📄 yunlong-shou.c
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// yunlongshou.c -云龙手inherit SKILL;mapping *action = ({([ "action" : "$N一式「草木皆兵」,十指伸缩,虚虚实实地袭向$n的全身要穴", "force" : 200, "dodge" : 30, "damage": 125, "lvl" : 0, "skill_name" : "草木皆兵", "damage_type" : "抓伤"]),([ "action" : "在呼呼风声中,$N使一招「捕风捉影」,双手如钩如戢,插向$n的$l", "force" : 250, "dodge" : 35, "damage": 140, "lvl" : 20, "skill_name" : "捕风捉影" , "damage_type" : "刺伤"]),([ "action" : "$N双拳挥舞,一式「浮云去来」,两手环扣,拢成圈状,猛击$n的下颌", "force" : 250, "dodge" : 30, "damage": 165, "lvl" : 30, "skill_name" : "浮云去来", "damage_type" : "内伤"]),([ "action" : "$N双手平伸,十指微微上下抖动,一招「十指乾坤」打向$n的$l", "force" : 300, "dodge" : 35, "damage": 180, "lvl" : 40, "skill_name" : "十指乾坤" , "damage_type" : "内伤"]),([ "action" : "$N左手护胸,腋下含空,右手五指如钩,一招「抱残守缺」插向$n的顶门", "force" : 260, "dodge" : 40, "damage": 100, "lvl" : 50, "skill_name" : "抱残守缺" , "damage_type" : "内伤"]),([ "action" : "$N右腿斜插$n二腿之间,一招「掏虚抢珠」,上手取目,下手反勾$n的裆部", "force" : 300, "dodge" : 35, "damage": 120, "lvl" : 60, "skill_name" : "掏虚抢珠" , "damage_type" : "内伤"]),([ "action" : "$N一手虚指$n的剑诀,一招「空手入刃」,劈空抓向$n手中的兵刃", "force" : 350, "dodge" : 35, "damage": 140, "lvl" : 70, "skill_name" : "空手入刃" , "damage_type" : "抓伤"]),([ "action" : "$N左手指向$n胸前的五道大穴,右手斜指太阳穴,一招「降龙伏虎」使$n进退两难", "force" : 400, "dodge" : 40, "damage": 160, "lvl" : 80, "skill_name" : "降龙伏虎" , "damage_type" : "内伤"]),([ "action" : "$N一手顶天成爪,一手指地,一招「拨云见日」,劲气笼罩$n的全身", "force" : 420, "dodge" : 50, "damage": 180, "lvl" : 90, "skill_name" : "拨云见日" , "damage_type" : "内伤"]),([ "action" : "$N一式「如烟往事」,拳招若隐若现,若有若无,缓缓地拍向$n的丹田", "force" : 460, "dodge" : 60, "damage": 200, "lvl" : 100, "skill_name" : "如烟往事", "damage_type" : "内伤"]),([ "action" : "$N随意挥洒,使一式「我心依旧」,掌心微红,徐徐拍向$n的$l", "force" : 490, "dodge" : 60, "parry" : 60, "damage": 250, "lvl" : 80, "skills_name" : "我心依旧", "damage_type" : "内伤"]),});int valid_enable(string usage) { return usage=="hand" || usage=="parry"; }int valid_combine(string combo) { return combo=="yunlong-zhua"; }int valid_learn(object me){ if (me->query_temp("weapon") || me->query_temp("secondary_weapon")) return notify_fail("练云龙手必须空手。\n"); if ((int)me->query_skill("yunlong-shengong", 1) < 50) return notify_fail("你的云龙神功火候不够,无法学云龙手。\n"); if ((int)me->query_skill("force", 1) < 50) return notify_fail("你的基本内功火候不够,无法学云龙手。\n"); if ((int)me->query("max_neili") < 250) return notify_fail("你的内力太弱,无法练云龙手。\n"); if ((int)me->query_skill("claw",1) <30) return notify_fail("你的基本手法火候不够,无法学云龙手。\n"); if (2*(int)me->query_skill("yunlong-xinfa",1) <(int)me->query_skill("yunlong-shou",1)) return notify_fail("你的云龙心法火候不够,无法继续学云龙手。\n"); return 1;}string query_skill_name(int level){ int i; for(i = sizeof(action); i > 0; i--) if(level >= action[i-1]["lvl"]) return action[i-1]["skill_name"];}mapping query_action(object me, object weapon){ int i, level; level = (int) me->query_skill("yunlong-shou",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("qi") < 30) return notify_fail("你的体力太低了。\n"); if ((int)me->query("neili") < 20) return notify_fail("你的内力不够练云龙手。\n"); me->receive_damage("qi", 30); me->add("neili", -10); return 1;}string perform_action_file(string action){ return __DIR__"yunlong-shou/" + action;}
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