📄 tmdao.c
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#include <ansi.h>inherit SKILL; string *order = ({""HIY"", ""HIG"", ""RED"", ""MAG"", ""YEL"", ""HIC"", ""HIW"", ""HIR"",""HIB"", ""CYN"",""WHT"",""HIM"",""BLU""});mapping *action = ({([ "action" : "$N手中$w一抖,一招"+(order[random(13)])+"「唯我独尊」"NOR",一刀向$n的$l砍去", "force" : 220, "dodge" : 10, "damage": 90, "lvl" : 0, "skill_name" : "唯我独尊", "damage_type" : "割伤"]),([ "action" : "$N一招"+(order[random(13)])+"「万里独行」"NOR",手中$w一晃,一道刀光射向$n的丹田", "force" : 280, "dodge" : 10, "damage" : 125, "lvl" : 8, "skill_name" : "万里独行", "damage_type" : "割伤"]),([ "action" : "$N身形急转,一招"+(order[random(13)])+"「索命无常」"NOR",手中$w从诡异的角度斩向$n的$l", "force" : 350, "dodge" : 5, "damage" : 125, "lvl" : 16, "skill_name" : "索命无常", "damage_type" : "割伤"]),([ "action" : "$N一招"+(order[random(13)])+"「血流成河」"NOR",$w自上而下,以不可思议速度劈向$n", "force" : 380, "dodge" : 5, "damage" : 135, "lvl" : 24, "skill_name" : "血流成河", "damage_type" : "割伤"]),([ "action" : "$N手中$w一挥,一招"+(order[random(13)])+"「君临天下」"NOR",拦腰砍向$n", "force" : 420, "dodge" : 10, "damage" : 150, "lvl" : 33, "skill_name" : "君临天下", "damage_type" : "割伤"]),([ "action" : "$N使出一招"+(order[random(13)])+"「天火燎燃」"NOR",$w化作数十道红光自上而下罩向$n", "force" : 480, "dodge" : 15, "damage" : 175, "lvl" : 42, "skill_name" : "天火燎燃", "damage_type" : "割伤"]),([ "action" : "$N一招"+(order[random(13)])+"「穷途末路」"NOR",错步向前,$w顺势挟风声劈向$n的$l", "force" : 560, "dodge" : 5, "damage" : 250, "lvl" : 51, "skill_name" : "穷途末路", "damage_type" : "割伤"]),([ "action" : "$N向上纵起丈余,一招"+(order[random(13)])+"「群魔乱舞」"NOR",$w在半空幻作千百刀光电射而下,把$n包围在一片刀影之中", "force" : 640, "dodge" : 20, "damage" : 360, "lvl" : 60, "skill_name" : "群魔乱舞", "damage_type" : "割伤"]),});int valid_enable(string usage) { return usage == "blade" || usage == "parry"; }int valid_combine(string combo) { return combo=="tmjian"; }int valid_learn(object me){ if ((int)me->query("max_neili") < 30) return notify_fail("你的内力不够。\n"); if ((int)me->query_skill("tmdafa", 1) < 10) return notify_fail("你的天魔大法火候太浅。\n"); return 1;}string query_skill_name(int level){ int i; for(i = sizeof(action)-1; i >= 0; i--) if(level >= action[i]["lvl"]) return action[i]["skill_name"];}mapping query_action(object me, object weapon){ int i, level; level = (int) me->query_skill("tmdao",1); for(i = sizeof(action); i > 0; i--) if(level > action[i-1]["lvl"]) return action[NewRandom(i, 20, level/5)];}int practice_skill(object me){ object weapon; if (!objectp(weapon = me->query_temp("weapon")) || (string)weapon->query("skill_type") != "blade") return notify_fail("你使用的武器不对。\n"); if ((int)me->query("qi") < 50) return notify_fail("你的体力不够练天魔刀。\n"); me->receive_damage("qi", 25); return 1;}string perform_action_file(string action){ return __DIR__"tmdao/" + action;}mixed hit_ob(object me, object victim, int damage_bonus, int factor){ int lvl; int flvl; lvl = me->query_skill("tmdafa", 1); if (lvl==0) lvl = me->query_skill("tmdafa", 1); flvl = me->query("jiali");if (me->query_skill_mapped("force") != "tmdafa" ) return; if (lvl < 120 || ! damage_bonus || me->query("neili") < 300) return;flvl=random(lvl)+50;if (random(5)==0) {if (victim->query("neili") > 1500)victim->add("neili",-300);if (me->query("neili") < me->query("max_neili"))victim->add("neili",(random(lvl)+50));return HIC "$n" HIC "全身功力如流水般源源不绝地吸入$N的身体!\n" NOR; }}
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