📄 murong-jianfa.c
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// murong-jiafa 慕容剑法inherit SKILL;mapping *action = ({([ "action" : "$N剑尖下指,一式「洗耳恭听」,双脚后退三步,剑尖直点$n腿部", "force" : 120, "dodge" : 20, "damage" : 25, "lvl" : 0, "damage_type" : "刺伤"]),([ "action" : "$N踏前数步,避虚就实,右手使一式「明察秋毫」直刺$n的右肋", "force" : 160, "dodge" : 15, "damage" : 30, "lvl" : 20, "damage_type" : "刺伤"]),([ "action" : "$N一招「甜言蜜语」,剑尖抖起五朵剑花,分别刺向$n的左脸和右耳", "force" : 220, "dodge" : 15, "damage" : 40, "lvl" : 45, "damage_type" : "刺伤"]),([ "action" : "$N剑身横摆,剑尖指向$n的脸部,一招「望尘莫及」,宛若万马千军一般,横扫$n的$l", "force" : 270, "dodge" : 10, "damage" : 50, "lvl" : 60, "damage_type" : "刺伤"]),([ "action" : "$N双脚离地,使出草上飞,身行直奔$n,一招「骑虎难下」,剑出中宫,平削$n的$l", "force" : 330, "dodge" : 10, "damage" : 60, "lvl" : 75, "damage_type" : "刺伤"]),([ "action" : "$N长笑一声,横剑斜削,一招「抛砖引玉」,剑风逼向$n的$l", "force" : 380, "dodge" : 5, "damage" : 70, "lvl" : 90, "damage_type" : "刺伤"]),});int valid_enable(string usage) { return (usage == "sword") || (usage == "parry"); }int valid_combine(string combo) { return combo=="murong-daofa"; }int valid_learn(object me){ if ((int)me->query("max_neili") < 100) return notify_fail("你的内力不够。\n"); if ((int)me->query_skill("shenyuan-gong", 1) < 20) return notify_fail("你的神元功火候太浅。\n"); if ((int)me->query_skill("parry", 1) < 10) return notify_fail("你的基本招架火候太浅。\n"); return 1;}mapping query_action(object me, object weapon){ int i, level; level = (int) me->query_skill("murong-jianfa",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){ object weapon; if (!objectp(weapon = me->query_temp("weapon")) || (string)weapon->query("skill_type") != "sword") return notify_fail("你使用的武器不对。\n"); if ((int)me->query("jingli") < 50) return notify_fail("你的体力不够练慕容剑法。\n"); me->receive_damage("jingli", 30); return 1;}
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