init: add workspace files

This commit is contained in:
2026-05-26 16:41:20 +08:00
commit f4f2393f72
1041 changed files with 67405 additions and 0 deletions

29
world/map/bj/ao/andao.js Normal file
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this.inherits(ROOM);
this.name = "暗道"
this.desc = "这里是鳌拜卧室的一个暗道,整个通道黑呼呼的,不知道通往哪里。";
this.exits = { "south": "bj/ao/woshi" };
this.on_enter = function (me) {
me.notify('你踏入暗道,放眼望去看不到出口,不知通往何处。');
me.send_commands('lkfb', '一直走下去');
}
this.add_action('lkfb', null, function (me, par) {
if (par) {
WORLD.COMMANDS['cr'].enter(me, 'over');
me.moveto(ROOM.Get('bj/hg/jiashan'));
me.send('你从暗道出来,来到一个假山外面。');
me.enable_area();
} else {
me.send('你即将离开这个副本进入公共区域,是否确认?');
me.send_commands('lkfb ok', '确认进入');
}
});

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world/map/bj/ao/anshi.js Normal file
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this.inherits(ROOM);
this.name = "暗室"
this.desc = "这里是鳌拜藏宝的地方,各种珠宝玉器,珍奇异宝,名贵书籍,应有尽有,有几样尤其显眼。";
this.exits = { "south": "bj/ao/shufang" };
this.items = OBJ.create_by_odds([
{
obj: ["sp/bj/jing#1", "sp/bj/jing#2", "sp/bj/jing#3", "sp/bj/jing#4"]
}
]);

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this.inherits(ROOM);
this.name = "厨房"
this.desc = "一进门,一股香气扑鼻而来,熏得你直流口水。灶台上满是油烟,一个肥肥胖胖的家伙正在炒菜, 一看就象个大厨师。";
this.exits = { "south": "bj/ao/dayuan" };
this.set_npc("bj/ao/chushi");

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world/map/bj/ao/damen.js Normal file
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this.inherits(ROOM);
this.name = "大门"
this.desc = "一座富丽堂皇的大宅院出现在你的眼前,两头高大的石狮子镇住了大门两侧。门额上悬挂一方横匾,写着‘满洲第一勇士鳌拜府’几个大字,门外有官兵把守,戒备森严。门上挂着两个灯笼,赫然写着“鳌”字。";
this.exits = { "west": "bj/ao/dayuan" };
this.on_leave = function (me, dir) {
if (dir == "west" && this.find_by_path("pub/bing")) {
return me.notify_fail("官兵拦住你骂道:“你以为你是谁啊?一个寻常百姓,难道还想进府见鳌大人?!你这" + me.call(true) + "快给我滚远点儿,不然别怪我不客气!");
}
}
this.set_npc(["pub/bing",2]);

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this.inherits(ROOM);
this.name = "大院"
this.desc = "你走进大院,迎面是一个假山水池,池中立着一块巨大无比的翡翠,显然是鳌拜收刮来的宝物。水池的两旁种满了花草。北边是厨房,有一棵槐树,郁郁葱葱,遮盖了大半个院子,显得阴森恐怖。西边一条长廊走道通往后院,有几个官兵把守。";
this.exits = { "west": "bj/ao/houyuan",east:"bj/ao/damen","north": "bj/ao/chufang" };
this.set_npc("bj/ao/wu");

