ClickOnItem = {} ClickOnItem.allowFunc = { "autoUseJiu", "autoUseApple" } ClickOnItem.cfg = { ["盟重传送石"] = function(actor, ...) MapCfg.gotomap(actor, "3", 330, 330, 8) -- gohome(actor) return true end, ["随机传送石"] = function(actor, ...) local _map = getbaseinfo(actor, ConstCfg.gbase.mapid) if MapCfg.dalumap[_map] and MapCfg.dalumap[_map].notrandom then Func.sendmsg9(actor, "[随机传送石]:#70|此地图禁止随机!") return false else map(actor, _map) end return true end, ["开天斩"] = function(actor, ...) Func.messagebox(actor, string.format("是否确认开始练习“%s”?", "开天斩"), "@click_addmagic,开天斩", "@exit") return false end, ["逐日剑法"] = function(actor, ...) Func.messagebox(actor, string.format("是否确认开始练习“%s”?", "开天斩"), "@click_addmagic,逐日剑法", "@exit") return false end, ["四转材料宝箱"] = function(actor, ...) gives(actor, "四转紫晶石#1#819&四转五彩石#1#819", "四转材料宝箱") return true end, ["金条"] = function(actor, ...) changemoney(actor, 1, "+", 1000000, "金条兑换", true) return true end, ["蟠桃"] = function(actor, ...) local pantao = Player.getint(actor, VarCfg.Player.int["蟠桃"]) or 0 if pantao < 10 then Player.addint(actor, VarCfg.Player.int["蟠桃"], 1) ReloadAttOBJ.main(actor) return true else Func.sendmsg9(actor, "[蟠桃]:#70|您已经使用了10颗了!") return false end end, ["万年何首乌"] = function(actor, ...) local pantao = Player.getint(actor, VarCfg.Player.int["何首乌"]) or 0 if pantao < 10 then Player.addint(actor, VarCfg.Player.int["何首乌"], 1) ReloadAttOBJ.main(actor) return true else Func.sendmsg9(actor, "[何首乌]:#70|您已经使用了10颗了!") return false end end, ["千年灵芝"] = function(actor, ...) local pantao = Player.getint(actor, VarCfg.Player.int["千年灵芝"]) or 0 if pantao < 10 then Player.addint(actor, VarCfg.Player.int["千年灵芝"], 1) ReloadAttOBJ.main(actor) return true else Func.sendmsg9(actor, "[千年灵芝]:#70|您已经使用了10颗了!") return false end end, ["人参果"] = function(actor, ...) local pantao = Player.getint(actor, VarCfg.Player.int["人参果"]) or 0 if pantao < 10 then Player.addint(actor, VarCfg.Player.int["人参果"], 1) ReloadAttOBJ.main(actor) return true else Func.sendmsg9(actor, "[人参果]:#70|您已经使用了10颗了!") return false end end, ["天山雪莲"] = function(actor, ...) local pantao = Player.getint(actor, VarCfg.Player.int["天山雪莲"]) or 0 if pantao < 10 then Player.addint(actor, VarCfg.Player.int["天山雪莲"], 1) ReloadAttOBJ.main(actor) return true else Func.sendmsg9(actor, "[天山雪莲]:#70|您已经使用了10颗了!") return false end end, ["雪莲包"] = function(actor, ...) giveitem(actor, "雪莲", 99) Func.sendmsg9(actor, "[雪莲包]:#70|使用成功,获得雪莲x99.") return true end, ["10万经验卷"] = function(actor, ...) clickon_exp(actor, "10万经验卷") -- changeexp(actor, "+", 100000, false) return false end, ["300万经验卷"] = function(actor, ...) LOGDump(...) batch_exp(actor, "300万经验卷") -- Func.messagebox(actor, "使用300万经验卷将消耗:#251|千年玄石x3#215|\\是否确认使用?#249", "@clickon_exp,300万经验卷", "@exit", 16) return false end, ["100万经验卷"] = function(actor, ...) batch_exp(actor, "100万经验卷") -- Func.messagebox(actor, "使用100万经验卷将消耗:#251|千年玄石x1#215|\\是否确认使用?