📄 hanbing-mianzhang.c
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// hannbing-mianzhang.c 寒冰绵掌// pal 1997.05.26inherit SKILL;mapping *action = ({([ "action" : "$N一式「大江东去」,双掌大开大合,直向$n的$l击去", "force" : 180, "dodge" : 5, "parry" : 20, "damage": 100, "lvl" : 0, "skill_name" : "大江东去", "damage_type" : "瘀伤"]),([ "action" : "$N身形一变,一式「黄河九曲」,双掌似曲似直,拍向$n的$l", "force" : 220, "dodge" : 10, "parry" : 15, "damage": 120, "lvl" : 10, "skill_name" : "黄河九曲", "damage_type" : "瘀伤"]),([ "action" : "$N使一式「湖光山色」,左掌如微风拂面,右掌似细雨缠身,直取$n的$l", "force" : 260, "dodge" : 15, "parry" : 20, "damage": 130, "lvl" : 20, "skill_name" : "湖光山色", "damage_type" : "瘀伤"]),([ "action" : "$N两掌一分,一式「曾经沧海」,隐隐发出潮声,向$n横击过去", "force" : 300, "dodge" : 20, "parry" : 30, "damage": 140, "lvl" : 30, "skill_name" : "曾经沧海", "damage_type" : "瘀伤"]),([ "action" : "$N身形一转,使出一式「水光潋滟」,只见漫天掌影罩住了$n的全身", "force" : 340, "dodge" : 25, "parry" : 20, "damage": 250, "lvl" : 40, "skill_name" : "水光潋滟", "damage_type" : "瘀伤"]),([ "action" : "$N突然身形一缓,使出一式「小雨初晴」,左掌凝重,右掌轻盈,击往$n的$l", "force" : 380, "dodge" : 25, "parry" : 25, "damage": 260, "lvl" : 50, "skill_name" : "小雨初晴", "damage_type" : "瘀伤"]),([ "action" : "$N使一式「风雪江山」,双掌挟狂风暴雪之势,猛地劈向$n的$l", "force" : 420, "dodge" : 30, "parry" : 30, "damage": 70, "lvl" : 260, "skill_name" : "风雪江山", "damage_type" : "瘀伤"]),([ "action" : "$N一招「霜华满地」,双掌带着萧瑟的秋气,拍向$n的$l", "force" : 460, "dodge" : 30, "parry" : 35, "damage": 80, "lvl" : 270, "skill_name" : "霜华满地", "damage_type" : "瘀伤"]),([ "action" : "$N身法陡然一变,使出一式「仙乡冰舸」,掌影千变万幻,令$n无法躲闪", "force" : 500, "dodge" : 40, "parry" : 45, "damage": 290, "lvl" : 80, "skill_name" : "冰清玉洁", "damage_type" : "瘀伤"]),([ "action" : "$N清啸一声,一式「冰霜雪雨」,双掌挥舞,如同雪花随风而转,击向$n的$l", "force" : 540, "dodge" : 45, "parry" : 50, "damage": 310, "lvl" : 90, "skill_name" : "仙乡冰舸", "damage_type" : "瘀伤"])});int valid_enable(string usage){ return usage=="strike" || usage=="parry" ;}int valid_combine(string combo) { return combo=="sougu"; }int valid_learn(object me){ if (me->query_temp("weapon") || me->query_temp("secondary_weapon")) return notify_fail("练寒冰绵掌必须空手。\n");// if ((int)me->query_skill("huagong-dafa", 1) < 20)// return notify_fail("你的化功大法火候不够,无法学寒冰绵掌。\n"); if ((int)me->query("max_neili") < 100) return notify_fail("你的内力太弱,无法练寒冰绵掌。\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("hanbing-mianzhang",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("qi") < 30) return notify_fail("你的体力太低了。\n"); if ((int)me->query("neili") < 40) return notify_fail("你的内力不够练寒冰绵掌。\n"); me->receive_damage("qi", 30); me->add("neili", -10); return 1;}mixed hit_ob(object me, object victim, int damage_bonus, int factor){if( random(me->query_skill("hanbing-mianzhang",1)) > 10 ) victim->apply_condition("ice_poison", random(me->query_skill("hanbing-mianzhang",1)/10) + 6 + victim->query_condition("ice_poison"));}string perform_action_file(string action){ return __DIR__"hanbing-mianzhang/" + action;}
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