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this.inherits(ROOM);
this.name = "后院"
this.desc = "这里是鳌府后院,中心是一个大花园。西边一条长廊走道直通往鳌拜的卧房,有几个官兵把守。北边是书房。南边是鳌拜私设的牢房, <cmd cmd='look men'>牢门(men)</cmd>是锁着的。";
this.exits = { "west": "bj/ao/woshi", east:"bj/ao/dayuan","north":"bj/ao/shufang" };
this.set_item("men", "铁门", "这是一扇很结实的铁门。", [
["unlock", "打开", function (me) {
if (this.query_exits("enter"))
return me.notify("这扇门已经是打开的。");
var obj = me.find_obj_bypath("sp/bj/laofangkey");
if (!obj)
return me.notify("你不会撬锁。");
this.add_exit("south", "bj/ao/laofang");
me.remove_obj(obj,1);
me.send_room("$N用一把钥匙打开了牢房门可是钥匙却断了。");
}]
]);
this.set_npc("bj/ao/guanjia", ["bj/ao/jiading", 2]);

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this.inherits(ROOM);
this.name = "牢房"
this.desc = "这是一个昏暗的房间,窗户都被钉死。地上放着皮鞭、木棍等刑具,显然这是鳌拜私立公堂,审讯人犯的所在。一个书生被捆在墙上,鲜血淋漓,遍体鳞伤。";
this.exits = { "north": "bj/ao/houyuan" };
this.set_npc("bj/ao/zhuangyu");

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this.inherits(ROOM);
this.name = "书房"
this.desc = "这里是鳌拜书房,却没有一本书。各种古玩琳琅满目,商周青铜、汉瓦当、唐三彩,珍珠宝石,应有尽有,只要拥有一件,就够你吃一辈子了。北面墙上有一副<cmd cmd='look hua'> 画(hua) </cmd>。书桌上有一本<cmd cmd='look shu'> 书(shu) </cmd>。";
this.exits = { "south": "bj/ao/houyuan" };
this.door_dir = this.random(2);
this.set_item("hua", "画", "这张画很一般,足足有一扇门大,不知为什么挂在这儿。", [
["tleft", "向左推", open_door.bind(this,0)
], ["tright", "向右推", open_door.bind(this, 1)]
]);
this.set_item("shu", "明史辑略", "这就是那本害得庄允城家破人亡的《明史辑略》。", [
["open", "打开", function (me) {
if (this.door_dir == 1) {
me.notify("你打开《明史辑略》,发现扉页的右下角被鳌拜写了一个大大的杀字!");
} else {
me.notify("你打开《明史辑略》,发现扉页的左下角被鳌拜写了一个大大的杀字!");
}
}]
]);
function open_door(dir, me) {
var fb = me.query_temp("fb/ao/tui");
if (fb == 1) {
return me.notify("门已经被你打开了,不要乱推,小心中暗器。");
} else if (fb == 2) {
return me.notify("画后面有暗器,还是不要乱推的好。");
}
if (this.door_dir !=dir) {
me.from_attack(300, 100, "$N触动了机关\n<red>突然,画后面飞出一支利箭向$N射去。</red>","<hir>$N一声惨嚎被利箭射了个正着。</hir>","$N向旁边一跳躲了过去。");
me.set_temp("fb/ao/tui", 2);
} else {
me.send_room("$N将画卷往左移只听轧轧几声一扇暗门出现在$N眼前。");
this.add_exit("north", "bj/ao/anshi");
me.set_temp("fb/ao/tui", 1);
me.add_fbscore(10);
}
}

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world/map/bj/ao/woshi.js Normal file
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this.inherits(ROOM);
this.name = "卧房"
this.desc = "这是鳌拜的卧房。鳌拜躺在床上睡着了,粗声粗气地打着呼噜。北边有一扇<cmd cmd='look door'>门(door)</cmd> 。";
this.exits = { "east": "bj/ao/houyuan" };
this.set_npc("bj/ao/aobai");
this.set_item("door", "", "这是一扇极厚的木门。", [
["open", "打开", function (me) {
var npc = this.find_obj_bypath('bj/ao/aobai');
if (npc) {
return npc.do_kill(me);
}
if (this.query_exits('north')) return me.notify('门已经打开了。');
this.add_exit('north','bj/ao/andao');
}]
]);

