/* 
    .H file for	user_weapond.c

	Created	by snowman@SJ 21/04/2001

   Copyright 1997-2001 ShuJian MUD Wizard Group.
   All rights reserved.

*/

#define	USER_WEAPON	BINGQI_D("user_weapon")

#define	DEFAULT_SETTINGS  ([ \
	"wield_maxneili":	500,\
	"wield_neili":		50,\
	"wield_str":		17,\
	"long":			"",\
	"material":		"steel",\
	"wield_msg":		"$N将$n握在手中。\n",\
	"unwield_msg":		"$N将手中的$n放下。\n",\
	"no_sell":		1,\
	"imbued":		1,\
])

static mapping	SPECIAL_B = ([ 
	"imbued":	       5,
	"material":	       "xuantie",
	"wield_maxneili":      5000 + random(5000),
	"wield_neili":	       1000 + random(1000),
	"wield_str":	       30 + random(35),
	"wield_msg":	       HIG"\n$N将手在风中一挥，无数的火星从四方飞来，渐渐聚在一起～～～一柄$n"HIG"已经出现在$P手中！\n"NOR,
	"unwield_msg":	       HIG"\n$N将$n"HIG"随手一扔，只见$n"HIG"突然变得火红，化做无数的火星四散飘走了！\n"NOR,
	]);
static mapping	SUPER_B	= ([ 
	"imbued":	       4,
	"material":	       "supersteel",
	"sharpness":	       3,
	"rigidity":	       3,
	"wield_maxneili":      4000 + random(4000),
	"wield_neili":	       800 + random(800),
	"wield_str":	       20 + random(30),
	"wield_msg":	       HIW"\n$N将手一挥，一柄$n"HIW"从身后飞出，电光一闪，已经握在了$P手中。\n"NOR,
	"unwield_msg":	       HIW"\n$N将手中的$n"HIW"一弹，电光闪耀中，已不见了$n"HIW"的踪迹。\n"NOR,
	]);
static mapping	GREAT_B	= ([ 
	"imbued":	       3,
	"material":	       "greatsteel",
	"sharpness":	       2,
	"rigidity":	       2,
	"wield_maxneili":      2500 + random(2500),
	"wield_neili":	       500 + random(500),
	"wield_str":	       10 + random(25),
	"wield_msg":	       "\n$N将一柄$n抽出握在了手中。\n",
	"unwield_msg":	       "\n$N将手中的$n放回了武器囊。\n",
	]);
static mapping	GOOD_B = ([ 
	"imbued":	       2,
	"material":	       "steel",
	"sharpness":	       1,
	"rigidity":	       1,
	"wield_maxneili":      1000 + random(1000),
	"wield_neili":	       100 + random(100),
	"wield_str":	       10 + random(15),
	]);	    
		       
static mapping	WEAPON_MAP = ([	
"sword"	: ([
	"name":			"剑",
	"basic_name":		"长",
	"b_id":			"jian",
	"skill_type":		"sword",
	"verbs":		({ "slash", "hack", "slice", "thrust" }),
	"unit":			"把",
	"weight":		2000 + random(3000),
	"flag":			4,]),
"xiao" : ([
	"name":			"箫",
	"basic_name":		"铁",
	"b_id":			"xiao",
	"skill_type":		"sword",
	"verbs":		({ "slash", "hack", "slice", "thrust" }),
	"unit":			"只",
	"weight":		1000 + random(2000),
	"flag":			8,]),
"axe" :	([ 
	"name":			"斧",
	"basic_name":		"手",
	"b_id":			"fu",
	"skill_type":		"axe",
	"verbs":		({ "chop", "slice", "hack" }),
	"unit":			"柄",
	"weight":		4000 + random(10000),
	"flag":			4,]),
"blade": ([ 
	"name":			"刀",
	"basic_name":		"单",
	"b_id":			"dao",
	"skill_type":		"blade",
	"verbs":		({ "slash", "slice", "hack" }),
	"unit":			"把",
	"weight":		2000 + random(3000),
	"flag":			4,]),
"brush": ([ 
	"name":			"笔",
	"basic_name":		"铁",
	"b_id":			"bi",
	"skill_type":		"brush",
	"verbs":		({ "pierce", "slice", "thrust" }),
	"unit":			"支",
	"weight":		1000 + random(2000),
	"flag":			8,]),
"club":	([ 
	"name":			"棍",
	"basic_name":		"铁",
	"b_id":			"gun",
	"skill_type":		"club",
	"rigidity":		1,
	"verbs":		({ "bash", "crush", "slam" }),
	"unit":			"根",
	"weight":		4000 + random(9000),
	"flag":			16,]),
"dagger": ([ 
	"name":			"匕",
	"basic_name":		"短",
	"b_id":			"bishou",
	"skill_type":		"dagger",
	"dagger_count":		5,
	"verbs":		({ "slice", "pierce", "thrust" }),
	"unit":			"把",
	"weight":		500 + random(1000),
	"flag":			4,]),
"fork":	([ 
	"name":			"叉",
	"basic_name":		"鱼",
	"skill_type":		"fork",
	"b_id":			"cha",
	"verbs":		({ "thrust", "pierce", "impale"	}),
	"unit":			"根",
	"weight":		4000 + random(4000),
	"flag":			8,]),
"hammer": ([ 
	"name":			"锤",
	"basic_name":		"钉头",
	"b_id":			"chui",
	"skill_type":		"hammer",
	"rigidity":		1,
	"hammer_count":		5,
	"verbs":		({ "bash", "crush", "slam" }),
	"unit":			"柄",
	"weight":		10000 +	random(18000),
	"flag":			1,]),
"hook":	([ 
	"name":			"钩",
	"basic_name":		"单手",
	"skill_type":		"hook",
	"b_id":			"gou",
	"verbs":		({ "impale", "slash", "hack", }),
	"unit":			"把",
	"weight":		3000 + random(4000),
	"flag":			4,]),
"spear": ([ 
	"name":			"枪",
	"basic_name":		"长",
	"b_id":			"qiang",
	"skill_type":		"spear",
	"verbs":		({ "thrust", "pierce", "impale"	}),
	"unit":			"根",
	"weight":		3000 + random(5000),
	"flag":			8,]),
"staff": ([ 
	"name":			"杖",
	"basic_name":		"拐",
	"b_id":			"zhang",
	"skill_type":		"staff",
	"rigidity":		1,
	"verbs":		({ "bash", "crush", "slam" }),
	"unit":			"根",
	"weight":		6000 + random(7000),
	"flag":			16,]),
"stick": ([ 
	"name":			"棒",
	"basic_name":		"钢",
	"b_id":			"bang",
	"skill_type":		"stick",
	"rigidity":		1,
	"verbs":		({ "bash", "crush", "slam" }),
	"unit":			"根",
	"weight":		4000 + random(6000),
	"flag":			16,]),
"whip":	([ 
	"name":			"鞭",
	"basic_name":		"铁",
	"b_id":			"bian",
	"skill_type":		"whip",
	"verbs":		({ "whip" }),
	"unit":			"根",
	"weight":		1000 + random(3000),
	"flag":			0,]),
]);


