📄 shanlu-2.c
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// Room: /d/tiezhang/shanlu-2.c
#include <ansi.h>
inherit ROOM;
void create()
{
set("short", "山路");
set("long", @LONG
你走在一条崎岖的山路上,道旁山峰壁立,长草过腰,中间一条羊肠小路,
仅容一人勉强过去。
LONG
);
set("exits", ([
"south" : __DIR__"shanlu-1.c",
"north" : __DIR__"guangchang",
]));
set("no_clean_up", 0);
set("objects", ([
__DIR__"npc/huiyi" : 2,
]));
set("outdoors", "tiezhang");
setup();
}
void init()
{
add_action("do_dig","wa");
add_action("do_dig","dig");
}
int do_dig(string arg)
{
mapping fam;
object me,ob,weapon;
int costj, costq;
me = this_player();
if(me->query_temp("job_name")!="挖陷井")
return notify_fail("你必须跟帮主领了这工作才能在这里干! \n");
if (me->is_busy())
return notify_fail("你现在正忙着呢!\n");
if (me->is_fighting())
return notify_fail("你正在战斗中,无法专心干活!\n");
weapon = me->query_temp("weapon");
if( !weapon || weapon->query("id") != "tie chan")
return notify_fail("你想用什么来挖?\n");
if ( !arg || !(arg == "陷井" || arg == "xianjing"))
return notify_fail("你想要干什么?\n");
costj = random((int)me->query("con")/2);
costq = random((int)me->query("str")/2);
if ((int)me->query("jing") < costj
|| (int)me->query("qi") < costq){
message_vision(HIR"由于$N太疲倦了,$N一个不小心跌进了自己挖的陷井中。\n"NOR,me);
me->unconcious();
return 1;
}
me->receive_damage("jing", costj);
me->add("qi", -costq);
if (((int)me->query_temp("mark/挖陷井") > 8 + random(13)))
{
me->set_temp("mark/挖完",1);
write(HIG"你发现陷井已挖好,赶紧把一些干草铺在陷井上,回去覆命了!!\n"NOR);
return 1;
}
write ("你挥起手中铁铲,在地上一下下挖了起来。\n");
me->start_busy(1);
me->add_temp("mark/挖陷井",1);
return 1;
}
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