#249", "@clickon_exp,100万经验卷", "@exit", 16) return false end, ["5000万经验卷"] = function(actor, ...) batch_exp(actor, "5000万经验卷") -- Func.messagebox(actor, "使用5000万经验卷将消耗:#251|千年玄石x50#215|\\是否确认使用?#249", "@clickon_exp,5000万经验卷", "@exit", 16) return false end, ["1000万经验卷"] = function(actor, ...) batch_exp(actor, "1000万经验卷") -- Func.messagebox(actor, "使用1000万经验卷将消耗:#251|千年玄石x10#215|\\是否确认使用?#249", "@clickon_exp,1000万经验卷", "@exit", 16) return false end, ["游艇"] = function(actor, ...) giveitem(actor, "灵符", 500) return true end, ["鼠标"] = function(actor, ...) giveitem(actor, "灵符", 100) return true end, ["键盘"] = function(actor, ...) giveitem(actor, "灵符", 50) return true end, ["咖啡"] = function(actor, ...) giveitem(actor, "灵符", 15) return true end, ["大苹果"] = function(actor, ...) giveitem(actor, "灵符", 7) return true end, ["可乐"] = function(actor, ...) giveitem(actor, "灵符", 3) return true end, ["香蕉"] = function(actor, ...) giveitem(actor, "灵符", 1) return true end, ["女儿红"] = function(actor, ...) if hasbuff(actor, 10027) or hasbuff(actor, 10028) then Func.sendmsg9(actor, "[酒肆小二]:#70|您处于醉酒状态中,不可以重复使用哦!") return false end addbuff(actor, 10027) Func.sendmsg9(actor, "[酒肆小二]:#70|使用成功!伤害减免+10%,持续300s.中途可以再使用女儿红或者高粱酒.") return true end, ["高粱酒"] = function(actor, ...) if hasbuff(actor, 10027) or hasbuff(actor, 10028) then Func.sendmsg9(actor, "[酒肆小二]:#70|您处于醉酒状态中,不可以重复使用哦!") return false end addbuff(actor, 10028) Func.sendmsg9(actor, "[酒肆小二]:#70|使用成功!攻击伤害+10%,持续300s.中途可以再使用女儿红或者高粱酒.") return true end, ["鞭尸丹"] = function(actor, ...) local _num = Player.getint(actor, VarCfg.Player.int["鞭尸丹"]) if _num < 999 then Player.addint(actor, VarCfg.Player.int["鞭尸丹"], 1) Func.sendmsg9(actor, string.format("[鞭尸丹]:#70|使用成功,100%%鞭尸1次,已叠加:%d次.", _num + 1)) return true else Func.sendmsg9(actor, "[鞭尸丹]:#70|叠加已达上限.") return false end end, ["祝福油"] = function(actor, ...) local equipMakeIndex = GetItemByPos(actor, 1) if equipMakeIndex == "0" then return false else local itemid = getiteminfo(actor, equipMakeIndex, 2) local lucky_item = getstditematt(itemid, 39) local set_Luck = GetItemLuck(actor, equipMakeIndex) if set_Luck + lucky_item >= 9 then return false end if (lucky_item + set_Luck) > 1 and Func.random(20, 500) then SetItemLuck(actor, equipMakeIndex, set_Luck - 1) sendmsg(actor, 1, '{"Msg":"〖提示〗你的武器被诅咒了.","Type":1,"FColor":255,"BColor":249}') elseif (lucky_item + set_Luck) < 1 then if Func.random(100) then SetItemLuck(actor, equipMakeIndex, set_Luck + 1) sendmsg(actor, 1, '{"Msg":"〖提示〗武器被加幸运了...","Type":1,"FColor":255,"BColor":249}') else sendmsg(actor, 1, '{"Msg":"〖提示〗无效.","Type":1,"FColor":255,"BColor":249}') end elseif (lucky_item + set_Luck) < 3 then if Func.random(60) then SetItemLuck(actor, equipMakeIndex, set_Luck + 1) sendmsg(actor, 