static mapping	Special_Class =	([
RED"干将" : ([	"id": ({ "ganjiang jian","ganjiang", "sword", "jian" }),
		"long2"	: RED"干将宝剑，威力无比，能开天辟地，荡妖除魔！\n"NOR,
		"weapon_prop/damage":  350,
		"sharpness":	       10,
		"rigidity":	       9,
		]),
RED"莫邪" : ([	"id": ({ "moye jian","moye", "sword", "jian" }),
		"long2"	: RED"莫邪宝剑，锋利无比，能开天辟地，荡妖除魔！\n"NOR,
		"weapon_prop/damage":  300,
		"sharpness":	       15,
		"rigidity":	       9,
		]),
RED"鱼肠" : ([	"id": ({ "yuchang jian", "yuchang", "sword", "jian" }),
		"long2"	: RED"鱼肠宝剑，轻巧无比，能开天辟地，荡妖除魔！\n"NOR,
		"weapon_prop/damage":  220,
		"weapon_prop/attack":  300,
		"weapon_prop/sword":   100,
		"sharpness":	       8,
		"rigidity":	       7,
		]),
RED"太阿" : ([	"id": ({ "taie jian", "taie", "sword", "jian" }),
		"long2"	: RED"太阿宝剑，帝王之兵，持之能号令天下，莫有不从！\n"NOR,
		"weapon_prop/damage":  150,
		"weapon_prop/qi":      4000,
		"weapon_prop/jing":    4000,
		"sharpness":	       7,
		"rigidity":	       9,
		]),
RED"巨阙" : ([	"id": ({ "juque	jian", "juque", "sword", "jian" }),
		"long2"	: RED"巨阙宝剑，坚硬无比，能开天辟地，荡妖除魔！\n"NOR,
		"weapon_prop/damage":  270,
		"sharpness":	       7,
		"rigidity":	       20,
		]),
RED"纯钩" : ([	"id": ({ "chunjun jian", "chunjun", "sword", "jian" }),
		"long2"	: RED"纯钩宝剑，将帅之兵，持之能挥军百万，克敌制胜！\n"NOR,
		"weapon_prop/damage":  150,
		"weapon_prop/jingli":  4000,
		"weapon_prop/neili":   4000,
		"sharpness":	       7,
		"rigidity":	       8,
		]),
RED"湛卢" : ([	"id": ({ "zhanlu jian", "zhanlu", "sword", "jian"	}),
		"long2"	: RED"湛卢宝剑，威力、锋利、坚硬都冠绝当世，乃千古神兵！\n"NOR,
		"weapon_prop/damage":  290,
		"sharpness":	       12,
		"rigidity":	       12,
		]),
RED"工布" : ([	"id": ({ "gongbu jian", "gongbu", "sword", "jian" }),
		"long2"	: RED"工布宝剑，天生怪异，功能参商！\n"NOR,
		"weapon_prop/damage":  150,
		"weapon_prop/attack":  200,
		"weapon_prop/parry":   200,
		"weapon_prop/dodge":   200,
		"weapon_prop/sword":   200,
		"sharpness":	       10,
		"rigidity":	       9,
		]),
RED"胜邪" : ([	"id": ({ "shengxie jian", "shengxie", "sword", "jian" }),
		"long2"	: RED"胜邪宝剑，威力巨大而无任何要求！\n"NOR,
		"weapon_prop/damage":  220,
		"sharpness":	       8,
		"rigidity":	       9,
		"wield_maxneili":      0,
		"wield_neili":	       0,
		"wield_str":	       0,
		]),
RED"龙泉" : ([	"id": ({ "longquan jian", "longquan", "sword", "jian" }),
		"long2"	: RED"龙泉宝剑，人间极品，武林至宝！\n"NOR,
		"weapon_prop/damage":  190,
		"weapon_prop/dexerity":	40,
		"weapon_prop/strength":	40,
		"weapon_prop/constitution": 40,
		"weapon_prop/intelligence": 40,
		"sharpness":	       9,
		"rigidity":	       7,
		]),
]);

