lev2.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 178 行

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#include <ansi.h>inherit NPC;mapping *data=({(["id":"magic mob","title":"魔法斗士","name":"肉人",]),(["id":"magic mob","title":"魔法斗士","name":"猫男",]),(["id":"magic mob","title":"魔法斗士","name":"狼男",]),(["id":"magic mob","title":"魔法斗士","name":"特洛鲁",]),(["id":"magic mob","title":"魔法斗士","name":"巨人",]),(["id":"magic mob","title":"魔法斗士","name":"石人",]),(["id":"magic mob","title":"魔法斗士","name":"木乃伊",]),(["id":"magic mob","title":"魔法斗士","name":"武斗家",]),(["id":"magic mob","title":"魔法斗士","name":"骷髅人",]),(["id":"magic mob","title":"魔法斗士","name":"魔法师",]),(["id":"magic mob","title":"魔法斗士","name":"神官",]),(["id":"magic mob","title":"魔法斗士","name":"飞马骑士",]),(["id":"magic mob","title":"魔法斗士","name":"死灵骑士",]),(["id":"magic mob","title":"魔法斗士","name":"骸骨",]),(["id":"magic mob","title":"魔法斗士","name":"眼魔",]),(["id":"magic mob","title":"魔法斗士","name":"半人马",]),(["id":"magic mob","title":"魔法斗士","name":"黑暗精灵",]),(["id":"magic mob","title":"魔法斗士","name":"矮人",]),(["id":"magic mob","title":"魔法斗士","name":"精灵",]),(["id":"magic mob","title":"魔法斗士","name":"战士",]),(["id":"magic mob","title":"魔法斗士","name":"地精",]),(["id":"magic mob","title":"魔法斗士","name":"妖精",]),(["id":"magic mob","title":"魔法斗士","name":"半兽人",]),(["id":"magic mob","title":"魔法斗士","name":"鸟人",]),(["id":"mon ster","title":"魔法怪物","name":"精神体",])});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("magicgift",1);	set("magicset",1);       set("long","一只可怕的魔法战士。\n");              set("attitude", "aggressive");                set("vendetta/authority",1);	       set("max_qi",500+random(500));	set("combat_exp",25000000+random(8000000));        set_skill("force",400+random(300));	set_skill("unarmed",400+random(300));	set_skill("sword",400+random(300));	set_skill("club",400+random(300));	set_skill("whip",400+random(300));	set_skill("throwing",400+random(300));	set_skill("parry",400+random(300));      set_skill("magic-unarmed", 400+random(300));      set_skill("magic-sword", 400+random(300));      map_skill("sword", "magic-sword");      map_skill("unarmed", "magic-unarmed");      map_skill("parry", "magic-unarmed");        set("no_get",1);b=2600+random(6000);a=3600+random(5000);d=35+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", 3);        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") && random(10) < 5)        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);if (me->query_condition("xx_poison"))        me->apply_condition("xx_poison", 0);if (me->query_condition("cold_poison"))        me->apply_condition("cold_poison", 0);if (me->query_condition("ice_poison"))        me->apply_condition("ice_poison", 0);if (me->query_condition("flower_poison"))        me->apply_condition("flower_poison", 0);        me->add("combat_exp",80);        me->add("potential",40);        destruct(ob);        }               destruct(ob);        return;}int hit_ob(object me, object ob, int damage){//ob->apply_condition("ill_dongshang",10);//ob->apply_condition("ill_fashao",10);//ob->apply_condition("ill_kesou",10);//ob->apply_condition("ill_shanghan",10);//ob->apply_condition("ill_zhongshu",10);//ob->apply_condition("ice_poison",10);//ob->apply_condition("xx_poison",10);//ob->apply_condition("cold_poison",10);//ob->apply_condition("flower_poison",10);//ob->apply_condition("rose_poison",10);//ob->apply_condition("scorpion_poison",10);  if ( random(me->query("combat_exp"))>(int)ob->query("combat_exp")){        ob->apply_condition("ice_poison", 40);        ob->apply_condition("xx_poison", 40);        ob->apply_condition("cold_poison", 40);        ob->apply_condition("flower_poison", 40);        tell_object(ob, HIG "你觉得被打中的地方一阵麻痒!\n" NOR );}}

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