慕容转世技能不如变成以彼之道还施彼身
// bishen.c 以彼之道还施彼身// by tiantian@sj
#include <ansi.h>
#include <weapon.h>
#include <combat.h>
inherit F_SSERVER;
int query_pfm(object me,object target);
mapping *tested=({
([ "skill":"anran-zhang","number":2,"perform1":"anran","perform2":"xiaohun" ]),
([ "skill":"banruo-zhang","number":2,"perform1":"qiankun","perform2":"yipai" ]),
([ "skill":"canglang-goufa","number":2,"perform1":"beauty","perform2":"hero" ]),
([ "skill":"chousui-zhang","number":5,"perform1":"yinhuo","perform2":"biyan",
"perform3":"huoqiu","perform4":"huoqiang","perform5":"fushidu"]),
([ "skill":"cihang-bian","number":1,"perform1":"cibei" ]),
([ "skill":"cuixin-zhang","number":1,"perform1":"cuixin" ]),
([ "skill":"dagou-bang","number":3,"perform1":"chan","perform2":"wugou","perform3":"linglong" ]),
([ "skill":"dashou-yin","number":1,"perform1":"tianyin" ]),
([ "skill":"duanjia-jianfa","number":1,"perform1":"fenglei" ]),
([ "skill":"dugu-jiujian","number":3,"perform1":"po","perform2":"kuangfeng","perform3":"pozhang" ]),
([ "skill":"fanliangyi-dao","number":1,"perform1":"sanshenfeng" ]),
([ "skill":"fengmo-zhang","number":1,"perform1":"feizhang" ]),
// ([ "skill":"hama-gong","number":3,"perform1":"hama","perform2":"nizhuan","perform3":"qudu" ]),
([ "skill":"hanbing-mianzhang","number":1,"perform1":"xixue" ]),
([ "skill":"hanbing-shenzhang","number":1,"perform1":"hanbing" ]),
([ "skill":"huagu-mianzhang","number":3,"perform1":"bujue","perform2":"huagu","perform3":"puhuo" ]),
([ "skill":"huashan-jianfa","number":4,"perform1":"jianmang","perform2":"jianzhang","perform3":"wudui","perform4":"lianhuan" ]),
// ([ "skill":"huifeng-bian","number":1,"perform1":"huixuan" ]),
([ "skill":"huifeng-jian","number":3,"perform1":"mie","perform2":"jue","perform3":"liaoyuan" ]),
([ "skill":"hunyuan-zhang","number":1,"perform1":"wuji" ]),
// ([ "skill":"huoyan-dao","number":2,"perform1":"daoqi","perform2":"fen" ]),
([ "skill":"jieshou-jiushi","number":1,"perform1":"foguang" ]),
([ "skill":"jingang-quan","number":2,"perform1":"fumo","perform2":"qixing" ]),
([ "skill":"jinshe-jianfa","number":1,"perform1":"kuangwu" ]),
([ "skill":"jiuyin-baiguzhua","number":1,"perform1":"jiuyin" ]),
// ([ "skill":"jiuyin-shenzhang","number":2,"perform1":"shenzhang","perform2":"yinyang" ]),
// ([ "skill":"jiuyin-shenzhua","number":1,"perform1":"sanjue" ]),
// ([ "skill":"juehu-shou","number":1,"perform1":"juehu" ]),
// ([ "skill":"kongming-quan","number":1,"perform1":"berserk" ]),
([ "skill":"kurong-changong","number":1,"perform1":"jiuchong"]),
([ "skill":"lanhua-shou","number":1,"perform1":"fuxue" ]),
([ "skill":"lietian-fu","number":1,"perform1":"lihun" ]),
([ "skill":"lieyan-dao","number":1,"perform1":"shenghuo" ]),
([ "skill":"lingshe-bianfa","number":2,"perform1":"chan","perform2":"sandou" ]),
([ "skill":"liuhe-daofa","number":1,"perform1":"sancai" ]),
([ "skill":"longzhua-gong","number":1,"perform1":"canyun" ]),
([ "skill":"luoying-zhang","number":3,"perform1":"bading","perform2":"fugu","perform3":"pikong" ]),
([ "skill":"nianhua-zhi","number":1,"perform1":"fuxue" ]),
// ([ "skill":"pixie-jian","number":3,"perform1":"cimu","perform2":"feiying","perform3":"jue" ]),
