📄 zijinbagua-dao.c
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// 春风快意刀法 spring-blade.c
inherit SKILL;
string skill_cname()
{
return "春风快意刀法";
}
mapping *action = ({
([ "action": "$N使一招「春风拂人醉」,手中$w轻飘飘地向$n的$l斩去!",
"damage": 300,
"dodge": 70,
"damage_type": "割伤"
]),
([ "action": "$N金刃劈风,$w随著一招「远山伴人痴」由下而上撩往$n的$l",
"damage": 200,
"dodge": 70,
"damage_type": "割伤"
]),
([ "action": "$N身形一转,一招「飞花逐人香」$w刀光不定,斩向$n的$l",
"damage": 200,
"dodge": 70,
"damage_type": "割伤"
]),
([ "action": "$N舞动$w,一招「柳叶随人笑」迅捷无伦地劈向$n的$l",
"damage": 300,
"dodge": 70,
"damage_type": "割伤"
]),
([ "action": "$N手中$w一晃,一招「倩影惹人怜」往$n的$l斜斜砍出一刀",
"damage": 240,
"dodge": 70,
"damage_type": "割伤"
]),
([ "action": "$N提刀过肩,蓄劲发力,一招「芦雪碎人影」直劈$n$l",
"damage": 240,
"dodge": 70,
"damage_type": "割伤"
]),
([ "action": "$N移步侧身,使一招「彩蝶灼人衣」刀光霍霍斩向$n的$l",
"damage": 340,
"dodge": 70,
"damage_type": "割伤"
]),
});
int valid_learn(object me)
{
return 1;
}
int valid_enable(string usage)
{
return (usage=="blade") || (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") != "blade" )
return notify_fail("你必须先找一把刀,才能练刀法。\n");
if( (int)me->query("qi") < 40 )
return notify_fail("你的体力不够练这门刀法,还是先休息休息吧。\n");
me->receive_damage("qi", 40);
return 1;
}
int effective_level() { return 20;}
string *parry_msg = ({
"$n使出一招「快意图恩仇」,用手中的$w急削$N的五指。\n",
"$n左脚踏前一步,一招「春风吹斜柳」,手中的$w从侧面飘向$N之必救。\n",
"$n手中的$v一抖,挽出一片刀花,一招「晚春怜夕阳」,撒向$N的全身。\n",
"$n微退一步,手中的$w划出一条圆弧,一招「春眠不知哓」,将$N的全身围住。\n",
});
string *unarmed_parry_msg = ({
"$n使出一招「快意图恩仇」,用手中的$w急削$N的五指。\n",
"$n左脚踏前一步,一招「春风吹斜柳」,手中的$w从侧面飘向$N之必救。\n",
"$n手中的$w一抖,挽出一片刀花,一招「晚春怜夕阳」,撒向$N的全身。\n",
"$n微退一步,手中的$w划出一条圆弧,一招「春眠不知哓」,将$N的全身围住。\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))];
}
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