//瀑布剑法
#include <ansi.h>;
inherit SKILL;
string *msg = ({
"$N当胸平平刺出一剑,实在是毫无任何变化,而却有轰轰之声,$n只觉一股大力由$w直逼周身",
"$N凌空跃起,身随剑起,借助下行之势向下猛劈一剑,将$n周身笼于剑气之下",
"$N轻叹一声,随手横劈一剑,缓缓指向$n,看似无丝毫变化,却尽得剑法精髓,当真平淡中
蕴涵所有变化,无招胜有招",
"$N迅疾挑出一剑,但见剑势如虹,快似闪电,无可当锋!此剑之快,匪夷所思,无法分辨剑路去来",
"$N仰首长啸,令风云变幻,狂风遽起,旋及一剑平指,剑气弥漫于$n周身各处,$n只觉身处
惊涛骇浪之中,惊怖中更觉$N剑力有如海潮一般,一波一浪阵阵涌来,绵延不绝,愈发愈强",
"$N祭起$w,左手捏成剑诀置于胸前,咄喝一声,正是剑法至尊的“御剑式”,空中满是剑影,
宛若千道银链,只在$n身边游动",
"$N连出十余剑,一时迅疾如流星划空,一时凝重迟缓,招招无迹可寻,平淡至极又匪思至极,
顺刺,逆击,横削,倒劈,无不是剑法的入门,当真返朴归真,却已不再存任何破绽",
});
int valid_enable(string usage)
{
return usage == "sword" || usage == "parry";
}mapping query_action(object me, object weapon)
{
return ([
"action":msg[random(sizeof(msg))],
"damage":(random(2)+2)*220,
"damage_type":random(2)?"刺伤":"割伤",
"dodge":(random(2)+2)*50,
"force":(random(2)+2)*220
]);
}
int valid_learn(object me)
{
return notify_fail("你只能通过领悟来提高瀑布剑法。\n");
}
string perform_action_file(string action)
{
return __DIR__"xuantie-jianfa/" + action;
}
mixed hit_ob(object me, object victim, int damage_bonus)
{
int lvl;
object weapon = me->query_temp("weapon");
lvl = me->query_skill("xuantie-jianfa", 1);
if (damage_bonus < 50
|| lvl < 160
|| random(2)
|| ! objectp(weapon)
|| me->query("neili") < 500
|| me->query_skill_mapped("sword") != "xuantie-jianfa"
|| me->query_skill_mapped("force") != "yunv-xinfa")
return damage_bonus / 4;
if (lvl / 2 + random(lvl) > victim->query_skill("parry", 1) || random(10)==0)
{
me->add("neili", -100);
victim->receive_damage("qi", damage_bonus * 4 / 5+10, me);
victim->receive_wound("qi", damage_bonus * 4 / 5+10, me);
return HIW "$N" HIW "手中" + weapon->name() + HIW "犹如神助,从天而下,威不"
"可挡地劈向$n" HIW ",气势恢弘之极。\n" NOR;
}
}
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