📄 japan3.c
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#include <ansi.h>inherit NPC;string *nm1_jp =({"山本","龟田","姿三","大岛","松下","横田","东芝","候本","川野","山口","铃木","岗仓","小岛","井上","安奈","浅田","佐藤","广末","大竹","大村","伯佐","富冈","东乡",});string *id_jp =({"shanben","guitian","zisan","dadao","songxia","hengtian","dongzhi","houben","chuangye","shankou","lingmu","gangcang","xiaodao","jinshang","annai","qiantian","zuoteng","guangmu","dazhu","dachun","bozuo","fugang","dongxiang",}); string *nm2_jp =({"太郎","次郎","三郎","四郎","五郎","十一郎","十四郎","二十六","俊树","宁次","英机","冶字","俊雄","牧夫","光夫","敬一","英世","漱石","渝吉","一叶","子规","稻造","伊冲","松园","深水","大观","丰国","孝和","茂","川","卫","岛寿","光云","安治","山乐","梦二",});void create(){ int i = random(sizeof(nm1_jp)); set_name(nm1_jp[i]+nm2_jp[random(sizeof(nm2_jp))], ({id_jp[i]})); set("gender", "男性" );//性别与上面对应// set_name("东洋倭寇", ({ "wokou", "japan wokou" }) ); set("long","一个身长不足四尺满脸又是伤疤加横肉的小日本。\n"); set("attitude", "aggressive"); set("vendetta/authority",1); set("nickname",HIR"倭寇将军"NOR); set("force_factor",2+random(390)); set("max_qi",300+random(690)); set("max_jing",300+random(890)); set("max_sen",300+random(890)); set("max_neili",300+random(890)); set("max_mana",300+random(890)); set("eff_neili",300+random(390)); set("neili",300+random(1390)); set("per", 1); set("age", 22); set("shen", -10000); set("intellgent",1); set("pursuer",1); set("combat_exp", 400000+random(2000000)); set("bellicosity", 10000); set("chat_chance_combat", 90); set("chat_msg_combat", ({ (: perform_action, "blade.leitingpili" :), (: perform_action, "blade.kuang" :), (: random_move :), }) ); set("chat_chance", 10); set("chat_msg", ({ "倭寇将军喝道:男人的,统统的杀啦,杀啦的!!\n", "倭寇将军笑道:花姑娘的,留下,让皇军快活,快活的!\n", "倭寇将军笑道:杀喼喼!统统的杀啦,杀啦的!!\n", (: random_move :), }) ); set_skill("unarmed", 80+random(180)); set_skill("blade", 80+random(180)); set_skill("parry", 80+random(180)); set_skill("dodge", 80+random(180)); set_skill("wind-blade", 80+random(180)); map_skill("blade", "wind-blade"); map_skill("parry", "wind-blade"); set_temp("apply/attack", 20); set_temp("apply/defense",50); set_temp("apply/armor", 50); set_temp("apply/damage", 20); setup(); carry_object(__DIR__"obj/japancloth")->wear(); carry_object(__DIR__"obj/japanblade")->wield(); add_money("silver", random(50));}void init( ){ object ob; remove_call_out("hunting"); if( interactive(ob = this_player()) ) { call_out("hunting",1); } if(!environment()->query("no_fight") && random(10) < 5) 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()); }}void die(){ object ob, me, corpse; ob = this_object(); me = query_temp("last_damage_from"); message_vision(WHT"$N大叫一声,天皇万岁!!倒地而亡。\n"NOR,ob,me); if( objectp(corpse = CHAR_D->make_corpse(this_object())) ) corpse->move(environment(this_object())); if((int)me->query("combat_exp") < 1800000) { message("vision", me->name() + "由于成功的保家为国,增加了800经验和400潜能。\n", me); me->add("combat_exp",800); me->add("potential",400); me->add("score",50); destruct(ob); } message("vision", me->name() + "成功的保卫了祖国。\n", me); me->add("score",2); me->add("shen",10); destruct(ob); return;}
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