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this.inherits(ROOM);
this.name = "大道";
this.desc = "这是一条宽敞的大道。全由乱石堆成,显然曾花了不少人力。东面是一个宽阔的练武场, 西边是一片开阔地。";
this.set_npc("bj/shenlong/xu");
this.exits = { "west": "bj/shenlong/kongdi", "east": "bj/shenlong/wuchang" };

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this.inherits(ROOM);
this.name = "山道";
this.desc = "这是一条狭窄的山道,向着北方一座山峰行去.转过了几个山坡,抬头遥见峰顶建着几座大竹屋。";
this.exits = { "south": "bj/shenlong/wuchang", "north": "bj/shenlong/damen" };

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this.inherits(ROOM);
this.name = "大门";
this.desc = "这是间很大的竹屋。门外站着几个年轻弟子.再住北就是神龙教大厅, 隔得虽远, 却也可以听得到厅上众人齐声念颂之声。";
this.set_npc(["bj/shenlong/dizi", 2]);
this.exits = { "south": "bj/shenlong/dadao2", "north": "bj/shenlong/dating" };
this.on_leave = function (me, dir) {
if (dir == "north") {
var obj = this.find_obj_bypath("bj/shenlong/dizi");
if (obj) {
me.notify("神龙教弟子挡住了你:神龙教重地,外人不得入内。");
return false;
}
}
}

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this.inherits(ROOM);
this.name = "大厅";
this.desc = "过了一条长廊,眼前突然现出一座大厅。此厅硕大无朋,足可容千人之众。只见一群群少年男女衣分五色, 分站五个方位.青、白、黑、黄四色的都是少年, 穿红的却是少女, 背上各负短剑, 每一队约有百人。";
this.set_npc("bj/shenlong/hong", "bj/shenlong/zhang", "bj/shenlong/wugen");
this.exits = { "south": "bj/shenlong/damen" };

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this.inherits(ROOM);
this.name = "海滩";
this.desc = "这里就是神龙岛了。南边是一望无际的大海;往北则是一片灌木林。岛上的空气似乎又热又闷, 咸湿的海风中带着一股腥臭, 又夹杂了一缕奇特的花香, 闻起来十分怪异,海边泊着一艘大船。";
this.exits = { "north": "bj/shenlong/lin1" };
this.on_before_enter = function (me) {
if (!me.query_bool('fb2', 3) && me.query_temp('pl_yu')) {
if (!this.items[0])
NPC.CREATE('penglai/wulang/jiangjiu', this);
}
}
this.on_enter = function (me) {
if (!me.query_bool('fb2', 3) && me.query_temp('pl_yu')) {
let npc = this.items[0];
if (npc && npc.is('penglai/wulang/jiangjiu')) {
me.send(npc.name + "招了招手:" + me.call() + ",这里,这里。");
this.call_out(this.to_next, 3000, me, npc);
}
}
}
this.to_next = function (me, npc) {
if (me.environment !== this || npc.environment !== this)
return;
if (me.fight_type || npc.fight_type) return;
me.send(npc.name + "正色道:在下正准备去往近年江湖中传闻仙山出世的蓬莱岛," + me.call() + "可愿一同前往?");
me.send_commands('lkfb', '同去');
}
this.add_action('lkfb', null, function (me, par) {
let npc = this.items[0];
if (npc && npc.is('penglai/wulang/jiangjiu')) {
if (par) {
WORLD.COMMANDS['cr'].enter(me, 'over');
me.moveto('penglai/matou');
me.send('你和' + npc.name + '乘坐大船,来到一个偏远神秘的小岛。');
me.enable_area();
} else {
me.send('你即将离开这个副本进入公共区域,是否确认?');
me.send_commands('lkfb ok', '确认进入');
}
}
});

