?? never-defeated.c
字號:
// never-defeated.c 不敗神功#include <ansi.h>inherit FORCE;string *dodge_msg = ({ "$n移開數步,恰好躲過了$N的攻擊。\n", "$n忽然反擊,直指$N的破綻,逼得$N只能回守。\n", "$n輕身閃避,將$N的實招全部躲過。\n", "$n腳下一個蹌踉,似乎無意,卻剛好躲過$N這一擊。\n",});int query_neili_improve(object me){ int lvl; lvl = (int)me->query_skill("never-defeated", 1); return lvl * lvl * 20 * 15 / 100 / 200;}mapping *action_default = ({([ "action" : "$N攻勢忽緩而不疏,似劍法又似刀法,捉摸不定向$n慢慢推去", "force" : 410, "attack": 150, "dodge" : 170, "parry" : 120, "damage": 395, "damage_type": "震傷"]),([ "action":"$N手中的$w突煥氣象森嚴,便似千軍萬馬奔馳而來,橫掃$n", "force" : 410, "attack": 160, "dodge" : 185, "parry" : 110, "damage": 490, "damage_type": "擦傷"]),([ "action":"$N舉起手中的$w,對著$n亂砍亂砸,沒有半點章法", "force" : 430, "attack": 170, "dodge" : 170, "parry" : 130, "damage": 495, "damage_type": "割傷"]),([ "action":"$N運用$w幻化做一個一個圓圈,似乎要將$n包圍", "force" : 425, "attack": 160, "dodge" : 165, "parry" : 125, "damage": 490, "damage_type": "內傷"]),([ "action":"$N含笑回轉$w,伸手一指,頗得拈花指之意,點向$n的$l", "force" : 530, "attack": 176, "dodge" : 175, "parry" : 115, "damage": 490, "damage_type": "刺傷"]),([ "action":"$N長嘆一聲,將$w隨手遞出,連自己也不知道也攻向哪里", "force" : 440, "attack": 170, "dodge" : 180, "parry" : 325, "damage": 490, "damage_type": "割傷"]),([ "action":"$N神色凝重,$w上劈下切左右橫掃,挾雷霆萬鈞之勢逼往$n", "force" : 410, "attack": 160, "dodge" : 195, "parry" : 120, "damage": 490, "damage_type": "內傷"]),([ "action":"$N運起$w,就如狂風暴雨,霍霍亮光中反攻$n的$l,嘗試逼$n自守", "force" : 420, "attack": 150, "dodge" : 195, "parry" : 135, "damage": 490, "damage_type": "內傷"]),([ "action":"$N突然如癡如狂,手中的$w猛然向$n周身亂刺亂削", "force" : 410, "attack": 165, "dodge" : 185, "parry" : 125, "damage": 495, "damage_type": "割傷"]),([ "action":"$N將$w隨手一擺,$n反而自己向$w撞將上來,神兵之威,實人所難測", "force" : 430, "attack": 180, "dodge" : 175, "parry" : 110, "damage": 495, "damage_type": "瘀傷"]),([ "action":"$N手中的$w忽起劍勢,卻似或刀法,又夾雜棍杖之意,令$n眩目", "force" : 420, "attack": 175, "dodge" : 185, "parry" : 130, "damage": 490, "damage_type": "刺傷"]),});mapping *action_whip = ({([ "action" : "$N攻勢忽緩而不疏,$w變化無常,捉摸不定向$n慢慢卷去", "force" : 430, "attack": 180, "dodge" : 175, "parry" : 115, "damage": 495, "damage_type": "擦傷"]),([ "action":"$N手中的$w突煥氣象森嚴,便似千軍萬馬奔馳而來,$w就如棍棒一般橫掃$n", "force" : 410, "attack": 160, "dodge" : 185, "parry" : 125, "damage": 490, "damage_type": "擦傷"]),([ "action":"$N卷起手中的$w,就如鐵錘一般對著$n亂砍亂砸,沒有半點章法", "force" : 440, "attack": 175, "dodge" : 180, "parry" : 125, "damage": 495, "damage_type": "割傷"]),([ "action":"$N運用$w幻化做一個一個圓圈,似乎要將$n團團包圍", "force" : 425, "attack": 160, "dodge" : 1065, "parry" : 125, "damage": 490, "damage_type": "內傷"]),([ "action":"$N含笑回轉$w,伸手一指,頗得拈花指之意,點向$n的$l", "force" : 510, "attack": 180, "dodge" : 170, "parry" : 120, "damage": 490, "damage_type": "刺傷"]),});string *usage_skills = ({ "sword", "blade", "dagger", "staff", "hammer", "club", "whip", "dodge", "parry", "force", "throwing" });int valid_enable(string usage){ return (member_array(usage, usage_skills) != -1);}int valid_combo(string combo){ return combo == "never-defeated";}int valid_force(string force) { return 1; }int double_attack() { return 1; }mapping query_action(object me, object weapon){ switch (weapon ? weapon->query("skill_type") : "default") { case "whip": return action_whip[random(sizeof(action_whip))]; default: return action_default[random(sizeof(action_default))]; }}string query_dodge_msg(string limb){ return dodge_msg[random(sizeof(dodge_msg))];}int valid_learn(object me){ int level; int i;// if( !me->query("zhuanbest",1))// return notify_fail("你沒有資格使用這項技能!\n"); if( !me->query("4zhuan") && !me->query("5zhuan")) return notify_fail("你沒有資格使用這項技能!\n"); if( me->query("zhuanfinal/8",1) != 1) return notify_fail("你沒有資格使用這項技能!\n"); if (me->query("int") < 38) return notify_fail("你覺得不敗神功過于深奧,絕" "非自己的智力所能理解。\n"); if (me->query("gender") == "無性" && (int)me->query_skill("never-defeated", 1) > 239) return notify_fail("你無根無性,陰陽不調,難以領會高深的不敗神功。