示例#1
0
文件: mishi2.c 项目: mudchina/fy3
int do_open(string arg)
{
        object me=this_player(), room;

        if(!arg || arg!="door")
                return notify_fail("你要开什么?\n");

        if( query_temp("lock") == 1 && !present("key", me) )
                return notify_fail("你想怎么开门?\n");

        if(!( room = find_object("/u/yuki/room/taoyuan")) )
                room = load_object("/u/yuki/room/taoyuan");

        if(!objectp(room))
                return notify_fail("ERROR:not found 'taoyuan.c' \n");

        if(query_temp("lock") == 1 && present("key", me))
        {
                set_temp("lock", 0);
                message_vision("$N把钥匙插进锁孔,轻轻一转,锁开了。\n", me);
                message("vision", "外面传来一阵开锁的声音,只听见‘卡嗒’一声,锁开了。
  \n",room);
}
   message_vision("$N推开门,眼前一阵强烈的光线。门自己关上了。\n",me);
   message("vision", "有人走了进来,门在身后自动关上了。\n",room);
   me->move(room);
   return 1;
}
示例#2
0
文件: qiaofu.c 项目: aricxu/xkx100
int inquiry_dao()
{
        object me=this_player();
        object ob;

        if (present("cut knife",me))
        {
            message_vision("你就别寻老头子开心了,你身上不是也有一把吗?\n", me);
            return 1;
        }
        if( query_temp("buyed")==0 )
        {
            message_vision("这位大爷,实在不是我舍不得这刀,小人一家就全靠它过\n"
                  "日子了,给了你,叫我怎么过活啊!\n", me);
            return 1;
        }
        if( query_temp("buyed")==1 )
        {
            message_vision("既然好心人想要,就给你吧,本来史婆婆要我好好保管的,\n"
                  "你可千万别瞎送给别人,否则她会生气的。\n", me);
            ob=new("/d/xiakedao/obj/knife");
            ob->move(me);
            message_vision("樵夫递给你一把柴刀!\n", me);
            set_temp("buyed", 0);
        }
示例#3
0
文件: damage.c 项目: teardemon/fy4
varargs int receive_damage(string type, int damage, object who)
{
        int val;
        int reduction,r_damage;
         
//  if( damage < 0 ) error("F_DAMAGE: 伤害值为负值。\n");
        if (damage <0) damage =0;
        if( type!="gin" && type!="kee" && type!="sen" )
                error("F_DAMAGE: 伤害种类错误( 只能是 gin, kee, sen 其中之一 )。\n"); 
           if (query("resistance/"+type) || query_temp("resistance/"+type)){
                reduction=query("resistance/"+type) + query_temp("resistance/"+type);
                damage=damage-damage*reduction/100;
        } 
        if( objectp(who) ) set_temp("last_damage_from", who);
        val = (int)query(type) - damage;
        
//      这个是用来记录NPC作战对手的伤害力。精神的计算值x2,对玩家虽然有记录,但是没有现实意义。 
        if (who) {
                if (query("kee")==query("max_kee") && query("eff_kee")==query("max_kee")
                        && query("kee")==query("max_kee") && query("eff_kee")==query("max_kee")
                        && query("kee")==query("max_kee") && query("eff_kee")==query("max_kee"))
                        damage_list=([]);       // NPC 复原时清零。
        
                if (type!="kee") r_damage=damage*2;
                        else r_damage=damage;
                if( !mapp(damage_list) )
                        damage_list = ([ who : r_damage ]);
                else  
                        damage_list[who]=damage_list[who]+r_damage;
        }
示例#4
0
文件: message.c 项目: mudchina/fy2
void receive_message(string msgclass, string msg)
{
	string subclass, *ch;

	if( !interactive(this_object()) ) {
		this_object()->relay_message(msgclass, msg);
		return;
	}

	if( sscanf(msgclass, "%s:%s", subclass, msgclass)==2 ) {
		switch(subclass) {
			case "channel":
				if( !pointerp(ch = query("channels"))
				||	member_array(msgclass, ch)==-1 )
					return;
				break;
			case "outdoor":
				if( !environment() || !environment()->query("outdoors") )
					return;
				break;
			default:
				error("Message: Invalid Subclass " + subclass + ".\n");
		}
	}

	if( query_temp("block_msg/all") || query_temp("block_msg/" + msgclass) )
		return;

