📄 wenjia-daofa.c
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// wenjia-daofa.c 温家刀法(NPC功夫)inherit SKILL;mapping *action = ({([ "action" : "$N一式「苍松迎客」,身体微侧,刀锋平引,斜劈$n的$l", "force" : 120, "dodge" : -10, "damage" : 125, "lvl" : 0, "skill_name" : "苍松迎客", "damage_type" : "刺伤"]),([ "action" : "$N向前跃上一步,右手急速舞动手中的$w,一招「开门见山」直挑$n的$l", "force" : 140, "dodge" : -10, "damage" : 230, "lvl" : 10, "skill_name" : "开门见山", "damage_type" : "刺伤"]),([ "action" : "$N一个斜侧步,一招「闻鸡起舞」,手中$w平平的推向$n的$l", "force" : 270, "dodge" : 5, "damage" : 135, "lvl" : 20, "skill_name" : "闻鸡起舞", "damage_type" : "刺伤"]),([ "action" : "$N一招「推波助澜」,手里的$w划出一个大弧,急速砍向$n的$l", "force" : 290, "dodge" : 35, "damage" : 240, "lvl" : 30, "skill_name" : "推波助澜", "damage_type" : "刺伤"]),});int valid_enable(string usage) { return (usage == "blade") || (usage == "parry"); }int valid_learn(object me){ if ((int)me->query("max_neili") < 100) return notify_fail("你的内力不够。\n"); return 1;}string query_skill_name(int level){ int i; for(i = sizeof(action)-1; i >= 0; i--) if(level >= action[i]["lvl"]) return action[i]["skill_name"];}mapping query_action(object me, object weapon){ int i, level; level = (int) me->query_skill("wenjia-daofa",1); for(i = sizeof(action); i > 0; i--) if(level > action[i-1]["lvl"]) return action[NewRandom(i, 20, level/5)];}int practice_skill(object me){ object weapon; if (!objectp(weapon = me->query_temp("weapon")) || (string)weapon->query("skill_type") != "blade") return notify_fail("你使用的武器不对。\n"); if ((int)me->query("jingli") < 50) return notify_fail("你的体力不够练温家刀法。\n"); me->receive_damage("jingli", 30); return 1;}
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