\n"); level = me->query_skill("never-defeated", 1); if (me->query_skill("force", 1) < level) return notify_fail("你對基本內功的理解還不夠,無法繼續" "領會更高深的不敗神功。\n"); if (me->query_skill("parry", 1) < level) return notify_fail("你對基本招架的理解還不夠,無法繼續" "領會更高深的不敗神功。\n"); if (me->query_skill("dodge", 1) < level) return notify_fail("你對基本輕功的理解還不夠,無法繼續" "領會更高深的不敗神功。\n"); if (me->query_skill("sword", 1) < level) return notify_fail("你對基本劍法的理解還不夠,無法繼續" "領會更高深的不敗神功。\n"); if (me->query_skill("blade", 1) < level) return notify_fail("你對基本刀法的理解還不夠,無法繼續" "領會更高深的不敗神功。\n"); if (me->query_skill("whip", 1) < level) return notify_fail("你對基本鞭法的理解還不夠,無法繼續" "領會更高深的不敗神功。\n"); if (me->query_skill("throwing", 1) < level) return notify_fail("你對基本暗器的理解還不夠,無法繼續" "領會更高深的不敗神功。\n"); return 1;}int practice_skill(object me){ return notify_fail("不敗神功博大精深,無法簡單的通過練習進步。\n");}int difficult_level(){ return 500;}string perform_action_file(string action){ return __DIR__"never-defeated/perform/" + action;}string exert_function_file(string action){ return __DIR__"never-defeated/exert/" + action;}mixed hit_ob(object me, object victim, int damage_bonus, int factor, string limb){ int level, jiali, time,level2; object weapon; weapon = me->query_temp("weapon"); level = (int) me->query_skill("never-defeated",1); level2= (int) me->query_skill("never-defeated",1); jiali = me->query("jiali");if (!me) return;if (!victim) return;if (!weapon) return;if( me->is_busy() && random(3)==0) return;//if (!level) return;if (!level2) return;if (!jiali) jiali=10;if (me->query("zhuanfinal/1") ==1 && random(3)==0){ if (userp(victim)) victim->receive_wound("qi", victim->query("qi")/8); if (!userp(victim)) victim->receive_wound("qi", 500); return RED"$N使用了斬仙決!!$n突然胸口一痛鮮血狂奔!\n"NOR;}elseif (me->query("zhuanfinal/2") ==1 && random(3)==0){ if (userp(victim)) victim->add("neili", -victim->query("neili")/8); if (!userp(victim)) victim->add("neili", -500); return HIY"$N使用了破仙決!!$n突然內力消失!\n"NOR;}elseif (me->query("zhuanfinal/3") ==1 && random(3)==0){ if (!victim->is_busy()) victim->start_busy(4); return HIY"$N使用了亂仙決!!$n突然手忙腳亂!\n"NOR;}else if( random(level2)>50 && random(3)==0 ) { victim->receive_wound("qi", (random(jiali)+150)); return RED"只見$n$l上鮮血狂奔,已被"+weapon->name()+HIR"斬出的無形氣勁切了開來!\n"NOR; }} int ob_hit(object ob, object me, int damage){ object weapon = me->query_temp("weapon"); string msg,dodge_skill,*limbs; string result; int ap, dp; int i, j, level, p, q; limbs = ob->query("limbs"); level = me->query_skill("never-defeated", 1); if( !weapon) return damage;if (me->query_skill_mapped("parry") != "never-defeated") return damage; if( me->is_busy() && random(2)==0) return damage; if( damage < 100 ) return damage;if (me->query("zhuanfinal/4") ==1 && random(3)==0){ if (me->query("qi") < me->query("max_qi") ) me->add("qi", me->query("max_qi") / 8); if (me->query("eff_qi",1) < me->query("max_qi",1) ) me->add("eff_qi",me->query("max_qi")/8); if (me->query("qi") < me->query("max_qi") ) result = HIY"$N使用了妙仙決!!$N全身的傷好了很多!\n"NOR;}elseif (me->query("zhuanfinal/5") ==1 && random(3)==0){if (me->is_busy() )me->start_busy(1);if (!ob->is_busy() )ob->start_busy(2); result = HIY"$N使用了動仙決!!$N突然動作又快了!\n"NOR;}elseif (me->query("zhuanfinal/6") ==1 && random(3)==0){ if (me->query("neili") < me->query("max_neili") ) me->add("neili", me->query("max_neili") / 8); result = HIY"$N使用了銀仙決!!$N突然內力恢復了!\n"NOR;}else if ( random(8)==1) { damage=30; switch (random(4)) { case 0: result = HIW "$n" HIW "面含微笑,輕輕一格,已將天" "下所有進攻招數全部封死。\n" NOR; break; case 1: result = HIW "$n" HIW "眉頭微微一皺,動也不動,將" "$N" HIW "震到一邊。\n" NOR; break; case 2: result = HIW "$n" HIW "身形微微一抖,已將$N" HIW "迫退至丈許開外。\n" NOR; break; default: result = HIW "$n" HIW "一聲輕哼,身形微微一動,已" "飄然遠去,使$N" HIW "的進攻全無用處。\n" NOR; break; }message_vision(result,ob,me); return damage; }}
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