init: add workspace files
This commit is contained in:
13
world/skill/base/bite.js
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13
world/skill/base/bite.js
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@@ -0,0 +1,13 @@
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this.inherits(SKILL);
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this.type = SKILL_TYPES.BASE;
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this.id = "bite";
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this.name = "野兽扑咬";
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this.grade = 0;
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this.desc = "动物类技能";
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this.family = FAMILIES.MONSTER;
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this.attack_actions = [
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"$N张嘴朝$n的$l咬去", "$N抬起前爪往$n的$l一抓", "$N往$n的$l狠狠的扑了过去",
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"$N跳起来用前抓往$n的$l抓去", "$N猛的扑向$n的$l"
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];
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this.query_prop = lv => ({ gj: parseInt(lv / 5), mz: parseInt(lv / 5) });
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this.set_default(this.id);
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34
world/skill/base/blade.js
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34
world/skill/base/blade.js
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@@ -0,0 +1,34 @@
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this.inherits(SKILL);
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this.id = "blade";
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this.name = "基本刀法";
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this.type = SKILL_TYPES.BASE;
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this.grade = 0;
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this.desc = "刀法类武功的基础功法,坚持锻炼会使你的技巧熟练,增加自身的命中";
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this.attack_actions = [
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"$N用$W往$n的$l刺去", "$N用$W往$n的$l砍去", "$N挥动$W,斩向$n的$l"
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];
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this.set_default(this.id);
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this.set_pfm("zhan", {
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name: "斩击",
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distime: 5000,
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mp: 5,
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use: function (me, target, lv) {
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var msg = "<hic>$N看$n露出破绽,挥动$W斩向$n的$l</hic>";
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var gj = 10 + lv;
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me.do_attack({
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target: target,
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gj:me.gj + gj,
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mz: me.mz,
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attack_msg:msg
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});
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me.end_attack(target);
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},
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query_desc: function (me, lv) {
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var gj = 10 + lv;
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return "强力的一击,对敌人造成基本攻击附加" + gj + "的伤害。";
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}
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});
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this.query_prop = function (lv) {
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return { mz: lv };
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}
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13
world/skill/base/club.js
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13
world/skill/base/club.js
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@@ -0,0 +1,13 @@
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this.inherits(SKILL);
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this.id = "club";
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this.name = "基本棍法";
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this.grade = 0;
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this.type = SKILL_TYPES.BASE;
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this.attack_actions = [
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"$N用$W往$n的$l捅去", "$N用$W往$n的$l敲去", "$N挥动$W,扫向$n的$l"
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];
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this.set_default(this.id);
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this.desc = "棍法类技能的基础功法,坚持锻炼会增加你的招架能力";
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this.query_prop = function (lv) {
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return { zj: lv };
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}
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15
world/skill/base/dodge.js
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15
world/skill/base/dodge.js
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@@ -0,0 +1,15 @@
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this.inherits(SKILL);
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this.id = "dodge";
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this.name = "基本轻功";
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this.grade = 0;
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this.desc = "轻功的基础功法,坚持锻炼会身轻如燕。每10级增加1点后天身法";
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this.type = SKILL_TYPES.BASE;
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this.dodge_actions = ["但是和$p$l偏了几寸。",
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"但是被$p机灵地躲开了。",
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"但是$n身子一侧,闪了开去。",
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"但是被$p及时避开。",
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"但是$n已有准备,不慌不忙的躲开。"];
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this.set_default(this.id);
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this.query_prop = lv => ({ dex: parseInt(lv / 10) });
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9
world/skill/base/force.js
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9
world/skill/base/force.js
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@@ -0,0 +1,9 @@
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this.inherits(SKILL);
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this.name = "基本内功";
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this.id = "force";
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this.grade = 0;
