📄 lunhui-zhang.c
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//【轮回杖】lunhui-zhang.c//2001 by lestatinherit SKILL;#include <ansi.h>;string* skill_head =({ "$N口宣佛号,面色庄严,一招", "$N断喝一声,使出一式", "$N发出一招", "$N轻轻一纵,一式", "$N镇定自若,一招", "$N面露霞光,使出一招",});string* skill_tail =({ ",手中$w长驱直入,迳刺$n$l", ",手中$w若隐若现的砸向$n", ",直逼$n", ",手中$w若有千斤,直逼$w。", ",轻轻一纵,手中$w直点$n的$l", ",$n顿时手忙脚乱,$w就要落到$l上",});mapping *action = ({ ([ "name": "报应不爽", "action":"$N口宣佛号,面色庄严,一招"+BLINK""+HIR"「报应不爽」"NOR"手中$w长驱直入,迳刺$n$l", "dodge": -10, "parry": -5, "damage": 40, "damage_type": "刺伤" ]), ([ "name": "大限将至", "action":"$N手中$w一荡,使出"+BLINK""+HIB"「大限将至」"NOR",但见一道杖影隐隐约约,若有若无地向$n压下", "dodge": 15, "parry": -15, "damage": 40, "damage_type": "砸伤" ]), ([ "name": "回头是岸", "action":"只见$N手中$w疾横,斗地点出!这招"+BLINK""+HIM"「回头是岸」"NOR"轻灵飘逸,\n$n眼见杖风袭来,竟不知如何是好", "dodge": 20, "parry": -20, "damage": 40, "damage_type": "刺伤" ]), ([ "name": "在劫难逃", "action":"$N大喝一声,手中$w向$n兜头击落,兵器未至,已将$n各处退路封死,好一招"+BLINK""+HIC"「在劫难逃」"NOR"", "dodge": -5, "parry": 0, "damage": 50, "damage_type": "砸伤" ]), ([ "name": "天网恢恢", "action":"$N倒提$w,轻轻一纵,一招"+BLINK""+HIW"「天网恢恢」"NOR"从$n意想不到的地方刺出,$n顿时手足无措,狼狈万分", "dodge": -10, "parry": -5, "damage": 35, "damage_type": "刺伤" ]), ([ "name": "再堕轮回", "action":"$N脸上突现煞气,举起手中$w,猛向$n$l击落,这招"+BLINK""+RED"「再堕轮回」"NOR"出手又快又狠", "dodge": 20, "parry": -15, "damage": 55, "damage_type": "砸伤" ]), ([ "name": "渡劫", "action" : HIW"\n$N默吟佛号,手中的$w带一层淡淡的白雾直直拍向$n的胸前!这第一招名唤「渡劫」!"NOR, "dodge" : -15, "damage" : 40, "force" : 100, "parry" :-120, "lvl" : 0, "damage_type" : "砸伤" ]), ([ "name": "渡难", "action" : HIW"\n$N手中$w一振,白色劲气已然布满全身,风雷之声渐起,这第二式「渡难」猛然拍出!"NOR, "dodge" : -15, "damage" : 50, "parry" :-100, "force" : 120, "lvl" : 0, "damage_type" : "砸伤" ]), ([ "name": "渡厄", "action" : HIW"\n$N梵唱又起,$w象鼓满了风的劲帆,汹涌而出!\n「渡厄」一式之凶险显见佛家动嗔也会做“狮子吼”!"NOR, "dodge" : -10, "damage" : 60, "parry" :-100, "force" : 120, "lvl" : 0, "damage_type" : "砸伤" ]), ([ "name": "慈光普渡", "action" : HIC"\n$N轻声禅唱“回头是岸”,周身七尺劲气涌动,\n这普陀佛门禅功的无上功力终化作「慈光普渡」澎湃而出!"NOR, "dodge" : -10, "damage" : 80, "parry" :-120, "force" : 120, "lvl" : 0, "damage_type" : "砸伤" ]), });int valid_learn(object me){ object ob; if( (int)me->query("max_force") < 100 ) returnnotify_fail("你的内力不够,没有办法学轮回杖,等内力提高了再来吧。\n"); if( !(ob = me->query_temp("weapon")) || (string)ob->query("skill_type") != "staff" ) returnnotify_fail("你必须先找一条禅杖才能学轮回杖。\n"); return 1;}int valid_enable(string usage){ return (usage=="staff")||(usage=="parry");}mapping query_action(object me, object weapon){ int i; i=me->query("ciguangpudu"); if( !me->query("ciguangpudu") ) { mapping* m_actions; m_actions=me->query("skill_lunhui-zhang"); if(me->query("skill_lunhui-zhang")==0 ) return action[random(6)]; if( random(4) == 1 ) return m_actions[random(sizeof(m_actions))]; else return action[random(6)]; }else { return action[i]; } }int practice_skill(object me){ if( (int)me->query("kee") < 20 || (int)me->query("force") < 5 ) returnnotify_fail("你的内力或气不够,没有办法练习轮回杖。\n"); me->receive_damage("kee", 20); me->add("force", -5); write("你按着所学练了一遍轮回杖。\n"); return 1;}int valid_effect(object me, object weapon, string name, int skill){}string perform_action_file(string func){return CLASS_D("bonze") + "/lunhui-zhang/" + func;}void skill_improved(object me){ int m_skill=me->query_skill("lunhui-zhang",1); if(m_skill>200&&m_skill%10==0){ tell_object(me,HIW"你对轮回杖的领悟加深了,你的轮回杖进入了一个新的境界!\n"NOR); if(random(me->query("kar"))<20){ tell_object(me,HIW"然而你的心中居然产生了一种失落感!\n"NOR); return; } if(random(me->query("int"))<20){ tell_object(me,HIW"然而你的心中升起一种惆怅的感觉,仿佛有一丝重要的东西没有抓住。\n"NOR); return; } tell_object(me,HIW"你突然福至心灵,对轮回杖领悟出了一招新的用法!\n"NOR); tell_object(me,"请为这招取一个名字:"); input_to( (: call_other, __FILE__, "name_skill", me:)); } return;}void name_skill(object me, string arg){ mapping* m_actions; mapping m_act=([]); int content; string msg; m_actions=me->query("skill_lunhui-zhang"); if(!pointerp(m_actions))m_actions=({}); content=me->query("str")+2*me->query_skill("unarmed",1)/10; m_act+=(["damage":content]); content=-me->query("spi"); m_act+=(["dodge" :content]); content=-me->query("cps"); m_act+=(["parry" :content]); content=me->query("con")+me->query_skill("force",1)/10; m_act+=(["force" :content]); m_act+=(["damage_type":"砸伤"]); if(!arg||arg==" ")arg="轮回杖必杀技"+chinese_number(sizeof(m_actions)+1); m_act+=(["name":arg]); msg= skill_head[random(sizeof(skill_head))]+BLINK+HIY"「"+arg+"」"NOR +skill_tail[random(sizeof(skill_tail))]; m_act+=(["action":msg]); m_actions+=({m_act}); me->set("skill_lunhui-zhang",m_actions);}
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