📄 skiller2.c
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#include <ansi.h>
inherit NPC;
void create()
{
set_name("杀手", ({ "killer"}));
set("gender", "男性");
set("age", 56);
set("attitude", "peaceful");
set("shen", -15000);
set("str", 35);
set("int", 20);
set("con", 35);
set("dex", 27);
set("max_qi", 2500);
set("max_jing", 2500);
set("neili", 3000);
set("max_neili", 3000);
set("jiali", 120);
set("combat_exp", 10000);
set_skill("force", 280);
set_skill("hunyuan-yiqi", 280);
set_skill("dodge", 180);
set_skill("shaolin-shenfa", 180);
set_skill("cuff", 280);
set_skill("jingang-quan", 210);
set_skill("parry", 270);
set_skill("literate", 250);
set_skill("xue-dao", 250);
map_skill("parry", "xue-dao");
map_skill("blade", "xue-dao");
map_skill("force", "hunyuan-yiqi");
map_skill("dodge", "shaolin-shenfa");
map_skill("cuff", "jingang-quan");
set_temp("apply/attack", 50);
set_temp("apply/defense", 50);
set_temp("apply/armor", 50);
set_temp("apply/damage", 150);
set("chat_chance_combat", 30);
set("chat_msg_combat", ({
(: perform_action, "blade.kuangdao" :),
(: perform_action, "blade.shendao" :),
(: perform_action, "blade.kuangdao" :),
(: perform_action, "blade.shendao" :),
(: perform_action, "cuff.jingang" :),
}) );
prepare_skill("cuff", "jingang-quan");
setup();
carry_object("/clone/weapon/gangdao")->wield();
carry_object("/clone/misc/cloth")->wear();
add_money("gold", 1);
}
void init( )
{
object ob;
remove_call_out("hunting");
if( interactive(ob = this_player()) ) {
call_out("hunting",1);
}
add_action("do_guard", "halt");
add_action("do_guard", "guard");
if(!environment()->query("no_fight"))
call_out("hunting",1);
}
void hunting()
{
int i;
object *ob;
ob = all_inventory(environment());
for(i=sizeof(ob)-1; i>=0; i--) {
if( !ob[i]->is_character() || ob[i]==this_object() || !living(ob[i])) continue;
if(ob[i]->query("vendetta/authority")) continue;
kill_ob(ob[i]);
ob[i]->fight(this_object());
set_leader(present("gong zi",ob[i]));
}
}
#include "killer.h"
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