?? pine.c
字號:
//Cracked by Roath// pine.c 松樹inherit ITEM;int shaking();int collapse(object);int do_chop(string);void create(){ set_name("松樹", ({ "pine", "song shu", "tree" }) ); set_weight(40000); if( clonep() ) set_default_object(__FILE__); else { set("long", "這是一棵密林里常見的松樹。\n"); set("unit", "棵"); set("no_get", 1); set("tree_str", 100); }}void init(){ add_action("do_chop","chop");}int do_chop(string arg){ object me=this_player(); object weapon; int str; if (!arg) return 0; if (me->is_busy() || me->is_fighting() ) return notify_fail("你正忙著呢。\n"); if (arg != "tree" && arg != "pine") return notify_fail("你要砍什么?\n"); if (!objectp(weapon = me->query_temp("weapon")) || (string)weapon->query("id") != "axe") return notify_fail("你需要一把大斧子。\n"); if (me->query("neili") < 30) return notify_fail("你的力氣不夠了。\n"); message_vision("$N揮動大斧,狠狠地朝松樹干砍了下去。\n",me); me->add("neili",-30); me->add("jingli",-50); me->start_busy(3); str = me->query_str(); add("tree_str",-random(str)/2); if (query("tree_str") <=0) { remove_call_out("collape"); call_out("collapse",1,me); } else if (query("tree_str") <= 50) { remove_call_out("shaking"); call_out("shaking",1); } return 1;}int shaking(){ message_vision("松樹已經(jīng)搖晃的很厲害了。\n",this_object()); return 1;}int collapse(object me){ object ob=this_object(); object shugan; message_vision("只聽喀嚓一聲,松樹從根處折斷,緊接著轟隆一聲巨響,倒了下來。\n",ob); shugan=new(__DIR__"shugan"); shugan->move(environment(ob)); shugan->set("owner",me->query("id")); destruct(ob); return 1;}
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