this.inherits(COMMAND); this.command = "use"; this.allow_busy = true; this.allow_die = true; this.allow_faint = true; this.regex = /^(\w+)(?:\s(\w+))?$/; this.enter = function (player, objid, par) { var obj = player.find_obj(objid); var iseq = false; if (!obj) { for (var i = 0; i < player.equipment.length; i++) { if (player.equipment[i] && player.equipment[i].id == objid) { obj = player.equipment[i]; } } if (!obj) return player.notify("你身上没有这个东西。"); iseq = true; } else { if (obj.is_equipment && !obj.is_shortcut) return player.notify(obj.color_name + "需要装备才可以使用。"); } if (player.hp <= 0 && !obj.allow_die) return player.notify("你现在是灵魂状态,不能那么做。"); if (obj.is_shortcut) { if (obj.is_equipment && !iseq) { if (obj.eq_type != EQUIP_TYPE.WEAPON) return player.notify("你目前只能设置武器的快捷操作。"); player.do_command("eq", objid); return; } } if (player.is_in("yz/leitai/leitai")) return player.notify("擂台自动出招。"); if (!obj.on_use) return player.notify("这个东西不能用。"); if (player.is_fighting() && !obj.allow_fight) return player.notify("你正在战斗,待会再说。"); if (!obj.count) return; if (player.is_busy && !obj.allow_busy) return player.notify("你现在手忙脚乱,无法使用" + obj.name + "。"); if (player.is_faint && !obj.allow_faint) return player.notify("你现在昏迷中,无法使用" + obj.name + "。"); var use_msg = obj.action_msg || "用"; var key = "disobj_" + (obj.distype || objid); if (obj.distime && player.query_temp(key)) { return player.notify("你刚" + use_msg + "过" + obj.color_name + ",还是等会再" + use_msg + "吧。"); } if (obj.grade < 3) { if (obj.path === 'cash/jing#0' || obj.path === 'cash/jing#1') { return player.send(obj.color_name + '无法使用。'); } } else if (obj.grade === 5) { if (!player.is_player && obj.path === 'cash/biguan') { return player.send('你无法使用' + obj.color_name + '。'); } } if (obj.on_use(player, par) === false) return; if (!obj.no_consume) player.remove_obj(obj, 1); if (obj.showAction || obj.is_shortcut) player.notify('{type:"disobj",id:"' + obj.id + '",time:' + (obj.distime || 0) + ',count:' + (obj.count) + '}'); if (obj.distime) { player.set_temp(key, 1, obj.distime); } }