📄 lefthand-sword.c
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// six-chaos-sword.c
#include <ansi.h>
inherit SKILL;
mapping *action = ({
([ "name": "one",
"action": "$N上前一步,手中$w毒蛇般刺向$n的$l",
"dodge": 50,
"damage": 70,
"damage_type": "刺伤"
]),
([ "name": "two",
"action": "$N身形一转,反手一挥,手中$w刺向$n的$l",
"dodge": 50,
"damage": 20,
"damage_type": "刺伤"
]),
([ "name": "three",
"action": "$n眼前一花,$N手中的$w已经迅捷无比的刺向$n的$l",
"dodge": 40,
"force" : 100,
"damage_type": "刺伤"
]),
([ "name": "four",
"action": "$N只攻不守,手中$w一抖,往$n的$l刺出一剑",
"dodge": 40,
"damage": 40,
"damage_type": "刺伤"
]),
([ "name": "five",
"action": "$N的「左手剑法」只有[31m刺[37m,简单而有效地往$n的$l刺去",
"dodge": 60,
"damage": 80,
"force" : 100,
"damage_type": "刺伤"
]),
([ "name": "six",
"action": "$N手中$w直指$n$l,发出逼人剑气闪电般刺去",
"dodge": 20,
"damage": 20,
"damage_type": "刺伤"
]),
});
int valid_learn(object me)
{
object ob;
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,没有办法练习左手剑。\n");
me->receive_damage("jing", 30);
me->add("neili", -5);
write("你按著所学练了一遍左手剑法。\n");
return 1;
}
int valid_effect(object me, object weapon, string name, int skill)
{
}
void skill_improved(object me)
{
if( (int)me->query_skill("six-chaos-sword", 1) % 10 == 0 ) {
tell_object(me,
RED "\n你突然觉得一股恶气冲上心头,只觉得想杀人....\n\n" NOR);
me->add("bellicosity", 10);
} else
me->add("bellicosity", 1);
}
int effective_level() { return 10;}
int learn_bonus()
{
return 20;
}
int practice_bonus()
{
return 10;
}
int black_white_ness()
{
return -20;
}
string perform_action_file(string action)
{
return __DIR__"lefthand-sword/" + action;
}
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