?? xiangmo-chu.c
字號:
//// xiangmo-chu.c 金剛降魔杵// Designed by secret(秘密)//inherit SKILL;mapping *action = ({([ "action" : "$N高舉手中$w,使出一招「金剛再世」,直劈$n的$l ", "skill_name" : "金剛再世", "dodge" : -5, "parry" : 10, "lvl" : 0, "damage" : 30, "damage_type" : "挫傷",]),([ "action" : "$N使出「金剛伏魔」,單手舞動$w,一伏身,$w橫掃$n的下盤 ", "skill_name" : "金剛伏魔", "dodge" : 5, "parry" : 0, "lvl" : 8, "damage" : 40, "damage_type" : "挫傷",]),([ "action" : "$N反身仰面,使出一式「金剛宣法」,雙手握$w,一棍直刺$n的$l ", "skill_name" : "金剛宣法", "dodge" : 10, "parry" : 5, "lvl" : 16, "damage" : 50, "damage_type" : "挫傷",]),([ "action" : "$N使出一招「引趣眾生」,雙手舉棍撩向$n的襠部 ", "skill_name" : "引趣眾生", "dodge" : 0, "parry" : 10, "lvl" : 24, "damage" : 60, "damage_type" : "挫傷",]),([ "action" : "$N舞動手中$w,使出「歌舞閻羅」,頓時罩住$n的全身 ", "skill_name" : "歌舞閻羅", "dodge" : 10, "parry" : 10, "lvl" : 32, "damage" : 80, "damage_type" : "挫傷",]),([ "action" : "$N使出一招「浮游血海」,全身貼地而飛,一棍直搗$n的$l ", "skill_name" : "浮游血海", "dodge" : 15, "parry" : 5, "lvl" : 40, "damage" : 100, "damage_type" : "挫傷",]),([ "action" : "$N使出一式「驅(qū)鬼御魔」,以棍支地,雙足飛揣$n的面門 ", "skill_name" : "驅(qū)鬼御魔", "dodge" : 20, "parry" : 0, "lvl" : 48, "damage" : 150, "damage_type" : "挫傷",]),([ "action" : "$N運力于掌,使出「蕩魔除妖」,飛身疾進,手中$w橫掃$n的$l ", "skill_name" : "蕩魔除妖", "dodge" : 20, "parry" : 15, "lvl" : 56, "damage" : 180, "damage_type" : "挫傷",]),});int valid_enable(string usage) { return usage == "staff" || usage == "parry"; }int valid_learn(object me){ if ((int)me->query("max_neili") < 50) return notify_fail("你的內(nèi)力不夠。\n"); if ((int)me->query_skill("longxiang", 1) >= 20 || (int)me->query_skill("xiaowuxiang", 1) >= 20) return 1; else if ((int)me->query_skill("longxiang", 1) < 20) return notify_fail("你的龍象般若功火候太淺。\n"); else if ((int)me->query_skill("xiaowuxiang", 1) < 20) return notify_fail("你的小無相功火候太淺。\n");}string query_skill_name(int level){ int i; for(i = sizeof(action)-1; i >= 0; i--) if(level >= action[i]["lvl"]) return action[i]["skill_name"];}mapping query_action(object me, object weapon){ int i, level; level = (int) me->query_skill("xiangmo-chu",1); for(i = sizeof(action); i > 0; i--) if(level > action[i-1]["lvl"]) return action[NewRandom(i, 20, level/5)];}int practice_skill(object me){ object weapon; if (!objectp(weapon = me->query_temp("weapon")) || (string)weapon->query("skill_type") != "staff") return notify_fail("你使用的武器不對。\n"); if ((int)me->query("qi") < 50) return notify_fail("你的體力不夠,練不了金剛降魔杵。\n"); me->receive_damage("qi", 30); return 1;}
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