#include <ansi.h>
inherit PERFORM;

int set_rate(object me,object target)
{
  int rate,ap,dp,ab,db;
  ap=me->query_skill("parry",1);
  dp=target->query_skill("parry",1);
  ab=target->query_skill("dodge",1);
  db=target->query_skill("dodge",1);
  ab=me->query_skill("dodge",1);
 if(ramdon(ab)>db/2)
  if(ramdon(ab)>db/2)
   ab*=2;
  if(ramdon(ap)>dp/2)
   ap*=2;
   
  rate=(ab+ap)*100/(db+dp);
  rate=random(rate*2)/2;
  return rate;
}

void create()
{

set("name","点穴");
set("belong","dianxue");
set("target",1);
set("busy_pfm",1);
set("force",1200);
set("need_force",200);
set("limit_skill",([
    "dodge"  : 350,
    "force"  : 350,
    "dianxue"  : 350,
    ]));

set("busy_time",(5+random(5)));
}


void hit_msg(object me,object target,int num)
{
if(me&&target)
int rate;
rate=set_rate(me,target);
set("persent",rate);
if(me&&target)
{
   message_vision(HIW"$N身形晃动，$n一点儿一找不到$N的身影\n"NOR,me,target);
}

}

void success_hit_msg(object me,object target,int num)
{
if(me&&target)
{
   message_vision(HIY"$n浑身一麻，动弹不得！\n"NOR,me,target);
}
}

void lost_hit_msg(object me,object target,int num)
{
if(me&&target)
{
  message_vision(HIB"$n冷笑一声说道：“这点伎俩太简单了”\n",me,target);
}
}
