📄 mafang.c
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inherit ROOM;#include <ansi.h>void create(){ set("short", "马房"); set("long", @LONG这里是马房,里面臭烘烘的,养了几十匹马,你看过去,马身上都很脏了,该洗洗了,旁边有个水池,里面有些清水。LONG); set("exits", ([ "east" : __DIR__"houyuan2", ]) ); set("objects", ([ __DIR__"npc/guanjia3" : 1, ])); setup();}void init(){ add_action("do_sao", "clean"); add_action("do_sao", "sao"); }int do_sao(string arg){ object me, weapon; int costj, costq; me = this_player(); if(me->query_temp("job_name")!="打扫马房") return notify_fail("你必须跟馆主领了这工作才能在这里干! \n"); if(me->query_temp("mark/扫完了")) return notify_fail("你已经干完活了,回去覆命(task ok)吧!\n"); if (me->is_busy()) return notify_fail("你现在正忙着呢!\n"); if (me->is_fighting()) return notify_fail("你正在战斗中,无法专心干活!\n"); if (!objectp(weapon = me->query_temp("weapon")) || weapon->query("id")!= "saozhou") return notify_fail("你想用什么来打扫,用手扫吗?\n"); if ( !arg || arg != "马房" ) return notify_fail("你要打扫什么?\n"); costj = random((int)me->query("con")/3)+1; costq = random((int)me->query("str")/3)+1; if ((int)me->query("jing") < costj || (int)me->query("qi") < costq){ message_vision("$N脚一滑,不小心滑倒在粪堆里,吃了一大口马粪!\n",me); me->add("food", 10); me->unconcious(); return 1; } me->receive_damage("jing", costj); me->receive_damage("qi", costq); if (!(int)me->query_condition("wuguan_job") && (int)me->query_temp("mark/扫") > 10 + random(10) && present("mafang guanshi", environment(me))){ me->set_temp("mark/扫完了",1); message_vision(RED"马房管事对$N说:干的不错,好了,你可以回去覆命(task ok)了。\n"NOR, me); return 1; } message_vision("$N找了个地方开始扫了起来,真够臭的,你不由闭紧了呼吸。\n", me); me->add_temp("mark/扫",1); if ( (int)me->query_skill("club", 1) < 20 && random(10)>5 ){ write(HIM"你在扫地中对于棍的用法有些体会!\n"NOR); me->improve_skill("club", (int)(me->query("int") / 10)); } return 1;}
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