📄 husunchou.c
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// /d/wudang/husunchou.c 猢狲愁#include <ansi.h>inherit ROOM;void create(){ set("short","猢狲愁"); set("long", @LONG你好不辛苦才爬到了山顶,这里怪石参差,山风刺骨,三面都是万丈悬崖,崖壁平滑,连猴子也难以攀登。四周寸草不生,有一棵迎客松(song)孤单地立于崖边。LONG ); set("outdoors", "武当"); set("exits", ([ "northdown":__DIR__"gudao2", ])); set("item_desc", ([ "song" :"这是棵千年迎客松,向崖外生长,树干比碗口还粗,正是一个绝好的借力支撑点。\n", ])); set("objects",([ __DIR__"npc/monkey" : 3, ])); setup();}void init(){ add_action("do_pa", ({ "climb", "pa" })); add_action("do_bang", ({ "tie", "bang" }));} int do_pa(string arg){ object me; me=this_player(); if ( !arg || arg != "down" ) return notify_fail("你要往哪爬?\n"); if (!( present("sheng zi", this_player()))) return notify_fail("没有支撑点,你怎么下爬?\n"); if (!me->query_temp("mark/bang")) return notify_fail("没有支撑点,你想跳崖自杀呀?!\n"); message_vision("$N颤颤噤噤地爬了下去。\n", me); if ((int)me->query_skill("force", 1) < 20) { message_vision(RED"山风突然转强,$N功力不够,无法稳住身体,一阵摇晃,又被吹了回去。\n"NOR, me); message_vision(HIR"$N心里一急,一口气转不过来顿时昏了过去。\n"NOR, me); me->unconcious(); return 1; } me->move(__DIR__"shanya1"); tell_room(environment(me), me->name() + "从上面爬了下来。\n", ({ me })); me->delete_temp("mark/bang"); return 1;}int do_bang(string arg){ object me; me = this_player(); if (!( present("sheng zi", this_player()))) return notify_fail("你要用什么绑?\n"); if ( !arg || arg != "song" ) return notify_fail("你要绑什么?\n"); if (me->query_temp("mark/bang")) return notify_fail("绳子已经绑好了。\n"); message_vision("$N仔仔细细地把绳子一端绑在松树干上。\n", me); me->set_temp("mark/bang",1); return 1;}
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