📄 muwu1.c
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// cool980724// Modify By River 98/12//COOL@SJ,9908#include <room.h>#include <ansi.h>inherit ROOM;void create(){ set("short", "空地"); set("long", @LONG你定了定神,看见眼前是一块大空地,光秃秃的什么都没长,空地北面好象有一间屋子,南面是你跳过来的树墙。LONG ); set("outdoors", "大理"); set("exits", ([ "north" : __DIR__"muwu2", ])); setup();}void init(){ object room,ob,me; me=this_player(); if(!( room = find_object(__DIR__"muwu1"))) room = load_object(__DIR__"muwu1"); if ( interactive(me) && !present("duan yanqing", room) && me->query_temp("kill")){ new(__DIR__"npc/dyq1")->move(room); } add_action("do_jump", "jump"); add_action("do_tiao", "tiao");}int do_jump(string arg){ object me; me = this_player(); if (!arg || arg !="wall") return notify_fail("你要跳到那去?\n"); if (random(me->query_skill("dodge",1)) < 60){ write("你吸气奋力一跳,无奈运气不好,没跳过树墙,摔了下来。\n"); write("你受了点伤!\n"); me->add("qi", -100); me->add("jingli", -80); me->receive_wound("qi", 50); return 1; } else { write("你一吸气,轻轻巧巧的跳过了大树墙。\n"); message("vision",me->name() + "一纵身跳过了树墙。\n",environment(me), ({me}) ); me->start_busy(1); me->move(__DIR__"shanlin-6"); message("vision",me->name() + "从树墙后面跳了过来。\n",environment(me), ({me}) ); return 1; }}int valid_leave(object me,string dir){ if( dir == "north" && objectp(present("duan yanqing", environment(me)))) return notify_fail("段延庆挡住了路,你无法过去!\n"); if ( interactive(me = this_player()) && this_player()->query_temp("kill") && (dir =="north")){ this_player()->delete_temp("kill"); return 1; } return ::valid_leave(me,dir);}
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