([ "skill":"poyu-quan","number":1,"perform1":"leidong" ]),
([ "skill":"qianye-shou","number":1,"perform1":"qianshou" ]),
([ "skill":"qishang-quan","number":1,"perform1":"qishang" ]),
([ "skill":"quanzhen-jianfa","number":1,"perform1":"qixing" ]),
([ "skill":"ranmu-daofa","number":3,"perform1":"fenwo","perform2":"fentian","perform3":"shoudao" ]),
([ "skill":"riyue-bian","number":3,"perform1":"chanrao","perform2":"fumoquan","perform3":"riyue" ]),
// ([ "skill":"riyue-lun","number":1,"perform1":"dazhuan" ]),
([ "skill":"ruying-suixingtui","number":1,"perform1":"ruying" ]),
([ "skill":"sanhua-zhang","number":1,"perform1":"sanhua" ]),
([ "skill":"shenghuo-lingfa","number":3,"perform1":"duo","perform2":"ji","perform3":"xinmo" ]),
// ([ "skill":"shenghuo-lingfa","number":4,"perform1":"duo","perform2":"ji","perform3":"tisha","perform4":"xinmo" ]),
// ([ "skill":"shenlong-tuifa","number":1,"perform1":"zhuiming" ]),
([ "skill":"songshan-jian","number":3,"perform1":"feiwu","perform2":"leiting","perform3":"longxiang" ]),
([ "skill":"songyang-bian","number":1,"perform1":"luan" ]),
([ "skill":"songyang-shou","number":1,"perform1":"yinyang" ]),
// ([ "skill":"taiji-jian","number":4,"perform1":"chan","perform2":"lian","perform3":"raozhi","perform4":"sanhuan" ]),
// ([ "skill":"taiji-quan","number":6,"perform1":"dongjing","perform2":"luanhuan",
// "perform3":"ji","perform4":"zhen","perform5":"yinyang","perform6":"zhannian"]),
// ([ "skill":"tanzhi-shentong","number":3,"perform1":"qiankun","perform2":"huayu","perform3":"shentong" ]),
// ([ "skill":"tiezhang-zhangfa","number":2,"perform1":"tianlei","perform2":"zhangdao" ]),
// ([ "skill":"weituo-chu","number":2,"perform1":"leidong","perform2":"chaodu" ]),
([ "skill":"xiangfu-lun","number":1,"perform1":"wushuai" ]),
// ([ "skill":"xianglong-zhang","number":2,"perform1":"paiyun","perform2":"xiao" ]),
([ "skill":"xuanfeng-tui","number":1,"perform1":"kuangfeng" ]),
// ([ "skill":"xuantie-jianfa","number":2,"perform1":"haichao","perform2":"wujian" ]),
// ([ "skill":"xuedao-jing","number":2,"perform1":"jixue","perform2":"shendao" ]),
// ([ "skill":"yanxing-daofa","number":2,"perform1":"feiyan","perform2":"huanying" ]),
([ "skill":"yingou-bifa","number":3,"perform1":"caoshu","perform2":"kaishu","perform3":"shigu" ]),
// ([ "skill":"yinlong-bian","number":2,"perform1":"feilong","perform2":"chanrao" ]),
// ([ "skill":"yinsuo-jinling","number":1,"perform1":"yueyin" ]),
// ([ "skill":"yiyang-zhi","number":1,"perform1":"yizhisanmai" ]),
// ([ "skill":"yizhi-chan","number":2,"perform1":"wofo","perform2":"qiankun" ]),
// ([ "skill":"yunu-jianfa","number":1,"perform1":"suxin" ]),
// ([ "skill":"yuxiao-jian","number":2,"perform1":"feiying","perform2":"qimen" ]),
// ([ "skill":"zhenshan-mianzhang","number":1,"perform1":"bingdi" ]),
// ([ "skill":"zhuihun-gou","number":1,"perform1":"luanpifeng" ]),
// ([ "skill":"zui-gun","number":1,"perform1":"zuijiu" ]),
});
int perform(object me, object target)
{
int i,j;
object weapon,weapon2;
string perform,perform_file;
string skill;
if( !target )
target = offensive_target(me);
if( !target || !me->is_fighting(target) )
