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LUA脚本缘码加对应怪物执行的地图NPC官方脚本中LUA语言一样同用加里利用绝对可以实现游戏内挂可不是外挂哦.象开F带读书的钩子可以利用下面的执行命令变量勾起老包他就自己做老包....很牛B吧好好学习哦
...工作繁忙没时间研究发点源码给大家研究出来了可别吝啬哦~~~在这希望大家天天开心游戏开心
--lua脚本语言 熟悉lua语言的可自行修改调整
g_jxlacts:newaction(&动作系列&,Action.action,30)
注册一个动作系列
参数1 为系列名称 参数2 为执行的函数&&参数3 为系列延迟,超过延迟设定则取消此系列动作
----------------------------------------------------------------------------
function Y_jxrepair()
for i=Item.EQUIPPOS_HEAD,Item.EQUIPPOS_SIGNET do
&&local pItem = Y_jxGetEquip(i)
&&if pItem ~= nil then
& &if pItem.nMaxDur & 700 then
& && & Y_jxRepair(pItem.nIndex,Item.REPAIR_SPECIAL)
& &elseif pItem.nCurDur & pItem.nMaxDur then
& & Y_jxRepair(pItem.nIndex,Item.REPAIR_COMMON)
--接收到按键消息(WM_KEYDOWN wParam) 可自己定义快捷键&&
g_keys = {home=36}
function Y_jxdealkey(key)
if key == g_keys.home then
&&Y_jxprintpos()
--事件处理
function Y_jxEvent(ename,etable)
& &&&--Y_print(ename)
if ename == &受邀入队& then
&&if g_jxset.member == 1 and etable == g_jxset.leadername then
& &--Y_jxReplyDlg(&接受&)
local _action = g_jxlacts:getnowaction()
if _action == nil then return end
--Y_print(_action.name,_action.state,_action.chose)
local i = 0
if _action.state == &问NPC&&&and ename == &NPCQ& then
&&if _action.name == &修理& then
& &i = etable[_action.chose]
& &if i ~= nil then
& & Y_jxAnswer(i)
& & Y_jxrepair()
& && && && && & _action.state = &开始修&
& && && && &else
& && && && & i = etable[&我不想参加活动&]
& && && && & if i ~= nil then
& &&&Y_jxAnswer(i)
& && && &end
&&elseif _action.name == &买东西& then&&
& &i = etable[_action.chose]
& &if i ~= nil then
& & Y_jxAnswer(i)
& && && && && & _action.state = &开始买&
& && && && &else
& && && && & i = etable[&我不想参加活动&]
& && && && & if i ~= nil then
& &&&Y_jxAnswer(i)
& && && &end
&&elseif _action.name == &商会送信& or _action.name == &商会收集完成& then
& && &i = etable[&[任务]商会任务&]
& &if i ~= nil then
& & Y_jxAnswer(i)
& & _action.state = &计时&
& && && &end
&&elseif _action.name == &合玄& or _action.name == &自动合玄& then
& && &if etable.dlevel == 1 then
& & Y_jxAnswer(2)
& & Y_jxAnswer(0)
& & Y_jxAutoHexuan()
& & _action.state = &开始合&
&&elseif _action.name == &清理& then
& &Y_jxAnswer(0)
& &Y_jxCloseDialog()
& &_action.state = &结束&
&&elseif _action.name == &修炼珠& then
& && &if _action.dlevel == nil then
& & i = etable[&&color=yellow&我要开启修炼&color&&]
& & if i ~= nil then
& &&&Y_jxAnswer(i)
& &&&_action.dlevel = 2
& &elseif _action.dlevel == 2 then
& & i = etable[&我要开启0.5小时。&]
& & if i ~= nil then
& &&&Y_jxAnswer(i)
& && & _action.dlevel = 3
& &elseif _action.dlevel == 3 then
& & i = etable[&结束对话&]
& & if i == nil then i = etable[&确定&] end
& & if i ~= nil then
& &&&Y_jxAnswer(i)
& & _action.state = &开始修&
&&elseif _action.name == &去地图&&&then
& &i = etable[_action.mapType]
& &if i == nil then
& & i = etable[_action.mapName]
& &if i == nil then
& & i = etable[&下一页&]
& &if i ~= nil then
& & me.AnswerQestion(i)
&&elseif _action.name == &包包打怪& then
& && &if etable.dlevel == 1 then
& & i = etable[&请把我送到需要战斗的地方吧&]
& & if i ~= nil then
& &&&Y_jxAnswer(i)
& &elseif etable.dlevel == 2 then
& & i = etable[&是的&]
& & if i ~= nil then
& &&&Y_jxAnswer(i)
&&elseif _action.name == &包包打怪完成& then
& && &if etable.dlevel == 1 then
& & i = etable[&我已经完成任务&]
& & if i == nil then i = etable[&废话,快给我&] end
& & if i ~= nil then
& &&&Y_jxAnswer(i)
& &elseif etable.dlevel == 2 then
& & i = etable[&是的&]
& & if i ~= nil then
& &&&Y_jxAnswer(i)
&&elseif _action.name == &包包装备完成& or _action.name == &包包收集完成& then
& && &if etable.dlevel == 1 then
& & i = etable[&我已经完成任务&]
& & if i ~= nil then
& &&&Y_jxAnswer(i)
& &&&i = etable[&废话,快给我&]
& &&&if i ~= nil then
& && &Y_jxAnswer(i)
&&elseif _action.name == &包包接任务& then
& && &i = etable[&是的,我闲着呢&]
& &if i ~= nil then
& & Y_jxAnswer(i)
&&elseif _action.name == &包包取消& then
& &if etable.dlevel == 1 then
& & i = etable[&我要取消任务&]
& &elseif etable.dlevel == 2 then
& & i = etable[&是的,我要取消这该死的任务&]
& &if i ~= nil then
& & Y_jxAnswer(i)
&&elseif _action.name == &开箱子& then
& && &Y_jxInputNum(_action.getcount)
& &_action.state = &延迟结束&
& &_action.delay = 3
elseif ename == &黑屏任务& then
&&if _action.name == &商会送信& or _action.name == &商会收集完成& then
& && &_action.state = &黑屏&
& && &--Y_jxCloseDialog()
--elseif&&ename == &计时结束& and _action.state == &计时& then
elseif&&ename == &计时结束& then
&&if _action.name == &制造& or _action.name == &采集& then
& && && && &_action.state = &延迟结束&
& && && && &_action.delay = 1
elseif ename == &给予物品& then
&&if _action.name == &包包装备完成& or _action.name == &包包收集完成&
& &&&or _action.name == &商会送信& or&&_action.name == &商会收集完成& then
& &_action.state = &给予&&&
elseif ename == &获得奖励& then
&&if _action.name == &包包装备完成& or _action.name == &包包收集完成& or _action.name == &包包打怪完成& then
& &_action.state = &奖励&&&
elseif ename == &寻路提示& then
& &&&if _action.name == &跑点& then
& &_action.name = &去地图&
& &_action.state = &初始&
& &_action.mapId,_action.mapType,_action.mapName = Y_jxGetMapInfo(etable.mapName)
--获取到对话信息
function Y_jxQuestion(content)
local i = 0
local j = 0
local _start = 0
local _qestions = {}
--Y_print(content)
i = string.find(content,&|&)
if i == nil or i == 1 then
& && &&&_qestions.title = content
&&_qestions.title = string.sub(content,1,i-1)
&&while true do
& &&&_start = i
& &i = string.find(content,&|&,i+1)
& &if i == nil then
& && & if #content &= _start+1 then
& &&&_qestions[string.sub(content,_start+1)] = j
& &&&j = j + 1
& &elseif i-1 &= _start+1 then
& & _qestions[string.sub(content,_start+1,i-1)] = j
& & j = j + 1
& & if string.find(_qestions.title,&想去哪就去哪&) then
& &&&_qestions.npcname = &传送符&
elseif string.find(_qestions.title,&听小二说谢贤最近弄来&) then
& &&&_qestions.npcname = &大老白&
& &&&_qestions.dlevel = 1
elseif string.find(_qestions.title,&强化不仅可以提高装备的明&) then
& &&&_qestions.npcname = &冶炼大师&
& &&&_qestions.dlevel = 1
elseif string.find(_qestions.title,&你要用哪种银两来进行&) then
& &&&_qestions.npcname = &冶炼大师&
& &&&_qestions.dlevel = 2
elseif string.find(_qestions.title,&每天头10个可获得丰厚&) then
& &&&_qestions.npcname = &福袋&
elseif string.find(_qestions.title,&你把手放到这个珠宝上&) then
& &&&_qestions.npcname = &修炼珠&
elseif string.find(_qestions.title,&你已经进入&) then
& &&&_qestions.npcname = &修炼珠&
elseif string.find(_qestions.title,&你现在已经处于&) then
& &&&_qestions.npcname = &修炼珠&
elseif string.find(_qestions.title,&你今天连续完成了&) then
& &&&_qestions.npcname = &包万同&
& &&&_qestions.dlevel&&= 1
elseif string.find(_qestions.title,&您现在有 &color=yellow&&) then
& &&&_qestions.npcname = &包万同&
& &&&_qestions.dlevel&&= 2
