📄 murong-jianfa.c
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// murong-jiafa 慕容剑法#include <ansi.h>;inherit SKILL;string *order = ({""HIY"", ""HIG"", ""RED"", ""MAG"", ""YEL"", ""HIC"", ""HIW"", ""HIR"",""HIB"", ""CYN"",""WHT"",""HIM"",""BLU""});mapping *action = ({([ "action" : "$N剑尖下指,一式"+(order[random(13)])+"「洗耳恭听」"NOR",双脚后退三步,剑尖直点$n腿部", "force" : 100, "dodge" : 120, "damage" : 180, "lvl" : 0, "damage_type" : "刺伤"]),([ "action" : "$N踏前数步,避虚就实,右手使一式"+(order[random(13)])+"「明察秋毫」"NOR"直刺$n的右肋", "force" : 100, "dodge" : 115, "damage" : 160, "lvl" : 20, "damage_type" : "刺伤"]),([ "action" : "$N一招"+(order[random(13)])+"「甜言蜜语」"NOR",剑尖抖起五朵剑花,分别刺向$n的左脸和右耳", "force" : 140, "dodge" : 115, "damage" : 180, "lvl" : 40, "damage_type" : "刺伤"]),([ "action" : "$N剑身横摆,剑尖指向$n的脸部,一招"+(order[random(13)])+"「望尘莫及」"NOR",宛若万马千军一般,横扫$n的$l", "force" : 200, "dodge" : 110, "damage" : 200, "lvl" : 60, "damage_type" : "刺伤"]),([ "action" : "$N双脚离地,使出草上飞,身行直奔$n,一招"+(order[random(13)])+"「骑虎难下」"NOR",剑出中宫,平削$n的$l", "force" : 260, "dodge" : 105, "damage" : 220, "lvl" : 80, "damage_type" : "刺伤"]),([ "action" : "$N长笑一声,横剑斜削,一招"+(order[random(13)])+"「抛砖引玉」"NOR",剑风逼向$n的$l", "force" : 300, "dodge" : 105, "damage" : 240, "lvl" : 100, "damage_type" : "刺伤"]),});int valid_enable(string usage) { return (usage == "sword") || (usage == "parry"); }int valid_learn(object me){ if ((int)me->query("max_neili") < 100) return notify_fail("你的内力不够。\n"); if ((int)me->query_skill("shenyuan-gong", 1) < 80) return notify_fail("你的神元功火候太浅。\n"); if ((int)me->query_skill("murong-daofa", 1) < 80) return notify_fail("你的慕容刀法火候太浅。\n"); if ((int)me->query_skill("yanling-shenfa", 1) < 80) return notify_fail("你的燕灵身法火候太浅。\n"); if ((int)me->query_skill("xingyi-zhang", 1) < 80) return notify_fail("你的斗转星移掌火候太浅。\n"); if ((int)me->query_skill("parry", 1) < 10) return notify_fail("你的基本招架火候太浅。\n"); return 1;}mapping query_action(object me, object weapon){ int i, level; level = (int) me->query_skill("murong-jianfa",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){ object weapon; if (!objectp(weapon = me->query_temp("weapon")) || (string)weapon->query("skill_type") != "sword") return notify_fail("你使用的武器不对。\n"); if ((int)me->query_skill("shenyuan-gong", 1) < 80) return notify_fail("你的神元功火候太浅。\n"); if ((int)me->query_skill("murong-daofa", 1) < 80) return notify_fail("你的慕容刀法火候太浅。\n"); if ((int)me->query_skill("yanling-shenfa", 1) < 80) return notify_fail("你的燕灵身法火候太浅。\n"); if ((int)me->query_skill("xingyi-zhang", 1) < 80) return notify_fail("你的斗转星移掌火候太浅。\n"); if ((int)me->query("jing") < 20) return notify_fail("你的体力不够练慕容剑法。\n"); if ((int)me->query("neili") < 20) return notify_fail("你的体力不够练慕容剑法。\n"); me->receive_damage("jing", 20); me->add("neili",-15); return 1;} string perform_action_file(string action){ return __DIR__"murong-jianfa/" + action;}mixed hit_ob(object me, object victim, int damage_bonus, int factor){ object weapon = me->query_temp("weapon"); if(me->query_temp("lianhuan") && !me->query_temp("lianhuan_hit") && me->query_skill_prepared("finger") == "canhe-zhi" && me->query_skill_mapped("finger") == "canhe-zhi" && objectp(weapon)) { me->set_temp("lianhuan_hit", 1); weapon->unequip(); COMBAT_D->do_attack(me, victim, me->query_temp("weapon"), 1); weapon->wield(); me->add("neili", -30); me->delete_temp("lianhuan_hit"); me->add_temp("lianhuan", -1); }}
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