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#include #include
// 函数:帮派发展(ITEM)void into_effect_3( object org ){ object *user; string name; int skill, level; int time;
if( !org->is_org_officer() ) return;
if( ( skill = org->get_research() ) && ( level = org->get_research_level() ) ) { name = org->get_org_name(); if( !name || name == "" ) name = "无名帮派";
switch( level ) { default : if( org->get_gold() >= 24000 ) { org->add_gold( -24000 ); org->improve_skill(skill, 800); } else FAMILY_D->org_channel( name, 0, sprintf( HIR "%s已经没有钱研究技能了!", org->get_name() ) ); break; case 2 : if( org->get_gold() >= 48000 ) { org->add_gold( -48000 ); org->improve_skill(skill, 1200); } else FAMILY_D->org_channel( name, 0, sprintf( HIR "%s已经没有钱研究技能了!", org->get_name() ) ); break; case 3 : if( org->get_gold() >= 96000 ) { org->add_gold( -96000 ); org->improve_skill(skill, 1600); } else FAMILY_D->org_channel( name, 0, sprintf( HIR "%s已经没有钱研究技能了!", org->get_name() ) ); break; } }
time = ( 3600 - time() % 3600 ) / 60; // 3600, 3600 - time() % 3600 set_effect( org, EFFECT_ITEM_ORG, range_value(time, 1, MAX_NUMBER) );
org->save();}