//npc武功,不开放!!
#include <ansi.h>
inherit SKILL;
#include <ansi.h>
#include <combat.h>
//inherit F_SSERVER;
#include "/kungfu/skill/eff_msg.h";
string *order = ({""HIY"", ""HIG"", ""RED"", ""MAG"", ""YEL"", ""HIC"", ""HIW"", ""HIR"",""HIB"", ""CYN"",""WHT"",""HIM"",""BLU""});
mapping *action = ({
([ "action": "$N手中的$w迎风一晃,刀锋带出裂锦般的声音,一招"+(order[random(13)])+"「袈裟斩」"NOR"万马奔腾般地砍向$n的$l",
"force": 100,
"damage": 100,
"dodge" : 40,
"lvl" : 0,
"skill_name" : "袈裟斩",
"damage_type": "割伤"
]),
([ "action": "$N手中的$w迎风狂舞,一招"+(order[random(13)])+"「逆袈裟」"NOR"象暴风中的滚沙,裹向$n的$l",
"damage": 120,
"force": 120,
"dodge" : 120,
"lvl" : 10,
"skill_name" : "逆袈裟",
"damage_type": "割伤"
]),
([ "action": "$N手中的$w象狂风中的流云,正是"+(order[random(13)])+"「左切上」"NOR"忽聚忽散地砍向$n的$l",
"force": 100,
"damage": 200,
"dodge" : 120,
"lvl" : 30,
"skill_name" : "左切上",
"damage_type": "割伤"
]),
([ "action": "$N手中的$w象狂风中的流云,正是"+(order[random(13)])+"「右切上」"NOR"忽聚忽散地砍向$n的$l",
"force": 100,
"damage": 200,
"dodge" : 130,
"lvl" : 30,
"skill_name" : "右切上",
"damage_type": "割伤"
]),
([ "action": "$N晃动手中的$w,突然使出了"+(order[random(13)])+"「刺突剑」"NOR"刀光忽隐忽现,象秋风中的落叶,一刀连一刀地散向$n的$l",
"force": 200,
"damage": 200,
"dodge" : 130,
"lvl" : 80,
"skill_name" : "刺突剑",
"damage_type": "割伤"
]),
([ "action": "$N聚起全身的功力,"+(order[random(13)])+"「逆风」"NOR"手中的$w象刺骨寒风般割向$n",
"force": 240,
"damage": 240,
"dodge" : 40,
"lvl" : 100,
"skill_name" : "逆风",
"damage_type": "割伤"
]),
([ "action" : "$N纵身跃起手中$w轻挥,一式"+(order[random(13)])+"「居合拔斩」"NOR"斩向$n后颈",
"damage" : 250,
"dodge" : 140,
"force" : 250,
"lvl" : 110,
"skill_name" : "居合拔斩",
"damage_type" : "割伤"
]),
([ "action" : "$N高高跃起,手中$w连话三个弧形,使出"+(order[random(13)])+"「翔尾闪」"NOR"向$n的右臂齐肩斩落",
"damage" : 280,
"dodge" : 140,
"force" : 280,
"lvl" : 120,
"skill_name" : "翔尾闪",
"damage_type" : "割伤"
]),
([ "action" : "$N轻吁一声,使出"+(order[random(13)])+"「真直斩」"NOR",刷刷刷刷四刀,向$n胸,腹,腰,肩四处连刺",
"damage" : 300,
"dodge" : 145,
"force" : 205,
"lvl" : 140,
"skill_name" : "真直斩",
"damage_type" : "割伤"
]),
([ "action" : "$N仰天一声清啸,一招"+(order[random(13)])+"「踏入垂直斩」"NOR",斜行向前,$w横削直击,迅捷无比,击向$n的$l",
"damage" : 350,
"dodge" : 145,
"force" : 205,
"lvl" : 160,
"skill_name" : "踏入垂直斩",
"damage_type" : "割伤"
]),
([ "action":"$N施展出了"+(order[random(13)])+"「疾空杀」"NOR"绕着$n飞旋,$w带着狂野刀风,凌历无比地劈出六刀",
"force" : 220,
"dodge" : 130,
"damage": 400,
"lvl" : 200,
"skill_name" : "疾空杀",
"damage_type": "割伤"
]),
([ "action":"$N一着"+(order[random(13)])+"「左滑回转斩」"NOR",突然抢进$n近侧,迅猛地驱刀连斩,攻式顿然合成一个圆圈",
"force" : 230,
"dodge" : 130,
"damage": 420,
"lvl" : 225,
"skill_name" : "左滑回转斩",
