this.inherits(ROOM); this.name = "兵器库" this.desc = "这里是兵器库,到处银光闪闪,让人眼花缭乱。宝刀、宝剑、金箍棒,大刀、长剑、哨棒,短刀、短剑、短棍,各色各样的兵器应有尽有,你一时不知道挑什么好。"; this.exits = { "north": "yz/by/bingying" }; this.add_action("search", "搜索", function (me) { if (me.query_temp("by_search")) { if (me.equipment && me.equipment[0] && me.equipment[0].is('eq/lv1/qianjinquan')) { me.notify("你仔细搜了一圈,发现兵器库的后墙有一个形状十分眼熟的孔洞。"); return me.send_commands('pushmen', '塞进去'); } return me.notify("你仔细搜了下,发现这里已经已经被洗劫一空了,剩下的都是些破铜烂铁。"); } var odds = [ { obj: "st/xuanjing", min: 1, max: 10 }, { obj: ["st/st_blu#0", "st/st_gre#0", "st/st_red#0", "st/st_yel#0"], min: 1, max: 3 }, { obj: ["st/st_blu#1", "st/st_gre#1", "st/st_red#1", "st/st_yel#1"], odds: 3000 }, { obj: ["book/book#blade", "book/book#sword", "book/book#dodge", "book/book#parry", "book/book#force"], odds: 5000 }, ]; me.set_temp("by_search", 1, 24 * 3600000); var items = OBJ.create_by_odds(odds); for (var i = 0; i < items.length; i++) { var obj = me.add_obj(items[i]); if (obj) { me.notify("你找到了" + items[i].unit_name() + "。"); } } }); this.add_action('pushmen', null, function (me) { if (me.equipment && me.equipment[0] && me.equipment[0].is('eq/lv1/qianjinquan')) { me.send('你将手上的' + me.equipment[0].color_name + "严丝合缝的塞入墙上的孔洞,轻轻一扭,只听到咔嚓几声,地板打开一个大洞。"); return this.add_exit('down', 'yz/by/tongdao'); } return me.send('你要打什么?'); }); this.on_leave = function (me, dir) { if (dir === 'down') { me.notify('你即将离开这个副本进入公共区域,是否确认?'); me.send_commands('lkfb', '确定离开'); return false; } } this.add_action('lkfb', null, function (me, par) { WORLD.COMMANDS['cr'].enter(me, 'over'); me.moveto(ROOM.Get('yz/hy/tongdao')); me.send('你从兵器库钻入一个狭长的甬道。'); me.enable_area(); });