	if( in_input(this_object()) || in_edit(this_object()) ) {
		if( sizeof(msg_buffer) < MAX_MSG_BUFFER )
			msg_buffer += ({ msg });
	} else
示例#5
0
文件: kongdi.c 项目: aricxu/xkx100
int do_open(string arg)
{
	object me=this_player(), room;
	object *inv;
	int j;

	if(!arg || arg!="door") return notify_fail("你要开什么?\n");
	if( query_temp("lock") == 1 && !present("key", me) )
		return notify_fail("钥匙都没有,怎么开门?\n");
	if(!( room = find_object(__DIR__"storeroom")) )
		room = load_object(__DIR__"storeroom");
	inv = all_inventory(me);
        for (j = 0; j < sizeof(inv); j++)
            {
              if (inv[j]->is_character())
                  {
                   return notify_fail("屋子里位置有限,挤不下那么多人。\n");
                    }
             }
	if(!objectp(room))
		return notify_fail("ERROR:not found 'storeroom.c' \n");
	if(query_temp("lock") == 1 && present("key", me))
	{
		set_temp("lock", 0);
		message_vision("$N把钥匙插进锁孔,只听见‘卡嗒’一声,锁开了。\n", me);
		message("vision","外面传来一阵开锁的声音,只听见‘卡嗒’一声,锁开了。\n",room);
	}
	message_vision("$N轻轻推开门,走了进去,随手把门掩了起来。\n",me);
	message("vision", "有人走了进来,随手把门掩上了。\n",room);
	me->move(room);
	return 1;
}
示例#6
0
void unconcious()
{
        string owner;
        object owner_ob;
        owner = query_temp("owner");	
	if( owner ) {
	
	owner_ob= find_player(owner);
	
	if( objectp(owner_ob = find_player(owner)) ) {
	        if( (object)query_temp("last_damage_from") == owner_ob ) {
			set("owner", owner_ob->query("id"));
			delete_temp("owner");
			reset_status();
			this_object()->remove_all_killer();
			this_object()->set("attitude", "heroism");
			message_vision(HIY"\n$N低头缩尾,以示降服。\n"NOR, this_object());
			return;
        	}
	}
	}
//	message_vision(HIY"$N run away!\n"NOR, this_object());
	die();
//	::unconcious();
}
示例#7
0
int do_push(string arg)
{
  	object me = this_player();

  	if (!arg) return 0;

        if ( (int)me->query_str() < 28 ) {
                return notify_fail("你没那么大力气搬动墓碑。\n");
        }  
  	
	if (arg == "left") {
    	add_temp("left",1);
    	write("墓碑摇晃了一阵,再不见动静...\n");
  	}

  	if ((arg == "right") && ((int)query_temp("left")==3)) {
    	add_temp("right",1);
    	write("墓碑摇晃了一阵,再不见动静...\n");
  	}

  	if ((arg == "front") && ((int)query_temp("right")==3) && ((int)query_temp("left")==3)) {
    	write("墓碑摇晃了一阵,缓缓向后倒去,露出一个入口。\n");
    	set("exits/enter", __DIR__"didao");
    	remove_call_out("close_door");
    	call_out("close_door",15,me);
  	}

  	return 1;
}
示例#8
0
void close_door()
{

  if (((int)query_temp("left")!=3) || ((int)query_temp("right")!=3)) return;

  	delete("exits/enter");
  	delete_temp("left");
  	delete_temp("right");
}
示例#9
0
文件: char.c 项目: mudchina/nitan3
// check the poison attack
mixed hit_ob(object me, object victim, int damage_bonus)
{
        object unarmed_weapon;

        if (unarmed_weapon = query_temp("armor/hands"))
                return unarmed_weapon->hit_ob(me, victim, damage_bonus);

        if (! mapp(query_temp("daub")))
                return;

        return COMBAT_D->hit_with_poison(me, victim, this_object());
}
示例#10
0
文件: dan.c 项目: teardemon/fy4
int do_use(string arg){
        object me;
        int cure, gin, kee, sen, eff_gin, eff_kee, eff_sen, dan_number;
        string to_cure;
        me = this_player();
        dan_number= (int )me->query_temp("dan_number");
        if(!arg || (arg != "pill" && arg != "dan")){
                return notify_fail("你要用什么?\n");;
        } 
        cure = (int) query_temp("cure");
        to_cure = (string) query_temp("to_cure");
        if (!cure) cure =2;
        
