lev3.c
来自「C实现的MUD,对大家基本入门网络游戏很有帮助!」· C语言 代码 · 共 144 行
C
144 行
#include <ansi.h>inherit NPC;string *order = ({""HIY"", ""HIG"", ""RED"", ""MAG"", ""YEL"", ""HIC"", ""HIB"", ""HIR"",""HIB"", ""CYN"",""WHT"",""HIM"",""BLU""});void create(){ mapping npc,mp,j; int i,k,a,b,c,d,e,f,temp; set_name(order[random(13)]+"食尸鬼"NOR, ({ "Ghoul"}));set("nickname",HIB"魔族军团"NOR);if (random(2)==0) set("magicgift",5);else set("magicgift",6); set("magicset",1); set("zhuanbest",1); set("long","一位可怕的食尸鬼。\n"); set("attitude", "aggressive"); set("vendetta/authority",1); set("max_qi",500+random(500)); set("combat_exp",45000000+random(8000000)); set_skill("spells",450+random(300)); set_skill("force",450+random(300)); set_skill("unarmed",450+random(300)); set_skill("sword",450+random(300)); set_skill("club",450+random(300)); set_skill("whip",450+random(300)); set_skill("throwing",450+random(300)); set_skill("parry",450+random(300)); set_skill("magic-unarmed", 450+random(300)); set_skill("magic-sword", 450+random(300)); set_skill("magic-dark", 450+random(200)); map_skill("sword", "magic-sword"); map_skill("unarmed", "magic-unarmed"); map_skill("parry", "magic-unarmed");map_skill("spells", "magic-dark"); set("no_get",1);b=5500+random(6000);a=7000+random(5000);d=49+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",150); set_temp("apply/defense",150); set_temp("apply/armor",500); set_temp("apply/damage",400); set("chat_chance_combat", 20); set("chat_msg_combat", ({(: perform_action, "spells.nuclea" :), }) ); set("chat_chance", 2); set("chat_msg", ({ (: random_move :), }) ); 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"$N,倒地而亡,不动弹了。\n"NOR,ob,me); if((int)me->query("combat_exp") < ob->query("combat_exp")) { message("vision", me->name() + HIG"成功打死"+ob->query("name")+",增加了80经验和40潜能。\n"NOR, me); me->add("combat_exp",80); me->add("potential",40); destruct(ob); } destruct(ob); return;}int hit_ob(object me, object ob, int damage){string msg; if(random((int)me->query("combat_exp")) > ob->query("combat_exp")/2) { ob->add("qi",-ob->query("qi")/40); ob->add("eff_qi",-ob->query("eff_qi")/40); ob->start_busy(2); ob->apply_condition("xx_condition",10); msg = RED"$N"RED"突然跳起一爪!,$n"RED"被打中了!\n"NOR; message_vision(msg, me, ob);}}
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