📄 tiezhang-zhangfa.cloth
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// tiezhang-zhangfa 铁掌帮 铁掌掌法// by zqb//update by cool 981010#include <ansi.h>inherit SKILL;mapping *action = ({([ "action": "$N右掌一拂而起,一招「推窗望月」,自侧面连消带打,登时将$n的力道带斜。", "dodge": 5, "force": 200, "parry": 40, "lvl": 0, "damage_type": "瘀伤"]),([ "action": "$N使一招「分水擒龙」,左掌陡然沿着伸长的右臂,飞快的一削而出,斩向$n的$l", "dodge": 10, "force": 260, "parry": 35, "lvl": 0, "damage_type": "瘀伤"]),([ "action": "$N突然使一式「白云幻舞」,双臂如旋风一般一阵狂舞,刮起一阵旋转的气浪。 ", "dodge": 15, "force": 300, "parry": 30, "lvl": 10, "damage_type": "瘀伤"]),([ "action": "$N一招「掌中乾坤」,猛地侧过身来,右臂自左肋下疾翻而出,拇,中两指扣圈猛弹$n的$l", "dodge": 20, "force": 280, "parry": 25, "lvl": 20, "damage_type": "瘀伤"]),([ "action": "$N一招「落日赶月」,伸掌一拍一收,一拍无丝毫力道,一收之间,一股阴柔无比的力道才陡然发出。", "dodge": 25, "force": 320, "parry": 20, "lvl": 30, "damage_type": "瘀伤"]),([ "action": "$N身行暴起,一式「蛰雷为动」,双掌横横切出,掌缘才递出,呜呜呼啸之声狂作。", "dodge": 20, "force": 350, "parry": 15, "damage": 10, "lvl": 40, "damage_type": "瘀伤"]),([ "action": "$N一招「天罗地网」,左掌大圈而出,右掌小圈而出,两股奇异的力道一会之下,击向$n的$l", "dodge": 25, "force": 400, "parry": 10, "damage": 15, "lvl": 50, "damage_type": "瘀伤"]),([ "action": "$N一招「五指幻山」,猛一吐气,单掌有如推门,另一掌却是迅疾无比的一推即收。", "dodge": 30, "force": 450, "parry": 5, "damage": 20, "lvl": 60, "damage_type": "瘀伤"]),([ "action": "$N突然大吼一声,身行疾飞而起,猛向$n直扑而下,空气中暴出“呜”的一声刺耳尖啸。", "force": 540, "parry": 10, "dodge": 40, "damage": 30, "lvl": 100, "damage_type": "瘀伤" ]),});int valid_enable(string usage) { return usage=="strike" || usage=="parry"; }mapping query_action(object me, object weapon){ int i,level,lev; level = (int) me->query_skill("tiezhang-zhangfa",1); lev = (int) me->query_skill("guiyuan-tunafa",1); if (me->query_temp("tzzf") && me->query("jiali") < 50 ) me->set("jiali",50); for(i = sizeof(action); i > 0; i--) { if(level > action[i-1]["lvl"]) { if (me->query_temp("tzzf")) { return ([ "action" : WHT+action[NewRandom(i, 20, level/5)]["action"]+NOR, "force" : action[NewRandom(i, 20, level/5)]["force"]+random(30), "dodge":action[NewRandom(i, 20, level/5)]["dodge"], "damage": level/4+random(lev/5), "lvl" : action[NewRandom(i, 20, level/5)]["lvl"], "weapon" : "掌刀", "damage_type" : random(2)?"瘀伤":"割伤", ]); } else return action[NewRandom(i, 20, level/5)]; } }}int valid_learn(object me){ if (me->query_temp("weapon") || me->query_temp("secondary_weapon")) return notify_fail("练铁掌掌法必须空手。\n"); if ((int)me->query_skill("guiyuan-tunafa", 1) < 10) return notify_fail("你的归元吐呐法火候不够,无法练铁掌掌法。\n"); if ((int)me->query("max_neili") < 1000) return notify_fail("你的内力修为不够,无法练铁掌掌法"); return 1;}int practice_skill(object me){ if ((int)me->query("jingli") < 30) return notify_fail("你的体力太低了。\n"); if ((int)me->query("neili") < 8) return notify_fail("你的内力不够练铁掌掌法。\n"); if (me->query_skill("tiezhang-zhangfa", 1) < 50) me->receive_damage("jingli", 20); else me->receive_damage("jingli", 30); me->add("neili", -5); return 1;}string perform_action_file(string action){ return __DIR__"tiezhang-zhangfa/" + action;}mixed hit_ob(object me, object victim, int damage_bonus, int factor){ int lev,damage, i; string msg; object weap; weap = victim->query_temp("weapon"); lev =me->query("tiezhang-zhangfa"); if( (me->query("neili") > 1000)&& (victim->query_temp("weapon")) && (me->query_temp("tzzf")) && (random(me->query_str()) > victim->query_str()/2) ) { if (random((int)weap->query("rigidity"))<3) { message_vision(HIW "$N运掌如刀,连击三十六下,只听见「啪」地一声,$n手中的" + weap->name() + "已经断为两截!\n" NOR, me, victim ); weap->move(environment(me)); weap->set("name", "断掉的"+weap->query("name")); weap->set("value", 0); weap->set("weapon_prop", 0); } else { message_vision(HIW "$N运掌如刀,连击三十六下,只听见「当」地一声,$n手中的" + weap->name() + "被刀气震落到地上!\n" NOR, me,victim ); weap->move(environment(me)); } victim->reset_action(); me->add("neili", -100); return 1; } }
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