this.inherits(COMMAND); this.command = "drop"; this.regex = /^(?:(\d+\s))?(.+?)$/; this.enter = function (player, count, objid) { var obj = player.find_obj(objid); if (!obj) { return player.notify("你要丢掉什么东西?"); } if (obj.is_locked) { return player.notify(obj.color_name + "处于锁定状态,无法丢弃,贩卖,分解。"); // player.send_commands('lockobj ' + obj.id, '解除锁定'); } if (obj.no_drop) return player.notify("这个东西丢不掉。"); this.exec(player, obj, count); } this.exec = function (player, obj, count) { if (!obj || !player.environment) return; var drop_count = 1; if (count) drop_count = parseInt(count); if (!(drop_count > 0)) return; if (obj.count > 0) { if (drop_count > obj.count) return player.notify("你身上没有那么多的" + obj.color_name + "。"); } else { for (var i = 0; i < player.items.length; i++) { if (player.items[i] == obj) { player.items.splice(i, 1); player.send('{type:"dialog",dialog:"pack",id:"' + obj.id + '",remove:1}'); return player.notify("你销毁了" + obj.color_name + "。"); } } return player.notify("你什么都没丢掉。"); } var drop_obj = player.remove_obj(obj, drop_count); if (drop_obj) { player.send_room("$N丢掉" + UTIL.to_c(drop_count) + obj.unit + obj.color_name + "。"); WORLD.add_recover_obj(player, drop_obj, 0); } else { player.notify("你什么都没丢掉。"); } }