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              //这些代码是系统自动生成的,请不要修改这些代码package {
 public class EventCommands {
 public function cmdlist_Map1Event6Page1_1() {
 ShowDialog("老人", "我是老人\n在Flash魔塔样板中\n请直接创建我就行了");
 ShowDialog("老人", "不再像原来RMXP那样\n都用复制的方法创建");
 ShowDialog("老人", "但是事件名必须以NPC开头\n切记!");
 }
 public function cmdlist_Map1Event1Page1_1() {
 Game.switches[2] = true;
 }
 public function cmdlist_Map1Event2Page1_1() {
 Game.switches[2] = false;
 }
 public function cmdlist_Map2Event1Page1_1() {
 Game.switches[2] = true;
 }
 public function cmdlist_Map2Event2Page1_1() {
 Game.switches[2] = false;
 }
 public function cmdlist_Map3Event1Page1_1() {
 Game.switches[2] = true;
 }
 public function cmdlist_Map3Event2Page1_1() {
 Game.switches[2] = false;
 }
 public function cmdlist_Map4Event6Page1_1() {
 ShowDialog("杰克", "名称以“#”符号开头的地图\n将不会被输出(编译)到最终的Flash游戏文件中");
 ShowDialog("杰克", "名称以“*”符号开头的地图\n是魔塔样板中自带的楼层地图\n正式的魔塔地图请不要带上这个符号");
 ShowDialog("杰克", "如果地图中同时存在\n“*1,1”和“1,1”这两幅地图的话\n那么“*1,1”将不会被编译");
 ShowDialog("杰克", "对于地图名“1,3”\n1是魔塔编号\n3是指三楼");
 ShowDialog("杰克", "地下楼层魔塔编号不变");
 }
 public function cmdlist_Map4Event1Page1_1() {
 Game.switches[2] = true;
 }
 public function cmdlist_Map4Event7Page1_1() {
 ShowDialog("仙子", "暗墙的事件名必须以“暗墙”开头\n事件内容可以留空");
 ShowDialog("仙子", "当然在事件内容中可以加一些判断语句\n判断是否打开暗墙");
 ShowDialog("仙子", "如果执行:中断事件处理\n那么暗墙将不会被打开");
 ShowDialog("仙子", "像这种规定了事件名开头\n并且事件内容通常留空的事件\n叫做“预制事件”");
 ShowDialog("仙子", "在Flash魔塔样板中有很多预制事件\n使用预制事件的目的是为了减少执行事件\n加快游戏运行速度、提高游戏运行效率");
 ShowDialog("仙子", "同时也简化游戏的制作");
 Game.variables[12] = 1;
 }
 public function cmdlist_Map4Event2Page1_1() {
 Game.switches[2] = false;
 }
 public function cmdlist_Map4Event8Page1_1() {
 // 当变量12不等于1时
 // 暗墙将无法打开
 return false;
 }
 public function cmdlist_Map4Event10Page1_1() {
 ShowDialog("仙子", "这是一个无条件打开的暗墙\n因为事件内容是空白");
 }
 public function cmdlist_Map5Event1Page1_1() {
 Game.switches[2] = true;
 }
 public function cmdlist_Map5Event2Page1_1() {
 Game.switches[2] = false;
 }
 public function cmdlist_Map6Event1Page1_1() {
 Game.switches[2] = true;
 }
 public function cmdlist_Map6Event2Page1_1() {
 Game.switches[2] = false;
 }
 public function cmdlist_CommonEvent1_1() {
 // 在RMXP魔塔样板中,开始地图一片漆黑
 // 而在Flash魔塔样板中,开始地图就是实际的0层
 //
 // 游戏初始化时全在这里进行哦
 // 这个公共事件一旦执行完了,就立即切换到0层地
 // 图了哦
 }
 public function cmdlist_CommonEvent3_1() {
 Game.switches[1] = true;
 Game.switches[2] = false;
 Game.variables[2] = 105;
 Game.variables[12] *= Game.variables[2];
 Game.variables[12] %= 7;
 // 以下是在事件中嵌入AS3循环语句的示例
 var i:int;
 var str:String = " () \"{ ";
 var reg:RegExp = /haha/;
 var snake, number, food;
 snake = number = food = 48;
 for (i = 0; i < 4; i++) {
 ShowDialog(null, "变量i的值为" + (i).toString() + "\n" + (food).toString() + (number).toString() + (snake).toString() + "\n" + (is*2).toString() + "\n" + (number*2+food).toString() + Game.variables[3].toString() + "\n" + Game.variables[4].toString());
 }
 return false;
 }
 public function cmdlist_Map7Event1Page1_1() {
 Game.switches[2] = true;
 }
 public function cmdlist_Map7Event2Page1_1() {
 Game.switches[2] = false;
 }
 public function cmdlist_Map8Event1Page1_1() {
 Game.switches[2] = true;
 }
 public function cmdlist_Map8Event2Page1_1() {
 Game.switches[2] = false;
 }
 }
 }
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