lev6.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 137 行

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#include <ansi.h>inherit NPC;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;   set_name(order[random(13)]+"邪眼"NOR, ({ "evil eye"}));	set("magicgift",1);	set("magicset",1);       set("zhuanbest",1);       set("long","一只可怕的邪眼。\n");              set("attitude", "aggressive");                set("vendetta/authority",1);	       set("max_qi",500+random(500));	set("combat_exp",26000000+random(8000000));        set_skill("spells",300+random(300));        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));      set_skill("magic-water", 400+random(200));      map_skill("sword", "magic-sword");      map_skill("unarmed", "magic-unarmed");      map_skill("parry", "magic-unarmed");map_skill("spells", "magic-water");        set("no_get",1);b=3700+random(4500);a=4700+random(4500);d=34+random(60);set("str",d);set("dex",35+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", 40);        set("chat_msg_combat", ({    (: perform_action, "spells.iceball" :), (: perform_action, "spells.crystal" :), }) );   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"$N,倒地而亡,不动弹了。\n"NOR,ob,me);        if((int)me->query("combat_exp") < ob->query("combat_exp"))   {        message("vision", me->name() + HIG"成功消灭"+ob->query("name")+",增加了100经验和50潜能。\n"NOR, me);        me->add("combat_exp",100);        me->add("potential",50);              me->add("score",1);        destruct(ob);        }                destruct(ob);        return;}int hit_ob(object me, object ob, int damage){string msg;        if(random((int)me->query("combat_exp")) > ob->query("combat_exp")/2)   {if (!ob->is_busy())             ob->start_busy(2);           msg = HIY"$N"HIY"突然对着$n"HIY"射出金光!!结果$n"HIY"被射中了!\n"NOR;            message_vision(msg, me, ob);}}

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