📄 longzhua-gong.c
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// longzhua-gong.c 龙爪功// modified by Venus Oct.1997inherit SKILL;#include <combat.h>#include <ansi.h>mapping *action = ({([ "action" : "$N双手齐出,自上而下同抓,使一招「抢珠式」,迅猛之至,直拿向$n左右太阳穴", "force" : 120, "dodge" : 5, "lvl" : 0, "skill_name" : "抢珠式" , "damage_type" : "内伤"]),([ "action" : "$N双手一个圈转,使招「捞月式」,右手倏忽而出,虚拿$n后脑“风府穴”", "force" : 130, "dodge" : 5, "damage": 5, "lvl" : 6, "skill_name" : "捞月式" , "damage_type" : "内伤"]),([ "action" : "$N使出一招「拿云式」,左手虚探,右手挟着一股劲风,直拿向$n左肩“缺盆穴”", "force" : 150, "dodge" : 10, "damage": 5, "lvl" : 12, "skill_name" : "拿云式" , "damage_type" : "内伤"]),([ "action" : "$N使一招「捕风式」,左手五指朝$n的$l急抓而下,手法劲力稳迅兼备,势道凌厉之极", "force" : 180, "dodge" : 10, "damage": 10, "lvl" : 18, "skill_name" : "捕风式" , "damage_type" : "抓伤"]),([ "action" : "$N猛地纵身而起,一招「捉影式」向$n扑将下来,矫健迅捷,威势非凡", "force" : 220, "dodge" : 15, "damage": 10, "lvl" : 24, "skill_name" : "捉影式" , "damage_type" : "抓伤"]),([ "action" : "祗听呼地一响,$N右臂疾伸而出,五指微微上下颤动,一招「抚琴式」抓向$n的$l", "force" : 260, "dodge" : 15, "damage": 15, "lvl" : 30, "skill_name" : "抚琴式" , "damage_type" : "抓伤"]),([ "action" : "$N左手上拦,右手内挥,陡然化为一招「鼓瑟式」抓向$n$l,劲力威猛无俦", "force" : 300, "dodge" : 25, "damage": 20, "lvl" : 45, "skill_name" : "鼓瑟式" , "damage_type" : "抓伤"]),([ "action" : "$N双手「批亢式」疾攻而出,犹如龙影飞空,双爪急舞,瞬息之间,已将$n压制得无处躲闪", "force" : 350, "dodge" : 25, "damage": 25, "lvl" : 50, "skill_name" : "批亢式" , "damage_type" : "抓伤"]),([ "action" : "$N踏上几步,化做一招「掏虚式」,右手向$n$l抓将下来,这一抓自腕至指伸得笔直,劲道凌厉已极", "force" : 400, "dodge" : 30, "damage": 25, "lvl" : 55, "skill_name" : "掏虚式" , "damage_type" : "抓伤"]),([ "action" : "$N退後一步,架势似守实攻,大巧若拙,「抱残式」稳凝如山般使将出来", "force" : 460, "dodge" : 40, "damage": 30, "lvl" : 60, "skill_name" : "抱残式" , "damage_type" : "抓伤"]),([ "action" : "$N一改原先刚猛路子,化做「守缺式」,爪路刚猛中暗藏阴柔,实已到了返璞归真,炉火纯青的境界", "force" : 520, "dodge" : 40, "damage": 50, "lvl" : 70, "skill_name" : "守缺式" , "damage_type" : "内伤"]),([ "action" : "在呼呼风声中,$N使一招「捕风式」,双手如钩如戢,插向$n的$l", "force" : 100, "dodge" : 5, "lvl" : 0, "skill_name" : "捕风式" , "damage_type" : "内伤"]),([ "action" : "$N猛地向前跃出,一招「捉影式」,两腿踢出,双手抓向$n的面门", "force" : 110, "dodge" : 5, "damage": 5, "lvl" : 6, "skill_name" : "捉影式" , "damage_type" : "内伤"]),([ "action" : "$N双手平伸,十指微微上下抖动,一招「抚琴式」打向$n的$l", "force" : 120, "dodge" : 10, "damage": 5, "lvl" : 12, "skill_name" : "抚琴式" , "damage_type" : "内伤"]),([ "action" : "$N左手上拦,右手内挥,一招「击鼓式」击向$n胸口", "force" : 140, "dodge" : 10, "damage": 10, "lvl" : 18, "skill_name" : "击鼓式" , "damage_type" : "内伤"]),([ "action" : "$N右手虚握,左手掌立如山,一招「批亢式」,猛地击向$n的$l", "force" : 160, "dodge" : 15, "damage": 10, "lvl" : 24, "skill_name" : "批亢式" , "damage_type" : "内伤"]),([ "action" : "$N腾步上前,左手护胸,右手探出,一招「掏虚式」击向$n的裆部", "force" : 190, "dodge" : 15, "damage": 15, "lvl" : 30, "skill_name" : "掏虚式" , "damage_type" : "内伤"]),([ "action" : "$N双手平提胸前,左手护住面门,一招「抱残式」右手推向$n的$l", "force" : 