📄 lonely-sword.c
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HIR "$N" HIR "手中" + weapon->name() + HIR "犹" "如生了眼睛一般,一剑随意挥出,竟直刺向$n" HIR "小腹,看似平淡,但方位、力道却拿捏得恰倒好处。\n" NOR; } break; case 3: message_vision(HIC "\n$N" HIC "随意挥洒手中的" + weapon->name() + HIC ",招招从出其不意的方位直指$n" HIC "招式中的" "破绽!\n" NOR, me, victim); if (! me->is_busy() && random(lvl)> 180) { weapon = me->query_temp("weapon"); weapon2 = victim->query_temp("weapon"); if (random(ap) > dpp/2 && weapon2 && !weapon2->query("ownmake") ) { msg = HIW "$n" HIW "觉得眼前眼花缭乱,手中" "的" + weapon2->name() + HIW "一时竟" "然拿捏不住,脱手而出!\n" NOR; weapon2->move(environment(me)); me->add("neili", -100); } else { msg = HIY "$n" HIY "略得空隙喘息,一时间却" "也无力反击。\n" NOR; me->add("neili", -40); } }else if (random(ap) > dpp/2 && random(lvl)> 180) { msg = HIY "$n" HIY "连忙抵挡,一时间不禁手忙脚乱," "无暇反击。\n" NOR; me->start_busy(1); victim->start_busy(1 + random(lvl / 30)); } else { msg = HIC "$N" HIC "随意挥洒着手中的" + weapon->name() + HIC "刺向$n" HIC ",不过$n" HIC "防守的异常严密,$N" HIC "一时竟然无法找到破绽。\n" NOR; me->start_busy(1); victim->start_busy(2); } message_combatd(msg, me, victim); break; case 4: if (random(ap) > dpp/2 && ! me->is_busy() && ! me->query_temp("dugu-jiujian/lian") && me->query("dex") >= 36 && random(lvl)> 180 ) { weapon = me->query_temp("weapon"); message_vision(HIY "\n$N" HIY "胸藏剑意,手中" + weapon->name() + HIY "随意挥洒而出,速度之快,方位之准,显是独孤九剑已达到" "\n收发自如的境界。\n" NOR, me, victim); me->add("neili", -120); me->set_temp("dugu-jiujian/lian", 1); for (i = 0; i < 6; i++) { if (! me->is_fighting(victim)) break; if (! victim->is_busy() && random(2) == 1) victim->start_busy(2); COMBAT_D->do_attack(me, victim, weapon, 0); } me->delete_temp("dugu-jiujian/lian"); } break; default : if (random(ap) > dpp/2 && ! me->is_busy() && ! me->query_temp("dugu-jiujian/lian") && random(lvl)> 180) { weapon = me->query_temp("weapon"); message_vision(HIY "\n$N" HIY "胸藏剑意,手中" + weapon->name() + HIY "随意挥洒而出,速度之快,方位之准,显是独孤九剑已达到" "\n收发自如的境界。\n" NOR, me, victim); me->add("neili", -120); me->set_temp("dugu-jiujian/lian", 1); for (i = 0; i < 6; i++) { if (! me->is_fighting(victim)) break; if (! victim->is_busy() && random(2) == 1) victim->start_busy(2); COMBAT_D->do_attack(me, victim, weapon, 0); } me->delete_temp("dugu-jiujian/lian"); } break; } if (random(me->query_skill("lonely-sword",1)) > 200 && random(me->query_skill("sword",1))>180 && me->query_skill("force",1) > 250 && !victim->is_busy()){ me->add("neili", -50); victim->map_skill("dodge"); if( !victim->is_busy() ){ victim->start_busy(random(3)+1);} message_vision(HIC "$n突然举剑一刺,剑招随便无章,却莫明奇妙地突破了$N的攻势,大出$N意料!" NOR, victim,me ); return HIR"$n大吃一惊,竟然忘了闪避!