📄 lev6.c
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// migong lev2#include <ansi.h>inherit NPC;void create(){ set_name(WHT"杀人蜂"NOR, ({ "sharen feng", "feng" })); set("race", "野兽"); set("long","一只灰色的蜜蜂,比普通的要大上好几 倍。\n"); set("attitude", "aggressive"); set("vendetta/authority",1);set("limbs", ({ "头部", "身体" }) ); set("verbs", ({ "bite" }) ); set("max_qi",800+random(500)); set("max_jing",800+random(500)); set("max_sen",800+random(500)); set("max_mana",800+random(500)); set("dex",40); set("str" ,20); set("age", 5); set("shen_type", -1); set("intellgent",1); set("pursuer",1); set("combat_exp", 700000); set_temp("apply/attack", 70); set_temp("apply/damage", 70); set_temp("apply/armor", 70); set_temp("apply/defence",70); 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; me->add("score",1); message_vision(WHT"$N一头栽倒在地上。\n"NOR,ob,me); if( objectp(corpse = CHAR_D->make_corpse(this_object())) ) corpse->move(environment(this_object()));me->add("combat_exp",random(12));me->add("potential",random(8)); if((int)me->query("combat_exp") < 300000) { message("vision", me->name() + "成功打死猎物增加了40经验和20潜能。\n", me); me->add("combat_exp",40); me->add("potential",20); destruct(ob); } destruct(ob); return;}
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