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📄 baihu.c

📁 C实现的MUD,对大家基本入门网络游戏很有帮助!
💻 C
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// poorman.c#include <ansi.h>inherit NPC;void backattack();void create(){        set_name(WHT"白虎镖师"NOR, ({ "baihu biaoshi","baihu","biaoshi"}) );        set("gender", "男性" );        set("age", 26);        set("long", "龙门镖局的镖师。\n");        set("combat_exp", 400000);        set("shen_type", 1);	set_skill("unarmed",90);	set_skill("jingang-quan",90);	set_skill("dodge",90);	set_skill("shaolin-shenfa",90);	set_skill("force",90);	set_skill("hunyuan-yiqi",90);	set_skill("parry",90);	set_skill("sword",90);	set_skill("damo-jian",90);	map_skill("unarmed","jingang-quan");	map_skill("dodge","shaolin-shenfa");	map_skill("parry","jingang-quan");	map_skill("force","hunyuan-yiqi");	map_skill("sword","damo-jian");	set("max_force",1300);	set("force",1300);	set("force_factor",90);	set("max_kee",1000);	setup();	carry_object(__DIR__"obj/cloth")->wear();	carry_object(__DIR__"obj/tongjia")->wear();	carry_object(__DIR__"obj/tongxue")->wear();	carry_object(__DIR__"obj/tongkui")->wear();	carry_object(__DIR__"obj/tongshoutao")->wear();	carry_object(__DIR__"obj/sword")->wield();}int heal_up(){	if( environment() && !is_fighting() ) {		call_out("leave", 1);		return 1;	}	return ::heal_up() + 1;}void leave(){	object owner;	message("vision",		HIY + name() + "说道:现在我已经完成护卫任务,就此告辞!\n\n"		+ name() + "往人群里一钻,消失不见了。\n" NOR, environment(),		this_object() );	destruct(this_object());}void invocation(object who, int level){	int i;	object *enemy;	message("vision",		HIY "从附近的街道里,冲出一个全身劲装镖师。\n\n"		+ name() + "说道:我奉白虎令的召唤,特来护卫!\n" NOR,		environment(), this_object() );	enemy = who->query_enemy();	i = sizeof(enemy);	while(i--) {		if( enemy[i] && living(enemy[i]) ) {			kill_ob(enemy[i]);			if( userp(enemy[i]) ) enemy[i]->fight_ob(this_object());			else enemy[i]->kill_ob(this_object());		}	}	set_leader(who);	set("possessed",who);}void backattack(){	int i;	object owner, *enemy;	if(objectp(owner=this_object()->query("possessed")))	{		enemy = this_object()->query_enemy();        i = sizeof(enemy);        while(i--) {                if( enemy[i] && living(enemy[i]) ) {                        owner->kill_ob(enemy[i]);                        enemy[i]->kill_ob(owner);                }        }	}}

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