📄 lev1.c
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#include <ansi.h>inherit NPC;mapping *data=({(["id":"mon ster","title":"魔法怪物","name":"蝗虫",]),(["id":"mon ster","title":"魔法怪物","name":"毒蜘蛛",]),(["id":"mon ster","title":"魔法怪物","name":"史莱姆",]),(["id":"mon ster","title":"魔法怪物","name":"蝎子",]),(["id":"mon ster","title":"魔法怪物","name":"眼精王蛇",]),(["id":"mon ster","title":"魔法怪物","name":"食人花",]),(["id":"mon ster","title":"魔法怪物","name":"树精",]),(["id":"mon ster","title":"魔法怪物","name":"吸血蝙蝠",]),(["id":"mon ster","title":"魔法怪物","name":"魔狐",]),(["id":"mon ster","title":"魔法怪物","name":"古代猴",]),(["id":"mon ster","title":"魔法怪物","name":"地狱之犬",]),(["id":"mon ster","title":"魔法怪物","name":"猪怪",]),(["id":"mon ster","title":"魔法怪物","name":"狼怪",]),(["id":"mon ster","title":"魔法怪物","name":"金钱豹",]),(["id":"mon ster","title":"魔法怪物","name":"杀人蜂",]),(["id":"mon ster","title":"魔法怪物","name":"巨蜥",])});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",2); set("magicset",1); set("race", "野兽"); set("long","一只可怕的魔法怪物。\n"); set("attitude", "aggressive"); set("vendetta/authority",1);set("limbs", ({ "头部", "身体", "四肢" }) ); set("verbs", ({ "bite", "claw" }) ); set("max_qi",500+random(500)); set("combat_exp",18000000+random(8000000)); set_skill("force",400+random(200)); set_skill("unarmed",400+random(200)); set_skill("sword",400+random(200)); set_skill("club",400+random(200)); set_skill("whip",400+random(200)); set_skill("throwing",400+random(200)); set_skill("parry",400+random(200)); set_skill("dodge",400+random(200)); set_skill("dragon", 400+random(200)); map_skill("unarmed", "dragon"); map_skill("dodge", "dragon"); prepare_skill("unarmed", "dragon"); set("no_get",1);b=1000+random(6000);a=2000+random(5000);d=30+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", 5); set("chat_msg", ({ (: random_move :), }) ); set("chat_chance_combat", 90); set("chat_msg_combat", ({ (: perform_action, "unarmed.yaoyao" :), (: perform_action, "unarmed.penhuo" :), (: perform_action, "unarmed.tuwu" :), }) ); setup(); }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; message_vision(RED"$N一声惨叫,倒在地上,翻了个跟头就不动弹了。\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->apply_condition("chanchu_poison", 0); me->apply_condition("xiezi_poison", 0); me->apply_condition("snake_poison", 0); me->apply_condition("zhizhu_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("chanchu_poison", 40); ob->apply_condition("xiezi_poison", 40); ob->apply_condition("snake_poison", 40); ob->apply_condition("zhizhu_poison", 40); tell_object(ob, HIG "你觉得被咬中的地方一阵麻痒!\n" NOR );}}
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