📄 lev2.c
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#include <ansi.h>inherit NPC;mapping *data=({(["id":"lightangel","title":"光之天使军团","name":"河川天使",]),(["id":"lightangel","title":"光之天使军团","name":"忍耐天使",]),(["id":"lightangel","title":"光之天使军团","name":"发明天使",]),(["id":"lightangel","title":"光之天使军团","name":"道德天使",]),(["id":"lightangel","title":"光之天使军团","name":"希望天使",]),(["id":"lightangel","title":"光之天使军团","name":"未来天使",]),(["id":"lightangel","title":"光之天使军团","name":"机会天使",]),(["id":"lightangel","title":"光之天使军团","name":"雪之天使",]),(["id":"lightangel","title":"光之天使军团","name":"珍宝天使",]),(["id":"lightangel","title":"光之天使军团","name":"雷雨之天使",]),(["id":"lightangel","title":"光之天使军团","name":"爱情使使",]),(["id":"lightangel","title":"光之天使军团","name":"光之天使",])});string *order = ({""HIY"", ""HIG"", ""RED"", ""MAG"", ""YEL"", ""HIC"", ""HIW"", ""HIR"",""HIB"", ""CYN"",""WHT"",""HIM"",""BLU""});void create(){ mapping npc,mp,j; int i,k,a,b,c,d,e,f,temp; npc=data[random(sizeof(data))];set_name(order[random(13)]+npc["name"]+NOR,({ npc["id"] })); set("nickname",(HIW+npc["title"])+NOR); set("magicgift",1+random(6)); set("zhuanbest",1); set("magicset",1); set("long","一只光之天使。\n"); set("attitude", "aggressive"); set("vendetta/authority",1); set("max_qi",500+random(500)); set("combat_exp",75000000+random(8000000)); set_skill("force",480+random(300)); set_skill("unarmed",480+random(300)); set_skill("sword",480+random(300)); set_skill("club",480+random(300)); set_skill("whip",480+random(300)); set_skill("throwing",480+random(300)); set_skill("parry",480+random(300)); set_skill("magic-dark", 500+random(300)); set_skill("magic-light", 500+random(300)); set_skill("magic-earth", 500+random(300)); set_skill("magic-ice", 500+random(300)); set_skill("magic-water", 500+random(300)); set_skill("magic-fire", 500+random(300)); set_skill("magic-unarmed", 580+random(300)); set_skill("magic-sword", 580+random(300)); map_skill("sword", "magic-sword"); map_skill("unarmed", "magic-unarmed"); map_skill("parry", "magic-unarmed"); set("no_get",1);b=9900+random(6000);a=9900+random(5000);d=65+random(60);set("str",d);set("dex",30+d);set("int",d);set("con",d);set("per",d);set("kar",d); set("jing",b); set("max_jing",b);set("eff_jing",b); set("qi",a); set("max_qi",a);set("eff_qi",a); set("neili",a); set("max_neili",a); set("age", 15); set("shen_type", -1); set("intellgent",1); set("pursuer",1); set_temp("apply/attack",200); set_temp("apply/defense",200); set_temp("apply/armor",800); set_temp("apply/damage",600); set("chat_chance", 20); set("chat_msg", ({ (: random_move :), }) );if (random(2)==0){ map_skill("spells", "magic-light"); set("chat_chance_combat", 69); set("chat_msg_combat", ({ (: perform_action, "spells.cure lightangel" :), (: perform_action, "spells.delete" :), (: perform_action, "spells.holyword" :), (: perform_action, "spells.moonlight lightangel" :), (: perform_action, "spells.sunbolt" :), (: perform_action, "spells.sunfield" :), // (: perform_action, "spells.summon" :), // (: perform_action, "spells.sunarrow" :), }) );}else { map_skill("spells", "magic-ice"); set("chat_chance_combat", 69); set("chat_msg_combat", ({ (: perform_action, "spells.invisibility" :), (: perform_action, "spells.lightningball" :), (: perform_action, "spells.resistance" :), (: perform_action, "spells.implosion" :), (: perform_action, "spells.lightningbolt" :), (: perform_action, "spells.stun" :), // (: perform_action, "spells.summon" :), // (: perform_action, "spells.holylightning" :), }) ); } setup();carry_object(__DIR__"obj/sword")->wield();carry_object(__DIR__"obj/cloth")->wear();}void init( ){ object ob; remove_call_out("hunting"); if( interactive(ob = this_player()) ) {ob->start_busy(1); call_out("hunting",0); } if(!environment()->query("no_fight") ) call_out("hunting",0);}void hunting(){ int i; object *ob; ob = all_inventory(environment()); for(i=sizeof(ob)-1; i>=0; i--) { if( !ob[i]->is_character() || ob[i]==this_object() || !living(ob[i])) continue; if(ob[i]->query("vendetta/authority")) continue; kill_ob(ob[i]); ob[i]->fight(this_object()); }}void die(){ object ob, me, corpse; ob = this_object(); me = query_temp("last_damage_from");if (!me) return; me->add("score",1); message_vision(RED"$N,倒地而亡,不动弹了。\n"NOR,ob,me); if((int)me->query("combat_exp") < ob->query("combat_exp")) { message("vision", me->name() + HIG"成功打死"+ob->query("name")+",增加了80经验和40潜能。\n"NOR, me); me->add("combat_exp",80); me->add("potential",40); destruct(ob); } destruct(ob); return;}
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