📄 hama.c
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#include <ansi.h>
#include <skill.h>
#include <weapon.h>
#include <combat.h>
inherit F_SSERVER;
#include "/kungfu/skill/eff_msg.h";
int perform(object me, object target)
{
string msg;
int extra;
object weapon,ob;
int damage, p;
string dodge_skill;
if(me->is_busy())
return notify_fail("你现在没空!!\n");
extra = me->query_skill("lingshe-zhangfa",1);
if( !target ) target = offensive_target(me);
if( !target
|| !target->is_character()
|| !me->is_fighting(target) )
return notify_fail("只能在战斗中使用。\n");
if (!objectp(weapon = me->query_temp("weapon"))
|| (string)weapon->query("skill_type") != "staff")
return notify_fail("你使用的武器不对。\n");
if(me->is_busy())
return notify_fail("你现在没空!!\n");
if( (int)me->query("neili") < 2000 )
return notify_fail("你的内力不够。\n");
if( (int)me->query("neili") < me->query("max_neili")/7+200 )
return notify_fail("你的内力不够。\n");
if( !wizardp(me) &&(int)me->query_skill("hamashengong", 1) < 500 )
return notify_fail("你的本门外功不够!不能贯通使用!\n");
if(!wizardp(me) && (int)me->query_skill("lingshe-zhangfa", 1) < 500 )
return notify_fail("你的本门外功不够高!不能贯通使用!\n");
if(!wizardp(me) && (int)me->query_skill("hamagong", 1) < 500 )
return notify_fail("你的本门内功不够高!不能贯通使用!\n");
if(!wizardp(me) && (int)me->query_skill("jiuyin-zhengong", 1) )
return notify_fail("你的杂学太多,无法对本门武功贯通使用!\n");
if (!wizardp(me) && !me->query("guard/flag"))
return notify_fail("你的江湖经验还不够,无法对本门武功贯通使用!\n");
if (!wizardp(me) && !me->query("guard/ok"))
return notify_fail("你还没有通过华山论剑! 无法对本门武功贯通使用!\n");
if ( !wizardp(me) && me->query_skill_mapped("force") != "hamagong")
return notify_fail("不使用本门内功,如何使用本门绝学!\n");
msg = HBWHT "$N贯通白驼武学,使出了白驼的绝学之精髓!\n" NOR;
me->add("neili", -me->query("max_neili")/7);
message_vision(msg, me, target);
me->add_temp("apply/attack",(extra/3));
me->add_temp("apply/damage",(extra));
weapon = me->query_temp("weapon");
msg = HIY "$N跳出数丈外,突然一声暴喝:“------ 狂 ----- 风 ----- 扫 ----- 落 ----- 叶 ----- !!!”" NOR;
message_vision(msg, me, target);
msg = YEL "$N身形加快,所到之处,狂风四起!" NOR;
COMBAT_D->do_attack(me,target, me->query_temp("weapon"),TYPE_REGULAR,msg);
target->receive_wound("qi",random((int)me->query_skill("hamagong",1)));
msg = YEL "$N突如起来的从狂风中闪出,对着$n胸前就是一杖!" NOR;
COMBAT_D->do_attack(me,target, me->query_temp("weapon"),TYPE_REGULAR,msg);
msg = YEL "$N御杖回身,立于$n身侧,反手一劈!" NOR;
COMBAT_D->do_attack(me,target, me->query_temp("weapon"),TYPE_REGULAR,msg);
target->receive_wound("qi",random((int)me->query_skill("hamagong",1)));
msg = YEL "$N借力打力,一个纵身,居高临下,当头又是一杖!" NOR;
COMBAT_D->do_attack(me,target, me->query_temp("weapon"),TYPE_REGULAR,msg);
msg = YEL "人在半空,$N化虚为掌,化实为杖,朝$n点刺过去!" NOR;
COMBAT_D->do_attack(me,target, me->query_temp("weapon"),TYPE_REGULAR,msg);
target->receive_wound("qi",random((int)me->query_skill("hamagong",1)));
msg = YEL "$N持杖乱舞,密不透风,使$n渐渐感到透不过气来!" NOR;
COMBAT_D->do_attack(me,target, me->query_temp("weapon"),TYPE_REGULAR,msg);
target->receive_wound("qi",random((int)me->query_skill("hamagong",1)));
msg = YEL "$N见有机可乘,一杖接着一杖,招招致命!" NOR;
COMBAT_D->do_attack(me,target, me->query_temp("weapon"),TYPE_REGULAR,msg);
target->receive_wound("qi",random((int)me->query_skill("hamagong",1)));
msg = YEL "$N聚起天地之灵气,手中的"+ weapon->name() +"卷起千层大浪朝$n挥去!" NOR;
COMBAT_D->do_attack(me,target, me->query_temp("weapon"),TYPE_REGULAR,msg);
target->receive_wound("qi",random((int)me->query_skill("hamagong",1)));
me->add_temp("apply/attack",-(extra/3));
