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📄 npc_gvg_monster.txt

📁 JA++的最新...很多ROSF都用这个 ] 是个不错的东西-3-
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//=========================================================================
// 华丽金属和怪物召唤的函数
// (攻城战开始时·让出秘密基地时·华丽金属被破坏时调用)
//	callfunc "AgitSummon","AgitCode";
// 汉化和修正 : FPE
// Jathena++ 论坛:http://www.foxofice.net/bbs
//-------------------------------------------------------------------------

function	script	AgitSummon	{
	//设定把AgitCode数值变换的枚举值
	function enum {
		if(getarg(0)=="L1") return 11;
		if(getarg(0)=="L2") return 12;
		if(getarg(0)=="L3") return 13;
		if(getarg(0)=="L4") return 14;
		if(getarg(0)=="L5") return 15;
		if(getarg(0)=="B1") return 21;
		if(getarg(0)=="B2") return 22;
		if(getarg(0)=="B3") return 23;
		if(getarg(0)=="B4") return 24;
		if(getarg(0)=="B5") return 25;
		if(getarg(0)=="C1") return 31;
		if(getarg(0)=="C2") return 32;
		if(getarg(0)=="C3") return 33;
		if(getarg(0)=="C4") return 34;
		if(getarg(0)=="C5") return 35;
		if(getarg(0)=="V1") return 41;
		if(getarg(0)=="V2") return 42;
		if(getarg(0)=="V3") return 43;
		if(getarg(0)=="V4") return 44;
		if(getarg(0)=="V5") return 45;
		return 0;
	}

	//刷出华丽金属
	switch (enum(getarg(0))) {
		case 11: monster "aldeg_cas01.gat",216,24,"华丽金属",1288,1,"AgitExe#L1::OnAgitBreak"; 	break;
		case 12: monster "aldeg_cas02.gat",214,24,"华丽金属",1288,1,"AgitExe#L2::OnAgitBreak"; 	break;
		case 13: monster "aldeg_cas03.gat",206,32,"华丽金属",1288,1,"AgitExe#L3::OnAgitBreak"; 	break;
		case 14: monster "aldeg_cas04.gat",36,218,"华丽金属",1288,1,"AgitExe#L4::OnAgitBreak"; 	break;
		case 15: monster "aldeg_cas05.gat",28,102,"华丽金属",1288,1,"AgitExe#L5::OnAgitBreak"; 	break;
		case 21: monster "gefg_cas01.gat",198,182,"华丽金属",1288,1,"AgitExe#B1::OnAgitBreak"; 	break;
		case 22: monster "gefg_cas02.gat",176,178,"华丽金属",1288,1,"AgitExe#B2::OnAgitBreak"; 	break;
		case 23: monster "gefg_cas03.gat",245,167,"华丽金属",1288,1,"AgitExe#B3::OnAgitBreak"; 	break;
		case 24: monster "gefg_cas04.gat",174,178,"华丽金属",1288,1,"AgitExe#B4::OnAgitBreak"; 	break;
		case 25: monster "gefg_cas05.gat",194,184,"华丽金属",1288,1,"AgitExe#B5::OnAgitBreak"; 	break;
		case 31: monster "payg_cas01.gat",139,139,"华丽金属",1288,1,"AgitExe#C1::OnAgitBreak"; 	break;
		case 32: monster "payg_cas02.gat",39,25,"华丽金属",1288,1,"AgitExe#C2::OnAgitBreak"; 	break;
		case 33: monster "payg_cas03.gat",269,265,"华丽金属",1288,1,"AgitExe#C3::OnAgitBreak"; 	break;
		case 34: monster "payg_cas04.gat",271,29,"华丽金属",1288,1,"AgitExe#C4::OnAgitBreak"; 	break;
		case 35: monster "payg_cas05.gat",30,30,"华丽金属",1288,1,"AgitExe#C5::OnAgitBreak"; 	break;
		case 41: monster "prtg_cas01.gat",197,197,"华丽金属",1288,1,"AgitExe#V1::OnAgitBreak"; 	break;
		case 42: monster "prtg_cas02.gat",158,174,"华丽金属",1288,1,"AgitExe#V2::OnAgitBreak"; 	break;
		case 43: monster "prtg_cas03.gat",17,221,"华丽金属",1288,1,"AgitExe#V3::OnAgitBreak"; 	break;
		case 44: monster "prtg_cas04.gat",292,14,"华丽金属",1288,1,"AgitExe#V4::OnAgitBreak"; 	break;
		case 45: monster "prtg_cas05.gat",266,266,"华丽金属",1288,1,"AgitExe#V5::OnAgitBreak"; 	break;
	}
	set '@dummy,getmapxy('@map$,'@dummy,'@dummy,1);		//'@map$以外的都是虚设的
	if(getcastledata('@map$,1))
		return;					//城堡有人占领时退出函数

