init: add workspace files

This commit is contained in:
2026-05-26 16:41:20 +08:00
commit f4f2393f72
1041 changed files with 67405 additions and 0 deletions

60
world/obj/st/st_blu.js Normal file
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this.inherits(OBJ);
this.set({
name: "碎裂的蓝宝石",
desc: "一块蓝色的宝石,里面有些神秘的力量",
unit: "块",
value: 10,
combined: true,
is_stone: true,
transable: true,
combine_count: 10,
combine_to: "st/st_blu#1",
grade: 1,
prop: {
ds: 1
}
});
this.otype = 2;
this.on_create = function (path, par) {
var lv = 0;
if (!par) {
this.path = path + "#0";
} else {
par = par.substr(1);
lv = parseInt(par);
if (!(lv > 0 && lv < 5)) return;
}
this.value = WORLD.DATA.stone_values[lv];
switch (lv) {
case 1:
this.name = "蓝宝石";
this.prop = { ds: 10 };
break;
case 2:
this.name = "精致的蓝宝石";
this.prop = { ds: 50 };
break;
case 3:
this.name = "完美的蓝宝石";
this.prop = { ds: 100 };
break;
case 4:
this.name = "躲闪之石";
this.prop = { ds: 200 };
break;
default:
this.name = "碎裂的蓝宝石";
this.prop = { ds: 1 };
break;
}
this.grade = lv + 1;
if (lv < 4) {
this.combine_count = 10
this.combine_to = path + "#" + (lv + 1);
this.desc = this.desc + ",十块可以合成高级宝石。";
} else {
this.combine_to = "st/st_ds";
}
this.desc = this.desc + "\n躲闪+" + this.prop.ds;
}

46
world/obj/st/st_ds.js Normal file
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this.inherits(OBJ);
this.set({
name: "青龙之魂",
desc: "传说为青龙残魂所化,非金非石非木,隐隐有青龙虚影,主统御,镇八荒",
unit: "块",
value: 10000000,
transable: true,
is_stone: true,
grade: 6
});
this.otype = 2;
this.on_create = function (path, par) {
var lv = 5;
if (!par) {
lv = 5 - parseInt(Math.log(this.random(400) + 1));
} else {
lv = parseInt(par.substr(1));
}
this.path = path + "#" + lv;
switch (lv) {
case 1:
this.prop = { zj: 1000 };
this.desc += "\n招架+1000";
break;
case 2:
this.prop = { ds: 1000 };
this.desc += "\n躲闪+1000";
break;
case 3:
this.prop = { gj_per: 1, ds_per: 1 };
this.desc += "\n攻击+1%\n躲闪+1%";
break;
case 4:
this.prop = { zj_per: 2 };
this.desc += "\n招架+2%";
break;
case 5:
this.prop = { ds_per: 2 };
this.desc += "\n躲闪+2%";
break;
default:
this.prop = { ds: 500, zj: 500 };
this.desc += "\n躲闪+500\n招架+500";
break;
}
}

46
world/obj/st/st_fy.js Normal file
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this.inherits(OBJ);
this.set({
name: "玄武之魂",
desc: "传说为玄武残魂所化,非金非石非木,隐隐有玄武虚影,主守护,镇阴阳",
unit: "块",
value: 10000000,
transable: true,
is_stone: true,
grade: 6
});
this.otype = 2;
this.on_create = function (path, par) {
var lv = 5;
if (!par) {
lv = 5 - parseInt(Math.log(this.random(400) + 1));
} else {
lv = parseInt(par.substr(1));
}
this.path = path + "#" + lv;
switch (lv) {
case 1:
this.prop = { fy: 1000 };
this.desc += "\n防御+1000";
break;
case 2:
this.prop = { fy: 500, hp_per: 1 };
this.desc += "\n防御+500\n气血+1%";
break;
case 3:
this.prop = { fy_per: 1, hp_per: 1 };
this.desc += "\n防御+1%\n气血+1%";
break;
case 4:
this.prop = { fy_per: 2 };
this.desc += "\n防御+2%";
break;
case 5:
this.prop = { hp_per: 2 };
this.desc += "\n气血+2%";
break;
default:
this.prop = { fy: 500, max_hp: 5000 };
this.desc += "\n防御+500\n气血+5000";
break;
}
}

46
world/obj/st/st_gj.js Normal file
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this.inherits(OBJ);
this.set({
name: "朱雀之魂",
desc: "传说为朱雀残魂所化,非金非石非木,隐隐有朱雀虚影,主毁灭,镇邪祟",
unit: "块",
value: 10000000,
transable: true,
is_stone: true,
grade: 6
});
this.otype = 2;
this.on_create = function (path, par) {
var lv = 5;
if (!par) {
lv = 5 - parseInt(Math.log(this.random(400) + 1));
} else {
lv = parseInt(par.substr(1));
}
this.path = path + "#" + lv;
switch (lv) {
case 1:
this.prop = { add_sh_per: 1, mz: 300 };
this.desc += "\n最终伤害+1%\n命中+300";
break;
case 2:
this.prop = { add_bjsh_per: 5 };
this.desc += "\n暴击伤害+5%";
break;
case 3:
this.prop = { add_bjsh_per: 3, add_sh_per: 1 };
this.desc += "\n暴击伤害+3%\n最终伤害+1%";
break;
case 4:
this.prop = { bj_per: 1 };
this.desc += "\n暴击+1%";
break;
case 5:
this.prop = { add_sh_per: 2 };
this.desc += "\n最终伤害+2%";
break;
default:
this.prop = { mz: 300, add_bjsh_per: 3 };
this.desc += "\n暴击伤害+3%\n命中+300";
break;
}
}