elseif string.find(_qestions.title,&恭喜你已经完成了任务&) then
& &&&_qestions.npcname = &包万同&
& &&&_qestions.dlevel&&= 1
elseif string.find(_qestions.title,&你现在想要去&) then
& &&&_qestions.npcname = &包万同&
& &&&_qestions.dlevel&&= 2
elseif string.find(_qestions.title,&南北杂货无所不有&) then
& &&&_qestions.npcname = &不动先生&
& &&&_qestions.dlevel&&= 1
elseif string.find(_qestions.title,&请输入取出的数量&) then
& &&&_qestions.npcname = &箱子&
Y_jxEvent(&NPCQ&,_qestions)
function Y_jxgohome()
g_jxlacts:newaction(&回城&,Action.gohome,20)
function Y_jxGoHome()
local _isnew,_action = g_jxlacts:newaction(&去地图&,Action.tranMap,30)
if _isnew == 1 then
&&_action.mapId,_action.mapType,_action.mapName = Y_jxGetMapInfo(g_jxset.homename)
function Y_jxhome()
if g_jxstate.nowhome == 1 then
& && &&&g_jxstate.nowhome = 0
&&Y_jxGoHome()
if g_jxset.foodhome == 1 then
&&local _items = Y_jxFindFood()
&&if #_items == 0 then
& &local nTime = Y_jxGetFoodTime()
& &if nTime == nil or nTime & 1800 then
& & Y_jxGoHome()
& & return
if g_jxset.weaponhome == 1 then
&&local pItem = Y_jxGetEquip(Item.EQUIPPOS_WEAPON)
&&if pItem ~= nil then
& &if pItem.nCurDur &= 10 then
& & Y_jxGoHome()
& & return
if g_jxset.equiphome == 1 then
&&for i=Item.EQUIPPOS_HEAD,Item.EQUIPPOS_SIGNET do
& &local pItem = Y_jxGetEquip(i)
& &if pItem ~= nil then
& & if pItem.nCurDur &= 10 then
& &&&Y_jxGoHome()
& &&&return
if g_jxset.baghome == 1 then
&&if Y_jxGetFreeCellCount() == 0 then
& &Y_jxGoHome()
function Y_jxxlz()
if g_jxset.usexlz == 1 then
&&if Y_jxIsFighting() == true then
& &local _item = Y_jxFindClassItem(&xiulianzhu&)
& &--看身上是否有修炼珠
& &if _item == nil then return end
& &--看修炼珠还有剩余时间没
& &if Y_jxGetXLZRemainTime() == 0 then return end
& &--获得目前自身修炼状态
& &local nTime = Y_jxGetXLZTime()
& &if nTime == nil then
& & g_jxlacts:newaction(&修炼珠&,Action.xiulianzhu,10)
function Y_jxflee()
--获取生命百分比
if Y_jxGetLifePer() & g_jxset.fleevalue then
&&g_jxlacts:newaction(&逃跑&,Action.flee,20)
function Y_jxprotect()
if g_jxset.eatlfood == 1 then
&&local nTime = Y_jxGetFoodTime()
&&if nTime == nil or nTime & 1800 then
& &if 0 == Y_jxEatFood() then -- 长效食物
& & Y_jxEvent(&没有菜了&)
function Y_jxAutoHexuan()
if g_jxset.hxmethod == 0 then
&&for i=1,6 do
& &local _items = Y_jxFindXj(i,&绑定&)
& &if #_items &= 4 then
& & Y_jxhexuan(0,_items[1].dwId,_items[2].dwId,_items[3].dwId,_items[4].dwId)
& & return 1
&&for i=1,6 do
& &local _items = Y_jxFindXj(i,&不绑定&)
& &if #_items &= 4 then
& & Y_jxhexuan(1,_items[1].dwId,_items[2].dwId,_items[3].dwId,_items[4].dwId)
& & return 1
elseif g_jxset.hxmethod == 1 then
&&for i=1,6 do
& &local _items = Y_jxFindXj(i,&绑定&)
& &if #_items &= 4 then
& & Y_jxhexuan(0,_items[1].dwId,_items[2].dwId,_items[3].dwId,_items[4].dwId)
& & return 1
&&for i=1,6 do
& &local _items = Y_jxFindXj(i)
& &if #_items &= 4 then
& & Y_jxhexuan(0,_items[1].dwId,_items[2].dwId,_items[3].dwId,_items[4].dwId)
& & return 1
function Y_jxautohexuan(mtype)
for i=2,6 do
&&--local _items = Y_jxfindxj(i)
&&local _items = Y_jxFindXj(i,&绑定&)
&&if #_items &= 4 then
& &Y_jxhexuan(mtype,_items[1].dwId,_items[2].dwId,_items[3].dwId,_items[4].dwId)
& &return 1
function Y_jxPreHexuan()
if g_jxset.hxmethod == 0 then
&&for i=1,6 do
& &local _items = Y_jxFindXj(i,&绑定&)
& &if #_items &= 4 then
& & return 1
&&for i=1,6 do
& &local _items = Y_jxFindXj(i,&不绑定&)
& &if #_items &= 4 then
& & return 1
elseif g_jxset.hxmethod == 1 then
&&for i=1,6 do
& &local _items = Y_jxFindXj(i,&绑定&)
& &if #_items &= 4 then
& & return 1
&&for i=1,6 do
& &local _items = Y_jxFindXj(i)
& &if #_items &= 4 then
& & return 1
function Y_jxGoTo(mapid,x,y)
local _isnew,_action = g_jxlacts:newaction(&跑点&,Action.goMapPos,180)
if _isnew == 1 then
&&_action.mapId = mapid
&&_action.mapX = x
&&_action.mapY = y
function Y_jxAtHome()
if Y_jxGetMapName() == g_jxset.homename then
&&return true
&&return false
--自动练级时处理过程
function Y_jxFight()
if Y_jxAtHome() == true then
& &&&if Y_jxsafe() == 0 then
& && && && &Y_jxGoTo(g_jxset.fmapid,g_jxset.fx,g_jxset.fy)
&&Y_jxhome()
&&Y_jxxlz()
&&--Y_jxflee()
&&--Y_jxprotect()
&&if g_jxlacts:getcount() == 0 then
& &if g_jxset.fmapid ~= Y_jxGetMapId() then
& && && && & Y_jxGoTo(g_jxset.fmapid,g_jxset.fx,g_jxset.fy)
& & --开启自动战斗
& & Y_jxOpenFight(1)
& &--关闭自动战斗
& &Y_jxOpenFight(0)
--大本营准备过程
function Y_jxsafe()
local _action = g_jxlacts:getnowaction()
if _action ~= nil then
& & return
& & --Y_jxShTask()
if g_jxset.hexuan == 1 then
&&if Y_jxPreHexuan() == 1 then
& &g_jxlacts:newaction(&合玄&,Action.hexuan,80)
& &return 1
if g_jxset.equiphome == 1 then
&&for i=Item.EQUIPPOS_HEAD,Item.EQUIPPOS_SIGNET do
& &local pItem = Y_jxGetEquip(i)
& &if pItem ~= nil then
& & if pItem.nCurDur & pItem.nMaxDur then
& && &&&if g_jxset.autorepair == 1 then
& && &g_jxlacts:newaction(&修理&,Action.repair,80)
& && &return 1
if g_jxset.weaponhome == 1 then
&&local pItem = Y_jxGetEquip(Item.EQUIPPOS_WEAPON)
&&if pItem ~= nil then
& &if pItem.nCurDur & pItem.nMaxDur then
& & if g_jxset.autorepair == 1 then
& && &g_jxlacts:newaction(&修理&,Action.repair,80)
& &&&return 1
if g_jxset.baghome == 1 then
& && &&&local _fcount = Y_jxGetFreeCellCount()
& && &&&if _fcount & 5 then
& && && && &g_jxlacts:newaction(&清理&,Action.clear,10)
& &return 1
if g_jxset.foodhome == 1 then
&&local _items = Y_jxFindFood()
&&local _count = #_items
&&if _count & g_jxset.foodcount then
& && &local _isnew,_action = g_jxlacts:newaction(&买东西&,Action.shopbuy,80)
& &if _isnew == 1 then
& & _action.npcKey = &大老白&
& && & if Y_jxGetLevel() & 30 then
& && &&&_action.itemindex = 0x312
& & elseif Y_jxGetLevel() & 50 then
& && &&&_action.itemindex = 0x313
& && && && & elseif Y_jxGetLevel() & 70 then
& && && && && &&&_action.itemindex = 0x314
& && && && & elseif Y_jxGetLevel() & 90 then
& && &&&_action.itemindex = 0x315
& && & _action.itemindex = 0x316
& && && && & end
& && && && & _action.itemcount = g_jxset.foodcount - _count
& && && && & _action.chose = &&color=gold&【绑定银两】&color&食物&
& && && && &end
& && && && &return 1
--回练级点
--商会任务处理过程
function Y_jxShTask()
local _action = g_jxlacts:getnowaction()
if _action ~= nil then
& & return
local _shtask = Y_jxShNowTask()
if _shtask then
&&--处于商会任务中
&&Y_jxExitBlack()
&&if _shtask.type == &送信& then
& && &if Y_jxGetMapId() == _shtask.mapId then
& & local _isnew,_action = g_jxlacts:newaction(&商会送信&,Action.sendMail,80)
& & if _isnew == 1 then
& &&&_action.npcKey = _shtask.npcId
& &&&_action.itemId = Y_jxGetBagItemId(_shtask.item)
& & local _isnew,_action = g_jxlacts:newaction(&去地图&,Action.tranMap,30)
