int accept_hit(object ob) { command("say 你死去吧!"); command("yun powerup"); kill_ob(ob); return 1; }
int ask_guizhao() { object ob = this_player(); if (ob->query("family/family_name") != "灵鹫宫") { command("sneer"); command("say 师姐却不知我练了这幽冥鬼爪,等她闭关还童之时要叫她受点苦头。"); return 1; } if (ob->query("family/master_name") == "天山童姥") { command("say 师姐派你来偷学我的幽冥鬼爪?那就让你见识见识!"); kill_ob(ob); return 1; } if (!ob->query("can_learn/li/youming-guizhao")) { command("say 谁叫你来偷学我武功的?"); return 1; } if (ob->query_skill("claw", 1) < 180) { command("say 要使用这样的绝招需要高深的爪法,你还是多练习练习再说吧。"); return 1; } if (ob->query_skill("youming-guizhao", 1) < 180) { command("say 要使用这样的绝招需要高深的爪法,你还是多练习练习“幽冥鬼爪”再说吧。"); return 1; } command("say 好,我就教你一式“亡魂鬼爪”,将来帮我对付那个贱人!\n"); ob->set("can_perform/youming-guizhao/guizhao", 1); tell_object(ob, "你学会了亡魂鬼爪。\n"); return 1; }
int miekou(object song, object me) { command("say 如果你日後把我偷睽峨眉女侠寝宫的事宣扬出去,我还怎麽在江湖上走动?"); tell_object(me,"宋青书想杀你灭口!\n"); kill_ob(me); return 1; }
void invocation(object who) { int i, level; object *enemy; level = who->query("combat_exp")*2/3; set("combat_exp", level); "/feature/nada" ->reset_npc(this_object()); set("max_kee", 1); full_me(); enemy = who->query_enemy(); i = sizeof(enemy); while(i--) { if( enemy[i] && living(enemy[i]) ) { kill_ob(enemy[i]); if( userp(enemy[i]) ) enemy[i]->fight_ob(this_object()); else { enemy[i]->kill_ob(this_object()); enemy[i]->kill_ob(who); } } } set("leader",who); set("possessed",who); return; }
int ask_youming() { object ob = this_player(); if (ob->query("family/family_name") != "灵鹫宫") { command("sneer"); command("say 师姐却不知我练了这幽冥鬼爪,等她闭关还童之时要叫她受点苦头。"); return 1; } if (ob->query("family/master_name") == "天山童姥") { command("say 师姐派你来偷学我的幽冥鬼爪?那就让你见识见识!"); kill_ob(ob); return 1; } if (ob->query("can_learn/li/youming-guizhao")) { command("say 我不是已经开始教你了么?"); return 1; } if (ob->query_skill("claw", 1) < 99) { command("say 要使用这样的武功需要高深的爪法,你还是多练习练习再说吧。"); return 1; } command("say 好,我就教你这套“幽冥鬼爪”,将来帮我对付那个贱人!\n"); ob->set("can_learn/li/youming-guizhao", 1); return 1; }
int ask_pixie() { message("vision", HIR "林震南大怒道:你竟敢窥视我林家辟邪剑谱!今日就让你见识" "见识!\n" NOR, environment(), this_object() ); kill_ob(this_player()); return 1; }
int accept_hit(object me) { command("sneer"); command("say 好你个" + RANK_D->query_rude(me) + ",你找死找到这来了!"); kill_ob(me); return 1; }
string ask_me(object who) { int i; object *ob; if( query("revealed") ) { if( is_killing(who) ) return "你既然知道了我的身分,今日休想活命!\n"; else { kill_ob(who); who->fight_ob(this_object()); return "老子就是血手刘三,血手刘三就是你老子!纳命来!\n"; } } if( (random(10) < 5) || !is_fighting() ) return "我...不知道!\n"; set_temp("apply/attack", 70); set_temp("apply/dodge", 50); set_temp("apply/parry", 60); set_temp("apply/damage", 20); set("title", "野羊山寨二寨主"); set("nickname", HIR "血手刘三" NOR); message("vision", HIY "刘安禄眼中突然放出异样的光芒,颤声说道:看来...你都知道了?\n\n" "刘安禄大喝一声,叫道:既然如此,老子今天豁出去了,纳命来!\n" NOR "刘安禄使开单刀,招数精奇,沈猛狠辣,和刚才简直判若两人!\n", environment(), this_object() ); set("pursuer", 1); set("attitude", "aggressive"); set("vendetta/authority", 1); set("chat_msg_combat", ({ (: random_move :) }) );
int accept_kill(object who) { if (! living(this_object())) return 1; if (! query("can_speak")) { kill_ob(who); return 1; } if (this_object()->is_guarder()) return this_object()->check_enemy(who, "kill"); /* switch(query("attitude")) { case "friendly": command("say 既然" + RANK_D->query_respect(who) + "如此逼迫,莫怪在下不留情!"); break; case "aggressive": case "killer": command("say " + RANK_D->query_rude(who) + "!明年的今天,就是你的忌日!。"); break; default: command("say 好!" + RANK_D->query_rude(who) + ",咱们就一决生死!"); break; } */ return 1; }
