📄 qb.c
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// Room: /u/dubei/u/gumu/jqg/qb// by dubei#include <ansi.h>;#include <room.h>inherit ROOM;void create(){ set("short", "峭壁"); set("long", @LONG这里是一块较平坦的岩石,只能一两个人容身。岩壁上模模糊糊有几行字(zi),似乎是利器划刻上去的,大概是因为时间久远,只能勉强认得。LONG ); set("item_desc", ([ "zi" : HIW " 十六年后,在此相会,夫妻情深,勿失信约。小龙女书嘱夫君杨郎,珍重万千,务求相聚。\n"NOR,])); set("outdoors", "襄阳"); setup(); }void init(){ add_action("do_pa", "pa"); add_action("do_jump", "jump");}int do_pa(string arg){ object me = this_player(); if( !arg || arg == "" || arg != "gudi") return 0; if ((int)me->query_encumbrance() * 100 / (int)me->query_max_encumbrance() >= 20) return notify_fail("你身上负重太多,爬不下去。\n"); if((int)me->query_skill("dodge",1) < 100 ) return notify_fail("以你目前的轻功修为,很难爬下去。\n"); message_vision("$N扒住岩石,小心的爬了下去。\n", me); me->move(__DIR__"gd1"); tell_room(environment(me), me->name() + "从上面爬了下来。\n", ({ me })); return 1; }int do_jump(string arg){ object me; me = this_player(); if (arg != "duanchang ya" ) return 0; if ( !arg ) return 0; if (!living(me)) return 0; if ((int)me->query_encumbrance() * 100 / (int)me->query_max_encumbrance() >= 20) return notify_fail("你身上负重太多,无法跳过去。\n"); if((int)me->query_skill("dodge",1) < 100 ) return notify_fail("以你目前的轻功修为,无法跳过去。\n"); message_vision("$N纵身向上面的断肠崖过去。\n", me); me->move(__DIR__"dcy"); tell_room(environment(me), me->name() + "从峭壁跳了过来。\n", ({ me })); return 1;}
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