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this.inherits(ROOM);
this.name = "空地";
this.desc = "这是一片空地,四周都是乱石,杂草丛生。北边是一间小屋,南面是深深的灌木林,东面有一条工整的大道, 西面是一片草坪。";
this.set_npc(["bj/shenlong/dizi", 2]);
this.exits = { "south": "bj/shenlong/lin2", "north": "bj/shenlong/xiaowu", "east": "bj/shenlong/dadao" };

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this.inherits(ROOM);
this.name = "灌木林";
this.desc = "这是一片灌木林。你对这样一个孤岛上竟有这样大一片<cmd cmd='look bush'>灌木林</cmd>感到非常吃惊.前面根本没有路, 四周的密林中长满了杂草。";
this.set_npc("bj/shenlong/dushe", "bj/shenlong/zyshe");
this.exits = { "south": "bj/shenlong/haitan" };
this.set_item("bush", "灌木林","这是一片很大的灌木林,把路都给挡住了。", [
"kan", "砍掉", function (me) {
if (this.query_exits("north")) return me.notify("已经砍好了,快过去吧!");
if (!me.query_weapon()) return me.notify("你不拿武器怎么砍?");
me.send_room("$N抽出$W,对着灌木丛一阵乱砍。");
if (me.mp > 300) {
me.send_room("$N累得气喘吁吁,终于砍出一条小路。");
this.add_exit("north","bj/shenlong/lin2");
} else {
me.send_room("$N累得气喘吁吁,也没砍开一条路来。");
}
}
]);

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this.inherits(ROOM);
this.name = "灌木林";
this.desc = "这是一片灌木林。走了不远,你就可以看得见前面的空地了。";
this.set_npc("bj/shenlong/dushe", "bj/shenlong/zyshe");
this.exits = { "south": "bj/shenlong/lin1", "north": "bj/shenlong/kongdi" };

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this.inherits(ROOM);
this.name = "练武场";
this.desc = "这是一个宽大的练武场,有几个手执短剑的少年少女在这里练功。旁边站着几人, 有男有女, 年纪轻的三十来岁, 老的已有六七十岁, 身上却不带兵刃。北边一条山路直上山顶。";
this.set_npc(["bj/shenlong/nvdizi", 2]);
this.exits = { "west": "bj/shenlong/dadao", "north": "bj/shenlong/dadao2" };

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this.inherits(ROOM);
this.name = "小屋";
this.desc = "一进小屋,只见墙上挂满了无数名贵的字画。书架上也堆满了平时难得一见的各种各样的书籍。一个相貌英武的中年文士正对着一幅字画唉声叹气。";
this.set_npc("bj/shenlong/lu");
this.exits = { "south": "bj/shenlong/kongdi" };

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world/map/bj/tdh/andao.js Normal file
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this.inherits(ROOM);
this.name = "暗道";
this.desc = "地道里一片漆黑,呼呼的风声从四面八方传来。你什么也看不见,只能在地道里瞎摸乱撞。西面似乎隐隐约约有人说话,但只一会儿又没声了。你使劲地摇了摇头,很怀疑这到底是不是幻觉。好象你已经迷路了。";
this.exits = { "west": "bj/tdh/andao", "south": "bj/tdh/andao", "north": "bj/tdh/andao", "east": "bj/tdh/andao" };
this.on_enter = function (me) {
me.notify("你什么也看不见,只能在地道里瞎摸乱撞,好象你已经迷路了。");
}
this.on_leave = function (me, dir) {
if (dir == 'west') {
var count = me.add_temp("fb/tdh/andao", 1);
if (count > 3) {
me.moveto("bj/tdh/andao2", me.name + "向西方离去。", me.name + "走了过来。");
return false;
}
} else {
me.set_temp("fb/tdh/andao", 0);
}
}

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this.inherits(ROOM);
this.name = "暗道";
this.desc = "这是一条黑漆漆的地道,曲曲折折地通向前方。两边都是土墙,隐约可以听到上面脚底落地的声音。空气中弥漫着潮湿的泥土气息,令人感到十分凉爽。一个道人站在这里,守卫着上面的两个出口。";
this.exits = { "up": "bj/tdh/neishi", "west": "bj/tdh/andao" };
this.set_npc("bj/tdh/xuan");