1, '{"Msg":"〖提示〗武器被加幸运了...","Type":1,"FColor":255,"BColor":249}') else sendmsg(actor, 1, '{"Msg":"〖提示〗无效.","Type":1,"FColor":255,"BColor":249}') end elseif (lucky_item + set_Luck) < 7 then if Func.random(30) then SetItemLuck(actor, equipMakeIndex, set_Luck + 1) sendmsg(actor, 1, '{"Msg":"〖提示〗武器被加幸运了...","Type":1,"FColor":255,"BColor":249}') else sendmsg(actor, 1, '{"Msg":"〖提示〗无效.","Type":1,"FColor":255,"BColor":249}') end else if Func.random(5, 200) then SetItemLuck(actor, equipMakeIndex, set_Luck + 1) sendmsg(actor, 1, '{"Msg":"〖提示〗武器被加幸运了...","Type":1,"FColor":255,"BColor":249}') else sendmsg(actor, 1, '{"Msg":"〖提示〗无效.","Type":1,"FColor":255,"BColor":249}') end end end end, ["高级祝福油"] = function(actor, ...) local equipMakeIndex = GetItemByPos(actor, 1) if equipMakeIndex == "0" then return false else local itemid = getiteminfo(actor, equipMakeIndex, 2) local lucky_item = getstditematt(itemid, 39) local set_Luck = GetItemLuck(actor, equipMakeIndex) if set_Luck + lucky_item >= 9 then return false end SetItemLuck(actor, equipMakeIndex, set_Luck + 1) sendmsg(actor, 1, '{"Msg":"〖提示〗武器被加幸运了...","Type":1,"FColor":255,"BColor":249}') end end, ["竹叶青"] = function(actor, ...) ZhiJinHuLuOBJ:addjiuqi(actor, 1) return false end, ["特戒碎片"] = function(actor, ...) if Func.takeitmes(actor, { { "特戒碎片", 10, 0 } }, true, true) then local cfg = { { "复活戒指", 2 }, { "麻痹戒指", 2 }, { "护身戒指", 2 }, { "隐身戒指", 17 }, { "防御戒指", 17 }, { "火焰戒指", 15 }, { "邪眼指环", 15 }, { "冰雪乾坤戒", 15 }, { "冰雪龙渊戒", 15 }, } local random = math.random(1, 100) local total = 0 for _, v in ipairs(cfg) do total = total + v[2] if random <= total then giveitem(actor, v[1], 1, 0, "特戒碎片") Func.sendmsg9(actor, string.format("[特戒碎片]:#70|恭喜获得#251|%s#249|!", v[1])) break end end end return false end, ---* 10个生肖碎片 → 随机黄金生肖 ["生肖碎片"] = function(actor, ...) if Func.takeitmes(actor, { { "生肖碎片", 10, 0 } }, true, true) then local cfg = { "黄金鼠", "黄金牛", "黄金虎", "黄金兔", "黄金龙", "黄金蛇", "黄金马", "黄金羊", "黄金猴", "黄金鸡", "黄金狗", "黄金猪", } local idx = math.random(1, #cfg) giveitem(actor, cfg[idx], 1, 0, "生肖碎片") Func.sendmsg9(actor, string.format("[生肖碎片]:#70|恭喜获得#251|%s#249|!", cfg[idx])) end return false end, ---* 10个黄金生肖精华 → 随机钻石生肖 ["黄金生肖精华"] = function(actor, ...) if Func.takeitmes(actor, { { "黄金生肖精华", 10, 0 } }, true, true) then local cfg = { "钻石鼠", "钻石牛", "钻石虎", "钻石兔", "钻石龙", "钻石蛇", "钻石马", "钻石羊", "钻石猴", "钻石鸡", "钻石狗", "钻石猪", } local idx = math.random(1, #cfg) giveitem(actor, cfg[idx], 1, 0, "黄金生肖精华") Func.sendmsg9(actor, string.format("[黄金生肖精华]:#70|恭喜获得#251|%s#249|!", cfg[idx])) end return false end, ---* 10个钻石生肖精华 → 随机至尊生肖 ["钻石生肖精华"] = function(actor, ...) if Func.takeitmes(actor, { { "钻石生肖精华", 10, 0 } }, true, true) then local cfg = { "至尊鼠", "至尊牛", "至尊虎", "至尊兔", "至尊龙", "至尊蛇", "至尊马", "至尊羊", "至尊猴", "至尊鸡", "至尊狗", "至尊猪", } local idx = math.random(1, #cfg) giveitem(actor, cfg[idx], 1, 