static mapping	Super_Class = ([
	HIM"轩辕" : ([	"id":	"xuanyuan",	
			"long2": HIM"昔日黄帝持此物立于指南车上，驱迷雾，扫阴霾，率应龙旱魃，御百兽而战蚩尤！\n"NOR,
		]),
	HIR"神通" : ([	"id":	"shentong",
			"long2":	HIR"天兵神通，走势要平善，气要随行，两眼顾尖，气沉两足稳，
身法需自然，身行如飞燕，身落如停风，收如花絮，刺如钢钉！\n"NOR,
		]),
	HIG"无极" : ([	"id":	"wuji",		
			"long2": HIG"此物已达出神入化，登峰造极，神乎其神之境界！俗说万物归宗，便是这“无极”！\n"NOR,
		]),
	HIW"八卦" : ([	"id":	"bagua",	
			"long2": HIW"八卦有“休”“生”“伤”“杜”“死”“景”“惊”“开”之别，创自诸葛武候，集天下万变于一身！\n"NOR,
		]),
	HIB"乔依乌斯" :	([	"id":	"joeywus",	
			"long2": HIB"在西方查理曼统治的时代，最简朴的剑也能值三头母牛的价钱。而查理大帝自己的那把传奇式
的神兵“乔依乌斯”据说是半人半神的“韦兰铁匠”所造，乃当世界神兵！\n"NOR,
		]),
	HIW"太白" : ([	"id":	"taibai",	
			"long2": HIW"
		赵客缦胡缨  吴钩霜雪明		银鞍照白马  飒沓如流星
		十步杀一人  千里不留行		事了拂衣去  深藏身与名
		闲过信陵饮  脱剑膝前横		将炙□朱亥  持觞劝侯嬴
		三杯吐然诺  五狱倒为轻		眼花耳热後  意气素霓生
		救赵挥金槌  邯郸先震惊		千秋二壮士  喧赫大梁城
		纵死侠骨香  不惭世上英		谁能书阁下  白首太玄经\n"NOR,
		]),
	HIY"乾坤" : ([	"id":	"qiankun",	
			"long2": HIY"此物左右两边分别以黑白两种奇铁溶铸而成，一黑一白，切合乾坤，包含阴阳之气，好一柄宝物！\n"NOR,
		]),
	HIY"太极" : ([	"id":	"taiji",	
			"long2": HIY"太极者，无极而生，阴阳之母也。动之则分，静之则合。无过不及，随曲就伸。
人刚我柔谓之走，我顺人背谓之粘。动急则急应，动缓则缓随。虽变化万端，而
理为一贯！\n"NOR,
		]),
	HIC"天地" : ([	"id":	"tiandi",	
			"long2": HIC"天地之初，女娲补天所留下的天地间至尊之物之一经千秋万载所制，功能开天劈地！\n"NOR,
		]),
	HIM"风云" : ([	"id":	"fengyun",	
			"long2": HIM"所谓风云际会，天地变色！仗此行千里，老魔小丑，岂堪一击！\n"NOR,
		]),
	HIG"浩气" : ([	"id":	"haoqi",	
			"long2": HIG"天地浩气之神兵，扫魔除妖，为国为民，侠之大者！\n"NOR,
		]),
	HIR"炼狱" : ([	"id":	"lianyu",	
			"long2": HIR"三十三天下有地，地下有城，城名鬼城，大小妖魔，人神畜生都在此轮回往返，谓之“炼狱”！\n"NOR,
		]),
	HIC"三清" : ([	"id":	"sanqing",	
			"long2": HIC"大道无名，聚气成形，功参造化，一是三清！这便是“老子一罡化三清。”\n"NOR,
		]),
	HIC"昆仑" : ([	"id":	"kunlun",	
			"long2": HIC"	笑江湖浪迹十年游，空负少年头。
	对铜陀巷泊，吟情渺渺，心事悠悠！ 
	酒令诗残梦断，南国正清愁。 
	把剑凄然望，无处招归舟。 
 
	明月天涯路远，问谁留楚佩，弄影中洲？
	数英雄儿女，俯仰古今愁。
	难消受灯昏罗帐，伥昙花一现恨难休！
	飘零惯，金戈铁马，拼葬荒丘！ \n"NOR,
		]),
]);