& & if _isnew == 1 then
& &&&_action.mapId = _shtask.mapId
& &&&_action.mapType = _shtask.mapType
& &&&_action.mapName = _shtask.mapName
&&elseif _shtask.type == &采集& then
& && &--Y_ptable(_shtask)
& &local _bagitems = Y_jxGetBagItems(_shtask.item)
& &if _bagitems ~= nil and #_bagitems ==&&_shtask.itemCount then
& & if Y_jxAtHome() == true then
& &&&local _isnew,_action = g_jxlacts:newaction(&商会收集完成&,Action.shItemSend,80)
& &&&if _isnew == 1 then
& && &_action.npcKey = &商会老板&
& && &_action.itemId = {}
& && &for i,v in ipairs(_bagitems) do
& && & _action.itemId = v.pItem.dwId
& && && &Y_jxGoHome()
& & if Y_jxGetMapId() ~= _shtask.mapId then
& &&&local _isnew,_action = g_jxlacts:newaction(&跑点&,Action.goMapPos,180)
& &&&if _isnew == 1 then
& && &_action.mapId = _shtask.mapId
& && &_action.mapX = _shtask.mapX
& && &_action.mapY = _shtask.mapY
& && &&&if Y_jxGetNearNpc(_shtask.itemName) then
& && &local _isnew,_action = g_jxlacts:newaction(&采集&,Action.collect,60)
& && &if _isnew == 1 then
& && & _action.itemName = _shtask.itemName
& && &local _isnew,_action = g_jxlacts:newaction(&跑点&,Action.goMapPos,180)
& && &if _isnew == 1 then
& && & _action.mapId = _shtask.mapId
& && & _action.mapX = _shtask.mapX
& && & _action.mapY = _shtask.mapY
&&elseif _shtask.type == &购物& then
& &local _id = Y_jxGetBagItemId(_shtask.item)
& &if _id then
& & if Y_jxAtHome() == true then
& &&&local _isnew,_action = g_jxlacts:newaction(&商会收集完成&,Action.shItemSend,80)
& &&&if _isnew == 1 then
& && &_action.npcKey = &商会老板&
& && &_action.itemId = _id
& && &&&Y_jxGoHome()
& && & if Y_jxGetMapId() == _shtask.mapId then
& && &&&local _isnew,_action = g_jxlacts:newaction(&买东西&,Action.shopbuy,80)
& &&&if _isnew == 1 then
& && &_action.npcKey = _shtask.npcId
& && &_action.itemindex = _shtask.goodIndex
& && && && && &_action.itemcount = _shtask.itemCount
& && && && && &_action.chose = _shtask.chose
& && && && &&&end
& &&&local _isnew,_action = g_jxlacts:newaction(&去地图&,Action.tranMap,30)
& &&&if _isnew == 1 then
& && &_action.mapId = _shtask.mapId
& && &_action.mapType = _shtask.mapType
& && &_action.mapName = _shtask.mapName
&&elseif _shtask.type == &收集& then
& &if Y_jxAtHome() == false then
& && & Y_jxGoHome()
& & return
& &if _shtask.stand == &道具属性& then
& & local _bagitems = Y_jxGetBagItems(_shtask.item)
& & local _find = false
& & if _bagitems ~= nil and #_bagitems & 0 then
& &&&for _,v in pairs(_bagitems) do
& && &if v.pItem.nCount == _shtask.itemCount then
& && & _find = true
& && & local _isnew,_action = g_jxlacts:newaction(&商会收集完成&,Action.shItemSend,80)
& && & if _isnew == 1 then
& && &&&_action.npcKey = &商会老板&
& && &&&_action.itemId = v.pItem.dwId
& && & end
& && & break
& &&&if not _find then
& && &for _,v in pairs(_bagitems) do
& && & if v.pItem.nCount & _shtask.itemCount then
& && &&&_find = true
& && &&&Y_jxSplitItem(v.pItem, _shtask.itemCount)
& && &&&g_jxlacts:newaction(&发呆&,Action.sleep,4)
& && &&&break
& && & end
& & if not _find then
& &&&if _shtask.boxItem then
& && &--属于开箱取得的物品
& && && &local _bagitem = Y_jxGetBagItem(_shtask.boxItem)
& && &if _bagitem == nil then
& && & --没有箱子 找箱子的配方
& && & local _recipe = g_jxrecipes.findRecipe(_shtask.boxItem)
& && & local _sid = tonumber(_recipe.ID)
& && & local _result,_msg = Y_jxProduce(_sid)
& && & if not _result then
& && &&&Y_print(_msg)
& && &&&--g_jxlacts:newaction(&商会无法完成&,Action.shcancel,100)
& && & end
& && &else
& && & --获取箱子中的物品数
& && && & local _count = Y_jxBoxItemCount(_bagitem)
& && && & if _count & _shtask.itemCount then _count = _shtask.itemCount end
& && & local _isnew,_action = g_jxlacts:newaction(&开箱子&,Action.openbox,30)
& && & if _isnew == 1 then
& && && &&&_action.getcount = _count
& && && &&&_action.item = _bagitem.pItem
& && & end
& && &--local _sitem = Y_jxFindItemByName(_shtask.itemName)
& && &--if _sitem == nil then
& && &local _bagitems = Y_jxGetBagItems(_shtask.item)
& && &if _bagitems ~= nil and #_bagitems ==&&_shtask.itemCount then
& && & local _isnew,_action = g_jxlacts:newaction(&商会收集完成&,Action.shItemSend,80)
& && & if _isnew == 1 then
& && &&&_action.npcKey = &商会老板&
& && &&&--_action.itemId = _sitem.dwId
& && &&&_action.itemId = {}
& && &&&for i,v in ipairs(_bagitems) do
& && && &_action.itemId = v.pItem.dwId
& && && &if i == _shtask.itemCount then break end
& && &&&end
& && & end
& && &else
& && & local _recipe = g_jxrecipes[_shtask.itemName]
& && & if _recipe == nil then
& && &&&Y_print(&不能制造的物品,请自备&)
& && &&&return
& && & end
& && & local _sid = tonumber(g_jxrecipes[_shtask.itemName].ID)
& && & local _result,_msg = Y_jxProduce(_sid)
& && & if not _result then
& && &&&Y_print(_msg)
& && &&&--g_jxlacts:newaction(&商会无法完成&,Action.shcancel,100)
& && & end
& & local _sitem = Y_jxFindItemByName(_shtask.itemName)
& & if _sitem == nil then
& &&&local _sid = tonumber(g_jxrecipes[_shtask.itemName].ID)
& &&&local _result,_msg = Y_jxProduce(_sid)
& &&&if not _result then
& && &Y_print(_msg)
& && &--g_jxlacts:newaction(&商会无法完成&,Action.shcancel,100)
& &&&local _isnew,_action = g_jxlacts:newaction(&商会收集完成&,Action.shItemSend,80)
& &&&if _isnew == 1 then
& && &_action.npcKey = &商会老板&
& && &_action.itemId = _sitem.dwId
& & end& &
&&--没有任务去接任务
&&if Y_jxAtHome() == false then
& && &Y_jxGoHome()
& && &--Y_print(&请手动接下商会任务&)
& &g_jxlacts:newaction(&接商会任务&,Action.shGetTask,100)
--包包任务处理过程
function Y_jxbaobaotask()
if Y_jxGetMapId() &= 30 then
&&Y_jxhome()
&&Y_jxxlz()
&&if g_jxset.hexuan == 1 then
& &if Y_jxPreHexuan() == 1 then
& & g_jxlacts:newaction(&合玄&,Action.hexuan,80)
local _action = g_jxlacts:getnowaction()
if _action ~= nil then
& & return
local _bbtask,_task = Y_jxbbnowtask()
if _bbtask then
&&--处于包包任务中
&&if Y_jxIsTaskDone(_task) then
& &--当前包包任务完成 去交
& &if Y_jxAtHome() == false then
& && & if Y_jxIsFighting() == true then
& && &&&Y_jxOpenFight(0)
& && &&&--g_jxlacts:newaction(&发呆&,Action.sleep,10)
& && & else
& && && &&&if Y_jxIsAttacking() == false then
& && && &Y_jxGoHome()
& && && &g_jxlacts:newaction(&发呆&,Action.sleep,3)
& && &&&end
& && & end
& && & if _task.nTaskId == 20000 then
& &&&if g_jxlacts:newaction(&包包打怪完成&,Action.baofightend,80) == 1 then
& && && &--Y_print(&包包打怪完成&)
& & elseif _task.nTaskId == 10000 then
& &&&--得到在包裹中需要收集的物品信息,以及任务中需要的数量& &&&
& && &&&local _items,_count = Y_jxFindBaoTaskItems(_bbtask)
& &&&local _find = false
& &&&if _items ~= nil and #_items & 0 then
& && &for _,v in pairs(_items) do
& && & if v.pItem.nCount == _count then
& && &&&_find = true
