📄 li.c
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// Jay 3/17/96#include <ansi.h>inherit NPC;inherit F_UNIQUE;void create(){ set_name("李文秀", ({ "li wenxiu", "li", "wenxiu"})); set("gender", "女性"); set("title", "草原上的天铃鸟"); set("unique", 1); set("age", 18); set("long", "她是白马李三的女儿,从小便生长在这大草原上。因为歌儿唱得好,被人们称之为草原上的天铃鸟。她容貌娇美,神色中还散发着一股勃勃英气。\n"); set("attitude", "friendly"); set("combat_exp", 510000); set("shen", 5000); set("env/wimpy", 30); set("str", 19); set("int", 24); set("con", 22); set("dex", 26); set("max_qi", 1050); set("max_jing", 900); set("neili", 1250); set("max_neili", 1250); set("jiali", 20); set_skill("cuff", 100); set_skill("taiji-quan", 105); set_skill("xinyuegong", 110); set_skill("force", 100); set_skill("taiji-shengong", 100); set_skill("parry", 100); set_skill("hammer", 100); set_skill("dodge", 100); map_skill("force", "taiji-shengong"); map_skill("hammer", "xinyuegong"); map_skill("dodge", "xinyuegong"); map_skill("parry", "xinyuegong"); map_skill("cuff", "taiji-quan"); prepare_skill("cuff", "taiji-quan"); set("inquiry", ([ "哈萨克人" : "哈萨克人热情好客,最爱喝又香又烈的美酒。\n", "计老人" : "计爷爷把我从小养大,他是我唯一的亲人。我们的帐篷就在草原的东北角上。\n", "苏普" : "苏普是我的好朋友,他。。。他现在和阿曼在一起。\n", "白马李三" : "我爹爹已经死了,被汉人强盗杀死的。\n", "金银小剑三娘子" : "我妈妈也死了,和我爹爹一起被害死的。\n", "汉人强盗" : "我不知道他们为什么要杀死我爸爸妈妈,他们还要杀死我。\n", ]) ); set("chat_chance", 10); set("chat_msg", ({ "李文秀轻轻地唱了起来:「啊,亲爱的牧羊少年,请问你多大年纪?」\n", (: random_move :), "李文秀轻声唱道:「你半夜里在沙漠独行,我和你作伴愿不愿意?」\n", (: random_move :), "李文秀接着唱道:「啊,亲爱的你别生气,谁好谁坏一时难知。」\n", (: random_move :), "李文秀的歌声又响了起来:「要戈壁沙漠便为花园,只须一对好人聚在一起。」\n", }) ); setup(); carry_object(__DIR__"obj/chui")->wield(); carry_object(__DIR__"obj/qun")->wear();}void init(){ object ob = this_player(); if(environment(this_object())->query("short")=="黑石围子"){ set("chat_chance", 0); remove_call_out("back"); call_out("back", 180, this_object()); } if(interactive(ob) && !is_fighting() && ob->query_temp("li_meet") == 1 && environment(this_object())->query("short") == "黑石围子") { command("hi "+ (string)ob->query("id")); command("say 你怎么这么久才来啊?"); remove_call_out("greeting"); call_out("greeting", 3, ob); } if(interactive(ob) && !is_fighting() && ob->query_temp("li_meet") == 3) { command("xixi " + ob->query("id")); command("say 怎么样?我没骗你吧? "); } add_action("do_yes","yes");}void greeting(object ob){ if( !ob || environment(ob) != environment() ) return; message_vision("$N拿起手绢又看了看,接着对$n神秘地一笑。\n",this_object(), ob); ob->add_temp("li_meet", 1); command("whisper "+ob->query("id")+" 手绢上这地方我知道,你想不想(yes)去看看?");}int do_yes(){ object me = this_player(); if(me->query_temp("li_meet") != 2) return 0; message_vision(CYN"$N连忙对$n点了点头,答道:麻烦姑娘了。\n"NOR,me, this_object()); me->set_leader(this_object()); message_vision("$N决定开始跟随$n一起行动。\n",me, this_object()); this_object()->set_temp("go", 1); call_out("going", 4, this_object(), me); return 1;}void going(object ob, object me){ ob->force_me("xixi " + me->query("id")); message_vision("$N和$n一起往大戈壁沙漠走去。\n",me, ob); ob->force_me("go north"); ob->force_me("go north"); destruct(ob);}int accept_object(object who, object ob){ if( !who || environment(who) != environment() ) {return 0;} if ( !objectp(ob) ) {return 0; } if ( !present(ob, who) ) return notify_fail("你没有这件东西。"); if (userp(ob)) { command("? " + who->query("id")); command("say 你干嘛把别人打晕啊?"); return notify_fail("糟糕,穿邦了!\n"); } if ((string)ob->query("id") == "shou juan"){ command("ah "+(string)who->query("id")); command("say 这是我的手绢,你是怎么得到的?\n"); if(!ob->query("blooded")) who->set_temp("no_quest", 1); set("chat_chance", 0); remove_call_out("ask_meet"); call_out("ask_meet", 4, this_object(), who, ob); return 1; } command("smile "+ (string)who->query("id")); command("say 谢谢你啦,可我不能拿你的东西。"); return 0;}void ask_meet(object me, object who, object ob){ if(interactive(who) && !is_fighting()) { if(!who->query_temp("no_quest")){ command("耶,这手绢上的地图。。。"); command("say 这样吧,你一会儿去黑石围子等我,我现在要先回家啦。"); who->set_temp("li_meet", 1); message_vision("$N微微一笑,转身离开了。\n",me); tell_room(environment(me), me->query("name")+"急急忙忙地走了过来。\n", ({me})); me->move("/d/hj/room-ji1"); remove_call_out("do_send"); call_out("do_send", 60+random(100), me); me->set("chat_chance", 50); return; } else{ who->delete_temp("no_quest"); command("say 谢谢你啦,这是一点小礼物,你就收下吧。"); new("/d/hj/obj/hebao")->move(who); message_vision("$N微微一笑,交给$n一个小荷包,接着转身离开了。\n",me, who); destruct(ob); me->set("chat_chance", 50); return; } } destruct(ob); me->set("chat_chance", 50);}void back(object me){ command("say 汉人真是不守信用。"); message_vision("$N很生气地嘟了嘟嘴,转身离开了。\n",me); destruct(me); return; }int do_send(object me){ object where; where = environment(me); if(where->query("short") == "黑石围子") return 0; else { tell_room(environment(me), me->query("name")+"急急忙忙地离开了。\n", ({me})); me->move("/d/hj/hswz"); tell_room(environment(me), me->query("name")+"急急忙忙地走了过来。\n", ({me})); return 1; }}
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