📄 luanwu.c
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// qunmo.c 群魔乱舞
#include <ansi.h>
inherit F_SSERVER;
int perform(object me,object target)
{
// object weapon = me->query_temp("weapon");
int attack, defense;
if (!target) target = offensive_target(me);
if (!target || !me->is_fighting(target))
return notify_fail("只能对战斗中的对手使用『群魔乱舞』。\n");
if (me->query_skill("kongming-quan", 1) < 70)
return notify_fail("你的空明拳尚不纯熟还是不要乱用『群魔乱舞』。\n");
if( objectp(me->query_temp("weapon")) )
return notify_fail("你必须空手才能使用『群魔乱舞』!\n");
if (me->query("neili") < 100)
return notify_fail("你现在内力不足,不能使用拼命打法!\n");
if (me->query_temp("kongming_berserk"))
return notify_fail("你目前正在使用『群魔乱舞』!\n");
message_vision(HIR"\n$N突然如痴如狂,挥舞着双臂,四周笼罩着拳风。\n"NOR, me);
me->add("neili", -80);
me->add("jing", -30);
me->set_temp("kongming_berserk", me->query_skill("kongming-quan", 1) / 5);
attack = me->query_temp("apply/attack");
defense = me->query_temp("apply/defense") / 2;
me->add_temp("apply/attack", attack);
me->add_temp("apply/defense", -defense);
call_out("remove_effect", 1, me, target, attack, defense);
return 1;
}
void remove_effect(object me, object target, int attack, int defense)
{
if (objectp(me)) {
if (objectp(target) && me->query_temp("kongming_berserk") && me->is_fighting(target)) {
me->add_temp("kongming_berserk", -1);
call_out("remove_effect", 1, me, target, attack, defense);
return;
}
me->add_temp("apply/attack", - attack);
me->add_temp("apply/defense", defense);
me->delete_temp("kongming_berserk");
tell_object(me, "你发狂般地乱打了一阵后,决定先歇一歇。\n");
}
}
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