this.inherits(COMMAND); this.command = "dice"; this.allow_busy = true; this.allow_state = true; this.allow_die = true; this.allow_faint = true; this.regex = /^(\d)\s(\w+)$/; this.enter = function (me, type, objid) { if (!me.team) return me.send("你没有在队伍里。"); if (!me.team.objs || !me.team.objs.length) return me.send("目前没有等待分配的战利品。"); var item = null; for (var i = 0; i < me.team.objs.length; i++) { if (me.team.objs[i].id == objid) { item = me.team.objs[i]; break; } } if (!item) return me.send("目前没有这个战利品等待分配。"); if (!item.dice) return; if (!item.dice.users.remove(me.id)) return me.send("目前没有这个战利品等待分配。"); type = parseInt(type); if (!(type >= 0)) return; var num = me.random(100) + 1; var msg = null; if (type === 2) { num = 0; msg = me.name + "放弃" + item.color_name + "。"; } else if (type === 0) { switch (me.random(5)) { case 3: msg = "" + me.name + ":天灵灵,地灵灵,看我骰子来显灵,这" + item.unit + item.color_name + "是我的了," + num +"点。"; break; case 2: msg = "" + me.name + "大喝一声:对不住了各位,这" + item.unit + item.color_name + me.callme() + "要了," + num + "点。"; break; case 1: msg = "" + me.name + "笑眯眯地说道:各位,这" + item.unit + item.color_name + "与" + me.callme() + "有缘," + num + "点。"; break; default: msg = "" + me.name + "哈哈笑道:运气不错," + me.callme() + "刚好需要这" + item.unit + item.color_name + "," + num + "点。"; break; } num += 100; } else { switch (me.random(5)) { case 3: msg = "" + me.name + ":我的,我的,都是我的,说不定运气好,这" + item.unit + item.color_name + "没人要就是我的了," + num + "点。"; break; case 2: msg = "" + me.name + "嘿嘿笑道:这" + item.unit + item.color_name + "不错,可以卖个好价钱," + num + "点。"; break; case 1: msg = "" + me.name + "笑眯眯地说道:嗯?" + item.color_name + ",说不定与" + me.callme() + "有缘," + num + "点。"; break; default: msg = "" + me.name + "哈哈笑道:这" + item.unit + item.color_name + "虽然不需要,但是拿着也没坏处," + num + "点。"; break; } } me.send_team(msg); if (num > item.dice.num) { item.dice.user = me.id; item.dice.num = num; } if (item.dice.users.length===0) { me.team.alloc(item); } }