📄 tongbo.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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