return notify_fail("以彼之道还施彼身只能在战斗中使用!。\n");
if(me->query_temp("bishen_target"))
return notify_fail("你正在使用以彼之道还施彼身。\n");
if(me->query_temp("douzhuan_target")||me->query_temp("douzhuan_target"))
return notify_fail("你正在使用斗转星移。\n");
weapon=me->query_temp("weapon");
weapon2=target->query_temp("weapon");
if( !(!weapon&&!weapon2)&& ((weapon&&!weapon2)
|| (!weapon&&weapon2)
|| weapon->query("skill_type")!=weapon2->query("skill_type") ) )
return notify_fail("你和对方的兵器不同,不能使用以彼之道还施彼身。\n");
if( target->query("family/family_name")=="姑苏慕容"
|| target->query_skill("douzhuan-xingyi",1)>0
|| target->query_temp("bishen_target") )
return notify_fail("你不能向对方使用以彼之道还施彼身。\n");
if( (int)me->query("max_neili") < 2500 )
return notify_fail("你的内力还不够高!\n");
if( (int)me->query("neili") < 2500 )
return notify_fail("你当前的内力不够!\n");
if(me->query_skill("douzhuan-xingyi",1)<180 )
return notify_fail("你的斗转星移不够熟练,还不能以彼之道还施彼身。\n");
if( me->query("combat_exp")<target->query("combat_exp")/2
|| me->query("max_neili")<target->query("max_neili")/4
|| me->query("neili")<target->query("neili")/2 )
return notify_fail("你的武功修为跟对方相差太远,强行运用以彼之道还施彼身反而会伤了自己。\n");
i=query_pfm(me,target);
if( i< 0 )
{
return 1;
}
skill=tested["skill"];
j=1+random(tested["number"]);
if(!me->query("env/"+skill))
perform=tested["perform"+sprintf("%d",j)];
else
perform=me->query("env/"+skill);
if(!perform)
{
tell_object(me,"测试列表在"+skill+"出错,请通知巫师修改。\n");
return 1;
}
if( file_size(SKILL_D(skill)+"/"+perform+".c")<1 )
{
tell_object(me,"对方当前使用的武功的外功"+perform+"已经删除,请通知巫师修改。\n");
return 1;
}
perform_file=SKILL_D(skill)+"/"+perform+".c";
me->set_temp("bishen_target",target);
// message_vision(HIG"$N运用姑苏慕容斗转星移绝技,想要使出"+target->query("name")
// +"的成名绝技。\n"NOR,me);
call_out("remove_effect",1,me,target,skill,perform);
if( skill=="canglang-goufa" )
{
me->set_temp("master",me->query("family/master_id"));
me->set("family/master_id","hong antong");
}
else if( skill=="cihang-bian" )
{
me->set_temp("shen",me->query("shen"));
me->set("shen",1000000);
}
else if(skill=="taiji-quan")
me->set_temp("tjq/太极",1);
else if(skill=="taiji-jian" && perform=="raozhi")
me->set("wd/raozhi",1);
else if( skill=="anran-zhang" && perform=="anran" )
target->add_temp("anran",2);
else if( skill=="ruying-suixingtui" && perform=="ruying" )
target->add_temp("sl_rysxt",5);
else if( skill=="xuanfeng-tui" && perform=="kuangfeng" )
me->set("thd/perform",4);
else if( skill=="xianglong-zhang" && perform=="kanglong")
me->set("xlz/hang",1);
return (int)call_other( perform_file, "perform", me, target);
}
int remove_effect(object me,object target,string skill,string perform)
{
if( !target || !me->is_fighting(target) )
{
me->delete_temp("bishen_target");
me->delete_temp("tjq/太极");
me->delete("wd/raozhi");
me->delete("thd/perform");
me->delete("xlz/hang");
return 0;
}
else if ( skill=="anran-zhang" && perform=="anran")
{
target->delete_temp("anran");
me->delete_temp("bishen_target");
return 0;
}
else if ( skill=="canglang-goufa")
{
me->set("family/master_id",me->query_temp("master"));
me->delete_temp("master");
me->delete_temp("bishen_target");
return 0;
}
else if ( skill=="cihang-bian")
{
me->set("shen",me->query_temp("shen"));