static mapping	Great_Class = ([
	CYN"帝王":	"diwang",	CYN"王者":	"wangzhe",
	CYN"天后":	"tianhou",	CYN"霸王":	"bawang",   
	CYN"天圣":	"tiansheng",	CYN"神王":	"shenwang",   
	CYN"妖后":	"yaohou",	BLU"公侯":	"gonghou", 
	BLU"魔王":	"mowang",	BLU"七星":	"qixing", 
	BLU"恶鬼":	"egui",		GRN"玉龙":	"yulong", 
	GRN"玉凤":	"yufeng",	GRN"松鹤":	"songhe",
	GRN"天龙":	"tianlong",	GRN"地龙":	"dilong",
	GRN"天凤":	"tianfeng",	GRN"地凤":	"difeng",
	GRN"龙翔":	"longxiang",	GRN"凤舞":	"fengwu",
	HIG"无影":	"wuying",	HIG"破甲":	"pojia",
	HIG"飞龙":	"feilong",	HIG"武翼":	"wuyi",
	HIG"鸟翔":	"niaoxiang",	HIG"婉盘":	"wanpan",
	HIG"青萍":	"qingping",	YEL"黄龙":	"huanglong",
	WHT"云梯":	"yunti",	WHT"太渊":	"taiyuan",
	WHT"太风":	"taifeng",	WHT"虚灵":	"xuling",
	WHT"霹雳":	"pili",		WHT"雷电":	"leidian",
	WHT"风雷":	"fenglei",	WHT"震电":	"zhendian",
	WHT"白玉":	"baiyu",	WHT"青玉":	"qingyu",
	WHT"紫玉":	"ziyu",		WHT"蓝玉":	"lanyu",
	WHT"绿玉":	"luyu",		WHT"黄玉":	"huangyu",
	WHT"赤玉":	"chiyu",	WHT"红玉":	"hongyu",
	CYN"青虹":	"qinghong",	CYN"白虹":	"baihong",
	CYN"紫虹":	"zihong",	CYN"蓝虹":	"lanhong",
	CYN"绿虹":	"luhong",	CYN"赤虹":	"chihong",
	CYN"幻影":	"huanying",	CYN"凝霜":	"ningshuang",
	CYN"青索":	"qingsuo",	MAG"天龙":	"tianlong",
	MAG"紫电":	"zidian",	MAG"凤凰":	"fenghuang",
	MAG"天枢":	"tianqu",	MAG"天璇":	"tianxuan",
	MAG"天玑":	"tianji",	MAG"天权":	"tianquan",
	MAG"玉衡":	"yuheng",	MAG"开阳":	"kaiyang",
	MAG"摇光":	"yaoguang",	MAG"北斗":	"beidou",
	HIR"天火":	"tianhuo",	HIR"麒麟":	"qilin",
	HIR"辟邪":	"pixie",	YEL"鸿钧":	"hongjun",
	YEL"广成":	"guangcheng",	YEL"金光":	"jinguang",
	YEL"修罗":	"xiuluo",	YEL"夜叉":	"yecha",
	YEL"瑶池":	"yaochi",	YEL"泪痕":	"leiheng",
	HIR"火龙":	"huolong",	HIC"冰龙":	"binglong",
	HIB"黑龙":	"heilong",	HIR"炎龙":	"yanlong",
	HIC"青龙":	"qinglong",	HIR"朱雀":	"zhuque",
	HIW"白虎":	"baihu",	HIB"玄武":	"xuanwu",	
	GRN"玄机":	"xuanji",	HIG"九天":	"jiutian",
	HIG"九幽":	"jiuyou",	MAG"九龙":	"jiulong",
	MAG"五龙":	"wulong",	MAG"三龙":	"sanlong",
	WHT"生死":	"shengsi",
]);

static string *G_3_class = ({
	"春雨",	"夏雨",	"秋雨",	"冬雨",	"春兰",	"夏荷",	"秋菊",	"冬梅",
	"玉泉",	"羽泉",	"风泉",	"虎泉",	"怒涛",	"江河",	"漩流",	"清水",
	"巨",	"大",	"小",	"怪",	"阖",	"阔",	"宾",	"叠",
	"青锋",	"双锋",	"锐气",	"必胜",	"吴钩",	"桃花",	"无敌",	"双手",	
	"吉祥",	"天女",	"花纹",	"暗光",	"松纹",	"蟠钢",	"龟文",	"盘古",
	"缦理",	"流水",	"芙蓉",	"深渊",	"高山",	"大川",	"流波",	"冰释",
	"鱼鳞",	"兽皮",	"开山",	"倒海",	"复体",	"锯齿",	"沧海",	"天门",	
	"地门",	"雁翎",	"飞燕",	"燕尾",	"慑魂",	"夺魂",	"弦月",	"连衡",	
	"鬼号",	"厉鬼",	"鬼头",	"鬼王",	"牛头",	"拘魂",	"魂魄",	"寒光",	
	"阴蛇",	"照海",	"地狱",	"龙头",	"猛虎",	"曙光",	"泼水",	"暗光",
	"晦光",	"明光",	"天光",	"神光",	"鬼气",	"仙品",	"天水",	"地水",
	"天锋",	"地锋",	"天雨",	"神雨",	"鬼雨",	"地雨",	"仙雨",	"魔雨",
	"神水",	"仙水",	"魔水",	"毒蛇",	"五步",	"竹叶",	"柳叶",	"天竹",
	"地竹",	"神竹",	"魔竹",	"伤痕",	"飞武",	"猛虎",	"猛狮",	"啸天",
	"幻风",	"望月",	"明月",	"赶月",	"弯月",	"豹枭",	"虎枭",	"狮枭",
	"野狼",	"狂狼",	"狂龙",	"神狼",	"神狮",	"神虎",	"神豹",	"神鹰",
	"天羽",	"地羽",	"泪痕",	"浪云",	"乌发",	"蝉鬓",	"云髻",	"雾鬟",
	"娥眉",	"青黛",	"明眸",	"流盼",	"朱唇",	"皓齿",	"玉指",	"素臂",
	"晓翠",	"春江",	"夜月",	"啼莺",	"慈云",	"浮云",	"青云",	"朝云",
	"夜云",	"飞云",	"卷云",	"白云",	"蓝云",	"紫云",	"红云",	"赤云",
	"鸿门",	"蛟龙",	"雷霆",	"狮吼",	"卧虎",	"青羊",	"老君",	"斗母",
	"贺兰",	"日月",	"玉门",	"阡陌",	"纵横",	"承天",	"延永",	"玉皇",
	"松柏",	"须弥",	"秀骨",	"清相",	"洛神",	"璎络",	"圣母",	"文昌",
	"武圣",	"南天",	"北天",	"西天",	"东天",	"飞雪",	"飘雪",	"落雪",
	"白雪",	"梦雪",	"雪花",	"烟雨",	"霞蔚",	"赤霞",	"潇湘",	"瀚海",
	"牡丹",	"百合",	"白荷",	"龙菊",	"幽兰",	"翡翠",	"寒梅",	"青竹",
	"相思",	"云竹",	"海棠",	"芍药",	"杜鹃",	"玫瑰",	"月季",	"四季",
	"芙蓉",	"蔷薇",	"苍岩",	"天师",	"洗心",	"常青",	"翻天",	"降魔",
	"風鈴",	"風信",	"紫陽",	"丹陽",	"紫薇",	"木樨",	"富貴",	"太陽",
	"火鶴",	"青鶴",	"白鶴",	"紫鶴",	"白薇",	"蓝薇",	"青薇",	"火薇",
	"冰薇",	"青陽",	"白陽",	"火陽",	"冰陽",	"天秤",	"巨蟹",	"金牛",
	"扣骨",	"渡心",	"含翠",	"蝙蝠",	"月形",	"黑云",	"铁鲨",	"撼山",
	"断玉",	"摘星",	"探星",	"飞星",	"黑魅",	"绿影",	"玉魔",	"银铃",
	"金铃",	"千仞",	"晶电",	"千芒",	"阴霾",	"魔袱",	"戈壁",
	"蚁峻",	"矗页",	"睚眦",	"螭吻",	"蒲牢",	"饕餮",	"蜍夏",	"椒图",
	"血斩", "天威", "旋风", "紫芒", "削岩", "万丈", "星龙", "月龙",
	"巨威", "影残", "璨星", "裂心", "双星", "望霞", "翠屏", "朝云",
	"松峦", "集仙", "聚鹤", "净坛", "上升", "起云", "飞凤", "登龙",
	"聚泉",
});


