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📄 lev3.c

📁 C实现的MUD,对大家基本入门网络游戏很有帮助!
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#include <ansi.h>inherit NPC;mapping *data=({(["id":"chaos angel","title":"混沌天使军团","name":"山脉天使",]),(["id":"chaos angel","title":"混沌天使军团","name":"植物天使",]),(["id":"chaos angel","title":"混沌天使军团","name":"健康天使",]),(["id":"chaos angel","title":"混沌天使军团","name":"森林天使",]),(["id":"chaos angel","title":"混沌天使军团","name":"遗忘天使",]),(["id":"chaos angel","title":"混沌天使军团","name":"食物天使",]),(["id":"chaos angel","title":"混沌天使军团","name":"计算天使",]),(["id":"chaos angel","title":"混沌天使军团","name":"宝瓶宫天使",]),(["id":"chaos angel","title":"混沌天使军团","name":"沈默天使",]),(["id":"chaos angel","title":"混沌天使军团","name":"蔬菜天使",]),(["id":"chaos angel","title":"混沌天使军团","name":"练金术天使",]),(["id":"chaos angel","title":"混沌天使军团","name":"记忆天使",]),(["id":"chaos angel","title":"混沌天使军团","name":"婚姻天使",]),(["id":"chaos angel","title":"混沌天使军团","name":"平衡天使",]),(["id":"chaos angel","title":"混沌天使军团","name":"水流天使",])});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",(HIY+npc["title"])+NOR);	set("magicgift",1+random(6));	set("zhuanbest",1);	set("magicset",1);       set("long","一位混沌天使。\n");              set("attitude", "aggressive");                set("vendetta/authority",1);	       set("max_qi",500+random(500));	set("combat_exp",75000000+random(8000000));        set_skill("force",490+random(300));	set_skill("unarmed",490+random(300));	set_skill("sword",500+random(300));	set_skill("club",500+random(300));	set_skill("whip",500+random(300));	set_skill("throwing",500+random(300));	set_skill("parry",500+random(300));      set_skill("magic-dark", 500+random(500));      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", 500+random(300));      set_skill("magic-sword", 500+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",-100000);        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-fire");        set("chat_chance_combat", 50);        set("chat_msg_combat", ({               (: perform_action, "spells.light" :),               (: perform_action, "spells.fireball" :),               (: perform_action, "spells.resistance" :),               (: perform_action, "spells.immolation" :),               (: perform_action, "spells.firebolt" :),               (: perform_action, "spells.meteor" :),                                                            //               (: perform_action, "spells.summon" :),                                                            //               (: perform_action, "spells.incinerate" :),                                                                    }) );}else {     map_skill("spells", "magic-water");        set("chat_chance_combat", 50);        set("chat_msg_combat", ({               (: perform_action, "spells.door" :),               (: perform_action, "spells.iceball" :),               (: perform_action, "spells.resistance" :),               (: perform_action, "spells.crystal" :),               (: perform_action, "spells.icebolt" :),               (: perform_action, "spells.storm" :),                                                            //               (: perform_action, "spells.summon" :),                                                            //               (: perform_action, "spells.zeroring" :),                                                                    }) );}   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(userp(ob[i]) && ob[i]->query("shen")< -100000) 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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