📄 wenjia-quan.c
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// wenjia-quan 温家拳 (npc 功夫)inherit SKILL;mapping *action = ({([ "action" : "$N一式「兔戏苍鹰」,侧身挥拳,带着呼呼的风声打向$n的$l", "force" : 180, "dodge" : 20, "parry" : 50, "lvl" : 0, "damage_type" : "内伤"]),([ "action" : "$N左拳虚握,右拳快如闪电般打向$n的$l,正是一招「飞流直泻」", "force" : 205, "dodge" : 20, "lvl" : 0, "damage_type" : "瘀伤"]),([ "action" : "$N使招「风雨归人」,双拳交错,忽又分开,引内劲打向$n的$l", "force" : 340, "dodge" : 10, "parry" : 25, "lvl" : 10, "damage_type" : "内伤"]),([ "action" : "$N双拳犹如狂风骤雨般打向$n,拳影闪烁,已将$n团团围住", "force" : 380, "dodge" : 5, "parry" : 30, "lvl" : 10, "damage_type" : "瘀伤"]),([ "action" : "$N纵身越起直落在$n身后,双脚落地后双拳向后挥出,打向$n的后心。", "force" : 390, "dodge" : 10, "parry" : 35, "lvl" : 30, "damage_type" : "瘀伤"]),});int valid_enable(string usage) { return usage=="cuff" || usage=="parry"; }int valid_learn(object me){ if (me->query_temp("weapon") || me->query_temp("secondary_weapon")) return notify_fail("温家拳拳必须空手。\n"); if ((int)me->query("max_neili") < 100) return notify_fail("你的内力太弱,无法练功。\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("wenjia-quan",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("jingli") < 30) return notify_fail("你的体力太低了。\n"); if ((int)me->query("neili") < 20) return notify_fail("你的内力不够练温家拳。\n"); me->receive_damage("jingli", 30); me->add("neili", -10); return 1;}
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