📄 shanya1.c
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// /d/wudang/shanya1.c 山崖#include <ansi.h>inherit ROOM;void create(){ set("short","山崖"); set("long", @LONG这是一面陡峭的山崖,石壁平滑如镜,光可照人,山风刮得脸如刀割,崖下深不见底,令人胆寒。LONG); set("outdoors", "武当"); setup();}void init(){ add_action("do_pa", ({ "clime", "pa" }));}int do_pa(string arg){ object me,tmp; object *ob; int i; me=this_player(); if ( !arg || (arg != "down" && arg != "up" )) return notify_fail("你要往哪爬?\n"); if (! present("sheng zi", me)) return notify_fail("没有支撑点,你怎么爬?\n"); if (arg =="down") { 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"$N心里一急,一口气转不过来顿时昏了过去。\n"NOR, me); me->unconcious(); return 1; } me->receive_damage("jing", random(20)); me->add("neili", (int)me->query_skill("force", 1)/20-60); me->move(__DIR__"shanya2"); tell_room(environment(me), me->name() + "从上面爬了下来。\n", ({ me })); } else {message_vision("$N颤颤噤噤地爬了上去。\n", me); me->add("neili", -random(20)); me->receive_damage("jing", 60-(int)me->query_skill("dodge", 1)/20); if ((int)me->query_skill("dodge",1)<180) me->improve_skill("dodge", me->query("dex")+random((int)me->query_skill("dodge",1)/10)); me->move(__DIR__"husunchou"); tell_room(environment(me), me->name() + "从下面爬了上来。\n", ({ me })); } if ((int)me->query("jing", 1)<0||(int)me->query("neili", 1)<0) { message_vision(RED"$N突然眼冒金星,摇摇欲坠。脚下一打滑,[啊...],一跟头栽下了万丈深谷。\n"NOR, me); me->set_temp("last_damage_from","摔下山崖跌"); me->unconcious(); me->die(); if (tmp = present("corpse", this_object())) { ob = deep_inventory(tmp); i = sizeof(ob); while (i--) if (userp(ob[i])) ob[i]->move(this_object()); destruct(tmp); destruct("corpse"); if (me) tell_room(this_object(), me->name()+"的尸骨都找不到了。\n"); } } return 1;}
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