0, "钻石生肖精华") Func.sendmsg9(actor, string.format("[钻石生肖精华]:#70|恭喜获得#251|%s#249|!", cfg[idx])) end return false end, ["混沌碎片宝箱"] = function(actor, ...) local result1, result2 = ransjstr("混沌战盔[碎片]#1|混沌战链[碎片]#1|混沌战镯[碎片]#1|混沌战戒[碎片]#1|混沌战腰[碎片]#1|混沌战靴[碎片]#1", 1, 3) giveitem(actor, result1, 1, 0) -- ZhiJinHuLuOBJ:addjiuqi(actor, 1) return true end, ["主宰碎片宝箱"] = function(actor, ...) local result1, result2 = ransjstr("主宰战盔[碎片]#1|主宰战链[碎片]#1|主宰战镯[碎片]#1|主宰战戒[碎片]#1|主宰战腰[碎片]#1|主宰战靴[碎片]#1", 1, 3) giveitem(actor, result1, 1, 0) -- ZhiJinHuLuOBJ:addjiuqi(actor, 1) return true end, ---* 10个混沌战盔碎片 → 混沌战盔 ["混沌战盔[碎片]"] = function(actor, ...) if Func.takeitmes(actor, { { "混沌战盔[碎片]", 10, 0 } }, true, true) then giveitem(actor, "混沌战盔", 1, 0, "混沌战盔[碎片]") Func.sendmsg9(actor, "[合成]:#70|恭喜获得#251|混沌战盔#249|!") end return false end, ---* 10个混沌战链碎片 → 混沌战链 ["混沌战链[碎片]"] = function(actor, ...) if Func.takeitmes(actor, { { "混沌战链[碎片]", 10, 0 } }, true, true) then giveitem(actor, "混沌战链", 1, 0, "混沌战链[碎片]") Func.sendmsg9(actor, "[合成]:#70|恭喜获得#251|混沌战链#249|!") end return false end, ---* 10个混沌战镯碎片 → 混沌战镯 ["混沌战镯[碎片]"] = function(actor, ...) if Func.takeitmes(actor, { { "混沌战镯[碎片]", 10, 0 } }, true, true) then giveitem(actor, "混沌战镯", 1, 0, "混沌战镯[碎片]") Func.sendmsg9(actor, "[合成]:#70|恭喜获得#251|混沌战镯#249|!") end return false end, ---* 10个混沌战戒碎片 → 混沌战戒 ["混沌战戒[碎片]"] = function(actor, ...) if Func.takeitmes(actor, { { "混沌战戒[碎片]", 10, 0 } }, true, true) then giveitem(actor, "混沌战戒", 1, 0, "混沌战戒[碎片]") Func.sendmsg9(actor, "[合成]:#70|恭喜获得#251|混沌战戒#249|!") end return false end, ---* 10个混沌战腰碎片 → 混沌战腰 ["混沌战腰[碎片]"] = function(actor, ...) if Func.takeitmes(actor, { { "混沌战腰[碎片]", 10, 0 } }, true, true) then giveitem(actor, "混沌战腰", 1, 0, "混沌战腰[碎片]") Func.sendmsg9(actor, "[合成]:#70|恭喜获得#251|混沌战腰#249|!") end return false end, ---* 10个混沌战靴碎片 → 混沌战靴 ["混沌战靴[碎片]"] = function(actor, ...) if Func.takeitmes(actor, { { "混沌战靴[碎片]", 10, 0 } }, true, true) then giveitem(actor, "混沌战靴", 1, 0, "混沌战靴[碎片]") Func.sendmsg9(actor, "[合成]:#70|恭喜获得#251|混沌战靴#249|!") end return false end, ---* 10个主宰战盔碎片 → 主宰战盔 ["主宰战盔[碎片]"] = function(actor, ...) if Func.takeitmes(actor, { { "主宰战盔[碎片]", 10, 0 } }, true, true) then giveitem(actor, "主宰战盔", 1, 0, "主宰战盔[碎片]") Func.sendmsg9(actor, "[合成]:#70|恭喜获得#251|主宰战盔#249|!") end return false end, ---* 10个主宰战链碎片 → 主宰战链 ["主宰战链[碎片]"] = function(actor, ...) if Func.takeitmes(actor, { { "主宰战链[碎片]", 10, 0 } }, true, true) then giveitem(actor, "主宰战链", 1, 0, "主宰战链[碎片]") Func.sendmsg9(actor, "[合成]:#70|恭喜获得#251|主宰战链#249|!") end return false end, ---* 10个主宰战镯碎片 → 主宰战镯 ["主宰战镯[碎片]"] = function(actor, ...) if Func.takeitmes(actor, { { "主宰战镯[碎片]", 10, 0 } }, true, true) then giveitem(actor, "主宰战镯", 1, 0, "主宰战镯[碎片]") Func.sendmsg9(actor, "[合成]:#70|恭喜获得#251|主宰战镯#249|!") end return false end, ---* 10个主宰战戒碎片 → 主宰战戒 ["主宰战戒[碎片]"] = function(actor, ...) if Func.takeitmes(actor, { { "主宰战戒[碎片]", 10, 0 } }, true, true) then