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📄 jianqi.c

📁 C实现的MUD,对大家基本入门网络游戏很有帮助!
💻 C
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#include <ansi.h>inherit F_DBASE;inherit F_SSERVER;int perform(object me, object target){        object weapon;        int damage, sword;        if( !target && me->is_fighting() ) target = offensive_target(me);        if( !target        ||  !target->is_character()        ||  !me->is_fighting(target) )                return notify_fail("「剑气」只能对战斗中的对手使用。\n");        if( !objectp(weapon = me->query_temp("weapon"))            || weapon->query("skill_type") != "sword" )                return notify_fail("你手中无剑,怎能运用「剑气」?!\n");        if (weapon->query("unique"))                return notify_fail("你手中之剑已是锋利之极,使用「剑气」没有什么作用!\n");        if( me->query_temp("qz_jianqi") )                return notify_fail("你刚使完「剑气」,目前气血翻涌,无法再次运用!\n");                if( (int)me->query_skill("quanzhen-jian", 1) < 150 ||           (int)me->query_skill("sword", 1) < 150 ||            (int)me->query_str() <=25 )                return notify_fail("你修为还不够,还未能领悟「剑气」!\n");        if( me->query_skill("xiantian-qigong", 1) < 150 )                return notify_fail("你的内功修为火候未到,施展只会伤及自身!\n");        if( me->query_skill_mapped("force") != "xiantian-qigong")                return notify_fail("你所用的内功与「剑气」心法相悖!\n");        if (me->query_skill_mapped("sword") != "quanzhen-jian" ||            me->query_skill_mapped("parry") != "quanzhen-jian")                return notify_fail("你现在无法使用「剑气」进行攻击。\n");                                                                                               if( me->query("max_neili") <= 2000 )                return notify_fail("你的内力修为不足,劲力不足以施展「剑气」!\n");        if( me->query("neili") <= 600 )                return notify_fail("你的内力不够,劲力不足以施展「剑气」!\n");        if( me->query("jing") <= 200 )                return notify_fail("你的精力有限,不足以施展「剑气」!\n");        message_vision(GRN"\n刷的一声响,$N潜运内力将"+weapon->name()+GRN"一抖。这一下使得剑气纵横,竟然声震山谷。不明其理之人,无不骇异!\n\n" NOR, me);                damage = me->query_skill("sword");        damage = damage/6;        sword = me->query_skill("sword")/3;        if ( userp(me) ) {                me->add("neili", -300);                me->add("jing", -50);                if ( damage > weapon->query("weapon_prop/damage") * 2)                        damage = weapon->query("weapon_prop/damage") * 2;                else weapon->add("rigidity", 1);        }        me->set_temp("qz_jianqi", 1);         me->add_temp("apply/damage", damage);        me->add_temp("apply/attack", damage);                call_out("remove_effect1", sword/2, me, weapon, damage);        call_out("remove_effect2", sword*2/3, me);//        me->start_exert(sword*2/3, "「剑气」");        return 1;}void remove_effect1(object me, object weapon, int damage) {        if (!me) return;        me->add_temp("apply/attack", -damage);          if (!weapon) {                me->set_temp("apply/damage", 0);                return;        }        me->add_temp("apply/damage", -damage);        message_vision("\n$N一套「全真剑法」使完,手中"+weapon->name()+"上的光芒渐渐也消失了。\n", me);                        weapon->add("jianqi", 1);        if (weapon && weapon->query("jianqi") >= (3+weapon->query("rigidity"))) {           message_vision(HIW"\n只听“嚓”的一声,$N手中的$n"HIW"被内力冲击,裂成了碎片!\n"NOR,me,weapon);           weapon->unequip();           weapon->move(environment(me));           weapon->set("name", "碎裂的" + weapon->query("name"));           weapon->set("value", 49);           weapon->set("weapon_prop", 0);           me->reset_action();           }}void remove_effect2(object me){        if (!me) return;        me->delete_temp("qz_jianqi");        tell_object(me, HIG"\n你经过一段时间调气养息,又可以使用「剑气」了。\n"NOR); }

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