        gin = (int) me->query("max_gin");
        kee = (int) me->query("max_kee");
        sen = (int) me->query("max_sen");
        eff_gin = (int) me->query("eff_gin");
        eff_kee = (int) me->query("eff_kee");
        eff_sen = (int) me->query("eff_sen");
        
        
        message_vision( HIG"$N急忙取出一丸$n"HIG"吞入口中,稍时,有微微宝光透出$N体外!!\n" NOR, me, this_object());
   
        
        if (to_cure == "all" ||to_cure == "gin") {
                if (eff_gin < gin - ((10-cure)*(gin-eff_gin))/10 ) {
                        eff_gin = gin - ((10-cure)*(gin-eff_gin))/10;
                }
                me->set("eff_gin",eff_gin);
                me->set("gin", eff_gin);
                
        }
        if (to_cure == "all" ||to_cure == "kee") {
                if (eff_kee < kee - ((10-cure)*(kee-eff_kee))/10 ) {
                        eff_kee = kee - ((10-cure)*(kee-eff_kee))/10;
                }
                me->set("kee",eff_kee);
                me->set("eff_kee",eff_kee);
        }
        if (to_cure == "all" ||to_cure == "sen") {
                if (eff_sen < sen - ((10-cure)*(sen-eff_sen))/10 ) {
                        eff_sen = sen - ((10-cure)*(sen-eff_sen))/10;
                } 
                me->set("sen", eff_sen);
                me->set("eff_sen", eff_sen);
        } 
        if (dan_number>0) 
                me->add_temp("dan_number", -1);
        destruct(this_object());
        return 1;
} 
示例#11
0
文件: suicong.c 项目: heypnus/xkx2001
void wield_new_weapon()
{
    object old_weapon = query_temp("weapon");
    object me = this_object();
    object *inv;
    int i;
    string wskill, pskill;
    
    if (old_weapon) {
	/*
	if (old_weapon->is_unique()) {
	    "/cmds/std/drop.c"->do_drop(me, old_weapon);
	}else{
	    destruct(old_weapon);
	}
	*/
	"/cmds/std/drop.c"->do_drop(me, old_weapon);
    }
    inv = all_inventory(me);
    for (i=sizeof(inv)-1; i>=0; i--){
	if (inv[i]->query("weapon_prop")) {
	    "/cmds/std/wield.c"->do_wield(me, inv[i]);
	    wskill = inv[i]->query("skill_type");
	    pskill = me->query_skill_mapped(wskill);
	    if (pskill) {
		map_skill("parry", pskill);
	    }
	    if (inv[i]->is_unique()) {
		me->delete("default_weapon");
	    }else{
示例#12
0
void unconcious()
{
	object defeater;

	if( !living(this_object()) ) return;
	if( wizardp(this_object()) && query("env/immortal") ) return;
	
	if( objectp(defeater = query_temp("last_damage_from")) )
	{
		COMBAT_D->winner_reward(defeater, this_object());
		// cyz&kitten 99/05/08 to check who fainted victim
		if(userp(defeater))
		set_temp("last_fainted_from", defeater->query("id"));
	}

	this_object()->remove_all_enemy();
// xuy, interrupt all dazuo, jingzuo etc.
	this_object()->interrupt_me();

	this_object()->dismiss_team();
	message("system", HIR "\n你的眼前一黑,接著什么也不知道了....\n\n" NOR,
		this_object());
	this_object()->disable_player(" <昏迷不醒>");
	set("jing", 0);
	set("qi", 0);
	set("jingli", 0);
	set_temp("block_msg/all", 1);
	COMBAT_D->announce(this_object(), "unconcious");

	call_out("revive", random(100 - query("con")) + 30);
}
示例#13
0
文件: char.c 项目: mudchina/sjsh
// mon optimize this function 4/20/98
// this function is extensively referenced, for example from id(),
// present(), ... so must be fast.
int visible(object ob)
{
	int lvl, invis;

/*
	lvl = wiz_level(this_object());
	if( lvl > 1) return 1;
	if( lvl > wiz_level(ob) ) return 1;
*/
	if(wizardp(this_object())) return 1;

	invis = ob->query("env/invisibility");
	if( !invis )    invis = ob->query_temp("invisiblity");