& && &&&local _isnew,_action = g_jxlacts:newaction(&包包收集完成&,Action.baoitemsend,80)
& && &&&if _isnew == 1 then
& && && &--Y_print(&包包收集完成&)
& && && &_action.itemid = v.pItem.dwId
& && &&&end
& && &&&break
& && & end
& && &if not _find then
& && & for _,v in pairs(_items) do
& && &&&if v.pItem.nCount & _count then
& && && &Y_print(&分割物品&)
& && && &Y_jxSplitItem(v.pItem, _count)
& && && &g_jxlacts:newaction(&发呆&,Action.sleep,4)
& && && &break
& && &&&end
& && & end
& && &&&end
& &--当前包包任务未完成 去做任务
& &if _task.nTaskId == 20000 then
& & local _mapid,_monid = Y_jxGetFightBaoTaskInfo(_bbtask)
& & if _mapid == Y_jxGetMapId() then
& && &&&if Y_jxIsFighting() == false then
& && && &if g_killnpcs[_monid] ~= nil and g_killnpcs[_monid].x ~= 0 then
& && & local _isnew,_action = g_jxlacts:newaction(&去打怪点&,Action.baofightgo,80)
& && & if _isnew == 1 then
& && && &&&--Y_print(&找怪打!&)
& && && &&&_action.x = g_killnpcs[_monid].x
& && && &&&_action.y = g_killnpcs[_monid].y
& && & end
& && &else
& && & if g_killnpcs[_monid] == nil then
& && &&&Y_print(&无怪物信息,请手动找怪&)
& && & else
& && &&&Y_print(&去找&..g_killnpcs[_monid].name)
& && & end
& & elseif Y_jxAtHome() == true then
& &&&if Y_jxsafe() == 0 then
& && &local _isnew,_action = g_jxlacts:newaction(&包包打怪&,Action.baofight,80)
& && &if _isnew == 1 then
& && && & _action.nMapId = _mapid
& && &&&Y_jxGoHome()
& &elseif _task.nTaskId == 10000 then
& &&&--找物品所属的箱子,以及任务需要的物品数 以及箱子的属性
& && &&&local _items,_count,_box = Y_jxFindBaoTaskItemBox(_bbtask)
& &&&if _items == nil or #_items == 0 then
& && &--没有箱子 找箱子的配方
& && && && && && && && &local _recipe = g_jxrecipes.findRecipe(_box)
& && && & --不做高级别箱子
& && &--[[
& && &if g_jxset.baoplimit == 1 and tonumber(_recipe.Produce1Level) &= g_jxset.baoplmlevel then
& && & g_jxlacts:newaction(&包包取消&,Action.baocancel,80)
& && & return
& && &--]]
& && &local _sid = tonumber(_recipe.ID)
& && &local _result,_msg = Y_jxProduce(_sid)
& && &if not _result then
& && & Y_print(_msg)
& && & g_jxlacts:newaction(&包包取消&,Action.baocancel,80)
& && &--获取第一个箱子中的物品数
& && && &local _xcount = Y_jxBoxItemCount(_items[1])
& && && &if _xcount & _count then _count = _xcount end
& && &local _isnew,_action = g_jxlacts:newaction(&开箱子&,Action.openbox,30)
& && &if _isnew == 1 then
& && && & _action.getcount = _count
& && && & _action.item = _items[1].pItem
& && && &&&
& &elseif _task.nTaskId == 30000 then
& & local _sname = Y_jxGetBaoTaskEquipName(_bbtask)
& & local _sitem = Y_jxFindItemByName(_sname)
& & if _sitem == nil then
& && &&&local _recipe = g_jxrecipes[_sname]
& &&&--不做高级别装备
& &&&if g_jxset.baoplimit == 1 and tonumber(_recipe.Produce1Level) &= g_jxset.baoplmlevel then
& && &g_jxlacts:newaction(&包包取消&,Action.baocancel,80)
& && &return
& &&&--Y_print(_sname,_recipe.Produce1Level)
& &&&local _sid = tonumber(_recipe.ID)
& &&&local _result,_msg = Y_jxProduce(_sid)
& &&&if not _result then
& && &Y_print(_msg)
& && &g_jxlacts:newaction(&包包取消&,Action.baocancel,80)
& && &&&local _isnew,_action = g_jxlacts:newaction(&包包装备完成&,Action.baoequipend,80)
& &&&if _isnew == 1 then
& && &_action.itemid = _sitem.dwId
&&--没有任务去接任务
&&if Y_jxAtHome() == true then
& && && && &g_jxlacts:newaction(&包包接任务&,Action.baogettask,80)
& && &Y_jxGoHome()
function Y_jxDoMember()
if Y_jxIsInTeam() == true then
&&if Y_jxIsTeamLeader(g_jxset.leadername) == false then
& &me.TeamLeave()
local _leader = Y_jxGetNearNpc(g_jxset.leadername)
if _leader then
&&if Y_jxIsRuning(_leader) and g_jxset.follow == 1 then
& & ProcessNpcById(_leader.dwId, UiManager.emACTION_FOLLOW)
function Y_jxDoLead()
local _list = {}
local i,j,_desc
while j ~= nil do
&&i,j,_desc = string.find(g_jxset.memberlist,&%[(.-)%]&,j)
& && &&&_list[#_list+1] = _desc
if Y_jxIsInTeam() == false then
&&Y_jxCreateTeam()
&&if Y_jxIsTeamLeader() == false then
& &Y_jxLeaveTeam()
& &for _,v in ipairs(_list) do
& & if Y_jxIsInTeam(v) == false then
& &&&Y_jxLeadCmd(&Y_jxTeamInvite(\&&..v..&\&)&,30000)
if g_jxstate.nowAttack.tick and Y_GetTickCount() & g_jxstate.nowAttack.tick + 2000 then
&&_desc = &Y_LeadAttack(&..g_jxstate.nowAttack.id..&);&
&&Y_jxLeadMsg(_desc,_desc,10000)
--if Y_jxGetNearNpc(v) == nil or Y_jxIsRuning() == true then
for _,v in ipairs(_list) do
& &&&if Y_jxIsInTeam(v) and Y_jxGetNearNpc(v) == nil then
& &local a,b,c = Y_jxGetMyPos()
& &_desc = &Y_LeadFollow(&..me.GetNpc().dwId..&,&..a..&,&..b..&,&..c..&);&
& && && &Y_jxLeadMsg(_desc,&Y_LeadFollow&,10000)
function Y_jxDealDlg()
local _msg = Y_jxGetDlgMsg()
if _msg then
&&local _leadname = string.match(_msg.szMsg,&(.-)邀请您加入队伍&)
&&if _leadname then
& &if g_jxset.member == 1 and _leadname == g_jxset.leadername then
& & Y_jxReplyDlg(&接受&)
--普通通用处理过程
function Y_jxnormal()
if g_jxset.openfudai == 1 then
&&local nFuCount, nFuLimit = Y_jxGetFudaiInfo()
&&if nFuCount & nFuLimit then
& &Y_jxuseclass(&fudai&)
if g_jxset.autorelive == 1 then
&&if Y_jxGetLifePer() == 0 then
& && && && &--g_jxlacts:clear()
& && && && &g_jxlacts:newaction(&复活&,Action.relive,60)
if g_jxset.leader == 1 then
&&Y_jxDoLead()
elseif g_jxset.member == 1 then
&&Y_jxDoMember()
elseif g_jxset.createteam == 1 then
&&Y_jxCreateTeam()
--周边信息
--Y_jxSetShowList(g_jxset.showmethod)
--智能骑马
if g_jxset.ridehorse == 1 then
&&Y_jxAutoHorse()
Y_jxDealDlg()
--反击模块
if g_jxstate.atMeId and Y_jxIsFighting() == false and Y_jxIsRuning() == false and g_jxlacts:getcount() & 0 then
& &&&local _at = false
&&local _npc = Y_jxGetNpc(g_jxstate.nowAtId)
& && &&&if _npc and _npc.nCurLife & 0 then
& &Y_jxAttack(_npc)
& &_at = true
& && &g_jxstate.nowAtId = nil
&&if not _at then
& &_npc = Y_jxGetNpc(g_jxstate.atMeId)
& &if _npc and _npc.nCurLife & 0 then
& & Y_jxAttack(_npc)
& && & g_jxstate.nowAtId = g_jxstate.atMeId
& && & g_jxstate.atMeId = nil
&&if _at then
& && && && &g_jxlacts:clear()
& && && && &g_jxlacts:newaction(&发呆&,Action.sleep,5)
--各种动作**********************************************************
--跑步回城暂时没做 包裹里必须有回城符
function Action:gohome()
if self.state == &初始& then
&&local _item = Y_jxFindClassItem(&huichengfu&)
&&if _item ~= nil then
& &self.state = &回城符&
& &Y_jxUseItem(_item)
& && &self.state = &跑步&
elseif self.state == &回城符& then
&&if Y_jxGetMapId() & 30 then
& &self.state = &结束&
return self.state
function Action:relive()
if self.state == &初始& then
& & Y_jxRelive()
& & self.state = &延迟结束&
& && & self.delay = 15
return self.state
function Action:xiulianzhu()
if self.state == &初始& then
&&local _item = Y_jxFindClassItem(&xiulianzhu&)
&&if _item ~= nil then
