📄 luoriquan.c
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// TIE@FY3
inherit SKILL;
mapping *action = ({
([ "action":
"$N飘然有出尘之意,一招「穿花露滴衣」回拍$n的$l!",
"damage": 60,
"dodge": 40,
"parry": 40,
"damage_type": "瘀伤"
]),
([ "action":
"$N长啸连连,使一招「暮色千山入」,双手闪电般击向$n的$l!",
"damage": 60,
"dodge": 20,
"parry": 60,
"damage_type": "瘀伤"
]),
([ "action":
"$N一招「因风离海上」,身行飘渺如云烟,忽地向$n的$l一拂!",
"damage": 80,
"dodge": 10,
"parry": 40,
"damage_type": "瘀伤"
]),
([ "action":
"$N双手合击,一招「月涌大江流」猛然击向$n的$l!",
"damage": 200,
"dodge": -110,
"parry": -40,
"damage_type": "瘀伤"
]),
([ "action":
"$N陡然回身一转,一招「白云回望合」向$n$l虚空拍出一掌!",
"damage": 110,
"dodge": 100,
"parry": 200,
"damage_type": "瘀伤"
]),
});
int valid_learn(object me)
{
if (me->query_temp("weapon") || me->query_temp("secondary_weapon"))
return notify_fail("练落日拳必须空手。\n");
return 1;
}
int valid_enable(string usage)
{
return (usage=="unarmed") || (usage=="parry");
}
mapping query_action(object me, object weapon)
{
return action[random(sizeof(action))];
}
int practice_skill(object me)
{
if( (int)me->query("jing") < 30 )
return
notify_fail("你的体力不够练这门拳法,还是先休息休息吧。\n");
me->receive_damage("jing", 30);
return 1;
}
int effective_level() { return 15;}
string *parry_msg = ({
"$n冉冉腾空而起,早以一招「江鸣夜雨悬」令$N所有招式都落在空处。\n",
});
string *unarmed_parry_msg = ({
"$n冉冉腾空而起,早以一招「江鸣夜雨悬」令$N所有招式都落在空处。\n",
});
string query_parry_msg(object weapon)
{
if( weapon )
return parry_msg[random(sizeof(parry_msg))];
else
return unarmed_parry_msg[random(sizeof(unarmed_parry_msg))];
}
int learn_bonus()
{
return 30;
}
int practice_bonus()
{
return -30;
}
int black_white_ness()
{
return 320;
}
string perform_action_file(string action)
{
return __DIR__"luoriquan/" + action;
}
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