giveitem(actor, "主宰战戒", 1, 0, "主宰战戒[碎片]") Func.sendmsg9(actor, "[合成]:#70|恭喜获得#251|主宰战戒#249|!") end return false end, ---* 10个主宰战腰碎片 → 主宰战腰 ["主宰战腰[碎片]"] = function(actor, ...) if Func.takeitmes(actor, { { "主宰战腰[碎片]", 10, 0 } }, true, true) then giveitem(actor, "主宰战腰", 1, 0, "主宰战腰[碎片]") Func.sendmsg9(actor, "[合成]:#70|恭喜获得#251|主宰战腰#249|!") end return false end, ---* 10个主宰战靴碎片 → 主宰战靴 ["主宰战靴[碎片]"] = function(actor, ...) if Func.takeitmes(actor, { { "主宰战靴[碎片]", 10, 0 } }, true, true) then giveitem(actor, "主宰战靴", 1, 0, "主宰战靴[碎片]") Func.sendmsg9(actor, "[合成]:#70|恭喜获得#251|主宰战靴#249|!") end return false end, ["行会召集令"] = function(actor, ...) local _map = getbaseinfo(actor, ConstCfg.gbase.mapid) if MapCfg.dalumap[_map] and not MapCfg.dalumap[_map].chuanyunjian then Func.sendmsg9(actor, "[提示]:#70|当前地图不能使用行会召集令!") return false end local _x = getbaseinfo(actor, ConstCfg.gbase.x) local _y = getbaseinfo(actor, ConstCfg.gbase.y) local link = string.format("chuanyuanjian,%s,%d,%d,%s,%s", _map, _x, _y, getbaseinfo(actor, ConstCfg.gbase.name), getbaseinfo(actor, ConstCfg.gbase.map_title)) gotolabel(actor, 1, link) playeffect(actor, 82, 0, 0, 1, 0, 1) return true end, ---* 拾取精灵:嗷嗷虎 ["拾取精灵:嗷嗷虎"] = function(actor, ...) if getflagstatus(actor, VarCfg.Falg_shiqujinlin) == 1 then Func.sendmsg9(actor, "[嗷嗷虎]:#70|拾取精灵已激活,无需重复使用!") return false end setflagstatus(actor, VarCfg.Falg_shiqujinlin, 1) createsprite(actor, "嗷嗷虎") pickupitems(actor, 3, 8, 500) Func.sendmsg9(actor, "[嗷嗷虎]:#70|拾取精灵已激活,10格范围自动拾取开启!") return true end, --* 使用苹果 ["苹果"] = function(actor, ...) if not hasbuff(actor, 10034) then if addbuff(actor, 10034) then Player.setint(actor, VarCfg.Player.int.cd["自动苹果"], os.time() + 300) return true else return false end else local _time = getbuffinfo(actor, 10034, 2) Func.sendmsg9(actor,string.format("[苹果]#70|CD中,剩余:%s秒",_time)) return false end end, } function chuanyuanjian(actor, mapid, x, y, name, maptitle) local _map = getbaseinfo(actor, ConstCfg.gbase.mapid) local _bool = false if _map ~= mapid then _bool = true else _bool = not Npc.CheckRange(actor, x, y, 8) end if _bool then local str = {} table.insert(str, "") table.insert(str, "") table.insert(str, "") table.insert(str, "") table.insert(str, "") table.insert(str, "") table.insert(str, "") table.insert(str, "") table.insert(str, "") table.insert(str, "") table.insert(str, "") table.insert(str, "") table.insert(str, "") table.insert(str, "") table.insert(str, "") table.insert(str, "") say(actor, table.concat(str)) end end function goto_hanghui(actor, mapid, x, y) Func.sendmsg9(actor, "[提示]:#70|正在前往行会召集令指定位置...") MapCfg.gotomap(actor, mapid, x, y, 5) end function ClickOnItem:trigger(actor, item) local item_name = Item.GetNameByObj(actor, item) local func = self.cfg[item_name] if func then return func(actor, item) end end for i = 0, 100, 1 do _G["stdmodefunc" .. i] = function(actor, item) return ClickOnItem:trigger(actor, item) end end function click_addmagic(actor, magic_name) if getskillinfo(actor, getskillindex(magic_name), 1) ~= nil then return end if Func.takeitmes(actor, { { magic_name, 1, 0 } }, true, true) then addskill(actor, getskillindex(magic_name), 3) end end ClickOnItem.expcfg = { ["10万经验卷"] = { exp = 100000, xh = { { "10万经验卷", 1, 0 }, }, }, ["100万经验卷"] = { exp = 1000000, xh = { { "100万经验卷", 1, 0 }, { "千年玄石", 1, 0 }, }, }, ["300万经验卷"] = { exp = 3000000, xh = { { "300万经验卷", 1, 0 }, { "千年玄石", 3, 0 }, }, }, ["500万经验卷"] = { exp = 5000000, xh = { { "500万经验卷", 1, 0 }, { "千年玄石", 3, 0 }, }, }, ["1000万经验卷"] = { exp = 10000000, xh = { { "1000万经验卷", 1, 0 }, { "千年玄石", 10, 0 }, }, }, ["5000万经验卷"] = { exp = 50000000, xh = { { "5000万经验卷", 1, 0 }, { "千年玄石", 50, 0 }, }, }, } function clickon_exp(actor, itemName, batch_num) local level_lock = getlocklevel(actor) if getbaseinfo(actor, ConstCfg.gbase.level) >= level_lock then Func.sendmsg9(actor, "[提示]:#70|当前等级#251|已达上限,转生后解锁#215|更高等级!") return end if ClickOnItem.expcfg[itemName] then local _xh = table.Copy(ClickOnItem.expcfg[itemName].xh) for i, v in ipairs(_xh or {}) do v[2] = math.ceil(v[2] * batch_num) end if Func.takeitmes(actor, _xh, true, true) then local _unbound_yuanbao = querymoney(actor, ConstCfg.sysMoney["元宝"]) local _exp = math.ceil(ClickOnItem.expcfg[itemName].exp * batch_num) ---* 非绑定元宝 > 1万 获得经验*1.2 if _unbound_yuanbao >= 10000 then _exp = math.floor(_exp * 1.2) end changeexp(actor, "+", _exp, false) close(actor) end end end function batch_exp(actor, itemName) local _str = {} local bag_top_num = getbagitemcount(actor, itemName) local batch_num = tonumber(getconst(actor, "<$npcparams(3,N0)>")) or 1 table.insert(_str, "") table.insert(_str, "") table.insert(_str, "") table.insert(_str, "") table.insert(_str, "") table.insert(_str, "") table.insert(_str, "") local xh = ClickOnItem.expcfg[itemName].xh[2] if xh then table.insert(_str, "") table.insert(_str, "") table.insert(_str, "") end say(actor, table.concat(_str)) end function ClickOnItem:autoUseJiu(actor) local itemOjb = GetItemByPos(actor, 16) if itemOjb == "0" then return end local itemName = getiteminfo(actor, itemOjb, ConstCfg.iteminfo.name) if itemName ~= "紫金葫芦" then return end local curValue = Item.getint(itemOjb, VarCfg.item.int["葫芦刀魂_当前进度"]) or 0 local maxValue = Item.getint(itemOjb, VarCfg.item.int["葫芦刀魂_最大进度"]) or 0 local open = Item.getint(itemOjb, VarCfg.item.int["葫芦刀魂_开启"]) or 0 if open == 0 or curValue >= maxValue or curValue >= 6000 then return end ZhiJinHuLuOBJ:addjiuqi(actor, 1) local newValue = Item.getint(itemOjb, VarCfg.item.int["葫芦刀魂_当前进度"]) or curValue if newValue > curValue then playeffect(actor, 22016, 0, 0, 1, 0, 0) end end function ClickOnItem:autoUseApple(actor) eatitem(actor, "苹果", 1) end return ClickOnItem