this.inherits(NPC); this.set({ name: "小流氓", desc: "他是流氓巷里的小流氓,整天无所事事,吊儿郎当", gender: 1, age: 18, per: 20, str: 30, con: 20, dex: 15, int:15, mp: 100, max_mp: 100, hp: 200, max_hp: 200, score: 5 }); this.set_objects( ["eq/lv0/cloth", 1, 1] ); this.skill_map( ["unarmed", 30], ["sword", 30], ["dodge", 30], ["parry", 30]); this.set_drop({ obj: "money/coin", min: 10, max: 20 }, { obj: ["eq/lv0/cloth", "eq/lv0/shoes", "eq/lv0/jin"], odds: 8000 },{ obj: "sp/npc#liumang", odds: 40 }); this.on_kill = function (me) { this.each_item(item=> { if (item!=this&& item.path == this.path) { this.send_room("$N喊道:兄弟们有人搞事,并肩子上!"); item.do_kill(me); } }, this.environment); } //this.on_die = function (me) { // if (!me) { // return; // } // if (me.can_follow(this)) { // me.notify("小流氓抓着你腿,痛哭流涕哭喊到:大人饶命啊,小的上有老下有小,只要大人放小的一马,小的一定鞍前马后追随大人你!"); // me.send_commands("ok " + this.id, "答应他", "no " + this.id, "不要"); // this.end_fight(); // return false; // } //} //this.add_action("ok", null, function (me) { // if (me.add_follower(this)) { // me.notify("你想了一下觉得有个小弟使唤也不错,便点头到:好吧,我就收下你当小弟,以后就看你表现!"); // me.notify("你获得了小流氓的追随,你可以去你的住所找他。"); // this.destroy(); // } //}); //this.add_action("no", null, function (me) { // me.notify("你大怒道:一个小流氓也想跟着我。手起刀落,小流氓就躺在地上了!"); // this.die(me); //});