📄 foxin.c
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// foxing 示佛心
// campsun
//2000.9.17
#include <ansi.h>
#include <combat.h>
#include "/kungfu/skill/eff_msg.h";
inherit F_SSERVER;
int perform(object me, object target)
{
object weapon;
string msg;
int damage,p;
int extra;
string dodge_skill;
if( !target ) target = offensive_target(me);
if(me->is_busy())
return notify_fail("你现在没空!!\n");
if( !target || !target->is_character() || !me->is_fighting(target) || !living(target) ) return notify_fail("只能对战斗中的对手使用。\n");
// if (me->query_temp("weapon") || me->query_temp("secondary_weapon"))
// return notify_fail("这个绝技只能空手使用。\n");
if( (int)me->query("neili") < 2000 )
return notify_fail("你的内力不够。\n");
if( (int)me->query("neili") < me->query("max_neili")/7+200 )
return notify_fail("你的内力不够。\n");
if( !wizardp(me) &&(int)me->query_skill("wuying-jian", 1) < 500 )
return notify_fail("你的本门外功不够!不能贯通使用!\n");
if(!wizardp(me) && (int)me->query_skill("yijinjing", 1) < 500 )
return notify_fail("你的本门内功不够高!不能贯通使用!\n");
if(!wizardp(me) && (int)me->query_skill("hunyuan-yiqi", 1) < 500 )
return notify_fail("你的本门内功不够高!不能贯通使用!\n");
if(!wizardp(me) && (int)me->query_skill("jiuyin-zhengong", 1) )
return notify_fail("你的杂学太多,无法对本门武功贯通使用!\n");
if (!wizardp(me) && !me->query("guard/flag"))
return notify_fail("你的江湖经验还不够,无法对本门武功贯通使用!\n");
if (!wizardp(me) && !me->query("guard/ok"))
return notify_fail("你还没有通过华山论剑! 无法对本门武功贯通使用!\n");
if ( !wizardp(me) && me->query_skill_mapped("force") != "yijinjing")
return notify_fail("不使用本门内功,如何使用本门绝学!\n");
// if( !wizardp(me) && me->query_temp("weapon") )
// return notify_fail("你必须空手才能使用本门绝学!\n");
msg = HBWHT "$N贯通少林武学,使出了少林的绝学之精髓!\n" NOR;
message_vision(msg, me, target);
msg = HIY "\n$N忽然跃起,左脚一勾一弹,霎时之间踢出一招「如」字诀的穿心腿,直袭$n前胸!\n" NOR;
damage = (int)me->query_skill("wuying-jian", 1);
damage = (int)me->query_skill("yijinjing", 1) +damage;
damage = random(damage)+50;
target->receive_damage("qi", damage/2);
target->receive_wound("qi", damage/8);
p = (int)target->query("qi")*100/(int)target->query("max_qi");
msg += damage_msg(damage, "内伤");
msg += "( $n"+eff_status_msg(p)+" )\n";
message_vision(msg, me, target);
msg = HIY "\n紧接着$N左腿勾回,将腰身一扭,那右腿的一招「影」字诀便紧随而至,飞向$n!\n" NOR;
me->add("neili",-100);
damage = (int)me->query_skill("wuying-jian", 1);
damage = (int)me->query_skill("yijinjing", 1) +damage;
damage = random(damage)+100;
target->receive_damage("qi", damage/2);
target->receive_wound("qi", damage/7);
msg += damage_msg(damage, "内伤");
msg += "( $n"+eff_status_msg(p)+" )\n";
message_vision(msg, me, target);
if( (int)me->query_skill("yijinjing", 1) >150 ){
msg = HIY "\n只见$N右脚劲力未消,便凌空一转,左腿顺势扫出一招「随」字诀,如影而至!\n" NOR;
me->add("neili",-100);
damage = (int)me->query_skill("wuying-jian", 1);
damage = (int)me->query_skill("yijinjing", 1) +damage;
damage = random(damage)+200;
target->receive_damage("qi", damage/2);
target->receive_wound("qi", damage/6);
msg += damage_msg(damage, "内伤");
msg += "( $n"+eff_status_msg(p)+" )\n";