me->add_temp("apply/damage",-(extra));
if (extra > 250
&& random(me->query("combat_exp")) > (int)target->query("combat_exp")/3 )
{
msg = RED "蛇毒" NOR;
COMBAT_D->do_attack(me,target, me->query_temp("weapon"),TYPE_REGULAR,msg);
target->apply_condition("snake_poison",10);
msg = RED "蟾蜍毒" NOR;
COMBAT_D->do_attack(me,target, me->query_temp("weapon"),TYPE_REGULAR,msg);
target->apply_condition("chanchu_poison",10);
msg = RED "七修蛇毒" NOR;
COMBAT_D->do_attack(me,target, me->query_temp("weapon"),TYPE_REGULAR,msg);
target->apply_condition("qx_snake_poison",20);
}
msg = BLU "\n$N身子蹲下,左掌平推而出,使的正是$N生平最得意的「蛤蟆功」绝招,掌风直逼$n而去!\n"NOR;
// me->set_temp("hmg_hama", 1);
if (random(me->query_skill("force")) > target->query_skill("force") /3
|| random(me->query("combat_exp")) > target->query("combat_exp")/3){
target->start_busy(1);
me->add("neili", -100);
me->add("jing", -10);
damage = (int)me->query_skill("hamashengong", 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 += "( $n"+eff_status_msg(p)+" )\n";
call_out("perform2", 0, me, target, p);
}
else {
target->start_busy(1);
me->add("neili", -100);
tell_object(target, HIY"你但觉一股微风扑面而来,风势虽然不劲,然已逼得自己呼吸不畅,知道不妙,连忙跃开数尺。\n" NOR);
dodge_skill = target->query_skill_mapped("dodge");
if( !dodge_skill ) dodge_skill = "dodge";
msg += SKILL_D(dodge_skill)->query_dodge_msg(target, 1);
call_out("remove_effect", me->query_con()/6, me);
}
message_vision(msg, me, target);
return 1;
me->start_busy(4);
return 1;
}
int perform2(object me, object target, int p)
{
int damage;
string msg, dodge_skill;
if (!me)
{
return notify_fail("你已经断线了。\n");
}
if (!target)
{
me->delete_temp("hmg_hama");
return notify_fail("敌人已经不在了。\n");
}
if(!living(target))
return notify_fail("对手已经不能再战斗了。\n");
if( (int)me->query("neili", 1) < 500 )
return notify_fail("你待要再发一掌,却发现自己的内力不够了!\n");
msg = BLU "\n$N左掌劲力未消,右掌也跟着推出,功力相叠,「蛤蟆功」掌风排山倒海般涌向$n!\n"NOR;
if (random(me->query_skill("force")) > target->query_skill("force") / 3 &&
me->query_skill("hamagong", 1) > 199 ){
target->start_busy(1);
me->add("neili", -100);
me->add("jing", -20);
damage = (int)me->query_skill("hamashengong", 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 += "( $n"+eff_status_msg(p)+" )\n";
call_out("perform3", 0, me, target, p);
}
else
{
tell_object(target, HIY"你喘息未定,又觉一股劲风扑面而来,连忙跃开数尺,狼狈地避开。\n" NOR);
dodge_skill = target->query_skill_mapped("dodge");
if( !dodge_skill ) dodge_skill = "dodge";
msg += SKILL_D(dodge_skill)->query_dodge_msg(target, 1);
}
message_vision(msg, me, target);
return 1;
}
int perform3(object me, object target, int p)
{
int damage;
string msg, dodge_skill;
if (!me)
{
return notify_fail("你已经断线了。\n");
}
if (!target)
{
me->delete_temp("hmg_hama");
return notify_fail("敌人已经不在了。\n");
}
if(!living(target))
return notify_fail("对手已经不能再战斗了。\n");
if( (int)me->query("neili", 1) < 700 )
return notify_fail("你待要再发一掌,却发现自己的内力不够了!\n");
msg = BLU "\n$N双腿一登,双掌相并向前猛力推出,$n连同身前方圆三丈全在「蛤蟆功」劲力笼罩之下!\n"NOR;
if (random(me->query_skill("force")) > target->query_skill("force") / 3 &&
me->query_skill("hamashengong", 1) > 249 )
{
target->start_busy(random(3));
me->add("jing", -30);
damage = (int)me->query_skill("hamashengong", 1);
damage = damage*5 + 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, "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, HIY"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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