📄 baibian.adv
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// baibian.c
#include <ansi.h>
inherit NPC;
void create()
{
seteuid(getuid());
set_name("张三", ({ "zhang san", "zhang", "san", "bai bian" }) );
set("title", HIY "百变道人" NOR);
set("gender", "男性" );
set("age", 50);
set("long", "一位邋邋遢遢的道士。\n");
set("attitude", "heroism");
set("class", "taoist");
set("str", 21);
set("con", 30);
set("int", 27);
set("dex", 23);
set("max_qi", 1200);
set("max_jing", 500);
set("neili", 4000);
set("max_neili", 2000);
set("jiali", 60);
set("shen_type", -1);
set("env/wimpy", 70);
set_temp("apply/attack", 10);
set_temp("apply/defense", 20);
set("combat_exp", 200000);
set_skill("force", 80);
set_skill("unarmed", 90);
set_skill("sword", 90);
set_skill("dodge", 100);
set_skill("parry", 100);
set_skill("taiji-quan", 90);
set_skill("taiji-jian", 90);
set_skill("taiji-shengong", 80);
set_skill("tiyunzong", 90);
map_skill("force", "taiji-shengong");
map_skill("unarmed","taiji-quan");
map_skill("parry", "taiji-quan");
map_skill("sword", "taiji-jian");
map_skill("dodge", "tiyunzong");
create_family("武当派", 3, "弟子");
set("chat_chance", 8);
set("chat_msg", ({
(: random_move :)
}) );
setup();
carry_object("/d/city/obj/gangjian")->wield();
carry_object("/clone/misc/mask");
add_money("gold", 3);
}
void init()
{
object ob, me;
mapping skill_status, map_status, hp_status;
string *sname, *mname;
int i;
me = this_object();
ob = this_player();
::init();
if (me->is_fighting() || wizardp(ob)) return;
remove_call_out("pretending");
call_out("pretending", 10, ob);
me->map_skill("unarmed");
me->map_skill("dodge");
me->map_skill("parry");
if ( !(skill_status = ob->query_skills()) ) return;
sname = keys(skill_status);
for(i=0; i<sizeof(skill_status); i++) {
me->set_skill(sname[i], skill_status[sname[i]]);
}
if ( !(map_status = ob->query_skill_map()) ) return;
mname = keys(map_status);
for(i=0; i<sizeof(map_status); i++) {
me->map_skill(mname[i], map_status[mname[i]]);
}
// Added by Hop, 1996.12.27
hp_status = ob->query_entire_dbase();
me->set("str", hp_status["str"]);
me->set("int", hp_status["int"]);
me->set("con", hp_status["con"]);
me->set("dex", hp_status["dex"]);
me->set("max_qi", hp_status["max_qi"] * 2);
me->set("eff_qi", hp_status["eff_qi"] * 2);
me->set("qi", hp_status["eff_qi"] * 2);
me->set("max_jing", hp_status["max_jing"]);
me->set("eff_jing", hp_status["eff_jing"]);
me->set("jing", hp_status["eff_jing"]);
me->set("max_neili", hp_status["max_neili"] * 2);
me->set("neili", hp_status["max_neili"] * 2);
me->set("jiali", hp_status["jiali"]);
me->set("combat_exp",hp_status["combat_exp"] * 13 / 10);
}
void pretending(object ob)
{
object me = this_object();
if(!ob || !userp(ob) || environment(ob) != environment()) return;
switch( random(3) ) {
case 0:
command("grin " + ob->query("id"));
command("pretend " + ob->query("id"));
command("exert recover");
break;
case 1:
command("hi " + ob->query("id"));
command("exert heal");
command("exert recover");
break;
case 2:
command("stare " + ob->query("id"));
me->fight_ob(ob);
ob->fight_ob(me);
break;
}
}
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