📄 fanyun-zhang.c
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// fanyun-zhang.c 翻云掌inherit SKILL;mapping *action = ({([ "action" : "$N一式「行云流水」,双掌一翻,一股劲力缓缓推向$n的$l", "force" : 180, "dodge" : 5, "parry" : 20, "damage": 15, "lvl" : 0, "skill_name" : "行云流水", "damage_type" : "瘀伤"]),([ "action" : "$N一式「披云戴月」,两掌一并,疾向$n的$l戳去", "force" : 220, "dodge" : 10, "parry" : 15, "damage": 25, "lvl" : 10, "skill_name" : "披云戴月", "damage_type" : "瘀伤"]),([ "action" : "$N使一式「翻云赴雨」,左掌微拂,右掌乍伸乍合,猛地插往$n的$l", "force" : 260, "dodge" : 15, "parry" : 20, "damage": 35, "lvl" : 20, "skill_name" : "翻云覆雨", "damage_type" : "瘀伤"]),([ "action" : "$N掌心隐隐发红,一式「排山倒海」,掌力如海水般向$n击去", "force" : 300, "dodge" : 20, "parry" : 30, "damage": 45, "lvl" : 30, "skill_name" : "排山倒海", "damage_type" : "瘀伤"]),([ "action" : "$N身形往上一纵,使出一式「乌云敝日」,双掌一摊,笔直地向$n的$l拍去", "force" : 340, "dodge" : 25, "parry" : 20, "damage": 55, "lvl" : 40, "skill_name" : "乌云敝日", "damage_type" : "瘀伤"]),([ "action" : "$N身形一变,使一式「重云深锁」,双掌带着萧刹的劲气,猛地击往$n的$l", "force" : 280, "dodge" : 25, "parry" : 25, "damage": 65, "lvl" : 50, "skill_name" : "重云深锁", "damage_type" : "瘀伤"]),([ "action" : "$N使一式「撕天排云」,左掌凝重,右掌轻盈,同时向$n的$l击去", "force" : 320, "dodge" : 30, "parry" : 30, "damage": 75, "lvl" : 60, "skill_name" : "撕天排云", "damage_type" : "瘀伤"]),([ "action" : "$N突地一招「云海波涛」,双掌挟着一阵风雷之势,猛地劈往$n的$l", "force" : 360, "dodge" : 30, "parry" : 35, "damage": 85, "lvl" : 70, "skill_name" : "云海波涛", "damage_type" : "瘀伤"]),([ "action" : "$N一式「变云无定」,双掌缦妙地一阵挥舞,不觉已击到$n的$l上", "force" : 300, "dodge" : 40, "parry" : 45, "damage": 95, "lvl" : 80, "skill_name" : "变云无定", "damage_type" : "瘀伤"]),([ "action" : "$N一式「殃云天降」,身形向上窜起丈余,双掌一高一低,看似简单,却令$n无法躲闪", "force" : 340, "dodge" : 45, "parry" : 50, "damage": 115, "lvl" : 90, "skill_name" : "殃云天降", "damage_type" : "瘀伤"]),([ "action" : "$N一式「云莱仙境」,身形凝立不动,两掌间绽出万道霞光,将$n紧紧罩住。", "force" : 340, "dodge" : 45, "parry" : 50, "damage": 120, "lvl" : 100, "skill_name" : "云莱仙境", "damage_type" : "瘀伤"])});int valid_enable(string usage) { return usage=="unarmed" || usage=="parry" || usage=="strike"; }int valid_learn(object me){ if (me->query_temp("weapon") || me->query_temp("secondary_weapon")) return notify_fail("练翻云掌必须空手。\n"); if ((int)me->query("max_neili") < 100) return notify_fail("你的内力太弱,无法练翻云掌。\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("fanyun-zhang",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){ if ((int)me->query("jing") < 100) return notify_fail("你的精力不够练此武功。\n"); if ((int)me->query("qi") < 100) return notify_fail("你的体力不够练此武功。\n"); if ((int)me->query("neili") < 100) return notify_fail("你的内力不够练此武功。\n"); me->receive_damage("qi", 50); me->receive_damage("jing", 50); me->add("neili", -50); return 1;}string perform_action_file(string action){ return __DIR__"fanyun-zhang/" + action;}
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