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this.type = SKILL_TYPES.BASE;
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this.set_default(this.id);
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this.desc = "内功的基础功法,坚持锻炼会增强体质。每10级增加1点后天根骨,增加内力上限";
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this.query_prop = lv => ({ con: parseInt(lv / 10), limit_mp: 100 + lv * 5, desc: "唯一:将你内力的10%转化为气血" });
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24
world/skill/base/parry.js
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24
world/skill/base/parry.js
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@@ -0,0 +1,24 @@
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this.inherits(SKILL);
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this.id = "parry";
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this.name = "基本招架";
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this.grade = 0;
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this.type = SKILL_TYPES.BASE;
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this. weapon_vs_weapon_actions = [
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"只听见「锵」一声,被$p用手中$i格开了。",
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"结果「当」地一声被$p挡开了。",
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"但是被$n用手中$i架开。",
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"但是$n身子一侧,用手中$i格开。"
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];
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this.parry_actions = [
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"但是被$p格开了。",
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"结果被$p挡开了。"
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];
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this.unarmed_vs_weapon_actions =[
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"但是被$p轻轻一推,$w失了准头,和$p的$l偏了几寸。",
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"$p往$N的手腕轻轻一按,结果$w偏向一边。"
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];
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this.desc = "招架类技能的基础功法,坚持锻炼会提高你的招架能力";
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this.query_prop = lv => ({ zj: lv });
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this.set_default(this.id);
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13
world/skill/base/staff.js
Normal file
13
world/skill/base/staff.js
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@@ -0,0 +1,13 @@
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this.inherits(SKILL);
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this.id = "staff";
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this.name = "基本杖法";
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this.grade = 0;
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this.type = SKILL_TYPES.BASE;
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this.attack_actions = [
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"$N用$W往$n的$l捅去", "$N用$W往$n的$l敲去", "$N挥动$W,扫向$n的$l"
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];
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this.set_default(this.id);
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this.desc = "杖法类技能的基础功法,坚持锻炼会增加你的招架能力";
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this.query_prop = function (lv) {
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return { zj: lv };
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}
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36
world/skill/base/sword.js
Normal file
36
world/skill/base/sword.js
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@@ -0,0 +1,36 @@
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this.inherits(SKILL);
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this.id = "sword";
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this.name = "基本剑法";
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this.grade = 0;
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this.type = SKILL_TYPES.BASE;
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this.attack_actions = [
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"$N用$W往$n的$l刺去", "$N用$W往$n的$l砍去", "$N挥动$W,斩向$n的$l"
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];
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this.set_default(this.id);
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this.desc = "剑法类技能的基础功法,磨练你的技巧,坚持锻炼会增加你自身的命中";
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this.set_pfm("lian", {
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name: "连击",
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distime: 5,
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mp: 5,
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weapon_type: WEAPON_TYPE.SWORD,
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use: function (me, target, lv) {
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var msg = "<hig>$N加快速度,手中的$W快速向$n刺去</hig>";
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me.send_room(msg, target);
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me.do_attack({
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target: target,
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gj: me.gj,
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mz: me.mz
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});
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me.do_attack({
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target: target,
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gj: me.gj,
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mz: me.mz
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});
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me.end_attack(target);
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}, query_desc: function (me, lv) {
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return "快速对敌人攻击两次";
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}
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});
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this.query_prop = function (lv) {
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return { mz: lv };
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}
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13
world/skill/base/throwing.js
Normal file
13
world/skill/base/throwing.js
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@@ -0,0 +1,13 @@
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this.inherits(SKILL);
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this.id = "throwing";
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this.name = "基本暗器";
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this.grade = 0;
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this.type = SKILL_TYPES.BASE;
