📄 flying-dragon.c
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// tenderzhi.c
inherit SKILL;
mapping *action = ({
([ "action":
"$N双手一挥,一招「翔龙在天」右手划向$n$l",
"dodge": -30,
"parry": 30,
"force": 80,
"damage_type": "瘀伤",
]),
([ "action":
"$N身影缥渺,使一招「云龙突现」,转身左手往$n的$l拍去",
"dodge": -30,
"parry": 30,
"force": 90,
"damage_type": "瘀伤",
]),
([ "action":
"$N身形忽然平地拔起,双手散出满天掌影,一招「神龙摆尾」往$n的$l挥去",
"dodge": -30,
"parry": 30,
"force": 140,
"damage_type": "瘀伤",
]),
([ "action":
"只见$N双手一摆,顺著来势一招「画龙点睛」往$n的$l点去",
"dodge": -30,
"parry": 30,
"force": 90,
"damage_type": "刺伤",
"weapon": "右手食指",
]),
});
int valid_learn(object me)
{
if( me->query_temp("weapon") || me->query_temp("secondary_weapon") )
return notify_fail("练飞龙探云手必须空手。\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("jing") < 30 )
return notify_fail("你的精神无法集中了,休息一下再练吧。\n");
if( (int)me->query("neili") < 10 )
return notify_fail("你的内力不够了。\n");
me->receive_damage("jing", 30);
me->add("neili", -10);
return 1;
}
int effective_level() { return 14;}
string *parry_msg = ({
"$n双手急抓$N的手腕,$N手中的$w几乎脱手而出。\n",
});
string *unarmed_parry_msg = ({
"$n并起二指,凌空虚点,指风直奔$N的周身大穴。\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 0;
}
int practice_bonus()
{
return 0;
}
int black_white_ness()
{
return 0;
}
string perform_action_file(string action)
{
return __DIR__"flying-dragon/" + action;
}
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