📄 xuanfeng-leg.c
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// xuanfeng-leg.c 旋风扫叶腿// modified by Venus Oct.1997#include <ansi.h>inherit SKILL; string *order = ({""HIY"", ""HIG"", ""RED"", ""MAG"", ""YEL"", ""HIC"", ""HIW"", ""HIR"",""HIB"", ""CYN"",""WHT"",""HIM"",""BLU""});mapping *action = ({([ "action" : "$N双手虚晃,左脚猛地飞起,一式"+(order[random(13)])+"「风起云涌」"NOR",脚尖晃动,踢向$n的屁股", "damage" : 200, "dodge" : 15, "force" : 15, "damage_type" : "瘀伤", "lvl" : 10, "skill_name" : "风起云涌"]),([ "action" : "$N左脚顿地,别转身来抽身欲走,只一刹那间一回身,右脚一式"+(order[random(13)])+"「空谷足音」"NOR",猛踹$n的$l", "damage" : 220, "force" : 50, "dodge" : 10, "damage_type" : "瘀伤", "lvl" : 0, "skill_name" : "空谷足音"]),([ "action" : "$N左手一挣,反手扭搭住$n的右手,右脚同时踹出,既猛且准,一式"+(order[random(13)])+"「碧渊腾蛟」"NOR",踢中的$n的胸口", "damage" : 240, "dodge" : 15, "damage_type" : "瘀伤", "lvl" : 10, "skill_name" : "碧渊腾蛟"]),([ "action" : "$N突然跃起,双足连环圈转,一式"+(order[random(13)])+"「秋风落叶」"NOR",足带风尘,攻向$n的全身", "damage" : 260, "force" : 150, "dodge" : 15, "damage_type" : "瘀伤", "lvl" : 10, "skill_name" : "秋风落叶"]),([ "action" : "$N两手护胸,双脚交叉踢起,一式"+(order[random(13)])+"「风扫残云」"NOR",脚脚不离$n的面门左右", "damage" : 280, "force" : 180, "dodge" : 20, "damage_type" : "瘀伤", "lvl" : 20, "skill_name" : "风扫残云"]),([ "action" : "$N突然侧身,却步后退,一个前空翻,右脚自上而下一式"+(order[random(13)])+"「流星坠地」"NOR",照$n的面门直劈下来", "force" : 200, "damage" : 300, "dodge" : 35, "damage_type" : "瘀伤", "lvl" : 30, "skill_name" : "流星坠地"]),([ "action" : "$N使一式"+(order[random(13)])+"「朔风吹雪」"NOR",全身突然飞速旋转,双足忽前忽后,迅猛无极踹向$n的胸口", "force" : 250, "damage" : 320, "dodge" : 30, "damage_type" : "瘀伤", "lvl" : 40, "skill_name" : "朔风吹雪"]),([ "action" : "$N抽身跃起,开声吐气,大喝一声:嗨!一式"+(order[random(13)])+"「雷动九天」"NOR",双脚如旋风般踢向$n的$l", "force" : 350, "damage" : 350, "dodge" : 35, "damage_type" : "瘀伤", "lvl" : 30, "skill_name" : "雷动九天"]),});int valid_enable(string usage) { return usage=="unarmed" || usage=="leg"; } int valid_combine(string combo) { return combo=="luoying-zhang"; }int valid_learn(object me){ if (me->query_temp("weapon") || me->query_temp("secondary_weapon")) return notify_fail("旋风扫叶腿必须空手。\n"); if ((int)me->query_skill("bibo-shengong", 1) < 15) return notify_fail("你的碧波神功火候不够,无法学旋风扫叶腿。\n"); if ((int)me->query("max_neili") < 100) return notify_fail("你的内力太弱,无法练旋风扫叶腿。\n"); return 1;}string query_skill_name(int level){ int i; for(i = sizeof(action)-1; i >= 0; i--) if(level >= action[i]["lvl"]) return action[i]["skill_name"];}mapping query_action(object me, object weapon){ int i, level; level = (int)me->query_skill("xuanfeng-leg", 1); for(i = sizeof(action); i > 0; i--) if(level > action[i-1]["lvl"]) return action[NewRandom(i, 20, level/5)];}int practice_skill(object me){ if ((int)me->query("qi") < 30) return notify_fail("你的体力太低了。\n"); if ((int)me->query("neili") < 20) return notify_fail("你的内力不够练旋风扫叶腿。\n"); me->receive_damage("qi", 20); me->add("neili", -1); return 1;}string perform_action_file(string action){ return __DIR__"xuanfeng-leg/" + action;}mixed hit_ob(object me, object victim, int damage_bonus, int factor, string limb){ int level, jiali, time,level2; object weapon; weapon = me->query_temp("weapon");level2= (int) me->query_skill("xuanfeng-leg",1); if (random(5)==1 && me->query_skill("xuanfeng-leg",1)>100) { if (!victim->is_busy()) victim->start_busy(2); return HIR"$N脚走五行,$n二眼一花不知所知!!\n"NOR; } if( damage_bonus > 80 && random(level2)>60) { victim->receive_wound("qi", (random(damage_bonus)+150)); return HIB"$n被一脚踢中$l要害,顿时痛不欲生!!\n"NOR; }}int ob_hit(object ob, object me, int damage){ object weapon = me->query_temp("weapon"); string msg,dodge_skill,*limbs; int i, j, level,level2, p, q; limbs = ob->query("limbs"); level = me->query_skill("xuanfeng-leg", 1);level2 = me->query_skill("xuanfeng-leg", 1); if ( level2 > 100 && random(5)==1){ msg = HIC"$n出招时,$N脚踏五行,$n心头一乱!\n"NOR; if (!ob->is_busy()) ob->start_busy(2+random(2)); }}
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