📄 dog.c
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//dog.c
#include <ansi.h>
#include <command.h>
inherit NPC;
void create()
{
set_name("小狗", ({ "dog" }) );
set("title", "可怜的小东西");
set("race", "野兽");
set("gender", "雄性" );
set("age", 10);
set("str", 22);
set("int", 30);
set("dex", 30);
set("con", 30);
set("long", "你看到的是身陷泥淖的小狗。\n");
set("combat_exp", 2000000);
set("attitude", "friendly");
set("max_qi", 10000);
set("max_jing", 10000);
set("inquiry", ([
"参禅" : "找小和尚就知道了\n",
]) );
setup();
}
void init()
{
object ob;
::init();
add_action("do_save","jiu");
add_action("do_wei","wei");
if ( interactive(ob = this_player()) && !is_fighting() )
{
remove_call_out("wangwang");
call_out("wangwang", 1, ob);
}
}
void wangwang(object ob)
{
if (ob->query("id") == "solomon" )
message_vision("小狗高兴地冲你直摇尾巴\n",ob);
else
message_vision("小狗悲伤地冲你汪汪两声\n",ob);
}
int do_save(string arg)
{
this_player()->set("chanxin/save",1);
message_vision("小狗高兴地冲你摇了两下尾巴\n",this_player());
return 1;
}
int do_wei(string arg)
{
if (this_player()->query("chanxin/save")>=1)
{
this_player()->set("chanxin/save",2);
message_vision("小狗高兴地冲你摇了两下尾巴\n",this_player());
return 1;
}
else
{
message_vision("小狗高兴地冲你摇了两下尾巴\n",this_player());
return 1;
}
}
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