📄 blood-sword.c
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// TIE@FY3
// blood-sword.c
#include <ansi.h>
inherit SKILL;
mapping *action = ({
([ "name": "平刺",
"action": "$N平握$w,挟著闪闪赤红剑光刺向$n的$l",
"dodge": 20,
"damage": 50,
"damage_type": "刺伤"
]),
([ "name": "突刺",
"action": "$N将$w斜向左边,随着踏步声,往$n的$l狂刺数剑",
"dodge": 10,
"parry" : 30,
"damage": 150,
"damage_type": "刺伤"
]),
([ "name": "闪突刺",
"action": "$N侧身平握$w,剑尖下沉而后倾,以闪电之势刺向$n的$l",
"dodge": 50,
"parry": 100,
"damage": 200,
"damage_type": "刺伤"
]),
});
int valid_learn(object me)
{
object ob;
if( (int)me->query("max_neili") < 300 )
return notify_fail("你的内力不够,没有办法学"RED"血衣剑法"NOR"。\n");
if( !(ob = me->query_temp("weapon"))
|| (string)ob->query("skill_type") != "sword" )
return notify_fail("你必须先找一把剑才能练剑法。\n");
return 1;
}
int valid_enable(string usage)
{
return usage=="sword";
}
mapping query_action(object me, object weapon)
{
return action[random(sizeof(action))];
}
int practice_skill(object me)
{
if( (int)me->query("jing") < 30
|| (int)me->query("neili") < 5 )
return notify_fail("你的内力或气不够,没有办法练习"RED"血衣剑法"NOR"。\n");
me->receive_damage("jing", 30);
me->add("neili", -5);
write("你按著所学练了一遍"RED"血衣剑法"NOR"。\n");
return 1;
}
int effective_level() { return 12;}
int learn_bonus()
{
return 10;
}
int practice_bonus()
{
return 30;
}
int black_white_ness()
{
return 100;
}
string perform_action_file(string action)
{
return __DIR__"blood-sword/" + action;
}
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