void death_stage(object ob, int stage) { if( !ob || !present(ob) ) return; if( !ob->is_ghost() ) { command("say 喂!阳人来阴间做什么?"); kill_ob(ob); ob->fight_ob(this_object()); return; } tell_object(ob, death_msg[stage]); if( ++stage < sizeof(death_msg) ) { call_out( "death_stage", 5, ob, stage ); return; } else { if(!COMBAT_D->death_effect(ob)) write_file("/u/b/bss/record/no_death_effect", sprintf("%s死了但是没有扣值!!\n",geteuid(ob))); ob->reincarnate(); DEATHROOM->end_death(ob); /*复活时将吃的跟喝的补满*/ ob->set("food", ob->max_food_capacity()); ob->set("water", ob->max_water_capacity()); if(ob->query("have_get_rest")) ob->move("/open/wiz/guilty_room"); else ob->move(REVIVEROOM); message("vision", "你忽然发现前面多了一个人影,不过那人影又好像已经在那里\n" "很久了,只是你一直没发觉。\n", environment(ob), ob); } }
int accept_kill(object who) { command("say 找死!!!\n"); write("小贩身上发出强大的真气,压迫你不知道如何是好\n"); who->start_busy(2); kill_ob(who); return 1; }
int chase_him(object me) { message_vision("$N��$n�ȵ�������͵�����̵���ɲ�ƣ�������\n",this_object(),me); set_leader(me); kill_ob(me); me->kill_ob(this_object()); return 1; }
int do_perform(object who) { who=this_player(); command("say 找死!!!\n"); write("小贩身上发出强大的真气,压迫你不知道如何是好\n"); who->start_busy(2); kill_ob(who); return 1; }
string ask_for_zhou() { object ob; ob = this_player(); command("heng"); command("say " + ob->query("name") + "!你是什么东西?敢直呼芷若的名字?你找死!\n"); command("kkkil " + ob->query("id")); kill_ob(this_player()); return "你去死吧!\n"; }
void greeting(object ob) { if (!ob||environment(ob)!=environment()) return; if (ob->query("banghui")!=query("banghui")) { kill_ob(ob); return; } return; }
int accept_kill(object me) { command("say 原来你是恶贼,今天我为民除害。\n"); if (present("chongyang jian", this_object())){ command("wield chongyang jian"); } set_leader(me); kill_ob(me); return 1; }
int do_func() { object me; me=this_player(); command("grin"); message_vision(RED"严妈妈对着$N奸笑道:你就是夫人要的花肥?"+ "那我就不客气了。\n"NOR,me); kill_ob(me); me->fight_ob(this_object()); return 1; }
void init() { object ob = this_player(); ::init(); if (ob->query_skill("beiming-shengong") && ob->query("id") != "xiaoyao zi" || ob->query_skill("lingbo-weibu") && ob->query("id") != "xiaoyao zi" ) { message_vision(HIY "$N突然对$n喝到:居然擅闯琅寰福地,留下你的命吧!\n"NOR, this_object(), ob ); kill_ob(ob); } }
string ask_me() { object me; me = this_player(); message("vision", HIY "宋青书大怒:『你也配打周女侠的主意?!』\n" "宋青书决心杀死" + me->name() +"\n" NOR, environment(), this_object() ); kill_ob(this_player()); return "\n"; }
void hunting() { int i; object *ob; ob = all_inventory(environment()); for(i=sizeof(ob)-1; i>=0; i--) { if( !ob[i]->is_character() || ob[i]==this_object() || !living(ob[i])) continue; if(ob[i]->query("vendetta/authority")) continue; kill_ob(ob[i]); ob[i]->fight(this_object()); } }
int accept_ansuan(object who) { if (! query("can_speak")) { kill_ob(who); return 1; } if (this_object()->is_guarder()) return this_object()->check_enemy(who, "ansuan"); command(random(2) ? "say 嗯?怎么…" : "say 啊呀,不好!"); return 1; }
string ask_me(object who) { object me = this_player(); string myid = me->query("id"); if( me->query("combat_exp") < 100000 ) { command("laugh " + myid); command("kick " + myid); return "还不快滚!本教主不杀无名小卒。\n";} say("蓝凤凰顿时脸色一变,怒斥道:这五仙大补药酒,乃当世最神奇的补药,岂能落在你辈手中!\n"); set("attitude", "aggressive"); kill_ob(me); return "蓝凤凰大喝一声,叫道:“本教主今天豁出去,跟你拼了。”\n"; }
