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📄 bloodystrike.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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// Copyright (C) 1995, by Tie Yu and Daniel Yu. All rights reserved.
// This software can not be used, copied, or modified in any form without
// the written permission from authors.
inherit SKILL;
mapping *action = ({
        ([      "action":               
"$N使出一招「苦海端无涯」,左掌虚幌,右掌穿出击向$n的$l",
                "dodge":                -100,
                "parry":                100,
                "force":                100,
                "damage_type":  "瘀伤"
        ]),
        ([      "action":               
"$N使出一招「地狱似有门」,左掌化虚为实击向$n的$l",
                "dodge":                -100,
                "parry":                100,
                "force":                 70,
                "damage_type":  "瘀伤"
        ]),
        ([      "action":               
"$N使出密宗大手印中的「天堂却无路」,一掌拍向$n的$l",
                "dodge":                -100,
                "parry":                100,
                "force":                50,
                "damage_type":  "瘀伤"
        ]),
        ([      "action":               
"$N双掌一错,使出「密宗为独尊」,对准$n的$l连续拍出",
                "dodge":                -100,
                "parry":                100,
                "force":                150,
                "damage_type":  "瘀伤"
        ]),
        ([      "action":               
"$N左掌立于胸前,右掌推出,一招「万念皆是空」击向$n$l",
                "dodge":                -100,
                "parry":                100,
                "force":                140,
                "damage_type":  "瘀伤"
        ]),
        ([      "action":               
"$N使出「佛云以杀止杀」,身形凌空飞起,从空中当头向$n的$l出掌攻击",
                "dodge":                -200,
                "parry":                200,
                "force":                150,
                "damage_type":  "瘀伤"
        ]),
});

int valid_learn(object me)
{
        if( me->query_temp("weapon") || me->query_temp("secondary_weapon") )
                return notify_fail("练密宗大手印必须空手。\n");
        return 1;
}

int valid_enable(string usage) { return usage=="unarmed"; }

mapping query_action(object me, object weapon)
{
        return action[random(sizeof(action))];
}

int practice_skill(object me)
{
        if( (int)me->query("qi") < 30 )
                return notify_fail("你的体力不够了,休息一下再练吧。\n");
        if( (int)me->query("neili") < 5 )
                return notify_fail("你的内力不够了,休息一下再练吧。\n");
        me->receive_damage("qi", 30);
        me->add("neili", -5);
        return 1;
}
int effective_level() { return 10;}
 
string *parry_msg = ({
        "$n双掌微合,使出一招「千里迎刹佛」,「啪」的一声将$N的$w夹在双掌之间。\n",
        "$n略一转身,一招「撒手离红尘」拍向$N拿着$w的手。\n",
        "$n使出「粘」字诀,双掌一划,引偏了$N的$w。\n",
});

string *unarmed_parry_msg = ({
        "$n步走阴阳,一招「我佛慈悲怀」虚空拍出三掌,逼得$N撤招自保。\n",
        "$n施展出「万象皆归空」,轻描淡写的化解了$N的攻势。\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 10;
}
int practice_bonus()
{
	return 5;
}
int black_white_ness()
{
	return 100;
}


string perform_action_file(string action)
{
        return __DIR__"bloodystrike/" + action;
}

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