📄 huoqiu.c
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#include <ansi.h>#include <combat.h>inherit F_SSERVER;#include "/kungfu/skill/eff_msg.h";int check_pfm(object me, object target);int perform(object me, object target){ object ob,weapon; if( !target ) target = offensive_target(me); if( !target || !target->is_character() || !me->is_fighting(target) ) return notify_fail("「火球」攻击只能对战斗中的对手使用。\n"); weapon = me->query_temp("weapon"); if( objectp(me->query_temp("weapon")) && (string)weapon->query("skill_type") != "staff") return notify_fail("你必须空手才能使用这个绝技!\n"); // if(!objectp(ob = present("huo yan", environment(me))))// return notify_fail("没有火堆怎么驱动「火球」进行攻击?\n"); if(me->query_temp("pfm_chousui")) return notify_fail("你正在驱动火堆进行攻击!\n"); message_vision(HIR"\n$N厉声大喝,掌力加盛,火焰中突然生出一个斗大的"RED"火球"HIR",在空中骨碌碌的迅速转动!\n\n"NOR,me); me->start_busy(2); me->add_temp("max_guard",-1); me->set_temp("pfm_chousui", 1); if(random(me->query_kar()) > 15) check_pfm(me, target); else call_out("check_pfm", 6, me, target); return 1;}int check_armor(object target){ object *inv; int i, j; inv = all_inventory(target); j=0; for(i=0; i<sizeof(inv); i++) if( (string)inv[i]->query("equipped")=="worn" ) j++; return j;}int check_pfm(object me, object target){ string msg, *limbs; int i, neili, ap, dp, damage, p; object *inv; if(!me) return 0; if(!target) return 0; i = (int)me->query_skill("chousui-zhang", 1); neili = (int)me->query("neili"); damage = (i+me->query("jiali"))*2; me->delete_temp("pfm_chousui"); me->start_busy(1); if(!living(me) || me->is_ghost()) return 1; if( i < 180 ){ tell_object(me, "你发现自己的星宿毒掌还不够娴熟,无法使用「火球」进行攻击。\n"); return 1; } if( (int)me->query_skill("huagong-dafa",1) < 180 ){ tell_object(me,"你发现自己的化功大法修为不够,无法使用「火球」进行攻击。\n"); return 1; } if( me->query_skill_mapped("force") != "huagong-dafa"){ tell_object(me,"你发现自己所用的内功无法进行「火球」攻击。\n"); return 1; } if( (int)me->query("max_neili") < 1500) { tell_object(me,"你发现自己内力太弱,无法驱动「火球」进行攻击。\n"); return 1; } if(neili < 1500){ tell_object(me,"你发现自己现在真气太弱,使不出「火球」进行攻击。\n"); return 1; } if(!target || !me->is_fighting(target) || environment(me)->query("no_fight") || environment(me)!=environment(target)){ message_vision(HIY"$N衣袖再拂,将升起的"RED"火球"HIY"压回火焰之中。\n"NOR,me); return 1; } ap = me->query("combat_exp")/1000 * i * me->query_str(); dp = target->query("combat_exp")/1000 * target->query_skill("parry",1) * target->query_con(); if (ap < 1) ap = 1; if (dp < 1) dp = 1; me->add("neili", -600); me->add("jing", -10); msg = WHT"\n此时$N脸上已无半点血色,一口口鲜血不住向"RED"火球"WHT"中吐去,"HIR"火势一盛,嗤嗤两声轻响,爆出几朵火花,"RED"火球"HIR"陡然变大向$n疾冲过来!\n"NOR; if(random(ap) > dp/4){ inv = all_inventory(target); if(check_armor(target) >= 1){ if(me->query("neili") > target->query("neili")*2){ if(me->query_str() > random(target->query_str())){ me->start_busy(2); target->start_busy(2); msg += HIY"猛烈间火球温度飙升,火花迸射,炸开了$p的护具!