📄 zhentian-quan.c
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//震天拳//cool 981010inherit SKILL;mapping *action = ({([ "action" : "$N马步一立,身子微曲,暗喝一声,一招「望月拜天」,一拳直捅$n的$l", "force" : 170, "dodge" : 0, "parry" : 10, "damage" : 170, "lvl" : 0, "skill_name" : "望月拜天", "damage_type" : "瘀伤"]),([ "action" : "$N“哈哈”一笑,左拳由下至上,右拳平平击出,一招「跨日向天」,交替打向$n", "force" : 200, "dodge" :-5, "damage" : 170, "parry" : 5, "lvl" : 15, "skill_name" : "跨日向天", "damage_type" : "瘀伤"]),([ "action" : "$N对$n一声大喝,使一招「长虹经天」,左拳击出,随即右拳跟上,两重力道打向$n的$l", "force" : 230, "dodge" : 0, "damage" : 170, "parry" : 10, "lvl" : 30, "skill_name" : "长虹经天", "damage_type" : "震伤"]),([ "action" : "$N闷喝一声,双拳向上分开,一记「举火烧天」,拳划弧线,左右同时击向$n的$l", "force" : 260, "dodge" : 0, "damage" : 170, "parry" : 0, "lvl" : 45, "skill_name" : "举火烧天", "damage_type" : "瘀伤"]),([ "action" : "$N施出「一臂擎天」,一声大吼,一拳凌空打出,拳风直逼$n的$l", "force" : 290, "dodge" : 0, "damage" : 170, "parry" : 5, "lvl" : 60, "skill_name" : "一臂擎天", "damage_type" : "瘀伤"]),([ "action" : "$N一声长啸,双拳交错击出,一招「石破天惊」,拳风密布$n的前后左右", "force" : 310, "dodge" : 10, "damage" : 170, "parry" : 10, "lvl" : 70, "skill_name" : "石破天惊", "damage_type" : "瘀伤"]),([ "action" : "$N怒吼一声,凌空飞起,一式「天崩地裂」,双拳居高临下,齐齐捶向$n", "force" : 350, "dodge" : 20, "damage" : 170, "parry" : -10, "lvl" : 80, "skill_name" : "天崩地裂", "damage_type" : "内伤"]),([ "action" : "$N仰天大笑,势若疯狂,衣袍飞舞,一招「无法无天」,拳风凌厉,如雨点般向$n打去", "force" : 380, "dodge" : -5, "damage" : 170, "parry" : -10, "lvl" : 90, "skill_name" : "无法无天", "damage_type" : "内伤"])});int valid_enable(string usage) { return usage=="cuff" || usage=="parry"|| usage=="unarmed"; }int valid_combine(string combo) { return combo=="chuanyun-tui"; }int valid_learn(object me){ if (me->query_temp("weapon") || me->query_temp("secondary_weapon")) return notify_fail("练「震天拳」必须空手。\n"); if ((int)me->query_skill("xuantian-wuji", 1) < 25) return notify_fail("你的「玄天无极功」火候不够,无法学「震天拳」。\n"); if ((int)me->query("max_neili") < 50) return notify_fail("你的内力太弱,无法练「震天拳」。\n"); return 1;}string query_skill_name(int level){ int i; for(i = sizeof(action)-1; i >= 0; i--) if(level >= action[i]["lvl"]) return action[i]["skill_name"];}mapping query_action(object me, object weapon){ int i, level;if (( (int)me->query_skill("cuff", 1) >= 120 ) && ( (int)me->query_skill("zhentian-quan", 1) >= 120 ) && ( (int)me->query_skill("leg",1) >= 120 ) && ( (int)me->query_skill("chuanyun-tui",1) >= 120 ) && ( (int)me->query("neili") >= 500 ) && (me->query_skill_prepared("leg") == "chuanyun-tui") && (me->query_skill_mapped("parry") != "zhentian-quan") && random(10)>8 ) { return ([ "action": "$N手中招式突然加快,一招“拳腿双绝”,隔空向$n击出一拳,随即双腿连环踢出", "parry":(int)me->query_skill("parry")/3, "damage":(int)me->query_skill("unarmed")/3, "dodge":(int)me->query_skill("dodge")/10+(int)me->query_skill("leg")/15, "force": (int)me->query_skill("strike")+(int)me->query_skill("leg"), "damage_type": "内伤" ]); } level = (int) me->query_skill("zhentian-quan",1); for(i = sizeof(action); i > 0; i--) if(level > action[i-1]["lvl"]) return action[NewRandom(i, 20, level/5)];}int practice_skill(object me){ if ((int)me->query("jing") < 30) return notify_fail("你的精力太低了。\n"); if ((int)me->query("qi") < 20) return notify_fail("你的内力不够练「震天拳」。\n"); me->receive_damage("jing", 25); me->add("qi", -5); return 1;}
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