string ask_imbue()
{
	object *obs;
	int i, pp = 0, sp = 0, gp = 0;
	string str = "你可以用 dazao xxx 来让我给你打造武器。\n";

	obs = filter_array(children(USER_WEAPON), (: clonep :));
	i = sizeof(obs);
	if( i && i > 0 ){
		while(i--){
			switch(obs[i]->query("imbued")){
				case 5:	pp++; break;
				case 4:	sp++; break;
				case 3:	gp++; break;
				case 2:	
				case 1:	
				default: break;
			}
		}
	}
	if( pp > 0 ) str += "		     目前游戏里已经有了" + chinese_number(pp) +	"把传说中的宝剑。\n";
	if( sp > 0 ) str += "		     目前游戏里已经有了" + chinese_number(sp) +	"把最高等级的武器。\n";
	if( gp > 0 ) str += "		     目前游戏里已经有了" + chinese_number(gp) +	"把高等级的武器。\n";
	return str;
}

string s_good(int i)
{
	switch(i){
		case 10..20:	return "无比";	
		case 9:		return "无比";	
		case 8:		return "极其";	
		case 7:		return "绝对";	
		case 6:		return "极为";	
		case 5:		return "相当";	
		case 4:		return "十分";	
		case 3:		return "非常";	
		case 2:		return "比较";	
		case 1:		return "还算";	
		case -1:	return "不怎么";	
		case -2:	return "很不";	
		case -3:	return "极不";	
		default:	return "一般";	
	}
}

string s_power(int i)
{
	if( i >= 300 )	return HIR"毁天灭地"NOR;
	if( i >= 280 )	return HIR"开元创世"NOR;	
	if( i >= 250 )	return HIR"天下无双"NOR;	
	if( i >= 220 )	return HIM"绝世罕见"NOR;	
	if( i >= 200 )	return HIY"举世无匹"NOR;
	if( i >= 180 )	return HIG"开天劈地"NOR;
	if( i >= 160 )	return HIB"倚天屠龙"NOR;
	if( i >= 140 )	return HIC"斩妖伏魔"NOR;
	if( i >= 120 )	return RED"无与伦比"NOR;
	if( i >= 100 )	return MAG"极其可怕"NOR;
	if( i >= 80 )	return YEL"很高"NOR;
	if( i >= 60 )	return GRN"水准以上"NOR;
	if( i >= 40 )	return BLU"不错"NOR;
	if( i >	20 )	return CYN"不小"NOR;
	if( i <= 0 )	return "极差";
	if( i <= -20 )	return "低劣";
	return "一般";
}

// Important mapping for user_weapon.
static mapping	mp;
static string *special_st = ({});
static string *name_st	= ({});