\n"NOR; } if (random(me->query_skill("lonely-sword",1)) > 140 && random(me->query_skill("sword",1))>140 && me->query_skill("force",1) > 200 && !victim->is_busy()) { me->add("neili", -50); victim->map_skill("parry"); if( !victim->is_busy() ){ victim->start_busy(random(2)+1);} message_vision(HIC "$n举剑反攻,后发先至地刺向$N,不仅把$N招术封死,更进一步发出攻击!" NOR, victim,me); return HIY"$n难以看清剑招来势,竟然忘了招架!\n"NOR;} if (random(me->query_skill("lonely-sword",1)) > 130 && random(me->query_skill("sword",1))>130 && me->query_skill("force",1) > 150 && !victim->is_busy()){ me->add("neili", -50); if( !victim->is_busy() ){ victim->start_busy(random(3)+1);} message_vision(HIC "$n提剑回刺,落点正是$N的破绽,$N不得不撤招严守,身形一晃间已退出丈许!" NOR, victim,me ); return HIG"$n手忙脚乱,慌乱不堪!\n"NOR;} if (random(me->query_skill("lonely-sword",1)) > 100 && random(me->query_skill("sword",1))>100 && me->query_skill("force",1) > 120 && !victim->is_busy() ) {if (victim->query("neili")>600){ victim->add("neili", -500);} message_vision(HIC "$n一转剑势,剑招源源而出,对$N发动攻势!\n" NOR, victim,me ); return HIM"$n使出浑身解数才脱出剑圈!\n"NOR;} if (random(me->query_skill("lonely-sword",1)) > 80 && random(me->query_skill("sword",1))>80 && me->query_skill("force",1) > 100 && !victim->is_busy()) { if( !victim->is_busy() ){ victim->start_busy(random(2)+1);} message_vision(HIC "$n眼见避无可避,只好提剑乱刺一通,居然出乎意料地将$N的攻击接去大半。" NOR, victim,me ); return HIW"$n顿时手足无措,不知如何是好!\n"NOR; } jiali = me->query("jiali");if (!jiali) jiali=10; if( damage_bonus > 100 && random(me->query_skill("lonely-sword",1))>140 && me->query("fengset") ) { victim->receive_wound("qi", (random(jiali)+100)); return HIM"$N剑气纵横! 一道剑气划过了$n的$l。结果鲜血狂奔!\n"NOR;}}string perform_action_file(string action){ return __DIR__"lonely-sword/" + action;}int ob_hit(object ob, object me, int damage){ object weapon = me->query_temp("weapon"); string msg,dodge_skill,*limbs; int i, j, level, p, q; string result; int ap, dp, mp; ap = (int)me->query("combat_exp"); dp = (int)ob->query("combat_exp");j=damage;if (me->query_skill_mapped("force") != "zixia-shengong")return damage;if (me->query_skill_mapped("sword") != "lonely-sword")return damage;if (me->query_skill_mapped("parry") != "lonely-sword")return damage;if (me->query("neili") < 500)return damage; if (!objectp(weapon = me->query_temp("weapon")) || (string)weapon->query("skill_type") != "sword")return damage; if (random(ap) > dp/2 && random(2)==0) { result = HIG "$n" HIG "不理会$N" HIG "的攻势," "随意挥出一剑,反攻向$N" HIG "。\n" NOR; if (!ob->is_busy()) ob->start_busy(3); message_vision(result,ob,me); } if (random(ap) < dp/2 && me->query("fengset") && random(2)==0) { switch (random(9)) { case 0: result = HIC "却见$n" HIC "踏前一步,剑式斜指$P" HIC "右臂,招式迅捷无比,使得$N" HIC "闪身而退" "。\n" NOR; break; case 1: result = HIC "可$n" HIC "以攻为守,以进为退,凝神运" "气向$N" HIC "猛攻快打地挥出方位大异的泰山" "「" NOR + YEL "快活三" NOR + HIC "」剑法。" "\n" NOR; break; case 2: result = HIC "$n" HIC "突然一剑点向$N" HIC ",虽一剑" "却暗藏无数后着,$N" HIC "顿时手足无措,攻" "势不由自主停了下来。