\n" NOR; for(i=0; i<sizeof(inv); i++) if((string)inv[i]->query("equipped")=="worn" && !inv[i]->query("unique")){ inv[i]->unequip(); inv[i]->move(environment(target)); inv[i]->set("name", "粉碎的" + inv[i]->query("name")); inv[i]->delete("value"); inv[i]->set("armor_prop", 0); } target->reset_action(); damage = damage * 3; if (damage > 2000) damage = 2000; damage = damage - target->query_temp("apply/armor"); target->receive_damage("qi", damage, me); target->receive_wound("qi", damage/4, me); target->apply_condition("xx_poison",20); target->apply_condition("x2_sandu",20); target->apply_condition("sanpoison",20);target->apply_condition("fire_poison",60); target->apply_condition("xx_poison", random(15) + (me->query_skill("poison", 1)/10) + target->query_condition("xx_poison")); p = (int)target->query("qi")*100/(int)target->query("max_qi"); msg += damage_msg(damage, "砸伤"); msg += "( $n"+eff_status_msg(p)+" )\n"; me->start_busy(1); target->start_busy(1); } else { me->start_busy(2); target->start_busy(2); msg += HIY"只见火球猛然升温,火花四溅,热力直透$p的护具!\n" NOR; for(i=0; i<sizeof(inv); i++) if((string)inv[i]->query("equipped")=="worn" && !inv[i]->query("unique")){ inv[i]->set("name", "碎裂的" + inv[i]->query("name")); inv[i]->set("value", 49); if(inv[i]->query("armor_prop/armor")) inv[i]->set("armor_prop/armor", inv[i]->query("armor_prop/armor")/2); } target->reset_action(); damage = damage * 3; if (damage > 1800) damage = 1800; damage = damage - target->query_temp("apply/armor"); target->receive_damage("qi", damage, me); target->receive_wound("qi", damage/4, me); target->apply_condition("xx_poison", random(5) + (me->query_skill("poison", 1)/10) + target->query_condition("xx_poison")); p = (int)target->query("qi")*100/(int)target->query("max_qi"); msg += damage_msg(damage, "砸伤"); msg += "( $n"+eff_status_msg(p)+" )\n"; me->start_busy(2); target->start_busy(1); } } else { me->start_busy(3); target->start_busy(3); msg += HIY"火球急速滚动,火光四溅,掀起阵阵火焰撞向$p怀里!\n" NOR; damage = damage * 2; if (damage > 1800) damage = 1800; target->receive_damage("qi", damage, me); target->receive_wound("qi", damage/6, me); target->apply_condition("xx_poison", 30 + target->query_condition("xx_poison")); p = (int)target->query("qi")*100/(int)target->query("max_qi"); msg += damage_msg(damage, "砸伤"); msg += "( $n"+eff_status_msg(p)+" )\n"; me->start_busy(2); target->start_busy(1); } } else{ //target has no armor, so, hehe... damage = damage*2 + random(damage); if(neili > target->query("neili")*2) damage = damage*2; if (damage > 2800) damage = 2800; target->receive_damage("qi", damage, me); target->receive_wound("qi", damage/2, me); target->apply_condition("xx_poison", 30 + target->query_condition("xx_poison")); p = (int)target->query("qi")*100/(int)target->query("max_qi"); msg += damage_msg(damage, "砸伤"); msg += "( $n"+eff_status_msg(p)+" )\n"; me->start_busy(2); target->start_busy(1); } } else{ me->add_temp("max_guard",-1); me->start_busy(4); msg += HIY"\n$p眼看就要被打中,冒死一个“铁板桥”,全身自膝盖处向后倒去,堪堪避过$w"HIY"!\n" NOR; } limbs = target->query("limbs"); msg = replace_string(msg, "$l", limbs[random(sizeof(limbs))]); msg = replace_string(msg, "$w", RED"火球"NOR); message_vision(msg, me, target);//me->kill_ob(target);// if(!target->is_killing(me->query("id"))) target->kill_ob(me); return 1;}
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