"damage_type": "割伤"
]),
([ "action":"$N大喝一声,手中$w大开大阖,连连挥刀使出"+(order[random(13)])+"「右滑回转斩」"NOR",斩向$n的$l",
"force" : 230,
"dodge" : 130,
"damage": 420,
"lvl" : 230,
"skill_name" : "右滑回转斩",
"damage_type": "割伤"
]),
([ "action":"$N运刀如风,连续用出了"+(order[random(13)])+"「疾空杀」"NOR","+(order[random(13)])+"「虚空杀」"NOR","+(order[random(13)])+"「百鬼杀」"NOR",刀势霸道之极,向着$n周身各处猛砍猛劈",
"force" : 500,
"dodge" : 150,
"damage": 600,
"lvl" : 10,
"skill_name" : "三绝斩",
"damage_type": "割伤"
]),
});
int valid_learn(object me)
{
object ob;
if( (int)me->query("max_neili") < 500 )
return notify_fail("你的内力不够,没有办法练日本古剑法。\n");
if ((int)me->query_skill("shayi-xinfa", 1) < 200)
return notify_fail("你的杀意心法火候不够。\n");
if ((int)me->query_skill("huoxinliu-jianfa", 1) < (int)me->query_skill("shiren-jianfa", 1))
return notify_fail("你的神谷活心流火候不够,无法学。\n");
if ((int)me->query_skill("feitian-yujianliu", 1) < (int)me->query_skill("shiren-jianfa", 1))
return notify_fail("你的飞天御剑流火候不够,无法学。\n");
if ((int)me->query_skill("wuxing-dun", 1) < (int)me->query_skill("shiren-jianfa", 1))
return notify_fail("你的五行遁火候不够,无法学。\n");
if( (string)me->query_skill_mapped("force")!= "shayi-xinfa")
return notify_fail("日本古剑法必须配合杀意心法才能练。\n");
return 1;
}
int practice_skill(object me)
{
if ((int)me->query_skill("shayi-xinfa", 1) < 100)
return notify_fail("你的杀意心法火候不够。\n");
if ((int)me->query_skill("huoxinliu-jianfa", 1) < (int)me->query_skill("shiren-jianfa", 1))
return notify_fail("你的神谷活心流火候不够,无法学。\n");
if ((int)me->query_skill("feitian-yujianliu", 1) < (int)me->query_skill("shiren-jianfa", 1))
return notify_fail("你的飞天御剑流火候不够,无法学。\n");
if ((int)me->query_skill("wuxing-dun", 1) < (int)me->query_skill("shiren-jianfa", 1))
return notify_fail("你的五行遁火候不够,无法学。\n");
if( (int)me->query("qi") < 100
|| (int)me->query("neili") < 100 )
return notify_fail("你的内力或气不够,没有办法练习日本古剑法。\n");
me->receive_damage("qi", 80);
me->add("neili", -80);
//write("你按著所学练了一遍日本古剑法。\n");
return 1;
}
int valid_enable(string usage) { return usage == "blade" || usage == "parry"; }
string query_skill_name(int level)
{
int i;
for(i = sizeof(action)-1; i >= 0; i--)
if(level >= action["lvl"])
return action["skill_name"];
}
mapping query_action(object me, object weapon)
{
int i, level;
object target;
level = (int) me->query_skill("shiren-jianfa",1);
target = me->select_opponent();
weapon = me->query_temp("weapon");
if (!userp(me) || (int)me->query_skill("shayi-xinfa", 1) > 10)
{
if( random(8)==1 && random(level) > 260)
{
return ([
"action": HIR"「 瞬天杀! 」"+HIM"$N使出超神速的缩地加天剑拔刀术,在$n未感痛楚前想置其死地!"NOR,
