📄 puyaogedou.c
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#include <ansi.h>
inherit SKILL;
mapping *action = ({
([ "action" : "$N用"+HIM+"后腿"+NOR+"往$n的$l用力一蹬",
"damage": 100,
"lvl" : 0,
"skill_name" : "蛙鸣三起",
"damage_type" : "瘀伤"
]),
([ "action" : "$N反转身用"+HIG+"尾巴尖"+NOR+"对准$n的$l一刺",
"dodge" : 10,
"damage": 100,
"lvl" : 0,
"skill_name" : "反手点穴",
"damage_type": "咬伤",
]),
([ "action" : "$N扑上来"+HIC+"张嘴"+NOR+"往$n的$l狠狠地一咬",
"dodge" : 15,
"damage": 20,
"lvl" : 0,
"skill_name" : "前瞻后跳",
"damage_type": "咬伤",
]),
([ "action" : "$N用"+HIW+"爪子"+NOR+"往$n的$l一抓",
"dodge" : 25,
"damage": 80,
"lvl" : 0,
"skill_name" : "分身无影",
"damage_type": "抓伤",
]),
([ "action" : "$N抬起"+HIR+"蹄子"+NOR+"往$n的$l一踹",
"dodge" : 30,
"damage": 100,
"lvl" : 0,
"skill_name" : "无敌蛤蟆",
"damage_type": "瘀伤",
])
});
int valid_enable(string usage) { return usage=="unarmed" || usage=="parry"; }
int valid_learn(object me)
{
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("puyaogedou", 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)
{
return 1;
}
string perform_action_file(string action)
{
return __DIR__"puyaogedou/" + action;
}
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