text: #include <ansi.h>
  inherit CLASS_D("generate") + "/boss";
  
  void sp_attack();
  void create()
  {
          string *names = ({"骷髏武士"});
  
          ::create();
          set_name( names[random(sizeof(names))], ({ "skeleton fighter","skeleton", "fighter" }));
          set("long", "這是一隻骨頭架子。\n");
          set("title", HIB "(鬼氣)" NOR);
  
          set("str", 50);
          set("con", 120);
          set("dex", 22);
          set("int", 50);
          set("max_qi", 800000);
          set("max_jing", 500000);
          set("neili", 450000);
          set("max_neili", 450000);
          set("max_jingli", 500000);
          set("attitude", "killer");
          /*
          set("chat_chance", 1);
          set("chat_msg", ({
                  "骷髏空洞的眼眶裏閃爍着可怕的熒光。\n"
          }) );
          */
          set("chat_chance_combat", 120);
          set("chat_msg_combat", ({
                  (: sp_attack :),
          }));
  
          set("combat_exp", 150000000);
          set("jiali", 5000);
          set("rewards", ([
                  "exp" : 300,
                  "pot" : 100,
                  "mar" : 10,
          ]));
          //set("level", 20 );
          set("death_msg",BLU"\n$N散成了一堆碎骨頭。\n\n"NOR);
          set_temp("apply/attack", 2000+random(1000));
          set_temp("apply/unarmed_damage",2000+random(1000));
          set_temp("apply/armor", 2000+random(1000));
          set_temp("apply/reduce_damage", 60);
          setup();
          carry_object("/clone/weapon/changjian");
  }
  
  void set_from_me(object me)
  {
          mapping my;
  
          NPC_D->init_npc_skill(this_object(), NPC_D->check_level(me));
          my = query_entire_dbase();
          my["eff_jing"] = my["max_jing"];
          my["jing"] = my["max_jing"];
          my["eff_qi"] = my["max_qi"];
          my["qi"] = my["max_qi"];
          set("jiali", query_skill("force") / 2);
  }
  
  void sp_attack()
  {
          object *enemies, enemy;
          object weapon, ob;
          string msg;
  
          enemies = query_enemy();
          if( !enemies || sizeof(enemies) == 0 )
                  return;
          enemy = enemies[random(sizeof(enemies))];
          weapon = query_temp("weapon");
          if( objectp(weapon) ) weapon->unequip();
          if( objectp(ob = present("long sword", this_object())) ) {
                  ob->wield();
                  msg = HIB"$N雙眼突然發出強烈的藍光，令$n睜不開眼，$n感到一陣具痛。\n片刻後光芒散去，$n赫然發現$N的手中長劍正在滴血，\n"
                   "$n被$N使出一套失傳已久的古代劍法所傷！\n"NOR;
                  message_vision(append_color(msg, HIB),this_object(),enemy);
                  enemy->receive_damage("qi",2000+random(2000),this_object());
                  COMBAT_D->report_status(enemy);
                  ob->unequip();
                  if( !enemy->is_busy() && random(2) )
                          enemy->start_busy(1);
          }
          if( objectp(weapon) ) weapon->wield();
          return;
  }
  