//	if( intp(invis) && (invis > lvl) ) return 0;

	if( invis ) {
		if( wizardp(ob) ) return 0;
		if(!userp(ob)) return 0;
		if( query("env/invisibility") ) return 1;
		return 0;
	}

	if( ob->is_ghost() ) {
		if( is_ghost() ) return 1;
		if( query_temp("apply/astral_vision") ) return 1;
		return 0;
	}
	return 1;
}
示例#14
0
文件: attribute.c 项目: aricxu/xkx100
// 灵性 -- 能学更多的武功,且速度也快
int query_spi()
{
	int improve = query_skill("buddhism", 1) / 10;

	if ( query_skill("buddhism", 1) || query_skill("mahayana", 1) ||
		query_skill("lamaism", 1) || query_skill("taoism", 1) ||
		query_skill("ziyunyin",1) || query_skill("zhengqijue",1)||
		query_skill("poison"),1)
	{
		if ( query_skill("buddhism", 1) >= improve * 10 )
			improve = (int)query_skill("buddhism", 1) / 10;
		if ( query_skill("mahayana", 1) >= improve * 10)
			improve = (int)query_skill("mahayana", 1) / 10;
		if ( query_skill("lamaism", 1) >= improve * 10)
			improve = (int)query_skill("lamaism", 1) / 10;
		if ( query_skill("taoism", 1) >= improve * 10)
			improve = (int)query_skill("taoism", 1) / 10;
		if ( query_skill("ziyunyin", 1) >= improve * 10)
			improve = (int)query_skill("ziyunyin", 1) / 10;
		if ( query_skill("zhengqijue", 1) >= improve * 10)
			improve = (int)query_skill("zhengqijue", 1) / 10;
		if ( query_skill("poison", 1) >= improve * 10)
			improve = (int)query_skill("poison", 1) / 10;		
	}
	return (int)query("spi") + query_temp("apply/spirit") + improve;
}
示例#15
0
void heart_beat()
{
	object me=this_player();
        object ob=this_object();
        mixed enemy;
	int i,j;
    if(!ob) return;
    if(!environment(ob)) return ;
        enemy=all_inventory(environment(ob));
	i=sizeof(enemy);
        if( is_fighting() ){
	if(random(100)>70)
     message_vision(HIC"雷姞儿眼神猛爆青光, 五雷鼎气游走全身!!\n"NOR,this_object());
	if(random(5)>2)
	{
     message_vision(HIR"一道落雷猛然从天空落下,击中了在场的所有人!!\n"NOR,this_object());
	for(j=0;j<i;j++)
	{ 
	if (!enemy[j]->is_fighting() && enemy[j]->is_character() && !enemy[j]->is_corpse() 
            && living(enemy[j]) && enemy[j]!=ob) 
	{
		enemy[j]->receive_wound("kee",500);
		enemy[j]->start_busy(2);
	}
	}
	}
                      if(query_temp("ref_shield")!=1)
                      command("conjure reflection");
        }
        :: heart_beat();
}
示例#16
0
void unconcious()
{
  object defeater, officer;
  if( !living(this_object()) ) return;
  if( wizardp(this_object()) && query("env/immortal") ) return;
  if( this_object()->query_temp("pk_fight") ) {
      if( !(officer = find_living("pkla officer")) )
          return;
      officer->pk_lose(this_object());
      return;
  }
  if( objectp(defeater = query_temp("last_damage_from")) )
    COMBAT_D->winner_reward(defeater, this_object());
  this_object()->remove_all_enemy();
  message("system", HIR "\n你的眼前一黑,接着什么也不知道了....\n\n" NOR,
    this_object());
  this_object()->disable_player(" <昏迷不醒>");
  set("gin", 0);
  set("kee", 0);
  set("sen", 0);
	set_temp( "block_msg/all", 1 );
	set_temp( "block_cmd/all", 1 );
  set_temp("unconcious", 1);
  COMBAT_D->announce(this_object(), "unconcious");
  call_out("revive", random(100 - 2*query("con")) + 30);
}
示例#17
0
int find_obj(string arg,string opt)
{
/*
需要以下几个参数:
1.本身看到的叙述,(msg)
2.下指令后,这个房间所看到的叙述,(before_msg)
3.拿到物品的档名,(filename)
4.拿到后,可以看到的叙述(later_msg)
*/
        object mob;
        mapping ob_list;
        string msg, before_msg, later_msg, filename;

        ob_list=query_temp("clan_objects");
        filename = env->query(arg+"/"+opt+"/filename");
        msg = env->query(arg+"/"+opt+"/msg");
        before_msg = env->query(arg+"/"+opt+"/before_msg");
        later_msg = env->query(arg+"/"+opt+"/later_msg");

