📄 bat-blade.c
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inherit SKILL;
mapping *action = ({
([ "action": "$N一招看似平淡无奇的「空山灵雨」,$w变的如一团雨丝向$n落去!",
"damage": 70,
"dodge": 70,
"damage_type": "割伤"
]),
([ "action": "$N天人合一,内外交融,手中$w象幽灵般刺向$n的$l!",
"damage": 40,
"damage_type": "割伤"
]),
([ "action": "$N手中的$w幻出一片刀花,分刺$n的身法中的数处破绽。",
"damage": 20,
"damage_type": "割伤"
]),
([ "action": "$N飞身而起,手中的$w幻出一片刀光,,忽然反手一刀横斩$n的$l!",
"damage_type": "割伤"
]),
([ "action": "$N手中的$w光芒暴长,使出「谁是英雄」,如雷霆万钧砍向$n的$l!",
"damage": 70,
"damage_type": "割伤"
]),
});
int valid_learn(object me)
{
object ob;
if( (int)me->query("max_neili") < 50 )
return notify_fail("你的内力不够,没有办法练蝙蝠刀法\n");
if( !(ob = me->query_temp("weapon"))
|| (string)ob->query("skill_type") != "blade" )
return notify_fail("你必须先找一把刀才能练刀法。\n");
return 1;
}
int valid_enable(string usage)
{
return (usage=="blade") || (usage=="parry");
}
mapping query_action(object me, object weapon)
{
return action[random(sizeof(action))];
}
int practice_skill(object me)
{
object weapon;
if( !objectp(weapon = me->query_temp("weapon"))
|| (string)weapon->query("skill_type") != "blade" )
return notify_fail("你必须先找一把刀,才能练刀法。\n");
if( (int)me->query("jing") < 40 )
return notify_fail("你的体力不够练这门刀法,还是先休息休息吧。\n");
me->receive_damage("jing", 40);
return 1;
}
int effective_level() { return 20;}
string *parry_msg = ({
"$n刀法又是一变,$v发出阴冷的寒气逼得$N连退数步。\n",
"$n刀势陡然有了几分魔意,令$N的攻势顿时慢了下来。\n",
});
string *unarmed_parry_msg = ({
"$n刀法又是一变,$v发出阴冷的寒气逼得$N连退数步。\n",
"$n刀势陡然有了几分魔意,令$N的攻势顿时慢了下来。\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 -100;
}
int practice_bonus()
{
return -50;
}
int black_white_ness()
{
return 30;
}
string perform_action_file(string action)
{
return __DIR__"bat-blade/" + action;
}
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