📄 killer.c
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#include <ansi.h>
inherit NPC;
int do_copy(object me,int flag);
int do_back(object me);
void create()
{
string weapon;
set_name("黑衣人", ({ "heiyi ren","ren"}));
set("gender", "男性");
set("age", random(20) + 25);
set("str", 23);
set("con", 26);
set("int", 20);
set("dex", 23);
set("long", "一个穿着黑色夜行衣的人。\n");
set("combat_exp", 80000 + random(40000));
set("attitude", "friendly");
set_skill("force", 50);
set_skill("sword", 50);
set_skill("dodge", 50);
set_skill("parry", 50);
set_skill("cuff", 50);
set_skill("blade", 50);
set_skill("taizu-quan", 50);
set_skill("qingmang-jian", 50);
set_skill("wind-blade", 80+random(180));
map_skill("blade", "wind-blade");
map_skill("parry", "wind-blade");
map_skill("dodge", "qingmang-jian");
map_skill("sword", "qingmang-jian");
map_skill("cuff", "taizu-quan");
prepare_skill("cuff", "taizu-quan");
set("chat_chance_combat", 50);
set("chat_msg_combat", ({
(: perform_action, "blade.leitingpili" :),
(: perform_action, "blade.kuang" :),
}) );
set("max_qi", 450);
set("eff_jingli", 400);
set("neili", 700);
set("max_neili", 700);
set("jiali", 30);
weapon = random(2)?"/clone/weapon/gangdao":"/clone/weapon/gangdao";
setup();
carry_object(weapon)->wield();
carry_object("/clone/cloth/cloth")->wear();
}
int do_copy(object me,int flag)
{
int i,j;
object ob;
ob = this_object();
i = me->query_skill("dodge",1);
j = me->query_skill("force",1);
i = i>j?i:j;
if(flag==0)
i = i - random(20);
else
i = i + random(20);
if( i < 60) i = 60;
ob->set("combat_exp", (me->query("combat_exp")+random(me->query("combat_exp")))*3/4);
ob->set_skill("force", i);
ob->set_skill("sword", i);
ob->set_skill("blade", i);
ob->set_skill("dodge", i);
ob->set_skill("parry", i);
ob->set_skill("wind-blade", i);
ob->set_skill("taizu-quan", i);
ob->set("max_qi", ob->query_skill("force",1)*10);
ob->set("eff_jingli", me->query("eff_jingli")*2/3);
ob->set("max_neili", ob->query_skill("force",1)*8);
ob->set("jiali", ob->query_skill("force",1)/6);
ob->reincarnate();
ob->set("qi",ob->query_skill("force",1)*10);
ob->set("neili",ob->query_skill("force",1)*8);
call_out("do_back", 350, ob);
return 1;
}
int do_back(object me)
{
tell_room(environment(me), me->query("name")+"匆匆忙忙的离开了。\n", ({me}));
destruct(me);
return 1;
}
void die()
{
object corpse;
mixed killer;
if( !living(this_object()) ) revive(1);
else delete_temp("faint_by");
COMBAT_D->announce(this_object(), "dead");
if( !(killer = query_temp("last_damage_from")) )
killer = "莫名其妙地";
if( objectp(corpse = CHAR_D->make_corpse(this_object(), killer)) )
corpse->move(environment());
set_temp("last_damage_from", "莫名其妙地");
corpse->set_temp("must_killby",this_object()->query_temp("must_killby"));
this_object()->remove_all_killer();
all_inventory(environment())->remove_killer(this_object());
destruct(this_object());
}
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