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this.inherits(ROOM);
this.name = "暗道";
this.desc = "终于走出了暗道,你长长的舒了一口气。北边是天地会青木堂的大厅,明亮的灯光让人感到无比温暖。";
this.exits = { "east": "bj/tdh/andao", "north": "bj/tdh/dating" };
this.set_npc("bj/tdh/wu");

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this.inherits(ROOM);
this.name = "侧厅";
this.desc = "这里是侧厅,靠墙是一排书架,摆满了各种拳谱、书籍。墙角有一张木床。天地会总舵主陈近南常常在这里读书、休息。";
this.exits = { "west": "bj/tdh/dating" };
this.items = OBJ.create_by_odds([
{
obj: ["book/book#dodge", "book/book#force", "book/book#unarmed", "book/book#sword", "book/book#blade", "book/book#parry"],
odds: 8000
}, {
obj: ["book/bc#yunlongxinfa", "book/bc#yunlongjian", "book/bc#yunlongbian", "book/bc#yunlongshenfa", "book/bc#wuhuduanmendao",
"book/bc#houquan"],
odds: 4000
}
]);

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this.inherits(ROOM);
this.name = "青木堂";
this.desc = "这里就是天下闻名的天地会青木堂大厅,只见一张板桌上供着两个灵牌,中间一个写着“大明天子之位”,侧边一个写着“大明延平郡王郑之位”。此外有一块<cmd cmd='look baimu'>白木(baimu)</cmd> ,上面密密麻麻全是血字。厅侧有一副<cmd cmd='look duilian'>对联(duilian)</cmd> 。东边是侧厅,南北都是暗道。";
this.set_item("baimu", "白木","只见白木上写道:天地万有,回复大明。吾人当同生共死,仿桃园故事,约为兄弟,姓洪名金兰,合为一家。拜天为父,拜地为母, 日为兄,月为姊妹,焚香设誓,一雪前耻,顺天行道,恢复明朝。歃血为盟,神明降鉴。");
this.set_item("duilian", "对联", "地振高冈,一派溪山千古秀\n门朝大海三河合水万年流");
this.exits = { "south": "bj/tdh/andao2", "north": "bj/tdh/kedian", "east": "bj/tdh/ceting" };
this.set_npc("bj/tdh/chen");

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world/map/bj/tdh/hct.js Normal file
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this.inherits(ROOM);
this.name = "回春堂药店";
this.desc = "这是一家药铺,一股浓浓的药味让你几欲窒息,那是从药柜上的几百个小抽屉里散发出来的。一位老者在柜台后站着。看到你进来,药铺伙计警惕的看了你一眼。";
this.exits = { "west": "bj/tdh/neishi" };
this.set_npc("bj/tdh/huoji","bj/tdh/xu");

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this.inherits(ROOM);
this.name = "胡同";
this.desc = "";

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this.inherits(ROOM);
this.name = "客店后院";
this.desc = "这里客店后院。一阵阵打斗之声从东面的厢房中传来,其中夹杂着一个女子的声音。房门的板壁不住的震动,似乎客房四周的板壁都要被刀风掌力震坍一般。西首也是厢房,不时有人探头出来观望。北面是客店大门。";
this.exits = { "east": "bj/tdh/kedian3", "south": "bj/tdh/andao", "west": "bj/tdh/hutong"};
this.on_enter = function (me) {
me.notify("你走出天地会暗道,发现来到一处客店的后院。");
}
this.on_leave = function (me,dir) {
if (dir === "east") {
var lv = me.query_skill("dodge", 0);
if (lv < 200) {
return me.notify_fail("你一步踏进客房,突觉一股力道奇大的劲风激扑出来,将你一撞,你登时立足不稳,腾腾腾到退三步,一跤坐倒。");
}
}
if (dir === 'west') {
this.actions['lkfb'].action(me);
return false;
}
}
this.add_action('lkfb', null, function (me, par) {
if (par) {
WORLD.COMMANDS['cr'].enter(me, 'over');
me.moveto(ROOM.Get('bj/hg/xiaolu'));
me.send('你从客栈后院出来,来到一个胡同里面。');
} else {
me.send('你即将离开这个副本进入公共区域,是否确认?');
me.send_commands('lkfb ok', '确认进入');
}
});