"force" : 850+random(200),
"dodge" : 250,
"damage": 850+random(200),
"skill_name" : "瞬天杀!",
"damage_type" : "刺伤" ]);
}
if( random(8)==1 && random(level) > 150)
{
return ([
"action" : HIR"「火产灵神!」"+HIY"$N把整把无限刃由刀身至刀尖燃烧,能力发挥至极限,完全焚毁对手!!"NOR,
"force" : 850,
"dodge" : 150,
"damage": 850,
"skill_name" : "火产灵",
"damage_type": random(2)?"刺伤":"劈伤"]);
}
if( random(8)==1 && random(level) > 150)
{
return ([
"action" : HIB"「红莲腕!」"+HIY"$N在抓住对手时,用炎灵引爆手套内藏的火药"NOR,
"force" : 850,
"dodge" : 150,
"damage": 850,
"skill_name" : "红莲腕",
"damage_type": random(2)?"刺伤":"劈伤"]);
}
if( random(8)==1 && random(level) > 150)
{
return ([
"action" : HIM"「秘剑.炎灵!」"+HIY"$N以无限刃点火,向对手同时发出斩击和火烧! "NOR,
"force" : 850,
"dodge" : 150,
"damage": 850,
"skill_name" : "土龙闪",
"damage_type": random(2)?"刺伤":"劈伤"]);
}
if( random(8)==1 && random(level) > 150)
{
return ([
"action" : HIG"「影子着鬼附身!」"+HIY"$N将心之一方作用于自己,使自己相信本身天下无敌,引发所有潜能,发挥最强威力。 "NOR,
"force" : 850,
"dodge" : 150,
"damage": 850,
"skill_name" : "影子着鬼附身",
"damage_type": random(2)?"刺伤":"劈伤"]);
}
if( random(8)==1 && random(level) > 150)
{
return ([
"action" : HIC"「背车刀!」"+HIY"$N将右手的刀于背后交给左手,利用假动作,在预料不到的地方出刀 。 "NOR,
"force" : 850,
"dodge" : 150,
"damage": 850,
"skill_name" : "背车刀",
"damage_type": random(2)?"刺伤":"劈伤"]);
}
if( random(8)==1 && random(level) > 250)
{
return ([
"action" : HIW"「二阶堂平法!」"+HIY"$N由[一,八,十]这三字组成[平]字将剑气射出,麻痹心肺$n,并让$n无法动弹。 "NOR,
"force" : 650,
"dodge" : 150,
"damage": 650,
"skill_name" : "二阶堂平法",
"damage_type": random(2)?"刺伤":"劈伤"]);
}
if( random(8)==1 && random(level) > 200)
{
return ([
"action" : HIC"「回天剑舞六连!」"+HIW"$N反握小太刀,运用流水招式刺出,左右再变两招,瞬间出六招。 "NOR,
"force" : 650,
"dodge" : 150,
"damage": 650,
"skill_name" : "回天剑舞六连",
"damage_type": random(2)?"刺伤":"劈伤"]);
}
if( random(8)==1 && random(level) > 200)
{
return ([
"action" : HIG"「阴阳双飞!」"+HIW"$N双刀纵横十字 两把小太刀十字交叉做剪刀架势的攻击$n 。"NOR,
"force" : 650,
"dodge" : 150,
"damage": 650,
"skill_name" : "阴阳双飞!",
"damage_type": random(2)?"刺伤":"劈伤"]);
}
}
for(i = sizeof(action); i > 0; i--)
if(level > action[i-1]["lvl"])
return action[NewRandom(i, 20, level/5)];
}
string perform_action_file(string action)
{
return __DIR__"shiren-jianfa/" + action;
}
mixed hit_ob(object me, object victim, int damage_bonus, int factor, string limb)
{
int level, jiali, time,level2;
object weapon;
weapon = me->query_temp("weapon");
level = (int) me->query_skill("blade",1);
level2= (int) me->query_skill("shiren-jianfa",1);
jiali = me->query("jiali");
if (!me) return;
if (!victim) return;
if (!weapon) return;
if (!level2) return;
