string fight() { object ob = query_leader(); object *all = ob->query_enemy(); int i; if( environment(ob) != environment(this_object()) ) return ""; message_vision( "$N" HIC "²»¶ÏµØ·ÉÎè×Å£¬»Ã»¯³öÎÞÊýµÄ»ÃÓ°£¬ÈÅÂÒµÐÈË¡£" NOR,this_object()); message_vision("\n",this_object()); for( i = 0 ; i < sizeof(all) ; i ++ ) if(random(query("power"))>random(all[i]->query("force"))) all[i]->start_busy(1); }
int do_heal() { object me; me=query_leader(); if(!me) return 1; if(query("kee")<query("max_kee")||query("eff_kee")<query("max_kee")) { say("武者从怀中掏出丹药吃了下去。\n"); set("kee",query("max_kee")); set("eff_kee",query("max_kee")); say("武者气色立时变得好多了。\n"); return 1; } }
int do_kill(string name) { object me; me=this_player(); if(! name) return 0; if(!query_leader()) return 0; if(me==query_leader()) { if(!present(name,environment())) return 0; if(present(name,environment())==this_object()) { tell_object(me,"自已的手下也不放过?\n"); return 1; } message_vision(CYN"武者大喝一声与"+me->query("name")+"共同向"+present(name,environment())->query("name")+"发起攻击!\n"NOR,me); command("kill "+name); return 0; } if(present(name,environment())==query_leader()) { message_vision(CYN"武者怒喝道:敢与我家主公过不去,找死!\n"NOR,me); command("kill "+me->query("id")); return 0; } return 0; }
string fight() { object ob = query_leader(); object *all = ob->query_enemy(); object target = all[random(sizeof(all))]; if( environment(ob) != environment(this_object()) ) return ""; message_vision("$N"HIB"探出头来,对着$n狠狠地咬去!\n" NOR, this_object(),target); if(random(query("power"))>random(target->query_skill("dodge"))) { message_vision(HIR"$N闪躲不及,身上被咬了一个洞。\n"NOR, target); target->apply_condition("super_snake_poison",query("power")/10+2); COMBAT_D->report_status(target); } else message_vision(HIY"$N闪躲了开来,没被咬到。\n"NOR,target); }
string fight() { object ob = query_leader(); object *all = ob->query_enemy(); object target = all[random(sizeof(all))]; if( environment(ob) != environment(this_object()) ) return ""; message_vision("$N"HIR"召唤出雄雄的地狱之火,朝$n喷去!\n", this_object(),target); if( random(query("power")) > random(target->query_skill("dodge")) ) { message_vision("$n闪躲不及,被大火烧伤。\n",this_object(),target); message_vision(NOR,target); target->receive_wound("kee",query("power")); COMBAT_D->report_status(target); } else message_vision(HIY"$N躲了开来,没被火焰喷到。\n" NOR,target); }
int do_zhao(string name) { object me,npc; me=this_player(); npc=present(name,environment()); if(!npc) { tell_object(me,"这里没这么个人。\n"); return 1; } if(npc->query("zhao")==1) { tell_object(me,"武者已归"+query_leader()->query("name")+"统领,你不能再招他了。\n"); return 1; } if(me->query_temp("oldsix_flag/zhao")) { tell_object(me,"你已经有随从了,不能再招啦!\n"); return 1; } npc->set_leader(me); me->set_temp("oldsix_flag/zhao",1); message_vision("武者决定加入$N的行列。\n",me); npc->set("zhao",1); npc->set("title",me->query("name")+"的随从"); return 1; }