	//各秘密基地出现怪物的坐标设定
	switch (enum(getarg(0))) {
		case 11: setarray '@pos,216,23; 	break;
		case 12: setarray '@pos,213,23; 	break;
		case 13: setarray '@pos,205,31; 	break;
		case 14: setarray '@pos,36,217; 	break;
		case 15: setarray '@pos,27,101; 	break;
		case 21: setarray '@pos,197,181; 	break;
		case 22: setarray '@pos,176,178; 	break;
		case 23: setarray '@pos,244,166; 	break;
		case 24: setarray '@pos,174,177; 	break;
		case 25: setarray '@pos,194,184; 	break;
		case 31: setarray '@pos,138,138; 	break;
		case 32: setarray '@pos,38,25; 		break;
		case 33: setarray '@pos,268,264; 	break;
		case 34: setarray '@pos,270,28; 	break;
		case 35: setarray '@pos,30,30; 		break;
		case 41: setarray '@pos,197,197; 	break;
		case 42: setarray '@pos,157,174; 	break;
		case 43: setarray '@pos,16,220; 	break;
		case 44: setarray '@pos,291,14; 	break;
		case 45: setarray '@pos,266,266; 	break;
	}
	//城堡无人占领时刷出怪物
	switch (enum(getarg(0))/10) {
	case 1:	//露依纳
		areamonster '@map$,0,0,0,0,"闇神官",1117,10;
		areamonster '@map$,0,0,0,0,"卡利斯格",1132,4;
		areamonster '@map$,0,0,0,0,"深渊骑士",1219,2;
		areamonster '@map$,0,0,0,0,"行刑者",1205,1;
		areamonster '@map$,0,0,0,0,"梅纳海葵",1216,10;
		areamonster '@map$,0,0,0,0,"钟怪",1193,17;
		areamonster '@map$,0,0,0,0,"犬妖首领",1269,9;
		areamonster '@map$,0,0,0,0,"幽灵弓箭手",1276,7;
		areamonster '@map$,0,0,0,0,"邪骸浪人",1208,3;
		areamonster '@map$,0,0,0,0,"爱丽丝",1275,1;
		areamonster '@map$,0,0,0,0,"血腥骑士",1268,1;
		areamonster '@map$,0,0,0,0,"黑暗之王",1272,1;
		monster '@map$,'@pos[0],'@pos[1],"黑暗之王",1272,1;
		monster '@map$,'@pos[0],'@pos[1],"钟塔守护者",1270,4;
		monster '@map$,'@pos[0],'@pos[1],"血腥骑士",1268,1;
		monster '@map$,'@pos[0],'@pos[1],"深渊骑士",1219,1;
		monster '@map$,'@pos[0],'@pos[1],"幽灵弓箭手",1276,5;
		break;
	case 2:	//咘哩妥利亚
		areamonster '@map$,0,0,0,0,"闇神官",1117,10;
		areamonster '@map$,0,0,0,0,"风魔巫师",1263,11;
		areamonster '@map$,0,0,0,0,"巫婆",1102,10;
		areamonster '@map$,0,0,0,0,"南瓜先生",1130,10;
		areamonster '@map$,0,0,0,0,"马尔杜克",1140,20;
		areamonster '@map$,0,0,0,0,"幽灵剑士",1163,9;
		areamonster '@map$,0,0,0,0,"爱丽丝",1275,1;
		areamonster '@map$,0,0,0,0,"深渊骑士",1219,1;
		areamonster '@map$,0,0,0,0,"月夜猫",1150,1;
		areamonster '@map$,0,0,0,0,"皮里恩",1159,1;
		monster '@map$,'@pos[0],'@pos[1],"弑神者",1203,1;
		monster '@map$,'@pos[0],'@pos[1],"兽人英雄",1087,1;
		monster '@map$,'@pos[0],'@pos[1],"兽人战士长",1213,10;
		monster '@map$,'@pos[0],'@pos[1],"兽人弓箭手",1189,10;
		break;
	case 3:	//青林湖泊
		areamonster '@map$,0,0,0,0,"将军魔碑",1277,10;
		areamonster '@map$,0,0,0,0,"邪骸浪人",1208,10;
		areamonster '@map$,0,0,0,0,"半龙人",1262,5;
		areamonster '@map$,0,0,0,0,"巫婆",1102,5;
		areamonster '@map$,0,0,0,0,"月夜猫",1150,1;
		areamonster '@map$,0,0,0,0,"虎王",1115,1;
		areamonster '@map$,0,0,0,0,"鬼火",1129,11;
		areamonster '@map$,0,0,0,0,"幽灵弓箭手",1276,5;
		areamonster '@map$,0,0,0,0,"犬妖弓箭手",1282,4;
		areamonster '@map$,0,0,0,0,"蝙蝠弓箭手",1253,5;
		monster '@map$,'@pos[0],'@pos[1],"月夜猫",1150,1;
		monster '@map$,'@pos[0],'@pos[1],"虎王",1115,1;
		monster '@map$,'@pos[0],'@pos[1],"邪骸浪人",1208,6;
		monster '@map$,'@pos[0],'@pos[1],"幽灵弓箭手",1276,5;
		break;
	case 4:	//巴基力雷恩
		areamonster '@map$,0,0,0,0,"幽灵剑士",1163,15;
		areamonster '@map$,0,0,0,0,"卡利斯格",1132,10;
		areamonster '@map$,0,0,0,0,"深渊骑士",1219,5;
		areamonster '@map$,0,0,0,0,"血腥骑士",1268,5;
		areamonster '@map$,0,0,0,0,"冰暴骑士",1251,1;
		areamonster '@map$,0,0,0,0,"卡仑",1252,1;
		areamonster '@map$,0,0,0,0,"幽灵弓箭手",1276,5;
		areamonster '@map$,0,0,0,0,"狮鹰兽",1259,2;
		areamonster '@map$,0,0,0,0,"凯美拉",1283,2;
		areamonster '@map$,0,0,0,0,"爱丽丝",1275,1;
		areamonster '@map$,0,0,0,0,"艾斯恩魔女",1200,1;
		monster '@map$,'@pos[0],'@pos[1],"血腥骑士",1268,1;
		monster '@map$,'@pos[0],'@pos[1],"冰暴骑士",1251,1;
		monster '@map$,'@pos[0],'@pos[1],"卡仑",1252,1;
		monster '@map$,'@pos[0],'@pos[1],"深渊骑士",1219,2;
		monster '@map$,'@pos[0],'@pos[1],"幽灵弓箭手",1276,5;
		break;
	}
	return;
}