60
world/obj/st/st_gre.js Normal file
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this.inherits(OBJ);
this.set({
name: "碎裂的绿宝石",
desc: "一块绿色的宝石,里面有些神秘的力量",
unit: "块",
value: 10000,
combined: true,
is_stone: true,
transable: true,
combine_count: 10,
combine_to: "st/st_gre#1",
grade: 1,
prop: {
mz: 1
}
});
this.otype = 2;
this.on_create = function (path, par) {
var lv = 0;
if (!par) {
this.path = path + "#0";
} else {
par = par.substr(1);
lv = parseInt(par);
if (!(lv > 0 && lv < 5)) return;
}
this.value = WORLD.DATA.stone_values[lv];
switch (lv) {
case 1:
this.name = "绿宝石";
this.prop = { mz: 10 };
break;
case 2:
this.name = "精致的绿宝石";
this.prop = { mz: 50 };
break;
case 3:
this.name = "完美的绿宝石";
this.prop = { mz: 100 };
break;
case 4:
this.name = "命中之石";
this.prop = { mz: 200 };
break;
default:
this.name = "碎裂的绿宝石";
this.prop = { mz: 1 };
break;
}
this.grade = lv + 1;
if (lv < 4) {
this.combine_count = 10
this.combine_to = path + "#" + (lv + 1);
this.desc = this.desc + ",十块可以合成高级宝石。";
} else {
this.combine_to = "st/st_mz";
}
this.desc += "\n命中+" + this.prop.mz;
}

47
world/obj/st/st_mz.js Normal file
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this.inherits(OBJ);
this.set({
name: "白虎之魂",
desc: "传说为白虎残魂所化,非金非石非木,隐隐有白虎虚影,主杀伐,镇四方",
unit: "块",
value: 10000000,
transable: true,
is_stone: true,
grade: 6
});
this.otype = 2;
this.on_create = function (path, par) {
var lv = 5;
if (!par) {
lv = 5 - parseInt(Math.log(this.random(400) + 1));
} else {
lv = parseInt(par.substr(1));
}
this.path = path + "#" + lv;
switch (lv) {
case 1:
this.prop = { gj: 500 };
this.desc += "\n攻击+500";
break;
case 2:
this.prop = { mz: 500 };
this.desc += "\n命中+500";
break;
case 3:
this.prop = { gj_per: 1, mz_per: 1 };
this.desc += "\n攻击+1%\n命中+1%";
break;
case 4:
this.prop = { gj_per: 2 };
this.desc += "\n攻击+2%";
break;
case 5:
this.prop = { mz_per: 2 };
this.desc += "\n命中+2%";
break;
default:
this.prop = { gj: 300, mz: 300 };
this.desc += "\n命中+300\n攻击+300";
break;
}
}

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world/obj/st/st_red.js Normal file
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this.inherits(OBJ);
this.set({
name: "碎裂的红宝石",
desc: "一块红色的宝石,里面有些神秘的力量",
unit: "块",
value: 100,
combined: true,
is_stone: true,
transable: true,
combine_count: 10,
combine_to: "st/st_red#1",
grade: 1,
prop: {
gj: 1
}
});
this.otype = 2;
this.on_create = function (path, par) {
var lv = 0;
if (!par) {
this.path = path + "#0";
} else {
par = par.substr(1);
lv = parseInt(par);
if (!(lv > 0 && lv < 5)) return;
}
this.value = WORLD.DATA.stone_values[lv];
switch (lv) {
case 1:
this.name = "红宝石";
this.prop = { gj: 10 };
break;
case 2:
this.name = "精致的红宝石";
this.prop = { gj: 50 };
break;
case 3:
this.name = "完美的红宝石";
this.prop = { gj: 100 };
break;
case 4:
this.name = "攻击之石";
this.prop = { gj: 200 };
break;
default:
this.name = "碎裂的红宝石";
this.prop = { gj: 1 };
break;
}
this.grade = lv + 1;
if (lv < 4) {
this.combine_count = 10
this.combine_to = path + "#" + (lv + 1);
this.desc = this.desc + ",十块可以合成高级宝石。";
} else {
this.combine_to = "st/st_gj";
}
this.desc += "\n攻击+" + this.prop.gj;
}

