📄 tong-ren.c
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#include <ansi.h>
inherit NPC;
void create()
{
set_name(YEL "铜人" NOR, ({ "tong ren", "tong"}) );
set("gender", "男性" );
set("age", 30);
set("long", "一个练功用的铜人,制作精巧,如同真人一般。\n");
set("attitude", "heroism");
set("str", 200);
set("cor", 25);
set("cps", 25);
set("int", 25);
set("no_suck",1); // 不能吸jing,neili
set("no_die",1);
set("max_qi", 1000);
set("eff_qi", 1000);
set("qi", 1000);
set("max_jing", 1000);
set("jing", 1000);
set("neili", 3000);
set("max_neili", 3000);
set("jiali", 0);
set("shen_type", 0);
set("combat_exp", 5000000);
set_skill("force", 300);
set_skill("unarmed", 150);
set_skill("dodge", 300);
set_skill("parry", 150);
setup();
}
int accept_fight(object ob)
{
object me;
mapping hp_status, skill_status, map_status;
string *sname, *mname;
int i, temp;
me = this_object();
if (is_fighting()) return 0;
if (me->query("damaged")){
tell_object(ob,"这个铜人不想和你练功!\n");
return 0;
}
if (me->query("last_fighter") == ob->query("id")){
tell_object(ob,"你刚跟这个铜人练过功!\n");
return 0;
}
me->set("last_fighter", ob->query("id"));
remove_call_out("renewing");
call_out("renewing", 300 + random(300), me);
/* delete and copy skills */
if ( mapp(skill_status = me->query_skills()) ) {
skill_status = me->query_skills();
sname = keys(skill_status);
temp = sizeof(skill_status);
for(i=0; i<temp; i++) {
me->delete_skill(sname[i]);
}
}
if ( mapp(skill_status = ob->query_skills()) ) {
skill_status = ob->query_skills();
sname = keys(skill_status);
for(i=0; i<sizeof(skill_status); i++) {
me->set_skill(sname[i], skill_status[sname[i]]);
}
}
/* delete and copy skill maps */
if ( mapp(map_status = me->query_skill_map()) ) {
mname = keys(map_status);
temp = sizeof(map_status);
for(i=0; i<temp; i++) {
me->map_skill(mname[i]);
}
}
if ( mapp(map_status = ob->query_skill_map()) ) {
mname = keys(map_status);
for(i=0; i<sizeof(map_status); i++) {
me->map_skill(mname[i], map_status[mname[i]]);
}
}
hp_status = ob->query_entire_dbase();
me->set("str", hp_status["str"]+100);
me->set("int", hp_status["int"]);
me->set("con", hp_status["con"]);
me->set("dex", hp_status["dex"]);
me->set("max_qi", hp_status["max_qi"]);
me->set("eff_qi", hp_status["eff_qi"]);
me->set("qi", hp_status["qi"]);
me->set("max_jing", hp_status["max_jing"]);
me->set("eff_jing", hp_status["eff_jing"]);
me->set("jing", hp_status["jing"]);
me->set("max_neili", hp_status["max_neili"]);
me->set("neili", hp_status["neili"]);
me->set("jiali", hp_status["jiali"]);
if (hp_status["combat_exp"] < 50000000)
me->set("combat_exp",hp_status["combat_exp"] + 50000);
else
me->set("combat_exp",50000000);
return 1;
}
void renewing(object me)
{
me->delete("last_fighter");
}
void die()
{
object ob;
message_vision("$N轰隆一声,掉在地上,变成一堆烂铜烂铁!\n", this_object());
ob = new(__DIR__"obj/tong");
ob->move(environment(this_object()));
destruct(this_object());
}
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