//=========================================================================
// 监护人召唤函数
// (根据Inter服务器连接时或管理人的召唤而调用)
//	callfunc "GuardianCall","AgitCode",Num,Mes;
//
// ■ 参数的详情
//	"AgitCode" -> 表示秘密基地的ID(例:L1,B2,C3,V4)
//	    Num    -> 监护人的编号,10~17
//	    Mes    -> 0:没有消息,1:有消息(管理人对话)
//-------------------------------------------------------------------------

function	script	GuardianCall	{
	if(getarg(0)=="L1") {
		switch(getarg(1)) {
			case 10: monster "aldeg_cas01.gat",17,218,"士兵 监护人",1287,1,"#GuardianKilled::On_L1_10"; 	break;
			case 11: monster "aldeg_cas01.gat",39,205,"弓箭手 监护人",1285,1,"#GuardianKilled::On_L1_11"; 	break;
			case 12: monster "aldeg_cas01.gat",38,196,"弓箭手 监护人",1285,1,"#GuardianKilled::On_L1_12"; 	break;
			case 13: monster "aldeg_cas01.gat",21,194,"骑士 监护人",1286,1,"#GuardianKilled::On_L1_13"; 	break;
			case 14: monster "aldeg_cas01.gat",218,24,"骑士 监护人",1286,1,"#GuardianKilled::On_L1_14"; 	break;
			case 15: monster "aldeg_cas01.gat",213,24,"骑士 监护人",1286,1,"#GuardianKilled::On_L1_15"; 	break;
			case 16: monster "aldeg_cas01.gat",73,70,"骑士 监护人",1286,1,"#GuardianKilled::On_L1_16"; 	break;
			case 17: monster "aldeg_cas01.gat",45,228,"弓箭手 监护人",1285,1,"#GuardianKilled::On_L1_17"; 	break;
		}
	}
	if(getarg(0)=="L2") {
		switch(getarg(1)) {
			case 10: monster "aldeg_cas02.gat",51,183,"士兵 监护人",1287,1,"#GuardianKilled::On_L2_10"; 	break;
			case 11: monster "aldeg_cas02.gat",27,184,"骑士 监护人",1286,1,"#GuardianKilled::On_L2_11"; 	break;
			case 12: monster "aldeg_cas02.gat",88,43,"骑士 监护人",1286,1,"#GuardianKilled::On_L2_12"; 	break;
			case 13: monster "aldeg_cas02.gat",210,7,"弓箭手 监护人",1285,1,"#GuardianKilled::On_L2_13"; 	break;
			case 14: monster "aldeg_cas02.gat",60,203,"士兵 监护人",1287,1,"#GuardianKilled::On_L2_14"; 	break;
			case 15: monster "aldeg_cas02.gat",21,177,"弓箭手 监护人",1285,1,"#GuardianKilled::On_L2_15"; 	break;
			case 16: monster "aldeg_cas02.gat",117,46,"骑士 监护人",1286,1,"#GuardianKilled::On_L2_16"; 	break;
			case 17: monster "aldeg_cas02.gat",36,183,"弓箭手 监护人",1285,1,"#GuardianKilled::On_L2_17"; 	break;
		}
	}
	if(getarg(0)=="L3") {
		switch(getarg(1)) {

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