📄 tandi1.c
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// /d/wudang/tandi1.c 水潭底#include <ansi.h>inherit ROOM;void create(){ set("short",HIB"水潭底"NOR); set("long", @LONG你身处碧绿潭水中,潭水清澈,水寒刺骨,周围鱼虾罕见,如进了死城一般。LONG ); set("outdoors", "武当"); setup();}void init(){ add_action("do_qian",({"qian","dive"}) );}int do_qian(string arg){ object me; me=this_player(); if ( !arg || (arg != "down" && arg != "up" )) return notify_fail("你象条鱼般在水里游来游去!\n"); if (arg =="down") { if (! present("lianxin shi", me)) return notify_fail("由于重力不够,你无法继续下潜!\n"); message_vision("$N一个猛栽,潜了下去。\n", me); me->receive_damage("jing", 60-(int)me->query_skill("dodge", 1)/20); me->move(__DIR__"tandi2"); tell_room(environment(me), me->name() + "从上面潜了下来。\n", ({ me })); return 1; } else {message_vision("$N一蹬腿,往上游去。\n", me); me->receive_damage("jing", 50-(int)me->query_skill("dodge", 1)/20); me->move(__DIR__"shuitan");// me->clear_condition("diving"); tell_room(environment(me), me->name() + "从水下冒了上来。\n", ({ me })); return 1; } return 1;}/*void drop_ob(object obj){ ::drop_ob(obj); if objectp(present(obj, environment(me))) { message_vision(HIY"$N渐渐向潭底沉去。\n"NOR, obj); destruct(obj); }}*/
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