& &Y_jxUseItem(_item)
& &self.state = &问NPC&
& && &self.state = &没有&
elseif self.state == &开始修& then
&&Y_jxCloseDialog()
&&self.state = &结束&
return self.state
function Action:flee()
if self.state == &初始& then
&&AutoAi.Flee()
&&self.state = &逃跑中&
elseif self.state == &逃跑中& then
&&g_jxstate.nowpos:setvalue(Y_jxGetMyPos())
&&if g_jxstate.nowpos == g_jxstate.lastpos then
& &self.state = &结束&
& &g_jxstate.lastpos:setvalue(g_jxstate.nowpos:getvalue())
return self.state
function Action:sleep()
return self.state
function Action:gofight()
if self.state == &初始& then
&&--Y_jxclosewin()
& &&&if g_jxset.fmapid == Y_jxGetMapId() then
& &self.state = &结束&
& &Y_jxGotoMap(g_jxset.fmapid)
& && && && &self.state = &跑图&
elseif self.state == &跑图& then
& &&&if g_jxset.fmapid == Y_jxGetMapId() then
& && && &g_jxstate.topos:setvalue(g_jxset.fmapid,g_jxset.fx,g_jxset.fy)
& &Y_jxGotoPos(g_jxstate.topos.x,g_jxstate.topos.y)
& &self.state = &跑步&
& &Y_jxGotoMap(g_jxset.fmapid)
elseif self.state == &跑步& then
&&g_jxstate.nowpos:setvalue(Y_jxGetMyPos())
&&if g_jxstate.nowpos == g_jxstate.topos then
& &self.state = &结束&
return self.state
function Action:tranMap()
if self.state == &初始& then
&&--local _item = Y_jxFindClassItem(&chuansongfu&)
&&local _item = Y_jxFindItemByName(&无限传送符&)
&&if _item ~= nil then
& &self.state = &问NPC&
& &Y_jxUseItem(_item)
& && &self.state = &跑步&
elseif self.state == &问NPC& then
&&if Y_jxGetMapId() == self.mapId then
& &Y_jxCloseDialog()
& &self.state = &结束&
return self.state
function Action:goMapPos()
if self.name == &去地图& then
&&return self:tranMap()
if self.state == &初始& then
& &&&if self.mapId == Y_jxGetMapId() then
& && && &g_jxstate.topos:setvalue(self.mapId,self.mapX,self.mapY)
& && && &Y_jxGotoPos(g_jxstate.topos.x,g_jxstate.topos.y)
& &self.state = &跑步&
& && && && &self.state = &跑图&
& &Y_jxGotoMap(self.mapId)
elseif self.state == &跑图& then
& &&&if self.mapId == Y_jxGetMapId() then
& && && &g_jxstate.topos:setvalue(self.mapId,self.mapX,self.mapY)
& &Y_jxGotoPos(g_jxstate.topos.x,g_jxstate.topos.y)
& &self.state = &跑步&
& &Y_jxGotoMap(self.mapId)
elseif self.state == &跑步& then
&&g_jxstate.nowpos:setvalue(Y_jxGetMyPos())
&&if g_jxstate.nowpos == g_jxstate.topos then
& &self.state = &结束&
return self.state
function Action:clear()
if self.state == &初始& then
&&--Y_jxclosewin()
&&local nFuCount, nFuLimit = Y_jxGetFudaiInfo()
&&if nFuCount == nFuLimit then
& &self.state = &问NPC&
& && &self.state = &结束&
& &Y_jxuseclass(&fudai&)
return self.state
function Action:collect()
if self.state == &初始& then
&&local _npc = Y_jxGetNearNpc(self.itemName)
& &if _npc ~= nil then
& &Y_F_SetNpc(_npc.nIndex)
& && &self.state = &问NPC&
return self.state
function Action:openbox()
if self.state == &初始& then
&&--Y_jxclosewin()
& &&&Y_jxUseItem(self.item)
& &&&self.state = &问NPC&
return self.state
function Action:baofightgo()
if self.state == &初始& then
& &&&--Y_jxclosewin()
&&g_jxstate.topos:setvalue(Y_jxGetMapId(),self.x,self.y)
&&Y_jxGotoPos(g_jxstate.topos.x,g_jxstate.topos.y)
&&self.state = &跑点&
elseif self.state == &跑点& then
&&g_jxstate.nowpos:setvalue(Y_jxGetMyPos())
&&if g_jxstate.nowpos == g_jxstate.topos then
& &self.state = &跑到&
elseif self.state == &跑到& then
&&Y_jxOpenFight(1)
&&self.state = &结束&&&
return self.state
function Action:dialog(npc)
if type(npc) == &string& then
& &&&local _npcinfo = g_jxnpcs[npc]
&&if _npcinfo then
& && &npc = tonumber(_npcinfo.Id)
& && &return &结束&
if self.state == &初始& then
& &&&Y_jxclosewin()
&&g_jxstate.topos:setvalue(Y_jxGetMapId(),Y_jxGetNpcPos(Y_jxGetMapId(),npc))
&&if g_jxstate.topos.x ~= 0 then
& &Y_jxGotoPos(g_jxstate.topos.x,g_jxstate.topos.y)
& &self.state = &跑NPC&
& &Y_print(&NPC找不到,请手动寻找&)
& && &self.state = &跑到&
elseif self.state == &跑NPC& then
&&g_jxstate.nowpos:setvalue(Y_jxGetMyPos())
&&if g_jxstate.nowpos == g_jxstate.topos then
& &self.state = &跑到&
elseif self.state == &跑到& then
&&local _npc = Y_jxGetNearNpc(npc)
& &if _npc ~= nil then
& &Y_F_SetNpc(_npc.nIndex)
& && &self.state = &问NPC&
return self.state
function Action:repair()
self:dialog(&大老白&)
self.chose = &&color=gold&【绑定银两】&color&食物&
if self.state == &开始修& then
&&Y_jxCloseDialog()
&&self.state = &结束&
return self.state
function Action:hexuan()
self:dialog(&冶炼大师&)
if self.state == &开始合& then
&&Y_jxCloseDialog()
&&self.state = &结束&
return self.state
function Action:autoHx()
self:dialog(&冶炼大师&)
if self.state == &开始合& then
&&Y_jxCloseDialog()
&&if Y_jxPreHexuan() == 1 then
& && && && &self.state = &初始&
& && &self.state = &结束&
return self.state
function Action:sendMail()
self:dialog(self.npcKey)
if self.state == &黑屏& then
&&Y_jxExitBlack()
&&Y_jxCloseDialog()
&&--self.state = &结束&
elseif self.state == &给予& then
&&Y_jxitemgift(self.itemId)
&&self.state = &结束&
return self.state
function Action:shGetTask()
self:dialog(&商会老板&)
local _shtask = Y_jxShNowTask()
if _shtask ~= nil then
& && &&&Y_jxCloseDialog()
&&self.state = &结束&
return self.state
function Action:shItemSend()
self:dialog(self.npcKey)
if self.state == &黑屏& then
&&Y_jxExitBlack()
&&Y_jxCloseDialog()
elseif self.state == &给予& then
& &&&if type(self.itemId) == &table& then
& &Y_jxitemgift(unpack(self.itemId))
& && &Y_jxitemgift(self.itemId)
&&self.state = &结束&
return self.state
function Action:shopbuy()
self:dialog(self.npcKey)
if self.state == &开始买& then
&&Y_jxshopbuy(self.itemindex,self.itemcount)
&&Y_jxCloseDialog()
&&self.state = &延迟结束&
&&self.delay = 3
return self.state
function Action:baofight()
self:dialog(&包万同&)
if self.nMapId == Y_jxGetMapId() then
&&Y_jxCloseDialog()
&&self.state = &结束&
return self.state
function Action:baofightend()
self:dialog(&包万同&)
if self.state == &奖励& then
&&local tbAwards = Y_jxGetBaoAwardInfo()
&&if tbAwards ~= nil then
& && &local _index = Y_jxChoseAward(tbAwards)
& &Y_jxAskAward(_index)
& &self.state = &获奖&
elseif self.state == &获奖& then
&&local _bbtask,_task = Y_jxbbnowtask()
&&if _bbtask == nil then
& &Y_jxCloseDialog()
& && &self.state = &结束&
return self.state
function Action:baoequipend()
self:dialog(&包万同&)
if self.state == &给予& then
&&Y_jxitemgift(self.itemid)
&&self.state = &已给&
elseif self.state == &奖励& then
&&local tbAwards = Y_jxGetBaoAwardInfo()
&&if tbAwards ~= nil then
& && &local _index = Y_jxChoseAward(tbAwards)
& &Y_jxAskAward(_index)
& &self.state = &获奖&
elseif self.state == &获奖& then
&&local _bbtask,_task = Y_jxbbnowtask()
&&if _bbtask == nil then
& &Y_jxCloseDialog()
& && &self.state = &结束&
return self.state