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this.inherits(ROOM);
this.name = "东客房";
this.desc = "一进门,只见六个喇嘛手持戒刀,围着一白衣女尼拼命砍杀,只是给白衣女尼的袖力掌风逼住了,欺不近身。但那白衣女子头顶已冒出丝丝白气,显然已尽了全力。她只一条臂膀,再支持下去恐怕难以抵敌。地上斑斑点点都是血迹。";
this.exits = { "west": "bj/tdh/kedian"};
this.set_npc(["bj/tdh/lama",6],"bj/tdh/dubi");

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this.inherits(ROOM);
this.name = "内室";
this.desc = "这里是一个空荡荡的房间,除了<cmd cmd='look floor'>地板(floor)</cmd>,什么也没有。";
this.exits = { "east": "bj/tdh/hct" };
this.set_npc("bj/tdh/guan");
this.set_item("floor", "地板", "你试著敲了敲地板,声响清脆,下面似乎是空心的。", [
["open", "移开", function (me) {
me.from_attack(300, 100,
"$N掀开地板只听“唰”的一声, 地道里突然白光一闪,一柄长剑倏的伸出,刺向你的小腹",
"<hir>$N匆忙间闪避不急一声惨嚎被长剑刺了个正着。</hir>",
"$N赶紧向旁边一跳躲了过去。");
me.send_room("一个道人从洞里探出头来,看了$N一眼又伸手把地板关上了。");
}]
]);;
this.add_action("knock", "敲地板", function (me) {
if (this.query_exits("bj/tdh/andao1")) {
return mo.notify("地板已经敲开了你还想干嘛?");
}
var npc = this.find_by_path("bj/tdh/guan");
if (npc) {
me.notify("关夫子对你喝到:你想干什么?");
npc.do_kill(me);
return;
}
me.send_room("$N在木板上咚地敲了一下。");
var count= me.add_temp("fb/tdh/knock", 1, 1000);
if (count == 3) {
me.send_room("从地板里边伸出一双手把地板掀开了。");
this.add_exit("down","bj/tdh/andao1");
}
});

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this.inherits(ROOM);
this.name = "长廊"
this.desc = "这是条长长的走廊。四处黑沉沉的。";
this.exits={"north":"bj/zhuang/xiaowu","south":"bj/zhuang/dating"};
this.set_npc("bj/shenlong/dizi");

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this.inherits(ROOM);
this.name = "青石大道"
this.desc = "你走在一条小路上。前面道路崎岖,行人很少。往南有条小路通往城内。";

