
ChangeBehavior(p6,"follow",player);
ChangeBehavior(c1,"follow",player);
ChangeBehavior(c2,"follow",player);
ChangeBehavior(c3,"follow",player);
ChangeBehavior(c4,"follow",player);
ChangeBehavior(c5,"follow",player);
ChangeBehavior(c6,"follow",player);
Perform(c1,"use",19);
Perform(c1,"use",30);
Perform(c2,"use",19);
Perform(c2,"use",30);
Perform(c5,"use",19);
Perform(c6,"use",19);
PlayerPerform("block", 0);
PlayerPerform("pause",5);
Perform(p1,"pause",5);Perform(p3,"pause",5);Perform(p5,"pause",5);
Perform(p2,"pause",5);Perform(p4,"pause",5);Perform(p6,"pause",5);
//
Perform(c2,"pause",5);Perform(c4,"pause",5);
Perform(c3,"pause",5);Perform(c5,"pause",5);Perform(c6,"pause",5);//
Perform(c1,"say","  你的性格我十分的敬仰！  让我看看你究竟有多厉害吧！我们杀！..  "); 
Perform(c1,"pause",2);
Perform(c1,"say","  你也真是胆子大阿，你们快活林的人真有这么厉害吗？哼..  "); 
Perform(c1,"pause",2);
Perform(c1,"say","  哈哈！很好！你就是伊人君，总算见到我了，是吗！ "); 
PlayerPerform("block", 1);
trg1++;}


if (trg1==4 && c5<0 && c6<0) {  // 首领vip_遊戲= 退出

Perform(c1,"pause",80);
Perform(c2,"pause",80);
Perform(c3,"pause",80);
Perform(c4,"pause",80);
Perform(c5,"pause",80);
Perform(c6,"pause",80);
Perform(p1,"pause",50);Perform(p3,"pause",50);Perform(p5,"pause",50);
Perform(p2,"pause",50);Perform(p4,"pause",50);Perform(p6,"pause",50);
PlayerPerform("say","  想跑！ .");
PlayerPerform("pause",5);
Perform(c1,"say","  我先陪你玩玩.. 让你知道得罪暗月是什么下场！  "); 
Perform(c1,"pause",2);
Perform(c1,"say","  哼！很好，你这小子..！ "); 

trg1++;shi1 = sj + 8;}

if (sj>shi1 && trg1==5) {

RemoveNPC(ca1);RemoveNPC(ca4);
RemoveNPC(ca2);RemoveNPC(ca5);
RemoveNPC(ca3);RemoveNPC(ca6);
RemoveNPC(ca18);trg1++;}


if (trg1==6 && p1>=0) {


PlayerPerform("say","  没想象的那么简单 .");
PlayerPerform("pause",5);
Perform(p3,"say","  恩！咱这么多人，还怕他 "); 
Perform(p3,"pause",2);
Perform(p1,"say","  我们要小心了！首领不是一般的人物！一定要当心了！ "); 
Perform(p1, "faceto", player);Perform(p4, "faceto", player);
Perform(p2, "faceto", player);Perform(p5, "faceto", player);
Perform(p3, "faceto", player);Perform(p6, "faceto", player);

trg1++;shi1 = sj + 8;}


if (sj>shi1 && trg1==7) {

AddNPC("0关代言1");AddNPC("0关代言4");
AddNPC("0关代言2");AddNPC("0关代言5");
AddNPC("0关代言3");AddNPC("0关代言6");
Perform(p1,"use",19);
Perform(p2,"use",19);
Perform(p3,"use",19);
Perform(p4,"use",19);
Perform(p5,"use",19);
Perform(p6,"use",19);
PlayerPerform("say","  来人了. 准备应战了！ ");
PlayerPerform("use", 15);
PlayerPerform("use", 15);
PlayerPerform("use", 20);
trg1++;shi1 = sj + 6;}

if (sj>shi1 && trg1==8 && c12>=0 && c13>=0 && c14>=0 && c15>=0 && c16>=0 && c17>=0) {

