 "/open/gsword/mob/sells2" : 1,

#include "/open/open.h"
inherit F_VENDOR;

void create()
{
        set_name("小贩",({"vendor"}));
        set("gender", "男性" );
        set("age", 27);
set("long", @LONG
四处设摊卖些小东西的人,你可以列出(list)他卖些什么...
LONG
        );
        set("combat_exp",116);
        set("attitude", "friendly");
        set_skill("dodge", 25);
        set_skill("hammer", 17);
        set_skill("parry", 27);
        set("vendor_goods", ({
                COMMON_OBJ"bandage",
                COMMON_OBJ"pill",
                COMMON_OBJ"pill1",
 COMMON_OBJ"mass",
                COMMON_OBJ"plaster1",
                GS_OBJ"map",
                CAPITAL_OBJ"tea",
                "/obj/example/wineskin",
                "/obj/example/dumpling",
                "/obj/example/chicken_leg",
        }) );
        setup();
        carry_object("/obj/example/chicken_leg")->wield();
        carry_object("/open/gsword/obj/robe")->wear();
        add_money("coin",35);
}

void greeting(object ob)
{
        if( !ob || environment(ob) != environment() ) return;
        switch( random(3) ) {
                case 0:
 say("小贩靠近你小声的说: 这位"+RANK_D->query_respect(ob)
                        +"来买些东西巴!\n");
                        break;
                case 1:
                say("小贩嘶声么\喝道: "+RANK_D->query_respect(ob)
                        +"过来看看吗!?\n");
                        break;
                case 2:
                say("小贩高声喊道: 跳楼大拍卖,"+RANK_D->query_respect(ob)
                        +"要的话，我可以算便宜一点喔!\n");
                        break;
  }
}

// guard.c

#include <ansi.h>

inherit NPC;
void create()
{
        set_name("民女", ({ "woman" }) );
        set("gender", "女性" );
        set("age",35);
        set("str", 17);
        set("cor",35);
        set("cps", 25);
        set("int", 15);
        set("long",
                "一位普通的妇女.\n");
        set("combat_exp",100);
        set("attitude", "peaceful");
        set("chat_chance", 30);
        set("chat_msg", ({
     "妇女说: 客栈老板每晚都在洗地板,不知到在洗甚么?\n",
             "妇女说: 贪财小剑童身上似忽有些密秘.\n",
             "妇女说: 辽倒剑士每晚都对着一本书练武\n",
             (: "random_move" :),
        }) );
        set_skill("dodge", 5);
        setup();
        carry_object("/obj/cloth")->wear();
        add_money("coin", 15);
}

inherit NPC;

void create()
{
        set_name("税官", ({ "officer" }) );
        set("gender", "男性" );
        set("age", 37);
        set("str", 50);
        set("cor", 65);
        set("long",
                "一位负责执行本朝财政命命的官员.\n"
                "他正执行货币流通控制.你可以查询你的\n"
                "存款上限(quota).\n" );
        set("combat_exp", 50000);
        set("attitude","peaceful");
void init()
{
   object ob;
   add_action("do_quota","quota");
   ::init();
   if(interactive(ob =this_player()) && !is_fighting() )
   {
     remove_call_out("greeting");
     call_out("greeting",2,ob);
   }
}

int do_quota(string arg)
{
   int mud_age;
   mud_age = this_player()->query("mud_age");
   printf("税官说: 老爷,您的存款上限是 %d coins\n",mud_age);
   return 1;
}

void greeting(object ob)
{
  object obj;
  int money,mud_age,silver;
  obj=present("no_tax",ob);

  if( obj ) return;
  if( !ob || environment(ob) != environment() ) return;
  money = ob->query("bank/coin");
  silver = ob->query("bank/silver");
  mud_age=ob->query("mud_age");
  command("say hi...老爷你好.\n");
  if(money > mud_age)
  {
   money = (money * 0.5);
   if( (silver%2) == 0 ) {
     silver /= 2;
     ob->set("bank/coin", money);
     ob->set("bank/sliver", silver);
   }
   else {
     silver = (silver-1) / 2;


   }
   command("say 抱歉了,大财主,奉朝庭圣旨,凡财产大于上线秒数者,一律一半充公.\n");
  }
}