if (!jiali) jiali=10;
if( damage_bonus > 100 && random(level2)>150 ) {
victim->receive_wound("qi", (random(jiali)+100));
return RED"只见$n$l上鲜血狂奔,已被"+weapon->name()+HIR"斩出的无形气劲切了开来!\n"NOR;
}
}
int ob_hit(object ob, object me, int damage)
{
object weapon = me->query_temp("weapon");
string msg,dodge_skill,*limbs;
int i, j, level, p, q;
limbs = ob->query("limbs");
level = me->query_skill("shiren-jianfa", 1);
if( me->is_busy()) return 1;
if( damage < 100 ) return 1;
if ((int)me->query_skill("shayi-xinfa", 1) < 10 && userp(me)) return 1;
if ( random(level) > 150
&& me->query_skill_mapped("parry") =="shiren-jianfa"
&& weapon
&& weapon->query("skill_type") == "blade"
&& me->query_skill("blade") > 150
&& random(me->query_skill("blade",1)) > 150
){
msg = HIG"$N面对$n的攻势。身形一闪,突出狠招!!!。\n"NOR;
message_vision(msg, me, ob);
if ( random(3) == 0 && ob->query("qi") > 50
&& ob->query("jing") > 50
&& ob->query("eff_qi") > 50
&& ob->query("eff_jing") > 50){
msg = HIR"「 瞬天杀! 」。$N使出超神速的缩地加天剑拔刀术,在$n未感痛楚前想置其死地!!。\n"NOR;
if (!ob->is_busy())
ob->start_busy(3);
if ((int)ob->query("qi") < 60000)
{
if (ob->query("qi")/15 > 20)
ob->add("qi",-ob->query("qi")/15);
if (ob->query("eff_qi")/15 > 20)
ob->add("eff_qi",-ob->query("eff_qi")/15);
}
else
{
ob->add("qi",-5000);
ob->add("qi",-5000);
}
msg += damage_msg(damage, "瘀伤");
}
else if (random(3)==1 && ob->query("qi") > 50
&& ob->query("jing") > 50
&& ob->query("eff_qi") > 50
&& ob->query("eff_jing") > 50){
msg = HIR"「火产灵神!」。$N把整把无限刃由刀身至刀尖燃烧,能力发挥至极限,完全焚毁$n!!\n"NOR;
if (!ob->is_busy())
ob->start_busy(3);
if ((int)ob->query("qi") < 60000)
{
if (ob->query("qi")/20 > 20)
ob->add("qi",-ob->query("qi")/20);
if (ob->query("qi")/20 > 20)
ob->add("eff_qi",-ob->query("eff_qi")/20);
msg += damage_msg(damage, "瘀伤");
}
else
{
ob->add("qi",-4000);
ob->add("qi",-4000);
msg += damage_msg(damage, "瘀伤");
}
}
else if (random(3)==2 && ob->query("qi") > 50
&& ob->query("jing") > 50
&& ob->query("eff_qi") > 50
&& ob->query("eff_jing") > 50){
msg = HIR"「回天剑舞六连!」。$N反握小太刀,运用流水招式刺出,左右再变两招,瞬间出六招!! \n"NOR;
if (!ob->is_busy())
ob->start_busy(3);
if ((int)ob->query("qi") < 60000)
{
if (ob->query("qi")/30 > 20)
ob->add("qi",-ob->query("qi")/30);
if (ob->query("qi")/30 > 20)
ob->add("eff_qi",-ob->query("eff_qi")/30);
msg += damage_msg(damage, "瘀伤");
}
else
{
ob->add("qi",-3000);
ob->add("qi",-3000);
msg += damage_msg(damage, "瘀伤");
}
}
else
msg = HIG"$n认得这招历害,逃了开来,还好无事!。\n"NOR;
message_vision(msg, me, ob);
return damage;
}
}
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