📄 daoseng.c
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// daoseng.cinherit NPC;void create(){ set_name("刀僧", ({"daoseng","walker",})); set("title", "少林刀僧"); set("long", "他是一位云游四方的行者,风霜满面,行色匆匆,似乎正在办一件急事。\n" ); set("gender", "男性"); set("attitude", "heroism"); set("class", "bonze"); set("age", 35); set("shen_type", 1); set("str", 25); set("int", 20); set("con", 20); set("dex", 25); set("max_qi", 2000); set("max_jing", 1000); set("neili", 1500); set("max_neili", 1500); set("jiali", 50); set("combat_exp", 200000); set("score", 100); set("apply/attack", 30); set("apply/defense", 30); set_skill("force", 100); set_skill("unarmed", 100); set_skill("blade", 100); set_skill("dodge", 100); set_skill("parry", 100); set_skill("shaolin-shenfa", 100); set_skill("xiuluo-dao", 100); set_skill("hunyuan-yiqi", 100); map_skill("force", "hunyuan-yiqi"); map_skill("dodge", "shaolin-shenfa"); map_skill("blade", "xiuluo-dao"); map_skill("parry", "xiuluo-dao"); setup(); carry_object("/d/city/obj/gangdao")->wield(); carry_object("/clone/misc/cloth")->wear(); add_money("silver", 50);}/*void init(){ object me,ob; mapping fam; ::init(); ob = this_player(); me = this_object(); if (interactive(ob) && !environment(ob)->query("no_fight") && ob->query("gender")=="男性" && ( (fam = ob->query("family")) && fam["family_name"] != "少林派" && ob->query("class") == "bonze") ) { command("say 你这个无耻少林叛徒,纳命来吧!!!\n"); me->set_leader(ob); me->kill_ob(ob); ob->fight_ob(me); }}*/
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