this.inherits(COMMAND); this.command = "dismiss"; this.regex = /^(\w+)(\s+ok)?$/; this.enter = function (me, objid, isok) { var npc = me.find_obj(objid, me.environment); if (!npc) return me.notify("你要遣散谁?"); if (!npc.master || npc.master != me.id) return me.notify("你不能遣散" + npc.call3() + "。"); if (npc.team) return me.notify(npc.name+"需要离开队伍才可以遣散。"); if (isok) { for (var i = 0; i < me.follower.length; i++) { if (me.follower[i].id == objid) { me.follower.splice(i, 1); npc.set_state(null); npc.environment && npc.environment.item_changed(npc, false); FOLLOWER.STORES.delete(me.id + "_" + npc.id); return me.notify(npc.name + "遣散成功,以后" + npc.call3()+"和你再没有任何关系了。"); } } me.notify("遣散失败。"); } else { me.notify("是否确认遣散" + npc.name + "?" + npc.call3() + "的背包,技能,装备将会被清空,随从将被删除,该操作无法恢复。"); me.send_commands("dismiss " + objid + " ok", "确定遣散"); } }