?? mu-ren.c
字號(hào):
// mu-ren.c 木人inherit NPC;//inherit F_CLEAN_UP;void create(){ set_name("木人", ({ "mu ren", "mu", "wood man", "wood" }) ); set("gender", "男性" ); set("age", 30); set("long", "一個(gè)練功用的比武木人,制作精巧,如同真人一般。\n"); set("attitude", "heroism"); set("str", 25); set("con", 25); set("dex", 25); set("int", 25); set("no_get", "1"); set("max_qi", 300); set("eff_qi", 300); set("qi", 300); set("max_jing", 100); set("jing", 100); set("neili", 300); set("max_neili", 300); set("jiali", 10); set("shen_type", 0); set("combat_exp", 50000); set_skill("force", 30); set_skill("unarmed", 30); set_skill("dodge", 30); set_skill("parry", 30); set("fight_times", 0); setup(); }int accept_fight(object ob){ object me; mapping hp_status, skill_status, map_status, prepare_status; string *sname, *mname, *pname; int i, temp; me = this_object(); if (is_fighting()) return 0; if (me->query("damaged")) return notify_fail("這個(gè)木人已經(jīng)被打壞了!\n"); if (random(me->query("fight_times")) >= 10) { me->set("damaged", 1); return notify_fail("這個(gè)木人已經(jīng)被打壞了!\n"); } if (me->query("last_fighter") == ob->query("id")) return notify_fail("你剛跟這個(gè)木人練過(guò)功!\n"); me->set("last_fighter", ob->query("id")); me->add("fight_times", 1); remove_call_out("renewing"); call_out("renewing", 300 + random(300), me); /* delete and copy skills */ if ( mapp(skill_status = me->query_skills()) ) { skill_status = me->query_skills(); sname = keys(skill_status); temp = sizeof(skill_status); for(i=0; i<temp; i++) { me->delete_skill(sname[i]); } } if ( mapp(skill_status = ob->query_skills()) ) { skill_status = ob->query_skills(); sname = keys(skill_status); for(i=0; i<sizeof(skill_status); i++) { me->set_skill(sname[i], skill_status[sname[i]]); } } /* delete and copy skill maps */ if ( mapp(map_status = me->query_skill_map()) ) { mname = keys(map_status); temp = sizeof(map_status); for(i=0; i<temp; i++) { me->map_skill(mname[i]); } } if ( mapp(map_status = ob->query_skill_map()) ) { mname = keys(map_status); for(i=0; i<sizeof(map_status); i++) { me->map_skill(mname[i], map_status[mname[i]]); } } /* delete and copy skill prepares */ if ( mapp(prepare_status = me->query_skill_prepare()) ) { pname = keys(prepare_status); temp = sizeof(prepare_status); for(i=0; i<temp; i++) { me->prepare_skill(pname[i]); } } if ( mapp(prepare_status = ob->query_skill_prepare()) ) { pname = keys(prepare_status); for(i=0; i<sizeof(prepare_status); i++) { me->prepare_skill(pname[i], prepare_status[pname[i]]); } } hp_status = ob->query_entire_dbase(); me->set("str", hp_status["str"]); me->set("int", hp_status["int"]); me->set("con", hp_status["con"]); me->set("dex", hp_status["dex"]); me->set("max_qi", hp_status["max_qi"]); me->set("eff_qi", hp_status["eff_qi"]); me->set("qi", hp_status["qi"]); me->set("max_jing", hp_status["max_jing"]); me->set("eff_jing", hp_status["eff_jing"]); me->set("jing", hp_status["jing"]); me->set("max_neili", hp_status["max_neili"]); me->set("neili", hp_status["neili"]); me->set("jiali", hp_status["jiali"]); me->set("combat_exp",hp_status["combat_exp"]); return 1;}void renewing(object me){ me->delete("last_fighter");}
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