220, "dodge" : 20, "damage": 15, "lvl" : 35, "skill_name" : "抱残式" , "damage_type" : "内伤"]),([ "action" : "$N两手胸前环抱,腋下含空,五指如钩,一招「守缺式」插向$n的顶门", "force" : 260, "dodge" : 20, "damage": 20, "lvl" : 40, "skill_name" : "守缺式" , "damage_type" : "内伤"]),([ "action" : "$N右腿斜插$n二腿之间,一招「抢珠式」,上手取目,下手反勾$n的裆部", "force" : 300, "dodge" : 25, "damage": 20, "lvl" : 45, "skill_name" : "抢珠式" , "damage_type" : "内伤"]),([ "action" : "$N一手虚指$n的剑诀,一招「夺剑式」,一手劈空抓向$n手中的长剑", "force" : 350, "dodge" : 25, "damage": 25, "lvl" : 50, "skill_name" : "夺剑式" , "damage_type" : "内伤"]),([ "action" : "$N左手指向$n胸前的五道大穴,右手斜指太阳穴,一招「拿云式」使$n进退两难", "force" : 400, "dodge" : 30, "damage": 25, "lvl" : 55, "skill_name" : "拿云式" , "damage_type" : "内伤"]),([ "action" : "$N前脚着地,一手顶天成爪,一手指地,一招「追日式」劲气笼罩$n的全身", "force" : 460, "dodge" : 40, "damage": 30, "lvl" : 60, "skill_name" : "追日式" , "damage_type" : "内伤"])});int valid_enable(string usage) { return usage=="claw" || usage=="parry"; } int valid_combine(string combo) { return combo=="qianye-shou"; }int valid_learn(object me){ if (me->query_temp("weapon") || me->query_temp("secondary_weapon")) return notify_fail("练龙爪功必须空手。\n"); if ((int)me->query_skill("hunyuan-yiqi", 1) < 20) return notify_fail("你的混元一气功火候不够,无法学龙爪功。\n"); if ((int)me->query("max_neili") < 100) return notify_fail("你的内力太弱,无法练龙爪功。\n"); return 1;}string query_skill_name(int level){ int i; for(i = sizeof(action); i > 0; i--) if(level >= action[i-1]["lvl"]) return action[i-1]["skill_name"];}mapping query_action(object me, object weapon){ int i, level; string *msg; msg = ({ HIR"\n$N一抓不中,次抓随至,来势更加迅捷刚猛!" NOR, HIR"\n$N龙爪手源源而出,一招落空,又即连续急攻!" NOR, HIR"\n$n才躲过这招,$N次招又至,抓法快极狠极!"NOR, }); level = (int) me->query_skill("longzhua-gong",1); if (random(level) > 250 && me->query_skill("force") > 200 && me->query("neili") >= 600) { return ([ "action": HIR"$N龙爪手源源而出,一招落空,又即连续急攻!"NOR, "force" : 460+random(40), "dodge" : 20, "damage": 460+random(20), "damage_type" : "内伤" ]); }else if (random(level) > 200 && me->query_skill("force") > 200 && me->query("neili") >= 400) { return ([ "action": HIC"$N一抓不中,次抓随至,来势更加迅捷刚猛!"NOR, "force" : 400+random(40), "dodge" : 20, "damage": 400+random(20), "damage_type" : "内伤" ]); }else if (random(level) > 150 && me->query_skill("force") > 150 && me->query("neili") >= 200) { return ([ "action": HIY"$n才躲过这招,$N次招又至,抓法快极狠极!"NOR, "force" : 300+random(40), "dodge" : 20, "damage": 300+random(20), "damage_type" : "内伤" ]); } 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){ if ((int)me->query("qi") < 30) return notify_fail("你的体力太低了。\n"); if ((int)me->query("neili") < 20) return notify_fail("你的内力不够练龙爪功。\n"); me->receive_damage("qi", 30); me->add("neili", -10); return 1;}string perform_action_file(string action){ return __DIR__"longzhua-gong/" + action;}
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