message_vision(msg, me, target);
}
if( (int)me->query_skill("yijinjing", 1) >180 ){
msg = HIY "\n半空中$N脚未后撤,已经运起「形」字诀,内劲直透脚尖,在$n胸腹处连点了数十下!\n" NOR;
me->add("neili",-100);
damage = (int)me->query_skill("wuying-jian", 1);
damage = (int)me->query_skill("yijinjing", 1) +damage;
damage = random(damage)+350;
target->receive_damage("qi", damage/2);
target->receive_wound("qi", damage/5);
msg += damage_msg(damage, "内伤");
msg += "( $n"+eff_status_msg(p)+" )\n";
message_vision(msg, me, target);
}
if( random((int)me->query_skill("yijinjing", 1)) >180 ){
msg = RED "\n这时$N双臂展动,带起一股强烈的旋风,双腿霎时齐并,「如影随形」一击重炮轰在$n胸堂之上!\n" NOR;
me->add("neili",-100);
target->start_busy(1+random(2));
damage = (int)me->query_skill("wuying-jian", 1);
damage = (int)me->query_skill("yijinjing", 1) +damage;
damage = random(damage)+450;
target->receive_damage("qi", damage/2);
target->receive_wound("qi", damage/4);
msg += damage_msg(damage, "内伤");
msg += "( $n"+eff_status_msg(p)+" )\n";
message_vision(msg, me, target);
}
extra = me->query_skill("wuying-jian",1) / 10;
if ((int)me->query_skill("yijinjing",1) >250
&&(int)me->query_skill("wuying-jian",1) >250
&& me->query("neili") >500)
{
me->add_temp("apply/attack", extra);
me->add_temp("apply/damage", extra);
msg = HIR "眼看招式要完,突然间$N又施展出[迷踪幻影连环脚],身形极度旋转,一丛人影中突然向$n飞出一腿!" NOR;
COMBAT_D->do_attack(me,target, weapon, TYPE_REGULAR,msg);
// COMBAT_D->do_attack(me,target, 0, TYPE_REGULAR,msg,"瘀伤");
me->add_temp("apply/attack", -extra);
me->add_temp("apply/damage", -extra);
extra *=2;
me->add_temp("apply/attack", extra);
me->add_temp("apply/damage", extra);
msg = HIR "人影中又飞出一腿!" NOR;
COMBAT_D->do_attack(me,target, weapon, TYPE_REGULAR,msg);
// COMBAT_D->do_attack(me,target, 0, TYPE_REGULAR,msg,"瘀伤");
me->add_temp("apply/attack", -extra);
me->add_temp("apply/damage", -extra);
extra *=2;
me->add_temp("apply/attack", extra);
me->add_temp("apply/damage", extra);
msg = HIR "$N身形渐稳,反身又是一腿!" NOR;
COMBAT_D->do_attack(me,target, weapon, TYPE_REGULAR,msg);
// COMBAT_D->do_attack(me,target, 0, TYPE_REGULAR,msg,"瘀伤");
me->add_temp("apply/attack", -extra);
me->add_temp("apply/damage", -extra);
me->add("neili",-350);
}
msg =YEL "\n$N连环飞腿使完,全身一转,稳稳落在地上。\n";
message_vision(msg, me, target);
me->start_busy(3+random(3));
me->add("neili", -me->query("max_neili")/7);
msg = RED "\n$N扔掉手上的武嚣,喃喃说道:放下屠刀,立地成佛,一股强大之极掌风直逼$n而去!\n"NOR;
//weapon->unequip();
// weapon->move(environment(me));
// me->set_temp("sl_wuying", 1);
if (random(me->query_skill("force")) > target->query_skill("force") /3 ){
// me->start_busy(1);
target->start_busy(2);
me->add("neili", -100);
me->add("jing", -20);
damage = (int)me->query_skill("wuying-jian", 1);
damage = damage*2 + random(damage);
if(me->query("neili") > target->query("neili")*2 ) damage += random(damage);
target->receive_damage("qi", damage/2);
target->receive_wound("qi", damage/2);
p = (int)target->query("qi")*100/(int)target->query("max_qi");
msg += damage_msg(damage, "内伤");
msg += "( $n"+eff_status_msg(p)+" )\n";
