// mogi npc skill 之 葬列剖坟手


#include <ansi.h>
#include <combat.h>
inherit SKILL;

void blood1(object me, object  weapon);
void blood2(object me, object  weapon);
void blood3(object me, object  weapon);
void blood4(object me, object  weapon);
void blood5(object me, object  weapon);

string *parry_msg= ({
   "$n双手往上一翻, 双脚蹲了个马步, 使出一招「妖魔聚鼎”, 将妖气凝聚于全身上下, 硬生生的把$N的招式接了下来!\n",
   "$n伸出右手拇指, 食指, 中指, 使出一招「群妖拦路”, 三指由中宫飞快的探向$n的咽喉, 破解了$N的攻势。\n",
});

mapping *action = ({
([ "action" : HIB"$N身上魔氤满溢阴氲阵阵，顿时黑光闪闪，一式葬列剖坟手中的"HIM"‘剖坟舔尸’"HIB"挟着厚重的毒气袭向$n的脑门\n"NOR,
        "dodge":   20,
        "parry":   20,
        "damage":   180,
        "force":    150,
        "post_action":  (:blood1:),        
        "damage_type" : "毒伤"
        
]),

([ "action" :HIB"$N使出一式"HIM"‘送葬哀歌’"HIB"激出魔风阵阵，呼啸之声悲恸恼人，侵人心神，就在$n失魂之际，$N一掌打向$n\n"NOR,
        "dodge":   30,
        "parry":   30,
        "damage":   180,
        "force":    150,
        "post_action":  (:blood2:),
        "damage_type" : "毒伤"
]),

([ "action" :HIB"$N压身直奔$n，就在$n欲发招之际的瞬间高高跃起，使出葬列剖坟手中的一式"HIM"‘鸦伫髅\眼’"HIB"同时向$n的双眼及喉间连发掌气\n"NOR,
        "dodge":   30,
        "parry":    30,
        "damage":   180,
        "force":    150,
        "post_action":  (:blood3:),
        "damage_type" : "毒伤"
]),

([ "action" :HIB"$N双掌一拍，煞时寒光眩目，一式"HIM"‘尸泪\白烛’"HIB"连续击出五道掌气，直捣$n的脑喉心胸腹五大死穴\n"NOR,
        "dodge":    30,
        "parry":    30,
        "damage":   180,
        "force":    150,
        "post_action":  (:blood4:),
        "damage_type" : "毒伤"
]),

([ "action" :HIB"$N魔气骤发，以指为掌，使出葬列剖坟手中的一式"HIM"‘血骨残肉’"HIB"，掌气利如刀锋旋裂直逼$n\n"NOR,
        "dodge":   100,
        "parry":   100,
        "damage":   180,
        "force":    150,
        "post_action":  (:blood5:),
        "damage_type" : "毒伤"
]),


});

int valid_enable(string usage)
{
        return (usage=="unarmed")||(usage=="parry");
}


mapping query_action(object me, object weapon)
{
    return action[random(sizeof(action))];
}

string query_parry_msg(string limb)
{
    return parry_msg[random(sizeof(parry_msg))];
}

void blood1(object me,  object  weapon)
{
  int i,dark_poison;
 object victim,*enemy;
 enemy = me->query_enemy();
 i=sizeof(enemy);
 victim = enemy[random(i)];
 dark_poison=victim->query_condition("dark_poison");
 victim->apply_condition("dark_poison",5+dark_poison);
}
void blood2(object me, object  weapon)
{
 int i,fire_poison;
 object victim,*enemy;
 enemy = me->query_enemy();
 i=sizeof(enemy);
 victim = enemy[random(i)];
 fire_poison=victim->query_condition("fire_poison");
 victim->apply_condition("fire_poison",2+fire_poison);
}
void blood3(object me, object  weapon)
{
  int i,five_poison;
 object victim,*enemy;
 enemy = me->query_enemy();
 i=sizeof(enemy);
 victim = enemy[random(i)];
 five_poison=victim->query_condition("five_poison");
 victim->apply_condition("five_poison",5+five_poison);
}
void blood4(object me, object  weapon)
{
  int i,rose_poison;
 object victim,*enemy;
 enemy = me->query_enemy();
 i=sizeof(enemy);
 victim = enemy[random(i)];
 rose_poison=victim->query_condition("rose_poison");
 victim->apply_condition("rose_poison",5+rose_poison);
}
void blood5(object me, object  weapon)
{
   int i,snake_poison;
 object victim,*enemy;
 enemy = me->query_enemy();
 i=sizeof(enemy);
 victim = enemy[random(i)];
 snake_poison=victim->query_condition("snake_poison");
 victim->apply_condition("snake_poison",5+snake_poison);
}
