📄 fenxin.c
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// renmu-daofa 燃木刀法// by hunthu #include <ansi.h>#include <combat.h>inherit F_SSERVER;int perform(object me, string arg){ object weapon, target; int i, j, z; j = me->query_skill("ranmu-daofa", 1); z = me->query_skill("yijinjing", 1)/10; i = me->query_skill("yijinjing",1)/2; weapon = me->query_temp("weapon"); if( !target ) target = offensive_target(me); if( !target || !me->is_fighting(target) ) return notify_fail("「焚心」只能在战斗中对对手使用。\n"); if (!weapon || weapon->query("skill_type") != "blade" || me->query_skill_mapped("blade") != "ranmu-daofa") return notify_fail("你现在无法使出「焚心」绝技!\n"); if(me->query_skill("ranmu-daofa", 1) < 160 ) return notify_fail("你的燃木刀法火候不够,使不出「焚心」绝技。\n"); if(me->query_skill("blade", 1) < 140 ) return notify_fail("你的基本功还不够娴熟,使不出「焚心」绝技。\n"); if( (int)me->query_skill("force") < 200 ) return notify_fail("你的内功等级不够,使不出「焚心」绝技。\n"); if( (int)me->query_str() < 30) return notify_fail("你的膂力还不够强劲,使不出「焚心」绝技。\n"); if( (int)me->query_dex() < 30) return notify_fail("你的身法还不够迅猛,使不出「焚心」绝技。\n"); if(me->query_skill("yijinjing", 1) < 170 ) return notify_fail("你的易筋经修为不够,无法使用「焚心」绝技。\n"); if(me->query_temp("ranmu")) return notify_fail("你现在正在使用「焚心」绝技。\n"); if (me->query_temp("fumo")) return notify_fail("你现在正在使用「金刚伏魔」神功。\n"); if (me->query("neili") < 800) return notify_fail("你的内力不够。\n"); if (me->query("jing") < 400) return notify_fail("你的精力不够。\n"); me->add("neili", -500); me->add("jing", -300); me->add_temp("apply/strength", z); me->add_temp("apply/attack", j); me->add_temp("apply/damage", j); me->set_temp("ranmu", 1); call_out("check_fight", 1, me, z, j, i); message_vision(HIR"$N单掌合揖,突然爆吼一声,运起佛门至上金刚伏魔功,\n手中的刀顿时化作一团火焰,激荡的炙流将$n团团围住!\n"NOR,me,target); return 1;}void remove_effect(object me, int j, int z, object weapon){ me->add_temp("apply/strength", -z); me->add_temp("apply/attack", -j); me->add_temp("apply/damage", -j); me->delete_temp("ranmu"); tell_object(me, HIR"你「焚心」绝技运行完毕,气回丹田"); tell_object(me, "。\n" NOR);}void check_fight(object me, int z, int j, int i){ object weapon; object target;string msg; if (!me) return; if(!objectp(weapon = me->query_temp("weapon")) || weapon->query("skill_type") != "blade") { remove_effect(me, j, z, weapon); return; } if (i < 1 || !me->is_fighting()) { remove_effect(me, j, z, weapon); return; }if (! target) target = offensive_target(me);if (target && random(6)==0){msg = HIR "滔天烈焰,浴火麒麟!\n"NOR;COMBAT_D->do_attack(me,target, me->query_temp("weapon"),TYPE_REGULAR,msg);} call_out("check_fight", 1, me, z, j, i-1);}
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