void special_weapon_status(int i)
{
	if( !i ) i = random(380);
	switch(i){
		case 0:	special_st += ({ HIG"长生" });
			name_st	+= ({ "增加大量气血" });
			mp["weapon_prop/qi"] = 1000 + random(2500);
			break;
		case 3:	special_st += ({ HIG"长生" });
			name_st	+= ({ "增加很多气血" });
			mp["weapon_prop/qi"] = 700 + random(1800);
			break;
		case 6:	special_st += ({ HIG"长生" });
			name_st	+= ({ "增加气血" });
			mp["weapon_prop/qi"] = 500 + random(1200);
			break;
		case 9:	special_st += ({ HIG"长生" });
			name_st	+= ({ "增加少量气血" });
			mp["weapon_prop/qi"] = 200 + random(700);
			break;
		case 12: special_st += ({ HIG"不老" });
			name_st	+= ({ "增加大量精血" });
			mp["weapon_prop/jing"] = 1000 +	random(2500);
			break;
		case 15: special_st += ({ HIG"不老" });
			name_st	+= ({ "增加很多精血" });
			mp["weapon_prop/jing"] = 700 + random(1800);
			break;
		case 18: special_st += ({ HIG"不老" });
			name_st	+= ({ "增加精血" });
			mp["weapon_prop/jing"] = 500 + random(1200);
			break;
		case 21: special_st += ({ HIG"不老" });
			name_st	+= ({ "增加少量精血" });
			mp["weapon_prop/jing"] = 200 + random(700);
			break;
		case 24: special_st += ({ HIG"小周天" });
			name_st	+= ({ "增加大量精力" });
			mp["weapon_prop/jingli"] = 1000	+ random(2500);
			break;
		case 27: special_st += ({ HIG"小周天" });
			name_st	+= ({ "增加很多精力" });
			mp["weapon_prop/jingli"] = 700 + random(1800);
			break;
		case 30: special_st += ({ HIG"小周天" });
			name_st	+= ({ "增加精力" });
			mp["weapon_prop/jingli"] = 500 + random(1200);
			break;
		case 33: special_st += ({ HIG"小周天" });
			name_st	+= ({ "增加少量精力" });
			mp["weapon_prop/jingli"] = 200 + random(700);
			break;
		case 36: special_st += ({ HIG"大周天" });
			name_st	+= ({ "增加大量内力" });
			mp["weapon_prop/neili"]	= 1000 + random(2500);
			break;
		case 39: special_st += ({ HIG"大周天" });
			name_st	+= ({ "增加很多内力" });
			mp["weapon_prop/neili"]	= 700 +	random(1800);
			break;
		case 42: special_st += ({ HIG"大周天" });
			name_st	+= ({ "增加内力" });
			mp["weapon_prop/neili"]	= 500 +	random(1200);
			break;
		case 45: special_st += ({ HIG"大周天" });
			name_st	+= ({ "增加少量内力" });
			mp["weapon_prop/neili"]	= 200 +	random(700);
			break;
		case 48: special_st += ({ HIR"绝世" });
			name_st	+= ({ "绝世威力" });
			mp["weapon_prop/damage"] += random(mp["weapon_prop/damage"]) * 3;
			break;
		case 51: special_st += ({ HIR"旷世" });
			name_st	+= ({ "旷世威力" });
			mp["weapon_prop/damage"] += random(mp["weapon_prop/damage"]) * 2;
			break;
		case 54: special_st += ({ HIW"灭世" });
			name_st	+= ({ "提升威力" });
			mp["weapon_prop/damage"] += random(mp["weapon_prop/damage"]);
			break;
		case 57: special_st += ({ HIW"极品" });
			name_st	+= ({ "增加威力" });
			mp["weapon_prop/damage"] += mp["weapon_prop/damage"]/2;
			break;
		case 60: special_st += ({ HIC"上品" });
			name_st	+= ({ "提高威力" });
			mp["weapon_prop/damage"] += random(mp["weapon_prop/damage"]/2);
			break;
		case 63: special_st += ({ HIC"优良" });
			name_st	+= ({ "加强威力" });
			mp["weapon_prop/damage"] += mp["weapon_prop/damage"]/4;
			break;
		case 66: special_st += ({ GRN"丽晶" });
			name_st	+= ({ "无最大内力要求" });
			mp["wield_maxneili"] = 0;
			break;
		case 69: special_st += ({ GRN"丽水" });
			name_st	+= ({ "最大内力要求减大半" });
			mp["wield_maxneili"] /=	3;
			break;
		case 72: special_st += ({ GRN"柔晶" });
			name_st	+= ({ "最大内力要求减半" });
			mp["wield_maxneili"] /=	2;
			break;
		case 75: special_st += ({ GRN"柔水" });
			name_st	+= ({ "最大内力要求减小半" });
			mp["wield_maxneili"] -=	mp["wield_maxneili"]/3;
			break;
		case 78: special_st += ({ GRN"玉晶" });
			name_st	+= ({ "无内力要求" });
			mp["wield_neili"] = 0;
			break;
		case 81: special_st += ({ HIW"玉水" });
			name_st	+= ({ "内力要求减大半" });
			mp["wield_neili"] /= 3;
			break;
		case 84: special_st += ({ HIW"凝晶" });
			name_st	+= ({ "内力要求减半" });
			mp["wield_neili"] /= 2;
			break;
		case 87: special_st += ({ HIW"凝水" });
			name_st	+= ({ "内力要求减小半" });
			mp["wield_neili"] -= mp["wield_neili"]/3;
			break;
		case 90: special_st += ({ HIG"光华" });
			name_st	+= ({ "最低膂力要求" });
			mp["wield_str"]	= 10;
			break;
		case 93: special_st += ({ HIG"彩华" });
			name_st	+= ({ "膂力要求减大半" });
			mp["wield_str"]	/= 3;
			break;
		case 96: special_st += ({ HIG"光彩" });
			name_st	+= ({ "膂力要求减半" });
			mp["wield_str"]	/= 2;
