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📄 tongbo.c

📁 C实现的MUD,对大家基本入门网络游戏很有帮助!
💻 C
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//Cracked by Roath// tongbo.c// updated by wsky#include <ansi.h>//inherit F_CLEAN_UP;inherit ITEM;void create(){        set_name("铜钹", ({ "tongbo" }) );        set_weight(3000);        if( clonep() )                set_default_object(__FILE__);        else {                set("unit", "对");                set("long", "这是一对金光闪亮的铜钹。你似乎可以用来拍马屁(paima)\n");                set("value", 0);                set("material", "iron");        }        setup();}void init(){        add_action("do_flatter","paima");}int do_flatter(string arg){        string* flatter = ({                "$N敲着铜锣,大声吆喝着:“$n老仙,德配天地,威镇寰宇,古今无比!”",                "$N嚷嚷道:“$n老仙今日威镇中原,大显我星宿派的声威。”",                "$N满脸媚色的看着$n,大声说道:“你们这些中原武夫,还不及$n老仙得一根小指。”",                "$N肉麻的喊道:“$n老仙足一蹬山崩地裂,手一遥日月无光。”",                "$N望着旁边的人,大声说道:“谁敢得罪$n老仙,我第一个和他拼命。”说完看了看后路。",                "$N说道:“谁和$n老仙比武,简直是螳臂挡车,自不量力吗。”",                "$N说道:“$n老仙人人爱,$n老仙人人颂。”",                "$N叫道: “$n永享仙福,寿与天齐!”\n",                "$N叫道: “$n神目如电,烛照四方。”\n",                "$N叫道: “乘风破浪逞英豪,$n如同日月光。”\n",        });        int skill,int1,int2,b1,b2;        object me,obj;        string msg;        mapping myfam, vtfam;                me=this_player();        skill = me->query("flattering");        if (!skill) skill=10;        if(skill<300) skill=30;                else if(skill>300 && skill < 600) skill=60;                else if(skill>600) skill=100;        if( !arg ) return notify_fail("你想拍谁的马屁?\n");        if(arg==me->query("id")) return notify_fail("拍自己马屁??\n");if (environment(me)->query("sleep_room"))                return notify_fail("卧室拍马屁,会影响别人休息。\n");if( environment(me)->query("no_beg") &&      environment(me)->query("no_fight") &&       environment(me)->query("no_steal"))           return notify_fail(HIY"\n不要影响别人,还是找一个别的地方吧。\n"NOR);        if( !objectp(obj = present(arg, environment(me)) ))                return notify_fail("对象已经离开这个地方了。\n");if( !obj->is_character()|| !living(obj))return notify_fail("只能对正常人拍马屁。\n");        if (me->is_fighting()) return notify_fail("打架中还想拍马屁,你真是不要脸到家了。\n");	if( me->is_busy() ) return notify_fail("( 你上一个动作还没有完成,不能施用外功。)\n");	if( environment(me)->query("no_fight") ) return notify_fail("在这里还想拍马屁?\n");        if ( (!( myfam= me->query("family")) || myfam["family_name"] != "星宿派"))          return notify_fail("只有星宿弟子才有这样厚的脸皮!\n");        if( me->query_temp("flattering") )                return notify_fail("你已经在鼓着劲大拍马屁了。\n");    //        if ( (vtfam = obj->query("family")) && vtfam["family_name"] != "星宿派")//                return notify_fail("你只敢拍星宿弟子马屁!\n");        //        if (userp(obj)) return notify_fail("你拍玩家马屁用tell吧!\n");                if (obj->query("combat_exp")<(me->query("combat_exp"))/3*2) return notify_fail("这人功夫太差,值得拍吗?\n");	        if (obj->query_temp("flattered")) return notify_fail("这"+RANK_D->query_rude(obj)+"正被人捧的熏熏然的呢。\n");        if (obj->query_temp("angry")) {                message_vision(HIR"$n心中怒不可抑,全身向$N扑来,$N心中一惊:糟糕马屁拍到马脚上了。\n"NOR,me,obj);                me->start_busy(random(2)+1);		obj->set_temp("yield",0);if (!userp(obj) && random(12)==0){		if( !me->is_killing(obj) ) me->fight_ob(obj);}else {		me->start_busy(12);}                return 1;        }        msg=flatter[random(sizeof(flatter))];        message_vision(HIM+msg+"\n"+NOR,me, obj);        int1=me->query("int");int2=obj->query("int");        if(random(int1*100)>random(int2*100)){                message_vision(HIG"$n听了以后,心中有些飘飘然的,似乎对功夫有些推波助澜的效应。\n"NOR,me,obj);                me->set_temp("flattering",1);//                obj->add_temp("apply/damage", skill/3);//                obj->add_temp("apply/parry", skill/3);//                obj->add_temp("apply/dodge", skill/3);                me->add("jing",-me->query("max_jing")/12);                me->add("qi",-me->query("max_qi")/12);                me->add("flattering",1);                me->start_busy(4);b1=10+random(30);b2=8+random(18);me->add("combat_exp", 16+b1);me->add("potential", 10+b2);message_vision("$N的经验加了"+chinese_number(16+b1)+"点。\n", me);message_vision("$N的潜能加了"+chinese_number(10+b2)+"点。\n", me);                obj->set_temp("flattered",1);if (me->query("combat_exp") >1000000)                call_out("remove_effect", 25, me, obj); else            call_out("remove_effect", 12, me, obj);         } else {                message_vision(HIB"$n瞪了$N一眼,一声冷哼。\n"NOR,me,obj);                                      obj->set_temp("angry",1);if (me->query("combat_exp") >1000000){                call_out("remove_effect", 25, me, obj);                 call_out("remove_effect2", 12, me, obj); }else{call_out("remove_effect", 18, me, obj);            call_out("remove_effect2", 18, me, obj); }        }        return 1;}int remove_effect(object me, object obj, int skill){            if (!me) return 1;if (!obj) return 1;        me->delete_temp("flattering");        obj->delete_temp("flattered",1);        message_vision(HIY"$N深深的吸了口气,清了清嗓子。\n"NOR,me,obj);}int remove_effect2(object me, object obj){if (!me) return 1;if (!obj) return 1;        obj->delete_temp("angry");        message_vision(HIY"$n脸色略见缓和。\n"NOR,me,obj);}

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