ChangeBehavior(c12,"follow",player);
ChangeBehavior(c13,"follow",player);
ChangeBehavior(c14,"follow",player);
ChangeBehavior(c15,"follow",player);
ChangeBehavior(c16,"follow",player);
ChangeBehavior(c17,"follow",player);
ChangeBehavior(p1,"follow",player);
ChangeBehavior(p2,"follow",player);
ChangeBehavior(p3,"follow",player);
ChangeBehavior(p4,"follow",player);
ChangeBehavior(p5,"follow",player);
ChangeBehavior(p6,"follow",player);
Perform(c13,"say","  这时候他们就交给我们了！。.. "); 
Perform(c13,"pause",1);
Perform(c13,"say","  休想离开了！首领回去调养！马上会回来。.. "); 
Perform(c13,"pause",1);
Perform(c12,"say","  你们死定了.. "); 

trg1++;}}

zong2(){
if (trg1==9  && p1<0  && p2<0  && p3<0  && p4<0  && p5<0  && p6<0 && trg2==0 ){ // 快活林死亡

ChangeBehavior(c12,"follow",player);
ChangeBehavior(c13,"follow",player);
ChangeBehavior(c14,"follow",player);
ChangeBehavior(c15,"follow",player);
ChangeBehavior(c16,"follow",player);
ChangeBehavior(c17,"follow",player);
Perform(c12,"say","  哼.. 恐怕你也是走不出去的！  "); 
Perform(c12,"pause",3);
PlayerPerform("say","  阿！我对不起你们呢！等杀了暗月之后..我会一一给你们疗伤的！ ");

trg2++;}


if (trg1==9  && c12<0  && c13<0  && c14<0  && c15<0  && c16<0  && c17<0){  // 敌人死亡

RemoveNPC(ca12);RemoveNPC(ca15);
RemoveNPC(ca13);RemoveNPC(ca16);
RemoveNPC(ca14);RemoveNPC(ca17);
PlayerPerform("use", 15);
PlayerPerform("use", 15);
trg1++;shi1 = sj + 6;}

if (sj>shi1 && trg1==10) {  // 首领在次进入

AddNPC("0关1");
AddNPC("0关2");
AddNPC("0关3");
AddNPC("0关4");
PlayerPerform("say","  首领又来了！  好样的 ");
trg1++;trg2=3;}

if (trg2==3  && c1>=0  && c2>=0  && c3>=0  && c4>=0) {

ChangeBehavior(c1,"follow",player);
ChangeBehavior(c2,"follow",player);
ChangeBehavior(c3,"follow",player);
ChangeBehavior(c4,"follow",player);
Perform(c1,"use",19);
Perform(c1,"use",30);
Perform(c2,"use",19);
Perform(c2,"use",30);
Perform(c3,"use",19);
Perform(c4,"use",19);
trg2++;}


if (trg2==4  && c3<0  && c4<0){

RemoveNPC(ca3);RemoveNPC(ca4);
AddNPC("0jq1");AddNPC("0jq2"); // 剑气
Perform(c1,"say","  废话！我白养他们了吗！快杀了他  "); 
Perform(c1,"pause",3);
PlayerPerform("say","  剑气，追风，你们不必要做这样的牺牲 ");

trg2++;}

if (trg2==5  && c5>=0  && c6>=0) {

ChangeBehavior(c5,"follow",player);
ChangeBehavior(c6,"follow",player);
Perform(c5,"use",19);
Perform(c6,"use",19);
Perform(c5,"say"," 这是命令..对不起了！ "); 
Perform(c5,"pause",3);

trg2++;}

if (trg2==6  && c5<0  && c6<0){

RemoveNPC(ca5);RemoveNPC(ca6);

