📄 baihua-cuoquan.c
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// Cuff: 查拳、燕青拳、太祖长拳、六合拳、少林长拳、八极拳// Claw: 大擒拿手、小擒拿手、鹰爪功、虎爪手// Strike:八卦掌、武当绵掌、游身八卦掌#include <ansi.h>inherit SKILL;mapping *action = ({([ "action": "$N单手上抬,一招查拳的「冲天炮」,对准$n的$l猛击下去", "force" : 420, "attack": 130, "dodge" : 45, "parry" : 45, "damage": 180, "damage_type": "砸伤"]),([ "action": "$N一招燕青拳的「白鹤亮翅」,身子已向左转成弓箭步,两臂向后成钩手,呼\n" "的一声轻响,反击$n$l", "force" : 512, "attack": 145, "dodge" : 10, "parry" : 75, "damage": 185, "damage_type": "瘀伤"]),([ "action": "$N往后一纵,施展小擒拿手的手法,双手对着$n$l处的关节直直抓去", "force" : 410, "attack": 170, "dodge" : 35, "parry" : 35, "damage": 278, "damage_type": "抓伤"]),([ "action": "$N左拳拉开,右拳转臂回扰,一招少林的少林长拳突然击出,带着许许风声贯向$n", "force" : 460, "attack": 150, "dodge" : 62, "parry" : 60, "damage": 290, "lvl" : 30, "damage_type": "瘀伤"]),([ "action": "只见$N运足气力,使出八极拳中的「八极翻手式」,双掌对着$n的$l平平攻去", "force" : 480, "attack": 160, "dodge" : 40, "parry" : 40, "damage": 285, "damage_type": "瘀伤"]),([ "action": "$N大喝一声,左手往$n身后一抄,右掌往$n反手击去,正是八卦掌的招式", "force" : 510, "attack": 155, "dodge" : 30, "parry" : 30, "damage": 295, "damage_type": "瘀伤"]),([ "action": "$N提气游走,左手护胸,右手一招游身八卦掌的「游空探爪」,迅速拍向$n$l", "force" : 510, "attack": 150, "dodge" : 45, "parry" : 45, "damage": 310, "damage_type": "瘀伤"]),([ "action": "只见$N拉开架式,双手将武当派的绵掌使得密不透风,招招不离$n的$l", "force" : 460, "attack": 155, "dodge" : 160, "parry" : 160, "damage": 305, "damage_type": "瘀伤"]),([ "action": "$N突然飞身一跃而起,双手握做爪状,朝着$n的$l猛然抓去,凛然是鹰爪功的招式", "force" : 470, "attack": 185, "dodge" : 60, "parry" : 60, "damage": 355, "damage_type": "抓伤"]),([ "action": "只见$N身形一矮,双手翻滚,合抱为圈,一招太极拳「云手」直拿$n的$l", "force" : 350, "attack": 90, "dodge" : 210, "parry" : 330, "damage": 65, "damage_type": "瘀伤"]),([ "action": "只见$N跨前一步,左手一记大擒拿手护住上盘,右手顺势一带,施一招摔碑手击向$n", "force" : 520, "attack": 155, "dodge" : 41, "parry" : 37, "damage": 303, "damage_type": "瘀伤"]),([ "action": "$N一个转身,趁$n不备,反手将$n牢牢抱住猛的朝地面摔去,竟然是蒙古的摔角招式", "force" : 560, "attack": 185, "dodge" : 75, "parry" : 60, "damage": 325, "damage_type": "摔伤"]),});string main_skill() { return "baihua-cuoquan"; }int valid_learn(object me){ if (me->query_temp("weapon") || me->query_temp("secondary_weapon")) return notify_fail("练百花错拳必须空手。\n"); if (me->query("int") < 28) return notify_fail("你的先天悟性太差,无法学习百花错拳。\n"); if (me->query("dex") < 23) return notify_fail("你的先天身法孱弱,无法学习百花错拳。\n"); if (me->query("max_neili") < 3000) return notify_fail("你的内力修为远远不足,难以练习百花错拳。\n"); if ((int)me->query_skill("force") < 250) return notify_fail("你的内功火候尚浅,无法学习百花错拳。\n"); if ((int)me->query_skill("unarmed", 1) < 150) return notify_fail("你的拳脚根基有限,无法体会百花错拳要诣。\n"); if ((int)me->query_skill("cuff", 1) < 100) return notify_fail("你的拳法根基有限,无法体会百花错拳要诣。\n"); if ((int)me->query_skill("claw", 1) < 100) return notify_fail("你的爪法根基有限,无法体会百花错拳要诣。\n"); if (((int)me->query_skill("houquan", 1)+100) < (int)me->query_skill("baihua-cuoquan", 1)) return notify_fail("你的猴拳太低了。\n"); if (((int)me->query_skill("yunlong-zhua", 1)+100) < (int)me->query_skill("baihua-cuoquan", 1)) return notify_fail("你的云龙爪太低了。\n"); if (((int)me->query_skill("yunlong-shou", 1)+200) < (int)me->query_skill("baihua-cuoquan", 1)) return notify_fail("你的云龙手太低了。\n"); if (((int)me->query_skill("yunlong-shengong", 1)+200) < (int)me->query_skill("baihua-cuoquan", 1)) return notify_fail("你的云龙神功太低了。\n"); if (((int)me->query_skill("yunlong-shenfa", 1)+200) < (int)me->query_skill("baihua-cuoquan", 1)) return notify_fail("你的云龙身法太低了。\n"); return 1;}int valid_enable(string usage) { return usage=="unarmed" || usage=="parry"; } int valid_combine(string combo) { return combo=="houquan"; }mapping query_action(object me, object weapon){ int i, level; level = (int)me->query_skill("baihua-cuoquan", 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") < 100 ) return notify_fail("你现在手足酸软,休息一下再练吧。\n"); if ((int)me->query("neili") < 150) return notify_fail("你的内力不够了。\n"); if (((int)me->query_skill("houquan", 1)+100) < (int)me->query_skill("baihua-cuoquan", 1)) return notify_fail("你的猴拳太低了。\n"); if (((int)me->query_skill("yunlong-zhua", 1)+100) < (int)me->query_skill("baihua-cuoquan", 1)) return notify_fail("你的云龙爪太低了。\n"); if (((int)me->query_skill("yunlong-shou", 1)+200) < (int)me->query_skill("baihua-cuoquan", 1)) return notify_fail("你的云龙手太低了。\n"); if (((int)me->query_skill("yunlong-shengong", 1)+200) < (int)me->query_skill("baihua-cuoquan", 1)) return notify_fail("你的云龙神功太低了。\n"); if (((int)me->query_skill("yunlong-shenfa", 1)+200) < (int)me->query_skill("baihua-cuoquan", 1)) return notify_fail("你的云龙身法太低了。\n"); me->receive_damage("qi", 80); me->add("neili", -120); return 1;}mixed hit_ob(object me, object victim, int damage_bonus){ int lvl; lvl = me->query_skill("baihua-cuoquan", 1); if (damage_bonus < 100 || lvl < 150) return 0;if (me->query_skill_mapped("force") != "yunlong-shengong" ) return; if (random(4)==0) { victim->receive_wound("qi", (damage_bonus - 50) / 2, me); return HIR "只听$n" HIR "前胸「咔嚓」一声脆响,竟像是" "肋骨断折的声音。\n" NOR; }}string perform_action_file(string action){ return __DIR__"baihua-cuoquan/" + action;}
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