function Action:baoitemsend()
self:dialog(&包万同&)
if self.state == &给予& then
&&Y_jxitemgift(self.itemid)
&&self.state = &已给&
elseif self.state == &奖励& then
&&local tbAwards = Y_jxGetBaoAwardInfo()
&&if tbAwards ~= nil then
& && &local _index = Y_jxChoseAward(tbAwards)
& &Y_jxAskAward(_index)
& &self.state = &获奖&
elseif self.state == &获奖& then
&&local _bbtask,_task = Y_jxbbnowtask()
&&if _bbtask == nil then
& &Y_jxCloseDialog()
& && &self.state = &结束&
return self.state
function Action:baogettask()
self:dialog(&包万同&)
local _bbtask,_task = Y_jxbbnowtask()
if _bbtask ~= nil then
& && &&&Y_jxCloseDialog()
&&self.state = &结束&
return self.state
function Action:baocancel()
self:dialog(&包万同&)
local _bbtask,_task = Y_jxbbnowtask()
if _bbtask == nil then
& && &&&Y_jxCloseDialog()
&&self.state = &结束&
return self.state
下面是怪物的
--感谢论坛qingwa用户整理90以下老包任务怪的坐标
g_killnpcs = {}
g_killnpcs[2054] = {name=&犯戒僧人&,mapid=46,mapname=&后山禁地&,x=1981,y=3373}
g_killnpcs[2055] = {name=&犯戒头陀&,mapid=46,mapname=&后山禁地&,x=1703,y=3686}
g_killnpcs[2036] = {name=&蓝面人&,mapid=49,mapname=&天柱峰&,x=1883,y=3511}
g_killnpcs[2035] = {name=&红巾人&,mapid=49,mapname=&天柱峰&,x=1844,y=3762}
g_killnpcs[2207] = {name=&金国细作&,mapid=49,mapname=&天柱峰&,x=1673,y=3912}
g_killnpcs[2208] = {name=&拜师弟子&,mapid=49,mapname=&天柱峰&,x=1805,y=3388}
g_killnpcs[2209] = {name=&拐子&,mapid=52,mapname=&百花谷&,x=1888,y=3676}
g_killnpcs[2210] = {name=&蒙古大夫&,mapid=52,mapname=&百花谷&,x=1842,y=3772}
g_killnpcs[2037] = {name=&江湖刀客&,mapid=52,mapname=&百花谷&,x=1741,y=3651}
g_killnpcs[2038] = {name=&江湖剑客&,mapid=52,mapname=&百花谷&,x=1843,y=3432}
g_killnpcs[2039] = {name=&黑龙&,mapid=53,mapname=&翡翠湖&,x=1788,y=3231}
g_killnpcs[2040] = {name=&毒蛇&,mapid=53,mapname=&翡翠湖&,x=1761,y=3437}
g_killnpcs[2211] = {name=&腾力士&,mapid=53,mapname=&翡翠湖&,x=1762,y=3618}
g_killnpcs[2212] = {name=&白灵&,mapid=53,mapname=&翡翠湖&,x=1733,y=3353}
g_killnpcs[2213] = {name=&紫槐林强贼&,mapid=51,mapname=&九老峰&,x=1788,y=3287}
g_killnpcs[2042] = {name=&苦修尼&,mapid=51,mapname=&九老峰&,x=1688,y=3527}
g_killnpcs[2041] = {name=&恶猿&,mapid=51,mapname=&九老峰&,x=1528,y=3431}
g_killnpcs[2214] = {name=&金国行商&,mapid=51,mapname=&九老峰&,x=1688,y=3343}
g_killnpcs[2215] = {name=&强盗&,mapid=50,mapname=&姑苏水榭&,x=1850,y=3210}
g_killnpcs[2216] = {name=&山林隐士&,mapid=50,mapname=&姑苏水榭&,x=1843,y=3475}
g_killnpcs[2044] = {name=&驻守弓兵&,mapid=50,mapname=&姑苏水榭&,x=1736,y=3467}
g_killnpcs[2043] = {name=&驻守枪兵&,mapid=50,mapname=&姑苏水榭&,x=1695,y=3363}
g_killnpcs[2045] = {name=&盐帮帮众&,mapid=55,mapname=&青螺岛&,x=1881,y=3428}
g_killnpcs[2046] = {name=&神秘刺客&,mapid=55,mapname=&青螺岛&,x=1780,y=3639}
g_killnpcs[2217] = {name=&大内随从&,mapid=55,mapname=&青螺岛&,x=1705,y=3735}
g_killnpcs[2218] = {name=&行脚商人&,mapid=55,mapname=&青螺岛&,x=1750,y=3399}
g_killnpcs[2219] = {name=&南蛮刀客&,mapid=54,mapname=&南夷部落&,x=1765,y=3274}
g_killnpcs[2220] = {name=&南蛮巫女&,mapid=54,mapname=&南夷部落&,x=1748,y=3631}
g_killnpcs[2048] = {name=&黑心犬&,mapid=54,mapname=&南夷部落&,x=1663,y=3513}
g_killnpcs[2047] = {name=&南蛮猎手&,mapid=54,mapname=&南夷部落&,x=1679,y=3273}
g_killnpcs[2049] = {name=&护陵刀兵&,mapid=47,mapname=&天忍教禁地&,x=1731,y=3335}
g_killnpcs[2221] = {name=&挖土工匠&,mapid=47,mapname=&天忍教禁地&,x=1736,y=3659}
g_killnpcs[2222] = {name=&砌石工匠&,mapid=47,mapname=&天忍教禁地&,x=1638,y=3603}
g_killnpcs[2050] = {name=&护陵弓手&,mapid=47,mapname=&天忍教禁地&,x=1623,y=3285}
g_killnpcs[2051] = {name=&参客&,mapid=48,mapname=&见性峰&,x=1758,y=3523}
g_killnpcs[2052] = {name=&无名刀客&,mapid=48,mapname=&见性峰&,x=1820,y=3710}
g_killnpcs[2053] = {name=&雪山派除名弟子&,mapid=48,mapname=&见性峰&,x=1701,y=3690}
g_killnpcs[2223] = {name=&老迈的雪猿&,mapid=48,mapname=&见性峰&,x=1674,y=3545}
g_killnpcs[2033] = {name=&机关木人&,mapid=56,mapname=&塔林东部&,x=1991,y=3404}
g_killnpcs[2034] = {name=&机关狼&,mapid=56,mapname=&塔林东部&,x=1797,y=3664}
g_killnpcs[2205] = {name=&机关铜人&,mapid=56,mapname=&塔林东部&,x=1641,y=3737}
g_killnpcs[2206] = {name=&铜角兽&,mapid=56,mapname=&塔林东部&,x=1773,y=3421}
g_killnpcs[2070] = {name=&护陵枪兵&,mapid=57,mapname=&金国皇陵一层&,x=1682,y=3344}
g_killnpcs[2072] = {name=&冥府归客&,mapid=57,mapname=&金国皇陵一层&,x=1506,y=3548}
g_killnpcs[2071] = {name=&护陵弩手&,mapid=57,mapname=&金国皇陵一层&,x=1468,y=3268}
g_killnpcs[2073] = {name=&强悍雪猿&,mapid=58,mapname=&冰穴迷宫一层&,x=1768,y=3095}
g_killnpcs[2074] = {name=&雪猿王&,mapid=58,mapname=&冰穴迷宫一层&,x=1693,y=3260}
g_killnpcs[2056] = {name=&幼虎&,mapid=59,mapname=&龙虎幻境东部&,x=1381,y=2486}
g_killnpcs[2057] = {name=&雌虎&,mapid=59,mapname=&龙虎幻境东部&,x=1525,y=2951}
g_killnpcs[2224] = {name=&逃犯&,mapid=59,mapname=&龙虎幻境东部&,x=1333,y=2881}
g_killnpcs[2225] = {name=&蒙面刺客&,mapid=59,mapname=&龙虎幻境东部&,x=1311,y=2534}
g_killnpcs[2232] = {name=&螳螂拳师&,mapid=60,mapname=&燕子坞外围&,x=1603,y=2810}
g_killnpcs[2233] = {name=&金国密探&,mapid=60,mapname=&燕子坞外围&,x=1598,y=3034}
g_killnpcs[2064] = {name=&盐帮帮众&,mapid=60,mapname=&燕子坞外围&,x=1450,y=3030}
g_killnpcs[2065] = {name=&雇佣武士&,mapid=60,mapname=&燕子坞外围&,x=1300,y=2989}
g_killnpcs[2063] = {name=&游军枪兵&,mapid=61,mapname=&九老洞一层&,x=1770,y=3452}
g_killnpcs[2231] = {name=&游军刀兵&,mapid=61,mapname=&九老洞一层&,x=1861,y=3660}
g_killnpcs[2230] = {name=&唐家毒使&,mapid=61,mapname=&九老洞一层&,x=1690,y=3734}
g_killnpcs[2062] = {name=&唐家弩手&,mapid=61,mapname=&九老洞一层&,x=1687,y=3561}
g_killnpcs[2058] = {name=&野狼&,mapid=62,mapname=&百花阵外阵&,x=2300,y=3749}
g_killnpcs[2059] = {name=&霹雳锤&,mapid=62,mapname=&百花阵外阵&,x=2168,y=3949}
g_killnpcs[2226] = {name=&云游侠客&,mapid=62,mapname=&百花阵外阵&,x=1934,y=3595}
g_killnpcs[2227] = {name=&百花护法&,mapid=62,mapname=&百花阵外阵&,x=2208,y=3606}
g_killnpcs[2228] = {name=&乌衣剑士&,mapid=63,mapname=&湖畔竹林东部&,x=1790,y=3350}
g_killnpcs[2229] = {name=&竹林匪&,mapid=63,mapname=&湖畔竹林东部&,x=1756,y=3427}
g_killnpcs[2061] = {name=&马帮武师&,mapid=63,mapname=&湖畔竹林东部&,x=1646,y=3542}
g_killnpcs[2060] = {name=&马帮推手&,mapid=63,mapname=&湖畔竹林东部&,x=1724,y=3364}
g_killnpcs[2068] = {name=&南夷勇士&,mapid=64,mapname=&原始森林东部&,x=1792,y=3497}
g_killnpcs[2069] = {name=&南夷祭司&,mapid=64,mapname=&原始森林东部&,x=1808,y=3795}
g_killnpcs[2236] = {name=&花蟒&,mapid=64,mapname=&原始森林东部&,x=1721,y=3725}
g_killnpcs[2237] = {name=&土著巫女&,mapid=64,mapname=&原始森林东部&,x=1701,y=3544}
g_killnpcs[2067] = {name=&捕快&,mapid=65,mapname=&芦苇荡东南部&,x=1906,y=3357}
g_killnpcs[2066] = {name=&乔装密探&,mapid=65,mapname=&芦苇荡东南部&,x=1855,y=3577}
g_killnpcs[2234] = {name=&过路旅客&,mapid=65,mapname=&芦苇荡东南部&,x=1909,y=3702}
g_killnpcs[2235] = {name=&行脚商贩&,mapid=65,mapname=&芦苇荡东南部&,x=1664,y=3341}
g_killnpcs[2238] = {name=&盗药人&,mapid=66,mapname=&塔林西部&,x=1913,y=3504}
g_killnpcs[2075] = {name=&山南暴民&,mapid=66,mapname=&塔林西部&,x=1793,y=3671}
g_killnpcs[2076] = {name=&山北盗匪&,mapid=66,mapname=&塔林西部&,x=1728,y=3605}