PlayerPerform("say","  我也不想这么做的！对不起！ ");

trg2++;shi2 = sj + 6;}


if (sj>shi2 && trg2==7) {  // 蒙面加入

AddNPC("0关人1");
AddNPC("0关人2");
AddNPC("0关人3");
AddNPC("0关人4");
AddNPC("0关人5");
RemoveNPC(pa6);
Perform(p1,"say"," 说的很对！老大先回避 "); 
Perform(p1,"pause",3);
PlayerPerform("say","  老大先离开！这里越来越危险 ");
trg2++;}

if (trg2==8  && c7>=0  && c8>=0  && c9>=0  && c10>=0  && c11>=0) {  

ChangeBehavior(c11,"follow",player);
ChangeBehavior(c7,"follow",player);
ChangeBehavior(c8,"follow",player);
ChangeBehavior(c9,"follow",player);
ChangeBehavior(c10,"follow",player);
Perform(c7,"use",36);
Perform(c8,"use",36);
Perform(c9,"use",36);
Perform(c10,"use",36);
Perform(c11,"use",36);
trg2++;}

if (trg2==9  && c7<0  && c8<0  && c9<0  && c10<0  && c11<0){

AddNPC("0自己6");AddNPC("0自己7");
trg2++;}}


zong3(){
if (trg2==10 && p7>=0 && p8>=0 && trg3==0){ 

ChangeBehavior(p7,"follow",player);
ChangeBehavior(p8,"follow",player);
Perform(p1,"pause",80);
Perform(p3,"pause",80);
Perform(p5,"pause",80);
Perform(p2,"pause",80);
Perform(p4,"pause",80);
Perform(p6,"pause",80);
Perform(c1,"pause",50);
Perform(c2,"pause",50); // 兵兵近来，全部暂停
PlayerPerform("say","  兵兵来了..一切好办了！");  // 时刻:0
PlayerPerform("block", 1);
Perform(p7,"use",41);
Perform(p7,"use",5);
Perform(p8,"use",41);
Perform(p8,"use",5);
trg3++;}

if (trg3==1  && c1>=0 && GetDistance(p7,player)<=100 ){ 

Perform(p7,"pause",80);
Perform(p8,"pause",80);
Perform(p1,"pause",80);
Perform(p3,"pause",80);
Perform(p5,"pause",80);
Perform(p2,"pause",80);
Perform(p4,"pause",80);
Perform(p6,"pause",80);
Perform(c1,"pause",50);
Perform(c2,"pause",50);
Perform(p8,"say","  退下！宣告结束！ "); // 10
Perform(p8,"pause",6);
Perform(c2,"say","  快活林的人都给我记得！我早晚会将你们全部杀死！ "); 
Perform(c2,"pause",8);
Perform(c1,"say","  我们会回来的！我不甘心！ "); 
Perform(c1,"pause",6);
Perform(p8,"say","  你们胜利了. 伊人君！ "); 
Perform(p8,"pause",4);
Perform(p7,"say","  你们不是快活林的对手. 不要挣扎了！ 认命吧，暗月首领.."); 
Perform(p7,"pause",2);
Perform(p7,"say","  你们输了！  从此你们暗月要从此消失了！."); 
Perform(p1, "faceto", p7);Perform(p4, "faceto", p7);
Perform(p2, "faceto", p7);Perform(p5, "faceto", p7);
Perform(p3, "faceto", p7);Perform(p6, "faceto", p7);
Perform(c1, "faceto", p7);Perform(c2, "faceto", p7);
trg3++;shi3 = sj + 15;}

if (sj>shi3 && trg3==2) { GameOver(1);}}

// 胜利结束


////////////////////////////////////////////////////////

yiren(){
if (GetHP(player)<=0){ //自己死亡
GameOver(-1);
}}

OnStart()
{   
	AddNPC("0");
	AddNPC("0关1");
	AddNPC("0关2");
	AddNPC("0关3");
	AddNPC("0关4");
	AddNPC("0jq1");
	AddNPC("0jq2");
	AddNPC("0自己0");
	AddNPC("0自己1");
	AddNPC("0自己2");
	AddNPC("0自己3");
	AddNPC("0自己4");
	AddNPC("0自己5");
}

////////////////////////////////////////////////////////
OnUpdate()
{	
	player = GetAnyChar("player");
	sj = GetGameTime();
	if (player < 0)
	{
		return 0;
	}
        npc(); 
        npcjia(); 
	yiren();
	zong1();
        zong2();
        zong3();
}