me->delete_temp("shen");
me->delete_temp("bishen_target");
return 0;
}
else if ( skill=="ruying-suixingtui" && perform=="ruying")
{
target->delete_temp("sl_rysxt");
me->delete_temp("bishen_target");
return 0;
}
else if( ( skill=="jingang-quan" && perform=="fumo" && me->query_temp("fumo") )
|| ( skill=="banruo-zhang" && perform=="qiankun" && me->query_temp("sl/xiouliqiankun") )
|| ( skill=="huashan-jianfa" && perform=="wudui" && me->query_temp("wudui") )
|| ( skill=="kurong-changong" && perform=="jiuchong" && me->query_temp("pf_jiuchong") )
|| ( skill=="lingshe-bianfa" && perform=="chan" && me->query_temp("lingshe/chan") )
|| ( skill=="poyu-quan" && perform=="leidong" && me->query_temp("leidong") )
|| ( skill=="riyue-bian" && perform=="chanrao" && me->query_temp("sl/chanrao") )
|| ( skill=="shenghuo-lingfa" && perform=="ji" && me->query_temp("shlf_ji") )
|| ( skill=="songyang-bian" && perform=="luan" && me->query_temp("ss_luan") )
|| ( skill=="xianglong-zhang" && perform=="xiao" && me->query_temp("xlz/xiao") )
|| ( skill=="anran-zhang" && perform=="xiaohun" && me->query_temp("xiaohun") )
|| ( skill=="huashan-jianfa" && perform=="wudui" && me->query_temp("wudui") )
|| ( skill=="taiji-jian" && perform=="chan" && me->query_temp("tjj/chan") )
|| ( skill=="taiji-quan" && perform=="zhannian" && me->query_temp("tjq/zhannian") )
|| ( skill=="suibo-zhuliu" && perform=="wuzhuan" && me->query_temp("thd/is_fast") )
)
{
call_out("remove_effect",1,me,target,skill,perform);
return 1;
}
else if( !me->is_perform() )
{
me->delete_temp("tjq/太极");
me->delete("wd/raozhi");
me->delete_temp("bishen_target");
me->delete("thd/perform");
me->delete("xlz/hang");
return 0;
}
else
call_out("remove_effect",1,me,target,skill,perform);
return 1;
}
int query_pfm(object me, object target)
{
object weapon=target->query_temp("weapon");
string skill,perform;
int i;
string *base_skill=({ "cuff","strike","hand","leg","claw","finger" });
if(weapon)
{
skill=target->query_skill_mapped(weapon->query("skill_type"));
}
else
{
for(i=0;i<6;i++)
if( (skill=target->query_skill_prepared(base_skill) ) )
break;
}
if( !skill
|| file_size(SKILL_D(skill)+".c") < 1 )
{
tell_object(me,"对方当前使用的武功中没有外功,你无法以彼之道还施彼身。\n");
return -1;
}
perform=SKILL_D(skill)->perform_action_file("");
if(!stringp(perform)
|| sizeof( get_dir(perform) ) == 0 )
{
tell_object(me,"对方当前使用的武功中没有任何外功,你无法以彼之道还施彼身。\n");
return -1;
}
for( i=0;i<sizeof(tested);i++)
if( tested["skill"]== skill )
break;
if(i==sizeof(tested))
{
tell_object(me,"对方当前使用的武功中的外功还没有经过测试,你无法以彼之道还施彼身。\n");
return -1;
}
return i;
} 当和对方使用相同的兵器时候,可以使用以彼之道还施彼身,可以使出对方当前使用的武功的特殊攻击。这个比现在这个反弹无busy有趣多了 有一种思路, 是 当他施展pfm的时候, 自己施展到自己身上
类似于绝招封存, 不过封存是施展不出去
慕容的问题不光在于这个, 还在于要force没force, 要dodge没dodge, 不好搭配 如果把这个这个类似绝招封存的东西几率弄高一点,就都不是问题了,会有人想出来怎么搭配的 几率很高是不可能的
有一定几率, 可以用stats 减少几率, 还可以 干脆把斗转改成超级,可以jifa内功,轻功,招架 是开碧落 发表于 2011-11-20 19:11 static/image/common/back.gif
有一种思路, 是 当他施展pfm的时候, 自己施展到自己身上
类似于绝招封存, 不过封存是施展不出去
还可以这样,当2个以上的人打慕容时,有几率把伤害弹到第三者身上,围攻的人越多,几率越高,封顶10个人。
至于没有force和dodge这还不是你说了算了事情嘛
本帖最后由 靓仔 于 2011-12-2 15:41 编辑
不过呢,被动的东西总是无法控制,关键时刻不靠谱,还是主动的pf比较踏实
要么弄一个被动的,一个主动的吧
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