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this.inherits(ROOM);
this.name = "大门"
this.desc = "这里就是文士庄允城的旧居。自从他被朝廷抓走后,这里好象就没有人住了。一扇<cmd cmd='look men'>大门</cmd>紧锁着,周围是高高的<cmd cmd='look wall'>围墙</cmd>。一切都很干净,并没有积多少灰尘。";
this.exits={"south":"bj/zhuang/xiaolu2"};
this.set_item("men","大门","这扇门是锁着的,除非你打破它。",[
["break","打破",function(me){
if(this.query_exits("north")) return me.notify("门已经被你打开了。");
if(me.max_mp>500&&me.mp>200){
me.add_mp(-200);
me.send_room("$N走到门前深吸一口气双掌同时拍出。 \n$N只听一声轰响$P把门震开了");
this.add_exit("north","bj/zhuang/dayuan");
}else{
me.send_room("$N走到门前深吸一口气双掌同时拍出。 \n$N大吼一声“开结果什么也没发生。看来$P的内力不够强。");
}
}]
]);
this.set_item("wall","院墙","墙很高,可能翻不过去。",[
["climb","翻墙",function(me){
if(me.query_skill("dodge",0)>200&&me.mp>200){
me.add_mp(-200);
me.send_room("$N在墙前站定,深吸一口气,猛然跃起。\n只见$N足尖在墙上一点,已悠然飘落院中!");
me.moveto("bj/zhuang/dayuan",null,me.name+"跳了进来。");
}else{
me.send_room("$N在墙前站定,深吸一口气,猛然跃起,可还差一大截呢,看来是轻功不够好。");
}
}]
]);

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this.inherits(ROOM);
this.name = "大厅"
this.desc = "这是一间大厅。通往各个房间.东边的屋里有女子啼哭之声隐隐传来。";
this.exits={"north":"bj/zhuang/changlang","south":"bj/zhuang/dayuan","east":"bj/zhuang/dating2","west":"bj/zhuang/dating1"};
this.set_npc("bj/shenlong/dizi");
this.set_npc("bj/zhuang/zhang");

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this.inherits(ROOM);
this.name = "大厅"
this.desc = "这是一间灵堂。堂上供了七八个牌位.看来一座灵堂上供的是一家死人.一阵阴风吹过,蜡烛突然灭了。";
this.exits={"east":"bj/zhuang/dating"};
this.set_npc("bj/shenlong/dizi");

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this.inherits(ROOM);
this.name = "大厅"
this.desc = "这是一间灵堂。堂上供了七八个牌位.看来一座灵堂上供的是一家死人.一阵阴风吹过,蜡烛突然灭了。";
this.exits={"west":"bj/zhuang/dating"};
this.set_npc("bj/shenlong/dizi");

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this.inherits(ROOM);
this.name = "大院"
this.desc = "这是一个破旧的大院。院内十分宽阔,可容百人。正中一口天井,再往里是座大厅。";
this.exits={"north":"bj/zhuang/dating","south":"bj/zhuang/damen"};
this.set_npc(["bj/shenlong/dizi",2]);

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this.inherits(ROOM);
this.name = "小路"
this.desc = "你走在一条小路上。前面道路崎岖,行人很少。往南有条小路通往城内。";
this.exits = { "north": "bj/zhuang/xiaolu2"};
this.on_before_enter = function (me) {
if (me.query_temp('fb', 0) > 10) {
this.add_exit('south', "bj/zhuang/dalu" );
}
}
this.on_leave = function (me, dir) {
if (dir === 'south') {
this.actions['lkfb'].action(me);
return false;
}
}
this.add_action('lkfb', null, function (me, par) {
if (par) {
WORLD.COMMANDS['cr'].enter(me, 'over');
me.moveto(ROOM.Get('bj/hg/nanmen'));
me.send('你顺着小路进入京城,来到奉天城门。');
} else {
me.send('你即将离开这个副本进入公共区域,是否确认?');
me.send_commands('lkfb ok', '确认进入');
}
});

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this.inherits(ROOM);
this.name = "小路"
this.desc = "你走在一条小路上。前面道路崎岖,行人很少。前方隐约有房屋可见.";
this.exits={"north":"bj/zhuang/damen","south":"bj/zhuang/xiaolu"};
this.set_npc("bj/zhuang/tufei");

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this.inherits(ROOM);
this.name = "长廊"
this.desc = "这是一个小房间,桌上点着蜡烛.房中只有一桌一床,陈设简单,却十分干净.床上铺着被褥。";
this.exits={"south":"bj/zhuang/changlang"};
this.set_npc("bj/zhuang/furen","bj/zhuang/shuanger");