📄 fy-sword.c
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// fy-sword.c
inherit SKILL;
mapping *action = ({
([ "action":
"$N使出一招「风满长空」,手中的$w画了一道圆弧,向$n的$l刺来",
"dodge": 30,
"damage": 50,
"damage_type": "刺伤"
]),
([ "action":
"$N左手轻轻拍出一掌,右手中的$w使出一招「烈火腾云」,斩向$n的$l",
"dodge": 10,
"damage": 70,
"damage_type": "割伤"
]),
([ "action":
"$N使出一招「水到渠成」,身形婉如流水,手中$w从天而降,斩向$n的$l",
"dodge": 50,
"damage": 10,
"damage_type": "割伤"
]),
([ "action":
"$N使出一式的「雷震四方」对准$n的$l刺出一剑",
"dodge": 20,
"damage_type": "刺伤"
]),
([ "action":
"$N将手中$w连晃几个虚招,一招「草深雾泽」向$n刺去",
"dodge": 60,
"damage_type": "刺伤"
]),
([ "action":
"$N双手握剑,使出一招「天目昭辉」劈向$n的$l",
"dodge": 100,
"damage": 40,
"damage_type": "割伤"
]),
([ "action":
"$N手中剑轻轻一晃,$w化为一道电光,使出「地老天荒」刺向$n的$l",
"dodge": 100,
"damage": 100,
"damage_type": "刺伤"
]),
});
int valid_learn(object me)
{
object ob;
if( (int)me->query("max_neili") < 50 )
return notify_fail("你的内力不够,没有办法练大旗风云剑法。\n");
if( !(ob = me->query_temp("weapon"))
|| (string)ob->query("skill_type") != "sword" )
return notify_fail("你必须先找一把剑才能练剑法。\n");
return 1;
}
int valid_enable(string usage)
{
return usage=="sword" || usage=="parry";
}
mapping query_action(object me, object weapon)
{
return action[random(sizeof(action))];
}
int practice_skill(object me)
{
if( (int)me->query("qi") < 30
|| (int)me->query("neili") < 5 )
return notify_fail("你的内力或气不够,没有办法练习大旗风云剑法。\n"
);
me->receive_damage("qi", 30);
me->add("neili", -5);
write("你按著所学练了一遍大旗风云剑法。\n");
return 1;
}
int effective_level() { return 9;}
string *parry_msg = ({
"$n以功代守,$v直向$N刺去。$N吓的连退数步,撤回了攻势。\n",
"$n使出一招「山高林密」,将全身躲在了$v形成的剑幕中。\n",
});
string *unarmed_parry_msg = ({
"$n将手中的$v连续刺出,挡住$N的全部攻势。\n",
});
string query_parry_msg(object weapon)
{
if( weapon )
return parry_msg[random(sizeof(parry_msg))];
else
return unarmed_parry_msg[random(sizeof(unarmed_parry_msg))];
}
int learn_bonus()
{
return -10;
}
int practice_bonus()
{
return 10;
}
int black_white_ness()
{
return 30;
}
string perform_action_file(string action)
{
return __DIR__"fy-sword/" + action;
}
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