g_killnpcs[2239] = {name=&逃跑的和尚&,mapid=66,mapname=&塔林西部&,x=1711,y=3513}
g_killnpcs[2093] = {name=&建陵工匠&,mapid=67,mapname=&金国皇陵二层&,x=1661,y=03462}
g_killnpcs[2252] = {name=&金国校尉&,mapid=67,mapname=&金国皇陵二层&,x=1582,y=3455}
g_killnpcs[2092] = {name=&贪官家丁&,mapid=67,mapname=&金国皇陵二层&,x=1479,y=3448}
g_killnpcs[2091] = {name=&幽冥狼&,mapid=67,mapname=&金国皇陵二层&,x=1604,y=3230}
g_killnpcs[2095] = {name=&穴居男野人&,mapid=68,mapname=&冰穴迷宫二层&,x=1771,y=3071}
g_killnpcs[2096] = {name=&穴居小野人&,mapid=68,mapname=&冰穴迷宫二层&,x=1734,y=3168}
g_killnpcs[2094] = {name=&穴居女野人&,mapid=68,mapname=&冰穴迷宫二层&,x=1692,y=3259}
g_killnpcs[2077] = {name=&黑水刀客&,mapid=69,mapname=&龙虎幻境西部&,x=1569,y=2974}
g_killnpcs[2078] = {name=&黑水剑士&,mapid=69,mapname=&龙虎幻境西部&,x=1228,y=2643}
g_killnpcs[2086] = {name=&男影&,mapid=70,mapname=&燕子坞中段&,x=1595,y=2899}
g_killnpcs[2085] = {name=&女影&,mapid=70,mapname=&燕子坞中段&,x=1644,y=3116}
g_killnpcs[2246] = {name=&轻弩手&,mapid=70,mapname=&燕子坞中段&,x=1441,y=3018}
g_killnpcs[2247] = {name=&重甲兵&,mapid=70,mapname=&燕子坞中段&,x=1299,y=2992}
g_killnpcs[2083] = {name=&幽冥武士&,mapid=71,mapname=&九老洞二层&,x=1771,y=3454}
g_killnpcs[2084] = {name=&白骨剑客&,mapid=71,mapname=&九老洞二层&,x=1859,y=3659}
g_killnpcs[2244] = {name=&侍剑尊者&,mapid=71,mapname=&九老洞二层&,x=1688,y=3731}
g_killnpcs[2245] = {name=&凌波仙子&,mapid=71,mapname=&九老洞二层&,x=1685,y=3558}
g_killnpcs[2079] = {name=&石城劣兵&,mapid=72,mapname=&百花阵内阵&,x=2332,y=3692}
g_killnpcs[2080] = {name=&电光矛&,mapid=72,mapname=&百花阵内阵&,x=2130,y=3941}
g_killnpcs[2240] = {name=&小毛贼&,mapid=72,mapname=&百花阵内阵&,x=1940,y=3610}
g_killnpcs[2241] = {name=&寻宝旅人&,mapid=72,mapname=&百花阵内阵&,x=2205,y=3598}
g_killnpcs[2242] = {name=&带刀武士&,mapid=73,mapname=&湖畔竹林西部&,x=1794,y=3362}
g_killnpcs[2243] = {name=&弄蛇人&,mapid=73,mapname=&湖畔竹林西部&,x=1728,y=3477}
g_killnpcs[2081] = {name=&黄巾客&,mapid=73,mapname=&湖畔竹林西部&,x=1623,y=3426}
g_killnpcs[2082] = {name=&白面客&,mapid=73,mapname=&湖畔竹林西部&,x=1685,y=3347}
g_killnpcs[2250] = {name=&落魄的杀手&,mapid=74,mapname=&原始森林西部&,x=1879,y=3385}
g_killnpcs[2251] = {name=&流放的刀客&,mapid=74,mapname=&原始森林西部&,x=1888,y=3826}
g_killnpcs[2089] = {name=&流放的巫女&,mapid=74,mapname=&原始森林西部&,x=1671,y=3754}
g_killnpcs[2090] = {name=&落魄的武士&,mapid=74,mapname=&原始森林西部&,x=1686,y=3630}
g_killnpcs[2088] = {name=&快剑客&,mapid=75,mapname=&芦苇荡西北部&,x=1667,y=3426}
g_killnpcs[2087] = {name=&快刀客&,mapid=75,mapname=&芦苇荡西北部&,x=1868,y=3773}
g_killnpcs[2249] = {name=&邪恶绑匪&,mapid=75,mapname=&芦苇荡西北部&,x=1851,y=3577}
g_killnpcs[2248] = {name=&匪徒帮凶&,mapid=75,mapname=&芦苇荡西北部&,x=1908,y=3358}
g_killnpcs[2119] = {name=&剿匪兵&,mapid=86,mapname=&太行古径&,x=1896,y=03891}
g_killnpcs[2117] = {name=&武装的村民&,mapid=86,mapname=&太行古径&,x=1761,y=3697}
g_killnpcs[2118] = {name=&暴怒的矿工&,mapid=86,mapname=&太行古径&,x=1615,y=3541}
g_killnpcs[2133] = {name=&马贼游骑&,mapid=87,mapname=&大散关&,x=1776,y=3640}
g_killnpcs[2132] = {name=&铁鹞子&,mapid=87,mapname=&大散关&,x=1771,y=3829}
g_killnpcs[2134] = {name=&西夏游兵&,mapid=87,mapname=&大散关&,x=1666,y=3418}
g_killnpcs[2120] = {name=&漕帮舵手&,mapid=88,mapname=&汉水古渡&,x=01662,y=3337}
g_killnpcs[2121] = {name=&漕帮道领&,mapid=88,mapname=&汉水古渡&,x=1692,y=3645}
g_killnpcs[2122] = {name=&襄阳官兵&,mapid=88,mapname=&汉水古渡&,x=1699,y=3431}
g_killnpcs[2126] = {name=&逃难文官&,mapid=89,mapname=&寒山古刹&,x=1888,y=3318}
g_killnpcs[2127] = {name=&逃难武官&,mapid=89,mapname=&寒山古刹&,x=1966,y=3545}
g_killnpcs[2128] = {name=&大宋禁军&,mapid=89,mapname=&寒山古刹&,x=1641,y=3378}
g_killnpcs[2125] = {name=&响水死士&,mapid=90,mapname=&浣花溪&,x=1750,y=3277}
g_killnpcs[2124] = {name=&吴家刀兵&,mapid=90,mapname=&浣花溪&,x=1969,y=3846}
g_killnpcs[2123] = {name=&吴家枪兵&,mapid=90,mapname=&浣花溪&,x=1910,y=3555}
g_killnpcs[2135] = {name=&乌蛮土兵&,mapid=91,mapname=&洱海摩岩&,x=1917,y=3374}
g_killnpcs[2136] = {name=&乌蛮弓手&,mapid=91,mapname=&洱海摩岩&,x=1874,y=3727}
g_killnpcs[2137] = {name=&乌蛮神巫&,mapid=91,mapname=&洱海摩岩&,x=1760,y=3629}
g_killnpcs[2129] = {name=&漕帮帮众&,mapid=92,mapname=&采石矶&,x=1748,y=3332}
g_killnpcs[2131] = {name=&马帮武师&,mapid=92,mapname=&采石矶&,x=1666,y=3619}
g_killnpcs[2130] = {name=&临安守军&,mapid=92,mapname=&采石矶&,x=1944,y=3389}
g_killnpcs[2139] = {name=&兽王猎手&,mapid=93,mapname=&药王洞&,x=1793,y=3825}
g_killnpcs[2140] = {name=&兽王巡游&,mapid=93,mapname=&药王洞&,x=1865,y=3722}
g_killnpcs[2138] = {name=&兽王祭司&,mapid=93,mapname=&药王洞&,x=01714,y=3446}
g_killnpcs[2155] = {name=&横山鹰骑&,mapid=94,mapname=&居延泽&,x=1748,y=3714}
g_killnpcs[2153] = {name=&横山羌步兵&,mapid=94,mapname=&居延泽&,x=1695,y=3635}
g_killnpcs[2154] = {name=&横山虎骑&,mapid=94,mapname=&居延泽&,x=1936,y=3750}
g_killnpcs[2141] = {name=&牛栏寨喽啰&,mapid=95,mapname=&伏牛山&,x=1854,y=3256}
g_killnpcs[2142] = {name=&牛栏寨刀手&,mapid=95,mapname=&伏牛山&,x=1791,y=3636}
g_killnpcs[2143] = {name=&邪教男弟子&,mapid=95,mapname=&伏牛山&,x=1630,y=3936}
g_killnpcs[2149] = {name=&精骑兵&,mapid=96,mapname=&虎丘剑池&,x=1741,y=3487}
g_killnpcs[2147] = {name=&北营禁军&,mapid=96,mapname=&虎丘剑池&,x=1880,y=3387}
g_killnpcs[2148] = {name=&南营禁军&,mapid=96,mapname=&虎丘剑池&,x=1653,y=3663}
g_killnpcs[2145] = {name=&响水快刀手&,mapid=97,mapname=&响水洞&,x=1711,y=3742}
g_killnpcs[2144] = {name=&响水神射手&,mapid=97,mapname=&响水洞&,x=1729,y=3340}
g_killnpcs[2146] = {name=&响水死士&,mapid=97,mapname=&响水洞&,x=1863,y=3476}
g_killnpcs[2156] = {name=&乌布寨精兵&,mapid=98,mapname=&点苍山&,x=1825,y=3431}
g_killnpcs[2157] = {name=&乌布寨巡守&,mapid=98,mapname=&点苍山&,x=1899,y=3582}
g_killnpcs[2158] = {name=&黑水轻骑&,mapid=98,mapname=&点苍山&,x=1687,y=3654}
g_killnpcs[2152] = {name=&野马&,mapid=99,mapname=&彭蠡古泽&,x=1285,y=2899}
g_killnpcs[2151] = {name=&野猴&,mapid=99,mapname=&彭蠡古泽&,x=1448,y=3023}
g_killnpcs[2150] = {name=&野鹿&,mapid=99,mapname=&彭蠡古泽&,x=1317,y=2668}
g_killnpcs[2159] = {name=&猛安谋克军&,mapid=100,mapname=&风陵渡&,x=1968,y=3615}
g_killnpcs[2161] = {name=&马帮推手&,mapid=100,mapname=&风陵渡&,x=1690,y=3448}
g_killnpcs[2160] = {name=&漕帮舵手&,mapid=100,mapname=&风陵渡&,x=1703,y=3265}
g_killnpcs[2174] = {name=&神臂弓&,mapid=101,mapname=&沙漠迷宫&,x=1797,y=3754}
g_killnpcs[2176] = {name=&黑水快骑兵&,mapid=101,mapname=&沙漠迷宫&,x=1657,y=3719}
g_killnpcs[2175] = {name=&马贼轻斧手&,mapid=101,mapname=&沙漠迷宫&,x=1609,y=3444}
g_killnpcs[2164] = {name=&邪教卜师&,mapid=102,mapname=&鸡冠洞&,x=1601,y=2838}
g_killnpcs[2162] = {name=&邪教男弟子&,mapid=102,mapname=&鸡冠洞&,x=1479,y=03135}
g_killnpcs[2163] = {name=&邪教女弟子&,mapid=102,mapname=&鸡冠洞&,x=1259,y=2844}
g_killnpcs[2168] = {name=&宋轻骑兵&,mapid=103,mapname=&蜀岗山&,x=1889,y=3521}
g_killnpcs[2169] = {name=&宋军枪兵&,mapid=103,mapname=&蜀岗山&,x=1875,y=3774}
g_killnpcs[2170] = {name=&宋军弩手&,mapid=103,mapname=&蜀岗山&,x=1694,y=3684}
g_killnpcs[2166] = {name=&男影&,mapid=104,mapname=&剑阁蜀道&,x=1919,y=3482}
g_killnpcs[2167] = {name=&神行兵&,mapid=104,mapname=&剑阁蜀道&,x=01759,y=3708}