48
world/obj/st/st_s2.js Normal file
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this.inherits(OBJ);
this.set({
name: "贪狼",
desc: "一颗神秘的宝石",
unit: "块",
value: 10000000,
transable: true,
combined: true,
is_stone: true,
grade: 6,
prop: {
str: 1
}
});
this.otype = 2;
this.on_create = function (path, par) {
var lv = 0;
if (par != undefined) {
par = par.substr(1);
lv = parseInt(par);
if (!(lv >= 0 && lv < 4)) return;
}
let val = 120;
switch (lv) {
case 0:
this.name = "真武";
this.prop = { str: val };
this.desc = "一颗神秘的宝石\n臂力+" + val;
break;
case 1:
this.name = "元始";
this.prop = { con: val };
this.desc = "一颗神秘的宝石\n根骨+" + val;
break;
case 2:
this.name = "太清";
this.prop = { dex: val };
this.desc = "一颗神秘的宝石\n身法+" + val;
break;
case 3:
this.name = "天枢";
this.prop = { int: val };
this.desc = "一颗神秘的宝石\n悟性+" + val;
break;
default:
return;
}
}

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world/obj/st/st_sc.js Normal file
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this.inherits(OBJ);
this.set({
name: "碎裂的贪狼",
desc: "一颗神秘的宝石",
unit: "块",
value: 10000,
combined: true,
is_stone: true,
transable: true,
grade: 3,
prop: {
str: 1
}
});
this.otype = 2;
this.on_create = function (path, par) {
var lv = 0;
if (par != undefined) {
par = par.substr(1);
lv = parseInt(par);
if (!(lv >= 0 && lv < 8)) return;
}
var val = lv % 2 == 0 ? 10 : 40;
var stype = parseInt(lv / 2);
switch (stype) {
case 0:
this.name = "破军";
this.prop = { str: val };
this.desc = "一颗神秘的宝石\n臂力+" + val;
break;
case 1:
this.name = "贪狼";
this.prop = { con: val };
this.desc = "一颗神秘的宝石\n根骨+" + val;
break;
case 2:
this.name = "七杀";
this.prop = { dex: val };
this.desc = "一颗神秘的宝石\n身法+" + val;
break;
case 3:
this.name = "紫薇";
this.prop = { int: val };
this.desc = "一颗神秘的宝石\n悟性+" + val;
break;
default:
return;
}
if (lv % 2 == 0) {
this.name = "碎裂的" + this.name;
this.combine_count = 10
this.combine_to = path + "#" + (lv + 1);
this.desc = this.desc + "\n十块可以合成高级宝石。";
this.grade = 4;
this.value = WORLD.DATA.stone_values[3];
} else {
this.value = WORLD.DATA.stone_values[4];
this.grade = 5;
this.combine_count = 10
this.combine_to = "st/st_s2#" + stype;
this.desc = this.desc + "\n十块可以合成高级宝石。";
}
}

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world/obj/st/st_yel.js Normal file
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this.inherits(OBJ);
this.set({
name: "碎裂的黄宝石",
desc: "一块黄色的宝石,里面有些神秘的力量",
unit: "块",
value: 10000,
combined: true,
is_stone: true,
transable: true,
combine_count: 10,
combine_to: "st/st_yel#1",
grade: 1,
prop: {
max_hp: 10
}
});
this.otype = 2;
this.on_create = function (path, par) {
var lv = 0;
if (!par) {
this.path = path + "#0";
} else {
par = par.substr(1);
lv = parseInt(par);
if (!(lv > 0 && lv < 5)) return;
}
this.value = WORLD.DATA.stone_values[lv];
switch (lv) {
case 1:
this.name = "黄宝石";
this.prop = { max_hp: 100 };
break;
case 2:
this.name = "精致的黄宝石";
this.prop = { max_hp: 500 };
break;
case 3:
this.name = "完美的黄宝石";
this.prop = { max_hp: 1000 };
break;
case 4:
this.name = "气血之石";
this.prop = { max_hp: 2000 };
break;
default:
this.name = "碎裂的黄宝石";
this.prop = { max_hp: 10 };
break;
}
this.grade = lv + 1;
if (lv < 4) {
this.combine_count = 10
this.combine_to = path + "#" + (lv + 1);
this.desc = this.desc + ",十块可以合成高级宝石。";
} else {
this.combine_to = "st/st_fy";
}
this.desc += "\n气血+" + this.prop.max_hp;
}

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world/obj/st/xuanjing.js Normal file
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this.inherits(OBJ);
this.set({
name: "玄晶",
desc: "高级装备分解出来的蕴含装备附加的神秘力量的晶体,可以用来精炼装备。",
unit: "块",
value: 1000,
combined: true,
transable: true,
grade: 1
});
this.otype = 2;

11
world/obj/st/yuanjing.js Normal file
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this.inherits(OBJ);
this.set({
name: "元晶",
desc: "高级装备分解出来的蕴含装备附加的神秘力量的晶体,可以用来锻造装备。",
unit: "块",
value: 1000000,
combined: true,
transable: true,
grade: 5
});
this.otype = 2;