📄 cuigu1.c
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// Room: /u/qingyun/jyzj/cuigu1.c// Updated by jpei#include <ansi.h>inherit ROOM;void create(){ set("short", HIG"翠谷"NOR); set("long", @LONG但见翠谷四周高山环绕,似乎亘古以来从未有人至,四面雪峰插云,险峻陡峭,决计无法攀登而入,北边一座高峰阻住去路,无法再往前行,草地上有七八头野山羊低头吃草,见人毫不惊避,树(tree)上十余只猴儿相嬉,看来虎豹之类巨兽因身子笨重,不能逾险峰而至。LONG ); set("exits", ([ "south" : __DIR__"cuigu", ])); set("item_desc", ([ "tree" : "一棵不算高的树,树皮(bark)还很嫩,树上面有许多的枝条(twig)。\n", "twig" : "许多小枝生在离地不高的主干上。\n", "bark" : "树皮仍旧显出青绿色。\n", ]) ); set("objects",([ __DIR__"npc/shanyang" : 2, __DIR__"npc/monkey" : 2, __DIR__"npc/xiaohou" : 1, ])); set("outdoors", "kunlun"); set("no_clean_up", 0); set("twig_count", 10); set("bark_count", 10); setup();}void init(){ add_action("do_break", ({"break", "zhe", "zheduan", "zhai"})); add_action("do_tear", ({"tear", "si", "che"}));}void reset_twig(){ set("twig_count", 10); delete("twig_call_out");}void reset_bark(){ set("bark_count", 10); delete("bark_call_out");}int do_break(string arg){ object me = this_player(); if (arg == "twig" || arg == "zhi" || arg == "zhi tiao") { if (query("twig_count")) { message_vision("$N踮起脚尖,伸手拉住了一根小树枝,用劲将它折了下来。\n", me); add("twig_count", -1); new(__DIR__"obj/twig")->move(me); return 1; } else { if (!query("twig_call_out")) { remove_call_out("reset_twig"); set("twig_call_out", 1); call_out("reset_twig", 600); } return notify_fail("树上已经没有什么小树枝可供攀折了。\n"); } } return 0;}int do_tear(string arg){ object me = this_player(); if (arg == "bark" || arg == "shupi" || arg == "shu pi") { if (query("bark_count")) { message_vision("$N用力撕下一条树皮来,撮了几下,将它揉成一条细丝。\n", me); add("bark_count", -1); new(__DIR__"obj/thread")->move(me); return 1; } else { if (!query("bark_call_out")) { remove_call_out("reset_bark"); set("bark_call_out", 1); call_out("reset_bark", 600); } return notify_fail("你打算将树皮全扒下来呀?!\n"); } } return 0;}
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