g_killnpcs[2165] = {name=&女影&,mapid=104,mapname=&剑阁蜀道&,x=1545,y=3460}
g_killnpcs[2178] = {name=&吐布卜师&,mapid=105,mapname=&段氏皇陵&,x=1666,y=3342}
g_killnpcs[2179] = {name=&紫面武士&,mapid=105,mapname=&段氏皇陵&,x=1469,y=3550}
g_killnpcs[2177] = {name=&吐布族人&,mapid=105,mapname=&段氏皇陵&,x=1418,y=3448}
g_killnpcs[2171] = {name=&江湖剑客&,mapid=106,mapname=&九嶷溪&,x=1828,y=3420}
g_killnpcs[2172] = {name=&江湖刀客&,mapid=106,mapname=&九嶷溪&,x=1727,y=3353}
g_killnpcs[2173] = {name=&大内密探&,mapid=106,mapname=&九嶷溪&,x=1742,y=3613}
g_killnpcs[2180] = {name=&大金禁卫军&,mapid=107,mapname=&龙门石窟&,x=1914,y=3487}
g_killnpcs[2181] = {name=&大金飞骑兵&,mapid=107,mapname=&龙门石窟&,x=1840,y=3745}
g_killnpcs[2182] = {name=&影会帮众&,mapid=107,mapname=&龙门石窟&,x=1730,y=3696}
g_killnpcs[2195] = {name=&皇陵看守&,mapid=108,mapname=&西夏皇陵&,x=2001,y=3122}
g_killnpcs[2196] = {name=&叛军刀手&,mapid=108,mapname=&西夏皇陵&,x=1904,y=3187}
g_killnpcs[2197] = {name=&滚刀手&,mapid=108,mapname=&西夏皇陵&,x=1824,y=3092}
g_killnpcs[2183] = {name=&流亡刀兵&,mapid=109,mapname=&黄鹤楼&,x=1854,y=3594}
g_killnpcs[2184] = {name=&驻城守军&,mapid=109,mapname=&黄鹤楼&,x=1615,y=3592}
g_killnpcs[2185] = {name=&流寇&,mapid=109,mapname=&黄鹤楼&,x=1717,y=3772}
g_killnpcs[2190] = {name=&苦工&,mapid=110,mapname=&荐菊洞&,x=1423,y=3191}
g_killnpcs[2191] = {name=&北马帮众&,mapid=110,mapname=&荐菊洞&,x=1660,y=3265}
g_killnpcs[2189] = {name=&盐帮帮众&,mapid=110,mapname=&荐菊洞&,x=1412,y=2998}
g_killnpcs[2186] = {name=&剑门守军&,mapid=111,mapname=&剑门关&,x=1613,y=3435}
g_killnpcs[2188] = {name=&黑水云骑兵&,mapid=111,mapname=&剑门关&,x=1895,y=3591}
g_killnpcs[2187] = {name=&护关铁骑兵&,mapid=111,mapname=&剑门关&,x=1663,y=3605}
g_killnpcs[2199] = {name=&护寺僧兵&,mapid=112,mapname=&天龙寺&,x=1809,y=3426}
g_killnpcs[2200] = {name=&乌蛮勇士&,mapid=112,mapname=&天龙寺&,x=1907,y=3585}
g_killnpcs[2198] = {name=&西夏骑兵&,mapid=112,mapname=&天龙寺&,x=1675,y=3662}
g_killnpcs[2192] = {name=&江南义士&,mapid=113,mapname=&帮源秘洞&,x=1850,y=3270}
g_killnpcs[2193] = {name=&东南义士&,mapid=113,mapname=&帮源秘洞&,x=1774,y=3520}
g_killnpcs[2194] = {name=&江北义士&,mapid=113,mapname=&帮源秘洞&,x=1394,y=3750}
g_killnpcs[2253] = {name=&鞑靼追兵&,mapid=114,mapname=&敕勒川&,x=1857,y=3443}
g_killnpcs[2254] = {name=&金国骑兵&,mapid=114,mapname=&敕勒川&,x=1838,y=3645}
g_killnpcs[2255] = {name=&拖雷部骑兵&,mapid=114,mapname=&敕勒川&,x=1659,y=3778}
g_killnpcs[2256] = {name=&大漠刀客&,mapid=114,mapname=&敕勒川&,x=1629,y=3405}
g_killnpcs[2257] = {name=&西夏军士&,mapid=115,mapname=&嘉峪关&,x=1746,y=2975}
g_killnpcs[2258] = {name=&秘部士兵&,mapid=115,mapname=&嘉峪关&,x=1757,y=3243}
g_killnpcs[2259] = {name=&嘉峪关守军&,mapid=115,mapname=&嘉峪关&,x=1446,y=3142}
g_killnpcs[2260] = {name=&塞外嚎狼&,mapid=115,mapname=&嘉峪关&,x=1514,y=2985}
g_killnpcs[2261] = {name=&华山叶猴&,mapid=116,mapname=&华山&,x=1776,y=3363}
g_killnpcs[2262] = {name=&华山守军&,mapid=116,mapname=&华山&,x=1908,y=3591}
g_killnpcs[2263] = {name=&异人剑客&,mapid=116,mapname=&华山&,x=1757,y=3772}
g_killnpcs[2264] = {name=&华山强贼&,mapid=116,mapname=&华山&,x=1664,y=3430}
g_killnpcs[2265] = {name=&浮游散兵&,mapid=117,mapname=&蜀岗秘境&,x=1735,y=3032}
g_killnpcs[2266] = {name=&秘境矛手&,mapid=117,mapname=&蜀岗秘境&,x=1754,y=3247}
g_killnpcs[2267] = {name=&江湖郎中&,mapid=117,mapname=&蜀岗秘境&,x=1498,y=3258}
g_killnpcs[2268] = {name=&山猫&,mapid=117,mapname=&蜀岗秘境&,x=1528,y=3044}
g_killnpcs[2269] = {name=&毒童子&,mapid=118,mapname=&丰都鬼城&,x=1880,y=3495}
g_killnpcs[2270] = {name=&鬼奴&,mapid=118,mapname=&丰都鬼城&,x=1694,y=3651}
g_killnpcs[2271] = {name=&鬼使&,mapid=118,mapname=&丰都鬼城&,x=1688,y=3941}
g_killnpcs[2272] = {name=&埋骨兵&,mapid=118,mapname=&丰都鬼城&,x=1567,y=3599}
g_killnpcs[2273] = {name=&黑苗猎手&,mapid=119,mapname=&苗岭&,x=1689,y=3408}
g_killnpcs[2274] = {name=&蛮女祭司&,mapid=119,mapname=&苗岭&,x=1840,y=3746}
g_killnpcs[2275] = {name=&白苗猎手&,mapid=119,mapname=&苗岭&,x=1668,y=3628}
g_killnpcs[2276] = {name=&苗岭守军&,mapid=119,mapname=&苗岭&,x=1649,y=3350}
g_killnpcs[2277] = {name=&长歌门仕子&,mapid=120,mapname=&武夷山&,x=1913,y=3600}
g_killnpcs[2278] = {name=&红衣喽罗&,mapid=120,mapname=&武夷山&,x=1868,y=3839}
g_killnpcs[2279] = {name=&紫衣喽罗&,mapid=120,mapname=&武夷山&,x=1735,y=3705}
g_killnpcs[2280] = {name=&野生华南虎&,mapid=120,mapname=&武夷山&,x=1707,y=3443}
g_killnpcs[2281] = {name=&武陵山守军&,mapid=121,mapname=&武陵山&,x=1709,y=3198}
g_killnpcs[2282] = {name=&赤练王蛇&,mapid=121,mapname=&武陵山&,x=1728,y=3336}
g_killnpcs[2283] = {name=&彪霸看守&,mapid=121,mapname=&武陵山&,x=1602,y=3387}
g_killnpcs[2284] = {name=&草鬼婆&,mapid=121,mapname=&武陵山&,x=1614,y=3081}
[ 本帖最后由 ertetert 于
10:14 编辑 ]
新人欢迎积分
欢迎来到多玩*^_^*帮你升到LV2,就可以换头像 ...
总评分:&新人欢迎积分 + 1&
想卡89的刀翠
新人欢迎积分0 阅读权限60积分4605精华1UID3285737帖子金钱1299 威望1
女厕所所长
Lv.6, 积分 4605, 距离下一级还需 395 积分
UID3285737帖子威望1 多玩草253 草
呵呵& &这个语言听好,能做成外挂……
经常被人秒杀的翠烟
新人欢迎积分1 阅读权限50积分1005精华0UID4367478帖子金钱2025 威望7
Lv.5, 积分 1005, 距离下一级还需 1495 积分
UID4367478帖子威望7 多玩草441 草
这个东西只有逻辑
只有总体逻辑,各个关键子函数都没有
新人欢迎积分1 阅读权限30积分80精华0UID4989634帖子金钱0 威望0
Lv.3, 积分 80, 距离下一级还需 170 积分
UID4989634帖子威望0 多玩草10 草
是啊..这些数据都是从客户端中提取出来了其实很多东西不需要通过封包得到了..本人没有什么时间去研究.所以发出来给大家学习也好研究也好.方便大家玩游戏不要那么累..
希望大家研究好发布出来给大家用..呵呵不说了早点休息.最近没什么时间玩游戏.哪天把自己做的挂机小挂缘码给大家研究希望大家游戏放松开心..工作不分心哦呵呵
新人欢迎积分1 阅读权限30积分80精华0UID4989634帖子金钱0 威望0
Lv.3, 积分 80, 距离下一级还需 170 积分
UID4989634帖子威望0 多玩草10 草
汗有了这些东西这就是游戏中的执行的命令我晕,,知识编译的方式不同..你自己去查找下客护短中的的许多脚本文件你就知道了.哎~~和你说不明白等等我在发点东西
新人欢迎积分1 阅读权限30积分80精华0UID4989634帖子金钱0 威望0
Lv.3, 积分 80, 距离下一级还需 170 积分
UID4989634帖子威望0 多玩草10 草
这么好的东西怎么没人顶啊
新人欢迎积分2 阅读权限70积分6331精华0UID4572193帖子金钱21943 威望0
[hide] [/hide]
Lv.7, 积分 6331, 距离下一级还需 3669 积分
UID4572193帖子威望0 多玩草110 草
等待大大们开发出来自动插件!
新人欢迎积分1 阅读权限40积分508精华0UID3946307帖子金钱159 威望0
Lv.4, 积分 508, 距离下一级还需 492 积分
UID3946307帖子威望0 多玩草26 草
好强大。留个名```````````
新人欢迎积分1 阅读权限50积分2377精华0UID3754360帖子金钱1154 威望1
Lv.5, 积分 2377, 距离下一级还需 123 积分
UID3754360帖子威望1 多玩草281 草
牛年出牛人啊!!我等下可自动老包的插件了
新人欢迎积分1 阅读权限40积分461精华0UID3338236帖子金钱1900 威望0
Lv.4, 积分 461, 距离下一级还需 539 积分
UID3338236帖子威望0 多玩草16 草
新人欢迎积分2 阅读权限80积分10182精华0UID3802146帖子金钱5011 威望0
Lv.8, 积分 10182, 距离下一级还需 9818 积分
UID3802146帖子威望0 多玩草172 草
好强大,看来要学习lua语言
新人欢迎积分1 阅读权限50积分1569精华0UID3452077帖子金钱1047 威望0
灵魂收割者
Lv.5, 积分 1569, 距离下一级还需 931 积分
UID3452077帖子威望0 多玩草378 草
牛人,留个名
新人欢迎积分0 阅读权限40积分494精华0UID4702016帖子金钱103 威望0
Lv.4, 积分 494, 距离下一级还需 506 积分
UID4702016帖子威望0 多玩草10 草
非常期待~~~~~~~~~~期待DD们努力开发,偶们可以自动老鸨了,等弄出来稳定了,我们可以交费的~~~~~~~~~~~~~~~~~
新人欢迎积分1 阅读权限50积分2377精华0UID3754360帖子金钱1154 威望1
Lv.5, 积分 2377, 距离下一级还需 123 积分
UID3754360帖子威望1 多玩草281 草
原帖由 打鸟的枪 于
11:21 发表
非常期待~~~~~~~~~~期待DD们努力开发,偶们可以自动老鸨了,等弄出来稳定了,我们可以交费的~~~~~~~~~~~~~~~~~
老鸨???兄弟真有眼光连老鸨都要
新人欢迎积分1 阅读权限50积分1519精华1UID4112306帖子金钱3737 威望0
Lv.5, 积分 1519, 距离下一级还需 981 积分
UID4112306帖子威望0 多玩草652 草
哈哈,楼主你太有才了,拿外挂(剑侠妞妞)的LUA来忽悠,这个脚本需要第三方软件(剑侠妞妞)支持才有效.
剑侠功勋勋章
剑侠功勋勋章
相恋情侣勋章
相恋情侣勋章
需要金钱:1100
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