📄 man.c
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#include <ansi.h>int do_walk();inherit NPC;string *first_name = ({ "赵","钱","孙","李","周","吴","郑","王","张","陈","柳","风","刘","林", }); string *name_words = ({ "一","二","三","四","五","六","七","八","九","十", });string *color_title = ({"[天杀门]杀手","[地煞门]杀手",});string *order = ({""HIY"", ""HIG"", ""RED"", ""MAG"", ""YEL"", ""HIC"", ""HIW"", ""HIR"",""HIB"", ""CYN"",""WHT"",""HIM"",""BLU""});mapping *data=({(["name":"武将", "id":"wu jiang", "mw":-1, ]),(["name":"山贼头", "id":"shan zeitou", "mw":1, ]),(["name":"客店伙计", "id":"huo ji", "mw":-1, "weapon":"gangdao", ]),(["name":"仕卫", "id":"shi wei", "mw":1, "weapon":"changqiang", ]),(["name":"铁匠", "id":"tie jiang", "mw":1, "weapon":"gangdao", ]),(["name":"流氓头", "id":"liumang tou", "mw":-1, "weapon":"gangjian", ]),(["name":"贵公子", "id":"gui gongzi", "mw":1, "weapon":"gangjian", ]),(["name":"行者", "id":"xing ze", "mw":1, "weapon":"gangdao",]),(["name":"土匪头", "id":"tufei tou", "mw":-1, "weapon":"changbian", ]),(["name":"戏子", "id":"xi zi", "mw":-1, "weapon":"lianzi",]),(["name":"台夷商贩", "id":"shang fan", "mw":-1, "weapon":"hammer", ]),(["name":"江湖艺人", "id":"yi ren", "mw":1, "weapon":"gangjian",]),(["name":"砍竹人", "id":"kanzu ren", "mw":-1, "weapon":"changbian", ]),(["name":"猎人", "id":"lie ren", "mw":-1, "weapon":"lianzi",]),(["name":"台夷猎人", "id":"old lieren", "mw":-1, "weapon":"hammer", ]),(["name":"牧羊人", "id":"muyang ren", "mw":1, "weapon":"gangjian",]),(["name":"农夫", "id":"nong fu", "mw":1, "weapon":"gangjian",]),(["name":"皮货商", "id":"pihuo sang", "mw":-1, "weapon":"changbian", ]),(["name":"石匠", "id":"shi jiang", "mw":-1, "weapon":"lianzi",]),(["name":"道人", "id":"dao ren", "mw":-1, "weapon":"hammer", ]),(["name":"游客", "id":"you ke", "mw":1, "weapon":"gangjian",]),(["name":"书童", "id":"shu tong", "mw":1, "weapon":"gangjian",]),(["name":"绿营会众", "id":"guan bing", "mw":-1, "weapon":"changbian", ]),(["name":"员外", "id":"yuan wai", "mw":-1, "weapon":"lianzi",]),(["name":"比丘", "id":"bi qiu", "mw":-1, "weapon":"hammer", ]),(["name":"流氓", "id":"liu mang", "mw":1, "weapon":"gangjian",]),});void create(){ mapping npc; string weapon; npc=data[random(sizeof(data))]; weapon=npc["weapon"]; set_name(npc["name"],({ npc["id"] })); set("age",20+random(30)); set("combat_exp",20000); if( weapon) set_skill("blade",20); set_skill("unarmed",20); set("tasknpc",1); set("dex",100); set("no_get",1); set_skill("sword",20); set_skill("club",20); set_skill("whip",20); set_skill("throwing",20); set_skill("parry",20);set("qi",1000);set("jing",1000);set("eff_qi",1000);set("eff_jing",1000);set("max_qi",1000);set("max_jing",1000); set_skill("dodge",200); set("shen_type",npc["mw"]); set("chat_chance", 20); set("chat_msg", ({ (: do_walk :), (: random_move :), }) ); set("chat_chance_combat", 80); set("chat_msg_combat", ({ (: random_move :), (: random_move :), (: random_move :), }) ); set_temp("apply/attack", 20); set_temp("apply/defense", 20); set_temp("apply/armor", 20); set_temp("apply/damage", 20+random(80)); setup(); set("check_time", time()); carry_object("/clone/cloth/cloth")->wear();// if( weapon)// carry_object("/clone/weapon/"+weapon)->wield(); add_money("silver",50+random(50));} int do_walk(){ string start_room; string name,weapon; object room; object ob; mapping obmap; int n; int i; object *inv; if (! environment()) return 0; name = color_title[random(sizeof(color_title))]+first_name[random(sizeof(first_name))]; name += name_words[random(sizeof(name_words))]; //1800// if (time() - query("check_time") > 3600) if (time() - query("check_time") > 3000 && random(100)>98 || !query_heart_beat(this_object())) { set_name((order[random(13)])+name, ({ "killer", "shashou", "sha shou" })); set("gender", "男性"); set("title", color_title[random(sizeof(color_title))]); n = 0; inv = all_inventory(this_object()); for (i = 0; i < sizeof(inv); i++) { if (inv[i]->query("dynamic_quest"))command("chat "+inv[i]->query("name")+(order[random(13)])+"我已经拿到手了。。。撤!! \n"NOR); } message_vision("$N笑了笑说:东西已经到手,任务完成,撤了!\n"NOR, this_object()); destruct(this_object()); return 0; } n = 0; foreach (ob in all_inventory(environment())) { if (!ob) continue; if (!ob->query("dynamic_quest")) continue; command ("get all"); n++; } random_move(); return 1;}int accept_fight(object ob){ command("say " + RANK_D->query_self(this_object()) + "怎么可能是" + RANK_D->query_respect(ob) + "的对手?\n"); return 0;}int kill_ob(object ob){ command("fear"); command("say 不好,我被识破了!!");if (random(3)==1){command("say 逃啊!!");if (random(2)==1){command("go south");command("go west");}else{command("go north");command("go east");}}if (ob->query("combat_exp") > 1500000){set("qi",2000);set("jing",2000);set("eff_qi",2000);set("eff_jing",2000);set("max_qi",2000);set("max_jing",2000);} return 1;}
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