// feitian-yujianliu // feitian-yujianliu 飞天御剑流
#include <ansi.h>
inherit SKILL;
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": 200,
"dodge" : 10,
"skill_name" : "袈裟斩",
"damage_type": "割伤"
]),
([ "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": 200,
"dodge" : 10,
"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": 220,
"force": 120,
"dodge" : 20,
"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" : 20,
"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" : 30,
"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" : 30,
"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" : 40,
"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$n的右臂齐肩斩落",
"damage" : 280,
"dodge" : 40,
"force" : 280,
"lvl" : 120,
"skill_name" : "翔尾闪",
"damage_type" : "割伤"
]),
([ "action" : "$N轻吁一声,使出"+(order[random(13)])+"「真直斩」"NOR",刷刷刷刷四刀,向$n胸,腹,腰,肩四处连刺",
"damage" : 300,
"dodge" : 45,
"force" : 205,
"lvl" : 140,
"skill_name" : "真直斩",
"damage_type" : "割伤"
]),
([ "action" : "$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$l",
"damage" : 350,
"dodge" : 45,
"force" : 205,
"lvl" : 160,
"skill_name" : "踏入垂直斩",
"damage_type" : "割伤"
]),
([ "action":"$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" : 30,
"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" : 30,
"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" : 30,
"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" : 50,
"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") < 50 )
return notify_fail("你的内力不够,没有办法练飞天御剑流。\n");
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("feitian-yujianliu", 1) > (int)me->query_skill("huoxinliu-jianfa", 1))
return notify_fail("你的神谷活心流火候不够,无法学。\n");
if( (string)me->query_skill_mapped("force")!= "shayi-xinfa")
return notify_fail("飞天御剑流必须配合杀意心法才能练。\n");
if( !(ob = me->query_temp("weapon"))
|| (string)ob->query("skill_type") != "blade" )
return notify_fail("你必须先找一把刀才能练飞天御剑流。\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("feitian-yujianliu",1);
target = me->select_opponent();
weapon = me->query_temp("weapon");
if( random(8)==1 && random(level) > 260)
{
return ([
"action": HIR"「 龙翔闪! 」"+HIM"$N一手按刀身,由下而上直抽,奇快无比,无与伦比,出刀还刀,只一瞬间之事"NOR,
"force" : 550+random(200),
"dodge" : 50,
"damage": 550+random(200),
"skill_name" : "龙翔闪",
"damage_type" : "刺伤" ]);
}
if( random(8)==1 && random(level) > 150)
{
return ([
"action" : CYN"「 龙锤闪! 」"+HIY"$N手中$w"+HIY"微微颤动,刀光若有若无,刀法古朴飘逸,兼而有之"NOR,
"force" : 650,
"dodge" : 50,
"damage": 650,
"skill_name" : "龙锤闪",
"damage_type": random(2)?"刺伤":"劈伤"]);
}
if( random(8)==1 && random(level) > 150)
{
return ([
"action" : HIB"「 双龙闪! 」"+HIY"$N的$w"+HIY"弥补拔刀后空隙,刀和刀鞘同时攻向$n的全身。"NOR,
"force" : 650,
"dodge" : 50,
"damage": 650,
"skill_name" : "双龙闪",
"damage_type": random(2)?"刺伤":"劈伤"]);
}
if( random(8)==1 && random(level) > 150)
{
return ([
"action" : HIM"「 土龙闪! 」"+HIY"$N的$w"+HIY"向地面猛烈斩击,打碎地面石块,溅向$n的要害! "NOR,
"force" : 650,
"dodge" : 50,
"damage": 650,
"skill_name" : "土龙闪",
"damage_type": random(2)?"刺伤":"劈伤"]);
}
if( random(8)==1 && random(level) > 150)
{
return ([
"action" : HIG"「 龙巢闪! 」"+HIY"$N突然高高跃起$w"+HIY"从天而至!! $n被吓的讲不出话来了。 "NOR,
"force" : 650,
"dodge" : 50,
"damage": 650,
"skill_name" : "龙巢闪",
"damage_type": random(2)?"刺伤":"劈伤"]);
}
if( random(8)==1 && random(level) > 150)
{
return ([
"action" : HIC"「 龙卷闪! 」"+HIY"$N利用旋转的离心力,极速的挥动$w"+HIY"无数的劲气向$n卷了过去。 "NOR,
"force" : 650,
"dodge" : 50,
"damage": 650,
"skill_name" : "龙卷闪",