\n" NOR; break; case 3: result = HIC "可是$n" HIC "不闪不避,举剑闪电般使出" "「" NOR + HIG "叠翠浮青" NOR + HIC "」反削" "$N" HIC "手腕,挡开了此招。\n" NOR; break; case 4: result = HIC "却见$n" HIC "突然使出青城派松风剑法「" NOR + CYN "鸿飞冥冥" NOR + HIC "」,长剑对" "着$N" HIC "一绞,顿时突破了攻势。\n" NOR; break; case 5: result = HIC "$n" HIC "挺剑而射,若一招「" NOR + HIW "白云出岫" NOR + HIC "」回刺$N" HIC ",顿" "时已将攻势化解。\n" NOR; break; case 6: result = HIC "只见$n" HIC "不退反进,身如飘风,一式" "「" NOR + HIW "天柱云气" NOR + HIC "」动向" "无定,挡住了进攻。\n" NOR; break; case 7: result = HIC "但见$n" HIC "不退反进,使出恒山剑招「" NOR + HIY "绵里藏针" NOR + HIC "」,剑气四" "溢,架开了$N" HIC "这招。\n" NOR; break; default: result = HIC "$n" HIC "剑法突变,剑势伸缩不定,奔腾" "矫夭,逆使嵩山剑法的「" NOR + HIY "天外玉" "龙" NOR + HIC "」企图迫使$N" HIC "变招。\n" NOR; break; }message_vision(result,ob,me); if (!ob->is_busy()) ob->start_busy(3);if ((int)me->query("qi") < (int)me->query("eff_qi"))me->add("qi",damage/6);if ((int)me->query("eff_qi") < (int)me->query("max_qi"))me->add("eff_qi",damage/6); damage=100; j=100; return j; } if ((int)me->query("qi")>1 && (int)me->query("eff_qi")>1){if ((int)me->query("qi") < (int)me->query("eff_qi")) i = (int)me->query("eff_qi") / (int)me->query("qi") + 1;else i = (int)me->query("max_qi") / (int)me->query("eff_qi") + 1; if ( i > 5 ) i = 5;}else i=1; limbs = ob->query("limbs"); level = me->query_skill("lonely-sword", 1); if( me->is_busy()) return 1; if( damage < 100 ) return 1; if ( random(level) > 100 /i && me->query_skill_mapped("sword") =="lonely-sword" && me->query_skill_mapped("parry") =="lonely-sword" && me->query("fengset") && weapon && weapon->query("skill_type") == "sword" && me->query_skill("sword") > 300 && random(me->query_skill("sword",1)) > 150 && !me->is_busy() && me->query("neili") > 200 && me->query("max_neili") > 4000 && random(me->query_int()) >= 20 ){ me->add("neili", -100); msg = HIW"$N身子摇摇欲坠,行动不便,知道这一招无可躲避,当即挺剑刺出,后发先至,噗的一声刺向$n的咽喉。\n"NOR; if ( random(level) > ob->query_skill("dodge", 1) / i){ q = damage * i ; if ( q > 3500 ) q = 3500 + ( q - 3500 )/ 100; ob->receive_damage("qi", q); ob->receive_wound("qi", q/2); if (!ob->is_busy()) ob->start_busy(2+random(2)); if ( random(me->query("combat_exp")) > ob->query("combat_exp") / i) p = ob->query("qi")*100/ob->query("max_qi"); msg += damage_msg(damage, "刺伤") + "( $n"+eff_status_msg(j)+" )\n"; msg = replace_string(msg, "$l", limbs[random(sizeof(limbs))]); msg = replace_string(msg, "$w", "剑刃"); j = -(damage/2+random(damage/2)); } else { dodge_skill = ob->query_skill_mapped("dodge"); if( !dodge_skill ) dodge_skill = "dodge"; msg += SKILL_D(dodge_skill)->query_dodge_msg(ob, 1); j = -damage/4; } message_vision(msg, me, ob); return j; }}
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