call_out("perform2", 0, me, target, p);
}
else {
// me->start_busy(2);
// target->start_busy(1);
me->add("neili", -100);
tell_object(target, HIY"你但觉一股微风扑面而来,风势虽然不劲,然已逼得自己呼吸不畅,知道不妙,连忙跃开数尺。\n" NOR);
dodge_skill = target->query_skill_mapped("dodge");
if( !dodge_skill ) dodge_skill = "dodge";
msg += SKILL_D(dodge_skill)->query_dodge_msg(target, 1);
}
message_vision(msg, me, target);
return 1;
}
int perform2(object me, object target, int p)
{
int damage;
string msg, dodge_skill;
if(!living(target))
return notify_fail("对手已经不能再战斗了。\n");
if( (int)me->query("neili", 1) < 500 )
return notify_fail("你待要再发一掌,却发现自己的内力不够了!\n");
msg = HIC "\n$N左掌劲力未消,右掌也跟着推出,功力相叠,「立地成佛」掌风排山倒海般涌向$n!\n"NOR;
if (random(me->query_skill("force")) > target->query_skill("force") / 3 &&
me->query_skill("wuying-jian", 1) > 199 ){
// me->start_busy(1);
target->start_busy(2);
me->add("neili", -100);
me->add("jing", -30);
damage = (int)me->query_skill("wuying-jian", 1);
damage = damage*3 + random(damage)*2;
if(me->query("neili") > target->query("neili")*2 ) damage += random(damage);
target->receive_damage("qi", damage/2);
target->receive_wound("qi", damage/3);
p = (int)target->query("qi")*100/(int)target->query("max_qi");
msg += damage_msg(damage, "内伤");
msg += "( $n"+eff_status_msg(p)+" )\n";
call_out("perform3", 0, me, target, p);
}
else
{
// me->start_busy(2);
me->add("neili", -100);
tell_object(target, HIY"你喘息未定,又觉一股劲风扑面而来,连忙跃开数尺,狼狈地避开。\n" NOR);
dodge_skill = target->query_skill_mapped("dodge");
if( !dodge_skill ) dodge_skill = "dodge";
msg += SKILL_D(dodge_skill)->query_dodge_msg(target, 1);
}
message_vision(msg, me, target);
return 1;
}
int perform3(object me, object target, int p)
{
int damage;
string msg, dodge_skill;
if(!living(target))
return notify_fail("对手已经不能再战斗了。\n");
if( (int)me->query("neili", 1) < 700 )
return notify_fail("你待要再发一掌,却发现自己的内力不够了!\n");
msg = HIG "\n$N微微一笑,双掌相并向前推出,看不出有什么力量,但$n连同身前方圆三丈全在「立地成佛」劲力笼罩之下!\n"NOR;
if (random(me->query_skill("force")) > target->query_skill("force") / 3 &&
me->query_skill("wuying-jian", 1) > 249 )
{
// me->start_busy(2);
target->start_busy(random(3));
me->add("neili", -200);
me->add("jing", -40);
damage = (int)me->query_skill("wuying-jian", 1);
damage = damage*5 + random(damage)*2;
if(me->query("neili") > target->query("neili")*2 ) damage += random(damage);
target->receive_damage("qi", damage/2);
target->receive_wound("qi", damage/2);
p = (int)target->query("qi")*100/(int)target->query("max_qi");
msg += damage_msg(damage, "瘀伤");
msg += "( $n"+eff_status_msg(p)+" )\n";
} else
{
// me->start_busy(2);
// target->start_busy(1);
me->add("neili", -200);
target->add("jing", -100);
tell_object(target, HIY"你用尽全身力量向右一纵一滚,摇摇欲倒地站了起来,但总算躲开了这致命的一击!\n" NOR);
dodge_skill = target->query_skill_mapped("dodge");
if( !dodge_skill ) dodge_skill = "dodge";
msg += SKILL_D(dodge_skill)->query_dodge_msg(target, 1);
}
message_vision(msg, me, target);
return 1;
}
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