?? bridge.c
字號:
inherit ROOM;int do_out(string arg);void create(){ set("short", "小橋"); set("long", "這是一座破舊的石橋,橋下是護城河緩緩的流水。水看上去很清,\n"+ "據說曾有人在這里跳河(out)。這里是進皇宮正門的必經之路。\n"); set("outdoors", "city2"); set("exits", ([ "north" : __DIR__"zhengmen", "south" : __DIR__"tian_anm", "west" : __DIR__"bridge2", "east" : __DIR__"bridge3", ])); set("no_clean_up", 0); setup();}void init(){ add_action("do_out", "out");}int do_out(string arg){ object me; int i, ging_cost, qi_cost; me = this_player(); i = (int)me->query_skill("dodge", 1) + random(50); ging_cost = 300 / (int)me->query("int"); qi_cost = 300 / (int)me->query("int"); if(((int)me->query("jing") < ging_cost) || ((int)me->query("qi") < qi_cost)) i = 0; message_vision("$N翻過石欄,一個縱身,跳了下去。\n", me); if ( i < 75) { message_vision("一股潛流立刻把$N吞沒了。\n", me); me->die(); } else if( i < 100) { message_vision("一股潛流立刻把$N吞沒了。\n", me); me->unconcious(); switch( random(2) ) { case 0: me->move(__DIR__"bridge2"); break; case 1: me->move(__DIR__"bridge3"); break; message_vision("一股潛流把$N沖回岸邊。\n", me); } } else { switch( random(5) ) { case 0: message_vision("一股潛流把$N沖回岸邊。\n", me); me->move(__DIR__"bridge2"); break; case 1: message_vision("一股潛流把$N沖回岸邊。\n", me); me->move(__DIR__"bridge3"); break; case 2: case 3: case 4: message_vision("$N在水中昏昏沉沉地胡亂掙扎,突然之間觸到了一面硬壁。\n", me); message_vision("$N恍若抓住了救命稻草,貼著滑溜溜的硬壁就浮出了水面。\n", me); message_vision("$N吐了一口水,抬頭一看,原來身在一口井中。\n", me); me->move("/d/huanggon/inwell"); break; } if( (i > 125) && me->querk_skill("dodge",1)<50) me->improve_skill("dodge", 2*(int)me->query_skill("dodge", 1)); me->receive_damage("jing", ging_cost ); me->receive_damage("qi", qi_cost ); } return 1;}
?? 快捷鍵說明
復制代碼
Ctrl + C
搜索代碼
Ctrl + F
全屏模式
F11
切換主題
Ctrl + Shift + D
顯示快捷鍵
?
增大字號
Ctrl + =
減小字號
Ctrl + -