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this.set_default(this.id);
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this.desc = "暗器类技能的基础功法,磨练你的技巧,坚持锻炼会增加你自身的命中";
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this.attack_actions = [
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"$N用$T往$n的$l刺去", "一道$T射向$n的$l", "$T飞向$n的$l"
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];
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this.query_prop = function (lv) {
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return { mz: lv };
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}
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35
world/skill/base/unarmed.js
Normal file
35
world/skill/base/unarmed.js
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@@ -0,0 +1,35 @@
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this.inherits(SKILL);
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this.id = "unarmed";
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this.name = "基本拳脚";
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this.type = SKILL_TYPES.BASE;
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this.grade = 0;
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this.desc = "拳脚类武功的基础功法,坚持锻炼必成大器。每10级会增加1点后天臂力";
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this.attack_actions = [
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"$N挥拳攻击$n的$l", "$N往$n的$l一抓", "$N往$n的$l狠狠地踢了一脚",
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"$N提起拳头往$n的$l捶去", "$N对准$n的$l用力挥出一拳"
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];
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this.set_default(this.id);
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this.set_pfm("zhong", {
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name: "重击",
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distime: 5000,
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mp: 5,
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release_time:0,
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use: function(me, target, lv) {
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var msg = "<hig>$N看准时机,双拳蓄力对准$n的$l用力砸去</hig>";
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var gj = 10 + lv;
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me.do_attack({
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target: target,
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gj: me.gj + gj,
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mz: me.mz,
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attack_msg:msg,
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no_weapon:true
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});
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me.end_attack(target);
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},
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query_desc: function (me, lv) {
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var gj = 10 + lv;
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return "强力的一击,对敌人造成基本攻击附加" + gj + "的伤害。";
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}
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});
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this.query_prop = lv => ({ str: parseInt(lv / 10) });
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14
world/skill/base/whip.js
Normal file
14
world/skill/base/whip.js
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@@ -0,0 +1,14 @@
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this.inherits(SKILL);
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this.id = "whip";
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this.name = "基本鞭法";
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this.grade = 0;
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this.type = SKILL_TYPES.BASE;
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this.attack_actions = [
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"$N用$W往$n的$l抽去", "$N甩动$W往$n的$l抽去", "$N挥动$W,扫向$n的$l"
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];
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this.set_default(this.id);
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this.desc = "鞭法类技能的基础功法,坚持锻炼会磨练你的技巧增加命中";
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this.query_prop = function (lv) {
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return { mz: lv };
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}
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119
world/skill/blade/hujiadaofa.js
Normal file
119
world/skill/blade/hujiadaofa.js
Normal file
@@ -0,0 +1,119 @@
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this.inherits(SKILL);
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this.name = "胡家刀法";
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this.id = "hujiadaofa";
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this.grade = 2;
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this.attack_actions = [
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"$N手中$w横推,一招<HIM>「推波助澜」</HIM>,由上至下向$nl砍去",
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"$N一招<HIC>「沙鸥掠波」</HIC>,刀锋自下而上划了个半弧,$w一提一收,平刃挥向$n的颈部",
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"$N使出一招<HIB>「天设牢笼」</HIB>,将$w舞得如白雾一般压向$n",
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"$N一招<HIG>「闭门铁扇」</HIG>,$w缓缓的斜着向$n推去",
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"$N手拖$w,转身跃起,一招<RED>「翼德闯帐」</RED>,一道白光射向$n的胸口",
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"$N挥舞$w,使出一招<HIW>「白鹤舒翅」</HIW>,上劈下撩,左挡右开,齐齐罩向$n",
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"$N一招<GRN>「春风送暖」</GRN>,左脚跃步落地,$w顺势往前,挟风声劈向$n的$l",
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"$N募的使一招<HIM>「八方藏刀」</HIM>,顿时剑光中无数朵刀花从四面八方涌向$n全身"
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];
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this.parry_actions = SKILL.get("parry").parry_actions;
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this.desc = "关外胡家赖以成名的刀法,为胡家始祖飞天狐狸所创。胡斐据家传刀谱练成后与金面佛苗人凤的苗家剑齐名天下。";
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//"\+(\w+)\+"(.+?)"\+NOR\+"
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//<$1>$2</$1>
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this.can_enables = ["blade", "parry"];
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this.learn_condition = {
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max_mp: 1000,
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skill: {
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blade: 300
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}
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};
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this.on_parry_over = function (me, target, par) {
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if (par.is_parry) {