"damage_type": random(2)?"刺伤":"劈伤"]);
}
if( random(8)==1 && random(level) > 250)
{
return ([
"action" : HIW"「 飞翔龙闪! 」"+HIY"$N突然消失了!随后$w的反光出现在了$n的头上。"+HIY"$N尽然在办空使出了拔刀术。 "NOR,
"force" : 650,
"dodge" : 50,
"damage": 650,
"skill_name" : "飞翔龙闪",
"damage_type": random(2)?"刺伤":"劈伤"]);
}
if( random(8)==1 && random(level) > 200)
{
return ([
"action" : HIC"「 龙椎闪! 」"+HIW"$N利用脚和腰的弹力飞身跃起,利用日光或者月光掩护向$n大力劈下 。 "NOR,
"force" : 650,
"dodge" : 50,
"damage": 650,
"skill_name" : "龙椎闪",
"damage_type": random(2)?"刺伤":"劈伤"]);
}
if( random(8)==1 && random(level) > 200)
{
return ([
"action" : HIG"「 飞龙闪! 」"+HIW"$N假装高速拔刀,实则利用腕力推出刀身,使刀高速飞向$n 。 "NOR,
"force" : 650,
"dodge" : 50,
"damage": 650,
"skill_name" : "飞龙闪",
"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)];
}
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("feitian-yujianliu", 1) > (int)me->query_skill("huoxinliu-jianfa", 1))
return notify_fail("你的神谷活心流火候不够,无法练。\n");
if( (string)me->query_skill_mapped("force")!= "shayi-xinfa")
return notify_fail("飞天御剑流必须配合杀意心法才能练。\n");
if( (int)me->query("qi") < 100
|| (int)me->query("neili") < 100 )
return notify_fail("你的内力或气不够,没有办法练习飞天御剑流。\n");
me->receive_damage("qi", 50);
me->add("neili", -50);
//write("你按著所学练了一遍飞天御剑流。\n");
return 1;
}
string perform_action_file(string action)
{
return __DIR__"feitian-yujianliu/" + action;
}
mixed hit_ob(object me, object victim, int damage_bonus, int factor, string limb)
{
int level, jiali, time,level2;
object weapon;
int lvl;
int flvl;
string msg;
lvl = me->query_skill("shayi-xinfa", 1);
flvl = me->query("jiali");
if (me->query_skill_mapped("force") == "shayi-xinfa" && lvl > 300 && random(8)==0)
{
flvl=random(lvl)*3+150;
msg = 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!\n"NOR;
if (random(5)==0) msg = HIC"「背车刀!」"+HIY"$N将右手的刀于背后交给左手,利用假动作,在预料不到的地方出刀 。\n"NOR;
if (random(5)==1) msg = HIM"「秘剑.炎灵!」"+HIY"$N以无限刃点火,向对手同时发出斩击和火烧! \n"NOR;
if (random(5)==2) msg = HIC"「回天剑舞六连!」"+HIW"$N反握小太刀,运用流水招式刺出,左右再变两招,瞬间出六招。 \n"NOR;
if (random(5)==3) msg = HIG"「阴阳双飞!」"+HIW"$N双刀纵横十字 两把小太刀十字交叉做剪刀架势的攻击$n 。\n"NOR;
if (random(5)==4) msg = HIW"「二阶堂平法!」"+HIY"$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。 \n"NOR;
if (victim->query("qi") > flvl)
{
victim->start_busy(2+random(3));
victim->add("qi",-flvl);
victim->add("eff_qi",-flvl);
}
return msg;
}
weapon = me->query_temp("weapon");
level = (int) me->query_skill("shayi-xinfa",1);
level2= (int) me->query_skill("feitian-yujianliu",1);
jiali = me->query("jiali");
if (!me) return;
if (!victim) return;
if (!weapon) return;
//if (!level) return;
if (!level2) return;
if (!jiali) jiali=10;
if( damage_bonus > 60 && random(level2)>150
&& random(2)==0 ) {
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("feitian-yujianliu", 1);
if( me->is_busy()) return 1;
if( damage < 100 ) return 1;
if ( random(level) > 200
&& me->query_skill_mapped("blade") =="feitian-yujianliu"
&& weapon
&& weapon->query("skill_type") == "blade"
&& me->query_skill("blade") > 300
&& random(me->query_skill("blade",1)) > 150
&& !me->is_busy()
&& me->query("neili") > 200
&& me->query("max_neili") > 900
&& random(me->query_int()) >= 20 ){
me->add("neili", -100);
msg = HIM"$N面对$n的攻势。手上的刀轻轻一移,一道阳光真射在刀背上,$n被这道闪光刺的睁不开眼!。\n"NOR;
if ( random(2) == 1){
if (!ob->is_busy())
ob->start_busy(3);
}
else msg = HIG"$N面对$n的攻势。手上的刀轻轻一移,一道阳光真射在刀背上,$n双眼一闭,还好无事!。\n"NOR;
message_vision(msg, me, ob);
return damage;
}
}
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