📄 wuliang-jianfa.c
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// wuliang-jianfa.c 无量剑法inherit SKILL;mapping *action = ({([ "action" : "$N未等招数未老,陡然收势,剑尖在半空中微微一抖,一个剑花,变招斜刺$n$l", "force" : 240, "damage" : 30, "lvl" : 0, "damage_type" : "刺伤"]),([ "action" : "$N长剑上撩,使招「万卉争艳」,剑光乱颤,牢牢将上盘封住", "force" : 270, "dodge" : 5, "damage" : 35, "lvl" : 15, "damage_type" : "刺伤"]),([ "action" : "$N一招「顺水推舟」,剑锋乘势向$n的$l推去", "force" : 290, "dodge" : 5, "damage" : 40, "lvl" : 20, "damage_type" : "刺伤"]),});int valid_enable(string usage) { return (usage == "sword") || (usage == "parry"); }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("wuliang-shengong", 1) < 20) return notify_fail("你的无量神功火候太浅。\n"); return 1;}string query_skill_name(int level){ int i; for(i = sizeof(action)-1; i >= 0; i--) if(level >= action[i]["lvl"]) return action[i]["skill_name"];}mapping query_action(object me, object weapon){ int i, level; level = (int) me->query_skill("wuliang-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("你的体力不够练无量剑法。\n"); me->receive_damage("jingli", 35); return 1;}
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