📄 longfenghuan.c
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// cloudstaff.c
inherit SKILL;
mapping *action = ({
([ "action":
"$N单脚金鸡独立,缓缓展出龙凤双环的起手式「八面威风」,手中$w挥向$n的丹田!",
"force": 500,
"dodge": 500,
"parry": 400,
"post_action": (: call_other, WEAPON_D, "bash_weapon" :),
"damage_type": "挫伤"
]),
([ "action":
"$N手中$w相碰,发出"隆隆"声,一招「先声夺人」攻向$n$l!",
"force": 600,
"dodge": 600,
"parry": 200,
"post_action": (: call_other, WEAPON_D, "bash_weapon" :),
"damage_type": "挫伤"
]),
([ "action":
"$N手中$w凌空一挥,使出龙凤双环中的「龙飞凤舞」击向$n$l!",
"force": 500,
"dodge": 100,
"parry": 400,
"post_action": (: call_other, WEAPON_D, "bash_weapon" :),
"damage_type": "挫伤"
]),
([ "action":
"$N使出一招「游龙在天」,$w夹杂着风声撞向$n$l!",
"force": 800,
"dodge": 100,
"parry": 400,
"post_action": (: call_other, WEAPON_D, "bash_weapon" :),
"damage_type": "挫伤"
]),
});
int valid_learn(object me)
{
if( (int)me->query("str") + (int)me->query("max_neili") / 10 < 50 )
return
notify_fail("你的膂力还不够,也许该练一练内力来增强力量。\n");
return 1;
}
int valid_enable(string usage)
{
return (usage=="hammer") || (usage=="parry");
}
mapping query_action(object me, object weapon)
{
return action[random(sizeof(action))];
}
int practice_skill(object me)
{
object weapon;
if( !objectp(weapon = me->query_temp("weapon"))
|| (string)weapon->query("skill_type") != "hammer" )
return
notify_fail("你必须先找一双环或者是类似的武器,才能练龙凤双环。\n");
if( (int)me->query("jing") < 60 )
return
notify_fail("你的体力不够练龙凤双环,还是先休息休息吧。\n");
me->receive_damage("jing", 60);
return 1;
}
int effective_level() { return 20;}
string *parry_msg = ({
"结果$n用手中的$v格开了$N的$w。\n",
});
string *unarmed_parry_msg = ({
"$n将手中的$v舞得密不透风,封住了$N的攻势。\n",
});
string query_parry_msg(object weapon)
{
if( weapon )
return parry_msg[random(sizeof(parry_msg))];
else
return unarmed_parry_msg[random(sizeof(unarmed_parry_msg))];
}
int learn_bonus()
{
return 0;
}
int practice_bonus()
{
return -100;
}
int black_white_ness()
{
return 10;
}
string perform_action_file(string action)
{
return __DIR__"longfenghuan/" + action;
}
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