?? wuliang-jianfa.c
字號:
// wuliang-jianfa.c 無量劍法inherit SKILL;mapping *action = ({([ "action" : "$N未等招數未老,陡然收勢,劍尖在半空中微微一抖,一個劍花,變招斜刺$n$l", "force" : 240, "damage" : 30, "lvl" : 0, "damage_type" : "刺傷"]),([ "action" : "$N長劍上撩,使招「萬卉爭艷」,劍光亂顫,牢牢將上盤封住", "force" : 270, "dodge" : 5, "damage" : 35, "lvl" : 15, "damage_type" : "刺傷"]),([ "action" : "$N一招「順水推舟」,劍鋒乘勢向$n的$l推去", "force" : 290, "dodge" : 5, "damage" : 40, "lvl" : 20, "damage_type" : "刺傷"]),});int valid_enable(string usage) { return (usage == "sword") || (usage == "parry"); }int valid_learn(object me){ if ((int)me->query("max_neili") < 100) return notify_fail("你的內力不夠。\n"); if ((int)me->query_skill("wuliang-shengong", 1) < 20) return notify_fail("你的無量神功火候太淺。\n"); return 1;}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("wuliang-jianfa",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") != "sword") return notify_fail("你使用的武器不對。\n"); if ((int)me->query("jingli") < 50) return notify_fail("你的體力不夠練無量劍法。\n"); me->receive_damage("jingli", 35); return 1;}
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