			break;
		case 99: special_st += ({ HIG"华彩" });
			name_st	+= ({ "膂力要求减小半" });
			mp["wield_str"]	-= mp["wield_str"]/3;
			break;
		case 102: special_st +=	({ HIW"神兵" });
			name_st	+= ({ "极品锋利度" });
			mp["sharpness"]	+= 3 + random(8);
			break;
		case 105: special_st +=	({ HIW"炼制" });
			name_st	+= ({ "叠加锋利度" });
			mp["sharpness"]	+= 2 + random(6);
			break;
		case 108: special_st +=	({ HIW"锻制" });
			name_st	+= ({ "增加锋利度" });
			mp["sharpness"]	+= 1 + random(3);
			break;
		case 112: special_st +=	({ HIW"淬制" });
			name_st	+= ({ "加强锋利度" });
			mp["sharpness"]	+= random(3);
			break;
		case 115: special_st +=	({ HIY"天兵" });
			name_st	+= ({ "极品硬度" });
			mp["rigidity"] += 3 + random(8);
			break;
		case 118: special_st +=	({ HIY"御制" });
			name_st	+= ({ "叠加硬度" });
			mp["rigidity"] += 2 + random(6);
			break;
		case 121: special_st +=	({ HIY"精制" });
			name_st	+= ({ "增加硬度" });
			mp["rigidity"] += 1 + random(3);
			break;
		case 124: special_st +=	({ HIY"巧制" });
			name_st	+= ({ "加强硬度" });
			mp["rigidity"] += random(3);
			break;
		case 127: special_st +=	({ HIW"闪电" });
			name_st	+= ({ "极品命中" });
			mp["weapon_prop/attack"] += (100 + random(100));
			break;
		case 130: special_st +=	({ HIB"飓电" });
			name_st	+= ({ "超高命中" });
			mp["weapon_prop/attack"] += (70	+ random(70));
			break;
		case 133: special_st +=	({ HIM"紫电" });
			name_st	+= ({ "提高命中" });
			mp["weapon_prop/attack"] += (40	+ random(40));
			break;
		case 136: special_st +=	({ HIW"雷电" });
			name_st	+= ({ "提升命中" });
			mp["weapon_prop/attack"] += (20	+ random(20));
			break;
		case 139: special_st +=	({ WHT"天灵" });
			name_st	+= ({ "极品思维" });
			mp["weapon_prop/intelligence"] += (5 +	random(5));
			break;
		case 142: special_st +=	({ WHT"地灵" });
			name_st	+= ({ "增加思维" });
			mp["weapon_prop/intelligence"] += (3 +	random(4));
			break;
		case 145: special_st +=	({ WHT"人灵" });
			name_st	+= ({ "提高悟性" });
			mp["weapon_prop/intelligence"] += (2 + random(3));
			break;
		case 148: special_st +=	({ WHT"合灵" });
			name_st	+= ({ "增加悟性" });
			mp["weapon_prop/intelligence"] += (1 + random(2));
			break;
		case 151: special_st +=	({ BLU"天玄" });
			name_st	+= ({ "极品根骨" });
			mp["weapon_prop/constitution"] += (5 +	random(5));
			break;
		case 154: special_st +=	({ BLU"地玄" });
			name_st	+= ({ "增加根骨" });
			mp["weapon_prop/constitution"] += (3 +	random(4));
			break;
		case 157: special_st +=	({ BLU"人玄" });
			name_st	+= ({ "提高体魄" });
			mp["weapon_prop/constitution"] += (2 + random(3));
			break;
		case 160: special_st +=	({ BLU"合玄" });
			name_st	+= ({ "增加体魄" });
			mp["weapon_prop/constitution"] += (1 + random(2));
			break;
		case 163: special_st +=	({ HIM"天宇" });
			name_st	+= ({ "极品力量" });
			mp["weapon_prop/strength"] += (5 + random(5));
			break;
		case 166: special_st +=	({ HIM"地宇" });
			name_st	+= ({ "增加力量" });
			mp["weapon_prop/strength"] += (3 + random(4));
			break;
		case 169: special_st +=	({ HIM"人宇" });
			name_st	+= ({ "提高膂力" });
			mp["weapon_prop/strength"] += (2 + random(3));
			break;
		case 172: special_st +=	({ HIM"合宇" });
			name_st	+= ({ "增加膂力" });
			mp["weapon_prop/strength"] += (1 + random(2));
			break;
		case 175: special_st +=	({ MAG"天渊" });
			name_st	+= ({ "极品速度" });
			mp["weapon_prop/dexerity"] += (5 + random(5));
			break;
		case 178: special_st +=	({ MAG"地渊" });
			name_st	+= ({ "增加速度" });
			mp["weapon_prop/dexerity"] += (3 + random(4));
			break;
		case 181: special_st +=	({ MAG"人渊" });
			name_st	+= ({ "增加身法" });
			mp["weapon_prop/dexerity"] += (2 + random(3));
			break;
		case 184: special_st +=	({ MAG"合渊" });
			name_st	+= ({ "增加身法" });
			mp["weapon_prop/dexerity"] += (1 + random(2));
			break;
		case 187: special_st +=	({ YEL"檀木" });
			name_st	+= ({ "木性，膂力要求减大半" });
			mp["wield_str"]	/= 3;
			mp["material"] = "wood";
			break;
		case 190: special_st +=	({ GRN"斑竹" });
			name_st	+= ({ "竹性，无膂力要求" });
			mp["wield_str"]	= 0;
			mp["material"] = "bamboo";
			break;
		case 193: special_st +=	({ "飞絮" });
			name_st	+= ({ "重量减半" });
			mp["weight"] /=	2;
			break;
		case 196: special_st +=	({ HIG"柳絮" });
			name_st	+= ({ "柔性质材" });
			mp["material"] = "softsteel";
			break;
		case 199: special_st +=	({ HIB"剧毒" });
			name_st	+= ({ "毒性攻击" });