// 这边是设定如果被拿过了,就不会在出来了.(ps.理论上可行.)
// 房间于重生后将会重新set_temp("object")所以重生后才能在叫.


// 设定不能重覆拿的部份..
        mob=new(filename);

        if(ob_list){
        if(ob_list[filename] || !objectp(ob_list[filename])){
                destruct(mob);
                        write(env->query("action/"+opt+"/err_msg")+"\n");
                return 1;
        }
                ob_list +=  ([filename:mob]) ;
        } else ob_list =  ([filename:mob]) ;
示例#18
0
int do_move(string str)
{
if(!str || str != "box")
return notify_fail("你要移动什么?\n");
if(this_player()->query("family/family_name")=="雪苍派"||this_player()->query("family/family_name")=="魔刀门"||
this_player()->query("family/family_name")=="魔刀莫测") {
if(this_player()->query("combat_exp")>300000) {
if(!query_temp("box_moved")) {
set_temp("box_moved",1);
message_vision("$N移动了箱子,发现箱子下面竟然出现了一个按钮(button)。\n",this_player());
    return 1;
        }
        else {
                delete_temp("box_moved");
                message_vision("$N将箱子移回原位。\n", this_player());
                if(query("exits/down"))
                  delete("exits/down");
    return 1;
        }
        }
message_vision("你的经验值不够移动箱子。\n",this_player());
        return 1;
        }
message_vision("你不是雪苍或本门弟子,所以不能移动箱子。\n",this_player());
        return 1;
}
示例#19
0
void die()
{
        object ob, me, corpse;
        
        ob = this_object();
        me = query_temp("last_damage_from");
        
        message_vision(WHT"$N大叫一声,天绝我也!!倒地而亡。\n"NOR,ob,me);
        if( objectp(corpse = CHAR_D->make_corpse(this_object())) )
        corpse->move(environment(this_object()));
        if(!me) { destruct(ob); return; }
        else{
        if((int)me->query("combat_exp") < 10000000)   {//有点问题
        message("vision", me->name() + "杀死食人妖怪,修为又有所增长。\n", me);
        me->add("combat_exp",1000);
        me->add("potential",1000);
        destruct(ob);
        }
        message("vision", me->name() + "修为增加了。\n", me);
//        me->add("score",2);
//        me->add("shen",10);
        destruct(ob);
        return;
             }
}
示例#20
0
文件: hong.c 项目: huangleon/fy2005
int heal_up()
{
	if(!query_temp("right_hand")) 
		carry_object(__DIR__"obj/7inch")->wield();
	return ::heal_up() + 1;

}
示例#21
0
int accept_object (object who, object ob)
{
  object me = this_object();

  if (ob->query("id") != "jingang")
  {
    message_vision ("$N˵����ʲô���⣬�޽�ɽ���У���ȱ���û���\n",me);
    return 0;
  }
  if (! query_temp("has_said"))
  {
    message_vision ("$N˵�������ã���Ҫɱ��һ����У�\n",me);
    me->kill_ob(who);
    return 1;
  }
  if (who->query_temp("obstacle/qinfa_cut_times")<4)
  {
    message_vision ("$N˵����������������Ҫɱ��һ����У�\n",me);
    me->kill_ob(who);
    return 1;
  }
  command ("thank "+who->query("id"));
  me->set_temp("has_book",ob->query("name"));
  remove_call_out ("reading");
  call_out ("reading",3);
  return 1;
}
示例#22
0
void unconcious ()
{
 object me=query_temp("last_damage_from");
if(!present("fight_card",me))
{
tell_object(me,"\n\n系统:由于你没携带晶片,所以无法记录战绩。\n");
destruct (this_object ());
}
else
if(!me->query("quest/start_game"))
{
tell_object(me,"\n\n系统:由于你没有正式登记,资料无法传输。\n");
destruct (this_object ());
}
else
if(me->query("quest/start_game")< 30)
       {
        message_vision(HIY"
恭喜"HIW+me->query("name")+HIY"挑战"HIG"‘"HIR"第二十九层试炼□塔"HIG"’"HIY"通过!!

