int do_repair(string arg) { object obj,me; string file; me = this_player(); if (!arg) return notify_fail("你要补什么东西?\n"); if( !objectp(obj = present(arg, me)) ) return notify_fail("你要补什么东西?\n"); if (!obj->query("armor_prop/armor") || obj->query("armor_prop/armor")<1) return notify_fail("这东西能补吗?\n"); set_temp("busy",1); start_busy(2); file = resolve_path(this_object()->query("cwd"),arg); file = base_name(obj)+".c"; remove_call_out("destroy_ob"); call_out("destroy_ob", 1, obj); obj = new(file); write("双儿吁了一口长气,说道:“补好了,拿去吧,下次小心点哦。\n"); obj->move(me); me->delete_temp("allow_repair"); remove_call_out("enough_rest"); call_out("enough_rest", 2); return 1; }
void busy_attack() { object me = this_object(); object * enemy; object target; int i,j,k=0,l=0; enemy = query_enemy(); // cast ����ǧ�� ; annie 6.25.03 message_vision(RED"\n��ȸ����һ����Х���䣬������\n��ȸ�ڿ���ת�����Σ�˫���Ķ�������������������������\n\n",me); for(i=0; i<sizeof(enemy); i++) { target = enemy[i]; for (j=0;j<10;j++) { if (random(target->query("combat_exp") * 3 / 2) < random(me->query("combat_exp")) ) l++; else if (random(target->query("combat_exp")) < random(me->query("combat_exp"))) k += 1+random(200); // else... miss. } message_vision(RED"���$N",target); if (l) { message_vision("��������������µĻ���",target); if (target->query_busy() <= l) target->start_busy(l); if (wizardp(target)) tell_object(target,"BUSY:"+l); } if (k) { message_vision("��"+chinese_number(k)+"�������յ���",target); target->receive_damage("kee",k*(5+random(5)),me); if (wizardp(target)) tell_object(target,"DAMAGE:"+k); } if (l || k) message_vision("�ֵ���æ���ң�\n\n"NOR,target); else message_vision("�������ɵıܿ������еĻ���\n\n"NOR,target); } start_busy(3); return; // tough? weak? silencer...pls balance this perform,thanks :) ; annie }
int do_setname(string arg) { object obj,me; me = this_player(); if (!me->query_temp("allow_set")) return notify_fail("这位"+RANK_D->query_respect(me)+"您请先付十两白银。\n"); if (!arg) return notify_fail("你要在什么兵器上刻名字?\n"); if( !objectp(obj = present(arg, me)) ) return notify_fail("你要在什么兵器上刻名字?\n"); if (!obj->query("weapon_prop/damage") || obj->query("weapon_prop/damage")<1) return notify_fail("这东西是兵器吗?\n"); // if (obj->query("value")>=1000000) // return notify_fail("这样兵器太贵重了,不能被刻字。\n"); if (query_temp("busy")) return notify_fail("哟,抱歉啊,我这儿正忙着呢……您请稍候。\n"); if (obj->query("owner")) return notify_fail(obj->query("name")+"上不是已经有字了吗?\n"); set_temp("busy",1); start_busy(2); obj->set("long",obj->query("long")+"\n"+obj->query("name")+"上刻有:"+me->query("name")+"之兵器。\n"); obj->set("short",obj->query("short")); obj->set("owner",me->query("id")); write("工匠抹了一把汗,说道:“刻好了,拿去吧。”\n"); me->delete_temp("allow_set"); remove_call_out("enough_rest"); call_out("enough_rest", 2); return 1; }
int do_repair(string arg) { object obj,me; string file; me = this_player(); if (!arg) return notify_fail("你要补什么东西?\n"); if( !objectp(obj = present(arg, me)) ) return notify_fail("你要缝补什么东西?\n"); if (!obj->query("armor_prop/armor") || obj->query("armor_prop/armor")<1) return notify_fail("这东西能缝补吗?\n"); if (obj->query("material")=="steel" || obj->query("material")=="iron") return notify_fail(CYN"小萍说道:您最好找双儿姐补这东西。\n"NOR); if (obj->query("shaolin")) return notify_fail(CYN"小萍说道:啊!这不是爹寺里....... 这臭东西打死我也不会碰一碰!!\n"NOR); set_temp("busy",1); start_busy(2); file = base_name(obj); remove_call_out("destroy_ob"); call_out("destroy_ob", 1, obj); obj = new(file); write("小萍吁了一口长气,说道:“补好了,拿去吧,下次小心点哦。\n"); if(obj) obj->move(me); me->delete_temp("allow_repair"); remove_call_out("enough_rest"); call_out("enough_rest", 2); return 1; }