			mp["poisoned"] = "xx_poison";
			mp["poison_number"] = 500;
			break;
		case 202: special_st +=	({ HIB"一品毒" });
			name_st	+= ({ "怪蛇毒" });
			mp["poisoned"] = "bt_poison";
			mp["poison_number"] = 500;
			break;
		case 205: special_st +=	({ HIR"火焰" });
			name_st	+= ({ "火毒攻击" });
			mp["poisoned"] = "hot_poison";
			mp["poison_number"] = 500;
			break;
		case 208: special_st +=	({ HIG"绿波" });
			name_st	+= ({ "绿波香露奇毒" });
			mp["poisoned"] = "lvbo_poison";
			mp["poison_number"] = 500;
			break;
		case 211: special_st +=	({ HIR"蔓陀萝" });
			name_st	+= ({ "蔓陀萝毒" });
			mp["poisoned"] = "man_poison";
			mp["poison_number"] = 500;
			break;
		case 214: special_st +=	({ HIB"千蛛" });
			name_st	+= ({ "千蛛毒" });
			mp["poisoned"] = "qzhu_poison";
			mp["poison_number"] = 500;
			break;
		case 217: special_st +=	({ BLU"天蝎" });
			name_st	+= ({ "天蝎毒" });
			mp["poisoned"] = "scorpion_poison";
			mp["poison_number"] = 500;
			break;
		case 220: special_st +=	({ CYN"青蛇" });
			name_st	+= ({ "青蛇毒" });
			mp["poisoned"] = "snake_poison";
			mp["poison_number"] = 500;
			break;
		case 223: special_st +=	({ CYN"寒毒" });
			name_st	+= ({ "寒毒攻击" });
			mp["poisoned"] = "cold_poison";
			mp["poison_number"] = 500;
			break;
		case 226: special_st +=	({ CYN"寒冰" });
			name_st	+= ({ "寒冰攻击" });
			mp["poisoned"] = "hb_poison";
			mp["poison_number"] = 500;
			break;
		case 229: special_st +=	({ BLU"阴魔" });
			name_st	+= ({ "内伤攻击" });
			mp["poisoned"] = "yyz_hurt";
			mp["poison_number"] = 500;
			break;
		case 232: special_st +=	({ BLU"腐尸" });
			name_st	+= ({ "腐尸攻击" });
			mp["poisoned"] = "fs_poison";
			mp["poison_number"] = 500;
			break;
		case 235: special_st +=	({ HIG"周天" });
			name_st	+= ({ "增加内力和精力" });
			mp["weapon_prop/neili"]	= 400 +	random(1100);
			mp["weapon_prop/neili"]	= 400 +	random(1100);
		case 238: special_st +=	({ HIY"神圣" });
			name_st	+= ({ "提高所有属性" });
			mp["weapon_prop/dexerity"] += 8; 
			mp["weapon_prop/strength"] += 8; 
			mp["weapon_prop/constitution"] += 8; 
			mp["weapon_prop/intelligence"] += 8; 
			break;
		case 241: special_st +=	({ HIY"三才" });
			name_st	+= ({ "增加所有属性" });
			mp["weapon_prop/dexerity"] += 5; 
			mp["weapon_prop/strength"] += 5; 
			mp["weapon_prop/constitution"] += 5; 
			mp["weapon_prop/intelligence"] += 5; 
			break;
		case 244: special_st +=	({ HIW"白石" });
			name_st	+= ({ "超高防御" });
			mp["weapon_prop/parry"]	+= (70	+ random(70));
			break;
		case 247: special_st +=	({ HIM"紫石" });
			name_st	+= ({ "提高防御" });
			mp["weapon_prop/parry"]	+= (40	+ random(40));
			break;
		case 250: special_st +=	({ HIY"黄石" });
			name_st	+= ({ "提升防御" });
			mp["weapon_prop/parry"]	+= (20	+ random(20));
			break;
		case 253: special_st +=	({ BLU"黑石" });
			name_st	+= ({ "超高躲避" });
			mp["weapon_prop/dodge"]	+= (70	+ random(70));
			break;
		case 256: special_st +=	({ HIB"蓝石" });
			name_st	+= ({ "提高躲避" });
			mp["weapon_prop/dodge"]	+= (40	+ random(40));
			break;
		case 259: special_st +=	({ HIR"红石" });
			name_st	+= ({ "提升躲避" });
			mp["weapon_prop/dodge"]	+= (20	+ random(20));
			break;
		case 262: special_st +=	({ HIY"金木" });
			name_st	+= ({ "提高防御和躲避" });
			mp["weapon_prop/dodge"]	+= (40	+ random(40));
			mp["weapon_prop/parry"]	+= (40	+ random(40));
			break;
		case 265: special_st +=	({ HIW"水火" });
			name_st	+= ({ "提高命中和威力" });
			mp["weapon_prop/attack"] += (40	+ random(40));
			mp["weapon_prop/damage"] += (20	+ random(40));
			break;
		case 268: special_st +=	({ HIR"火土" });
			name_st	+= ({ "提高威力和内功抗性" });
			mp["weapon_prop/armor_vs_force"] += (40	+ random(40));
			mp["weapon_prop/damage"] += (20	+ random(40));
			break;
		case 271: special_st +=	({ YEL"土金" });
			name_st	+= ({ "提高内功抗性和防御" });
			mp["weapon_prop/parry"]	+= (40	+ random(40));
			mp["weapon_prop/armor_vs_force"] += (40	+ random(40));
			break;
		case 274: special_st +=	({ HIG"木水" });
			name_st	+= ({ "提高躲避和命中" });
			mp["weapon_prop/attack"] += (40	+ random(40));
			mp["weapon_prop/dodge"]	+= (20	+ random(40));
			break;
		case 277: special_st +=	({ HIG"长寿" });
			name_st	+= ({ "增加气血和精血" });
			mp["weapon_prop/qi"]	= 300 +	random(900);
			mp["weapon_prop/jing"]	= 300 +	random(900);
		default: break;
	}
	
	return;	
	
}