string ask_me() { object me = this_player(); if (me->query("family/family_name") != "白驼山") { command("say 是不是我们白驼山庄的人打了你,你想来复仇?"); kill_ob(me); return ("找死!\n"); } if (me->query("family/master_name") != "欧阳锋") return ("你在外面闯了祸要我收拾?不争气的家伙!\n"); if (! (me->query("fengdeath") < me->query("death_count"))) return ("你别有事没事叫你爹我杀人。你爹还要抓紧练蛤蟆功呢。\n"); command("say 孩子,谁欺负你了?快告诉为父,为父要宰了他!"); tell_object(me, "请键入:宰 目标中文名字\n"); me->set_temp("fengwait",1); return ("快点!"); }
void invocation(object who, int level) { int i; object *enemy; message("vision", name() + "ъз╣ьр╩иЫ╢закЁЖю╢ё║\n" NOR, environment(), this_object() ); enemy = who->query_enemy(); i = sizeof(enemy); while(i--) { if( enemy[i] && living(enemy[i]) ) { kill_ob(enemy[i]); if( userp(enemy[i]) ) enemy[i]->fight_ob(this_object()); else enemy[i]->kill_ob(this_object()); } } set_leader(who); set("possessed",who); }
void init() { object ob; ::init(); if( interactive(ob = this_player()) && !is_fighting() ) { if ((string)ob->query("family/family_name")!="阎罗地府") { if (random((int)ob->query("age")) > 20 ){ command("tell " + ob->query("id") + " 阎王爷叫我来勾你的魂,你却自己送上门来,跟我走吧!\n"); kill_ob(ob); set_leader(ob); return; } return; } return; } return; }
int accept_object(object who, object ob) { if(ob->query("name")!="乌鞘长刀") return 0; if (REWARD_D->riddle_check( who, "浪人的悲哀") == 2) { message_vision(HIC"南宫灵大笑着对$N道:把这刀捎我大哥!!\n"NOR,who); return 0; } if (!REWARD_D->riddle_check( who, "浪人的悲哀")) { message_vision(HIR"南宫灵脸色一变,说道:“小子,只好怪你知道得太多了。。。”\n"NOR,who); kill_ob(who); return 0; } message_vision(WHT "南宫灵一把抹干眼泪,连声道:好好好,待我干完这杯,就和大哥 一起去把他老人家接回来。\n"NOR,who); message_vision(WHT"\n南宫灵将乌鞘长刀还给$N。\n"NOR,who); tell_object(who,"南宫灵轻声说道:劳烦帮我通知大哥无花,他现在少林出家为僧。\n"); tell_room( environment(), "南宫灵在"+who->name() + "耳边小声地说了些话。\n", ({ who, this_object() }) );
void init() { object ob; ::init(); if( interactive(ob = this_player()) && !is_fighting() ) { if ((string)ob->query("family/family_name")!="���ظ�") { if (random((int)ob->query("age")) > 20 ){ command("tell " + ob->query("id") + " ����ү����������Ļ꣬��ȴ�Լ����������������߰ɣ�\n"); kill_ob(ob); set_leader(ob); return; } return; } return; } return; }
void greeting(object ob) { string family; object *inv; int i; inv=all_inventory(environment(this_object())); if(! inv) return; for(i=0;i<sizeof(inv);i++) { if(!userp(inv[i])) continue; family=(string)inv[i]->query("family/family_name"); if(family=="泰山派") continue; if(inv[i]->is_fighting()) { command("say "+inv[i]->query("name")+",你竟敢在泰山上撒野,我看你是不想活了!"); kill_ob(inv[i]); inv[i]->fight_ob(this_object()); } } }
string ask_jiasha() { object ob = this_player(); object me = this_object(); if( ob->query("obstacle/hf") ) { command("shake"); return("这又何从说起。\n"); } if (! ob->query_temp("apply/name") || ob->query_temp("apply/name")[0] != "金池长老") { kill_ob(ob); return("你是哪个鸟人,敢来参加本大仙的佛衣会。"); } command("hehe"); return("请稍等。"); }
string do_ask() { object me; object who = this_player(); if(who->query("class")!="bandit") { kill_ob(this_player()); return(HIW"你是恶人谷的吗 ?你怎么知道这个秘密!?还不领死...!!?"NOR); } if(who->query_temp("marks/allow")!=1) { command("shake "+who->query("id")); command("say 去问问杜老大的意思吧 !没有他的同意 ,我可不敢让你进入森林 ."); return "还是去问一下好了..."; } else { command("say 想去恶人森林...?好吧 ,看在同是恶人谷的一份子 ,就让你进去吧 ."); tell_object(who,HIY"你忽然觉得脚下一空....哇喔..你觉得被骗了...\n"HIG"再度有了知觉时 ,只看到眼前绿茫茫一片 ,看来这里就是恶人森林!!\n"NOR,me); who->move("/open/badman/room/forest01.c"); return "就是这里 !"; } }