📄 fire_sense.c
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// fire_sense.c 火识神通// Modified by Venus Oct.1997#include <ansi.h>inherit F_SSERVER;int conjure(object me, object target){ string msg; string msg1; string msg2; string msg3; string msg4; int damage, ap, dp,i; i=random(3); if( !target ) target = offensive_target(me); if( !target || !target->is_character() || target->is_corpse() || target==me) return notify_fail(HIR"你要对谁施展「火识」?\n"NOR); if (i==0){ msg1="$N双手各捻个法诀,再并拢向外一推,大喝道:"+HIC"“般若波罗密,风火雷电……打!!”"NOR+"\n; 刹那间,风起云涌,浓云密布,一道闪电自天空中疾闪而下向$n劈去!!!\n"; msg2=HIR"“轰”的一声打了个正着,"+target->query("name")+"被电得象烟熏猪头一样黑!\n"NOR; msg3=RED"你只觉得全身发麻,眼前金星乱冒。。。。\n"NOR; msg4="jing"; } if(i==1){ msg1="$N身形一转散作七处同时口中念道:\n"+HIY" “天地无相,万剑归宗,浩天正气,神剑伏魔!!”"NOR+"\n 只见空中出现万点金光向$n射去。。。\n"; msg2="只听“嗤嗤”声响不绝,金光射入"+target->query("name")+"身体。"+ target->query("name")+"变成了千窗百孔的大筛子!!!\n"; msg3=RED"你只觉的遍体生风,浑身剧痛。\n"NOR; msg4="jing"; } if (i==2){ msg1="$N双手环抱胸前,口中喃喃念道:\n"+HIR"“天地无极,乾坤借法!!”"NOR+"\n 突然大喝一声:“中!!”\n双掌并力将一巨大的金色光球推向$n!\n"; msg2="“砰”!"+target->query("name")+"身子向后一仰,连退了几步………\n"; msg3="“砰”!你胸口如遭锤击,两眼一黑,险些昏了过去!\n"; msg4="qi"; } if((int)me->query("jingli") < 150 ) return notify_fail("你的精力不够!\n"); if((int)me->query("jing") < 35 ) return notify_fail("现在你的精神无法有效集中!\n"); me->add("jingli", -30); if( random(me->query("max_jingli")) < 150 ) { write("你失败了。\n"); return 1; } msg="\n"; message_vision(msg1, me, target); ap = me->query_skill("bashi-shentong"); ap = ( ap * ap * ap / 4 ) * (int)me->query("jing") / 100; dp = target->query("combat_exp"); if( random(ap + dp) > dp) { damage = (int)me->query("max_jingli") / 10 + random((int)me->query("eff_jing") / 5); damage -= (int)target->query("max_jingli") / 20 + random((int)me->query("eff_jing") / 10); if(target->is_ghost()) damage=damage*10; if( damage > 0 ) { target->receive_damage(msg4, damage, me); target->receive_wound(msg4, damage/2, me); tell_room(environment(me),msg2,target); tell_object(target,msg3); me->improve_skill("bashi-shentong", 1, 1); } else { msg = "$N的「火识」好象没有造成任何伤害!\n"; me->receive_damage("jing", 10); } } else msg = "但是$n巧妙地躲开了。\n"; message_vision(msg, me, target); if( damage > 0 ) COMBAT_D->report_status(target); if( !target->is_fighting(me) ) { if( living(target) ) { if( userp(target) ) target->fight_ob(me); else target->kill_ob(me); } me->kill_ob(target); } me->start_busy(2); return 1;}
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