"HIW"希望"+me->query("name")+"能不负众望,勇闯"HIG"‘"HIY"第三十层试炼□塔"HIG"’"HIW"。
	"NOR,me);
	me->set("quest/start_game",30);
        destruct (this_object ());
       }
示例#23
0
void die()
{
        object ob;
        if( !ob = query_temp("last_damage_from") )
                ob = this_player(1);
	if (ob){
        CHANNEL_D->do_channel(this_object(),"chat",sprintf("我被%s杀了,灵界的弟子为我报仇啊!",ob->name(1)));
        ::die();}
}
示例#24
0
文件: xxnpc.c 项目: mudchina/nitan3
void random_move()
{
	if (time() - query_temp("born_time") > 900)
	{
		message_vision("$N急急忙忙的走了。\n", this_object());
		destruct(this_object());
		return;
	}
}
示例#25
0
string *parse_command_id_list()
{
  string *applied_id;

  if( pointerp(applied_id = query_temp("apply/id")) 
  &&  sizeof(applied_id) )
   return applied_id;
  else
   return my_id;
}
示例#26
0
文件: killer.c 项目: mudchina/nitan3
void unconcious()
{
     object killer;
     killer = query_temp("last_damage_from");
     if(killer->query_temp("arrest"))
     set("end_job", killer->query("id"));
     remove_call_out("learn_skill");
     ::unconcious();
     return ;
}
示例#27
0
文件: huoshan.c 项目: mudchina/nitan3
mixed ask_opinion()
{
        object me;
        object ob;

        me = this_player();

        if (count_lt(me->query("combat_exp"), 200000))
                return "哼!你这点武功也出来丢人现眼?";

        if (me->query("opinion/" MY_OPINION) == ULTRA_OPINION)
                return "不必了,你内功方面的修为已经称得上是宗师了!";

        if (is_fighting(me))
                return "哈哈,废什么话,打赢了我,你自己给自己评价吧!";

        if (me->is_fighting())
                return "你等会儿吧!待我赶走他们。";

        if (objectp(ob = query_temp("opinion")))
        {
                if (ob == me)
                {
                        command("say 你着什么急?不要烦我。");
                        return 1;
                }

                message_vision(CYN "$N" CYN "颇为恼怒的对$n" CYN
                               "道:“没看我正忙着吗?”\n" NOR,
                               this_object(), me);
                return 1;
        }

        switch(me->query_temp("want_opinion/shenni"))
        {
        case 0:
                command("say 好吧,咱们过一招,比拚一下内力。");
                break;
        case 1:
                command("say 你准备好没有?好了就来吧。");
                break;
        case 2:
                message_vision(CYN "$N" CYN "皱眉对$n" CYN
                               "道:“我看你这人是够罗嗦的。”\n" NOR,
                               this_object(), me);
                break;
        case 3:
                command("say 快给我闭上你的鸟嘴!");
                return 1;
        }

        me->add_temp("want_opinion/shenni", 1);
        return 1;
}
示例#28
0
string ask_me()
{
        object me = this_player();

        if (query_temp("busy"))
                return "哟,抱歉啊,我这儿正忙着呢……您请稍候。\n";
        if (!me->query_temp("allow_repair"))
                return "这位"+RANK_D->query_respect(me)+"您请先付五两白银。\n";

        me->set_temp("pending/sewing", 1);
        return "不知道这位"+RANK_D->query_respect(me)+"需要我补(repair)些什麽?\n"; }
示例#29
0
void die()
{
	object killer = this_object()->query_temp("last_damage_from");
    if(!query_temp("last_damage_from"))
    {
      ::die();
      return ;
    }
	if( present("letter",killer) ) killer->set("quests/kill-snow",1);
	::die();
}
示例#30
0
void die()
{
    object killer, owner;
    if(objectp(killer = query_temp("last_damage_from")))
    {
    	if ( objectp(owner = killer->query("possessed")))
    		killer = owner;
    	REWARD_D->riddle_set( killer, "义助赤松",1);
    }    	
    ::die();
}