📄 tandi2.c
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// /d/wudang/tandi2.c 水潭底#include <ansi.h>inherit ROOM;void create(){ set("short",HIB"水潭底"NOR); set("long", @LONG你身处水潭潭底,潭底细沙如雪,潭水墨蓝,水寒刺骨,寂静一片,阴深恐怖。LONG ); set("objects",([ __DIR__"npc/eyu" : 1, ])); 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") { return notify_fail("你想当泥鳅往地下钻呀!\n"); } else {message_vision("$N一蹬腿,往上游去。\n", me); me->receive_damage("jing", 50-(int)me->query_skill("dodge", 1)/20); me->move(__DIR__"tandi1"); tell_room(environment(me), me->name() + "从水下冒了上来。\n", ({ me })); return 1; } return 1;}/*void drop_ob(object obj){ ::drop_ob(obj); if objectp(present(obj, environment(me))) { message_vision(HIY"$N沉到潭底一会就被泥沙掩埋了。\n"NOR, obj); destruct(obj); }}void get_ob(object obj){ object me,ob; me=this_player(); ::get_ob(obj); me->start_busy(2); if objectp(present("eyu", environment(me))) {if (random(3)>2) message_vision(HIW"泥沙突然一阵翻动,一条凶残的鳄鱼被惊醒了。\n"NOR); ob=new(__DIR__"eyu"); ob->kill_ob(me); }}*/
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