📄 sanchong.c
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// 喧哗流拳法.三重劲sanchong
#include <ansi.h>
inherit F_SSERVER;
#include "/kungfu/skill/eff_msg.h";
int perform(object me, object target)
{
int damage, p;
string msg, dodge_skill;
if( !target ) target = offensive_target(me);
if( !target || !target->is_character()
|| !me->is_fighting(target) || !living(target) )
return notify_fail("三重劲只能对战斗中的对手使用。\n");
if( (int)me->query_skill("xuanhualiu-quanfa", 1) < 200 )
return notify_fail("你的喧哗流拳法还不够熟练,不能使用三重劲!\n");
if( me->query_temp("weapon") )
return notify_fail("你必须空手才能使用「三重劲」!\n");
if ( me->query_skill_mapped("unarmed") != "xuanhualiu-quanfa")
return notify_fail("你必须先将喧哗流拳法运用于招架之中才行。\n");
if ((int)me->query_skill("shayi-xinfa", 1) < 100)
return notify_fail("你的本门内功火候不够。\n");
if( (int)me->query("neili") < 2000 )
return notify_fail("你现在内力不足,使不出「三重劲」的绝招!\n");
if( userp(me) && !me->query("feitian/sanchong"))
return notify_fail("你只听说过,但不会用「三重劲」!\n");
if( (int)me->query("neili") < 400 )
return notify_fail("你现在内力不足,使不出「三重劲」功的绝招!\n");
if( (int)me->query_skill("cuff", 1) < 170 )
return notify_fail("你的拳法不够娴熟,使不出「三重劲」功的绝招!\n");
if ((int)me->query_skill("shayi-xinfa", 1) < 80)
return notify_fail("你的杀意心法火候不够。\n");
msg = HIW "\n$N突然全身骨骼作响打出一拳,脸上一阵红色,全身好象有使不完的力量一样!\n 一拳打出,拳风直逼$n而去!\n"NOR;
if (random(me->query_skill("force")) > target->query_skill("force") /3
|| random(me->query("combat_exp")) > target->query("combat_exp")/2){
me->start_busy(1);
target->start_busy(1);
me->add("neili", -200);
me->add("jing", -10);
damage = (int)me->query_skill("xuanhualiu-quanfa", 1);
damage = damage*2 + random(damage);
if(me->query("neili") > target->query("neili")*2 ) damage += random(damage);
target->receive_damage("qi", damage);
target->receive_wound("qi", damage/2);
p = (int)target->query("qi")*100/(int)target->query("max_qi");
msg += damage_msg(damage, "内伤");
msg += "( $n"+eff_status_msg(p)+" )\n";
call_out("perform2", 0, me, target, p);
}
else {
me->start_busy(2);
target->start_busy(1);
me->add("neili", -100);
tell_object(target, HIG"你但觉一股强大至极的力道扑面而来,你知道不妙,连忙跃开数尺。\n" NOR);
dodge_skill = target->query_skill_mapped("dodge");
if( !dodge_skill ) dodge_skill = "dodge";
msg += SKILL_D(dodge_skill)->query_dodge_msg(target, 1);
}
message_vision(msg, me, target);
return 1;
}
int perform2(object me, object target, int p)
{
int damage;
string msg, dodge_skill;
if (!me)
{
me->delete_temp("ft_hama");
return notify_fail("你已经断线了。\n");
}
if (!target)
{
me->delete_temp("ft_hama");
return notify_fail("敌人已经不在了。\n");
}
if(!living(target))
{
me->delete_temp("ft_hama");
return notify_fail("对手已经不能再战斗了。\n");
}
if( (int)me->query("neili", 1) < 500 )
{
me->delete_temp("ft_hama");
return notify_fail("你待要再发一拳,却发现自己的内力不够了!\n");
}
msg = RED "\n「二重劲!」$N左拳劲力未消,右拳也跟着打出。\n 在$n没有产生抵抗力时给予第二击,拳风排山倒海般涌向$n!\n"NOR;
if (random(me->query_skill("force")) > target->query_skill("force") / 3 &&
me->query_skill("shayi-xinfa", 1) > 199 ){
me->start_busy(1);
target->start_busy(1);
me->add("neili", -200);
me->add("jing", -20);
damage = (int)me->query_skill("xuanhualiu-quanfa", 1);
damage = damage*3 + random(damage)*2;
if(me->query("neili") > target->query("neili")*2 ) damage += random(damage);
target->receive_damage("qi", damage);
target->receive_wound("qi", damage/2);
p = (int)target->query("qi")*100/(int)target->query("eff_qi");
msg += damage_msg(damage, "内伤");
msg += "( $n"+eff_status_msg(p)+" )\n";
call_out("perform3", 0, me, target, p);
}
else
{
me->start_busy(1);
me->add("neili", -200);
tell_object(target, HIG"你喘息未定,抵抗力还未产生,只好跃开数尺,狼狈地避开。\n" NOR);
dodge_skill = target->query_skill_mapped("dodge");
if( !dodge_skill ) dodge_skill = "dodge";
msg += SKILL_D(dodge_skill)->query_dodge_msg(target, 1);
}
message_vision(msg, me, target);
return 1;
}
int perform3(object me, object target, int p)
{
int damage;
string msg, dodge_skill;
if (!me)
{
me->delete_temp("ft_hama");
return notify_fail("你已经断线了。\n");
}
if (!target)
{
me->delete_temp("ft_hama");
return notify_fail("敌人已经不在了。\n");
}
if(!living(target))
{
me->delete_temp("ft_hama");
return notify_fail("对手已经不能再战斗了。\n");
}
if( (int)me->query("neili", 1) < 700 )
{
me->delete_temp("ft_hama");
return notify_fail("你待要再发一拳,却发现自己的内力不够了!\n");
}
msg = HIR "\n「三重劲!」$N全身骨骼一阵爆响,拼尽毕生功力使出了喧哗流拳法的终极绝技。\n $n连同身前方圆三丈全在「三重劲!」劲力笼罩之下!\n"NOR;
if (random(me->query_skill("force")) > target->query_skill("force") / 3 &&
me->query_skill("xuanhualiu-quanfa", 1) > 249 )
{
me->start_busy(2);
target->start_busy(random(3));
me->add("neili", -300);
me->add("jing", -30);
damage = (int)me->query_skill("xuanhualiu-quanfa", 1);
damage = damage*5 + random(damage)*2;
if(me->query("neili") > target->query("neili")*2 ) damage += random(damage);
target->receive_damage("qi", damage*2);
target->receive_wound("qi", damage);
p = (int)target->query("qi")*100/(int)target->query("eff_qi");
msg += damage_msg(damage, "瘀伤");
msg += "( $n"+eff_status_msg(p)+" )\n";
} else
{
me->start_busy(4);
target->start_busy(1);
me->add("neili", -300);
target->add("jing", -100);
tell_object(target, HIG"你用尽全身力量向右一纵一滚,摇摇欲倒地站了起来,但总算躲开了这致命的一击!\n" NOR);
dodge_skill = target->query_skill_mapped("dodge");
if( !dodge_skill ) dodge_skill = "dodge";
msg += SKILL_D(dodge_skill)->query_dodge_msg(target, 1);
}
message_vision(msg, me, target);
return 1;
}
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