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if (!me.query_temp("sk/hu/parry")) {
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me.do_attack({
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target: target,
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attack_msg: "<hic>$N化守为攻,使出一招「大雪纷纷」,$W发出万长白芒,寒光四射,直劈向$n!</hic>",
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}); me.end_attack(target);
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me.set_temp("sk/hu/parry", 1, 5000);
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}
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}
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}
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this.query_enable_prop = function (lv) {
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return {
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blade: {
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gj: lv * 1.5 + 10,
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dex: parseInt(lv / 8)
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}, parry: {
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zj: lv * 1.5 + 4,
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desc: "当你招架成功后立刻反击敌人,5秒冷却"
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}
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};
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}
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this.slots = [
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{
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prop: 'hjdf_sf_per',
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value: (lv) => 20,
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format: (val) => {
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return '八方藏刀绝招释放时间减少20%';
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},
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},
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{
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prop: 'hjdf_mz_per',
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value: (lv) => 10,
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format: (val) => {
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return '八方藏刀命中增加10%';
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}
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},
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{
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prop: 'hjdf_sh_per',
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value: (lv) => 10,
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format: (val) => {
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return '八方藏刀伤害增加10%';
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}
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}
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];
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this.pfm = {
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chan:
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{
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name: "八方藏刀",
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distime: 10000,
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enable_skill: "blade",
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release_time: 5000,
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weapon_type: WEAPON_TYPE.BLADE,
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releasetime_per_key: 'hjdf_sf_per',
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mp: 20,
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is_weapon_buff: true,
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use: function (me, target, lv) {
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me.send_room("<hiw>$N施出「八方藏刀式」,手中的$W吞吞吐吐,变化莫测,笼罩了$n周身要害!</hiw>", target);
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let mz = me.mz * 1.1;
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mz += me.mz * me.query_prop('hjdf_mz_per') / 100;
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let gj = me.gj;
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gj += me.gj * me.query_prop('hjdf_sh_per') / 100;
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me.call_interval(
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function () {
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if (!me.can_attack()) return false;
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target = me.query_enemy();
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me.do_attack({
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target: target,
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gj: gj,
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mz: mz,
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attack_before: "<hiw>紧跟着</hiw>",
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no_append: true
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});
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if (!me.end_attack(target)) {
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return false;
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||||
}
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},
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625,
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8
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);
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||||
},
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query_desc: function (me, lv) {
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return "快速出刀,释放成功后在5秒内出刀8次,每刀命中增加10%";
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||||
}
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||||
}
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||||
};
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89
world/skill/blade/wuhuduanmendao.js
Normal file
89
world/skill/blade/wuhuduanmendao.js
Normal file
@@ -0,0 +1,89 @@
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this.inherits(SKILL);
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||||
this.name = "五虎断门刀";
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||||
this.id = "wuhuduanmendao";
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||||
this.grade = 1;
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||||
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||||
this.attack_actions = [
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||||
"$N手中$w斜指,一招「直来直去」,反身一顿,一刀向$n的$l撩去",
|
||||
"$N一招「童子挂画」,左右腿虚点,$w一提一收,平刃挥向$n的颈部",
|
||||
"$N展身虚步,提腰跃落,一招「推窗望月」,刀锋一卷,拦腰斩向$n",
|
||||
"$N一招「力劈华山」,$w大开大阖,自上而下划出一个闪电,直劈向$n",
|
||||
"$N手中$w一沉,一招「临溪观鱼」,双手持刃拦腰反切,砍向$n的胸口",
|
||||
"$N挥舞$w,使出一招「张弓望的」,上劈下撩,左挡右开,齐齐罩向$n",
|
||||
"$N一招「风送轻舟」,左脚跃步落地,$w顺势往前,挟风声劈向$n的$l",
|
||||
"$N盘身驻地,一招「川流不息」,挥出一片流光般的刀影,向$n的全身涌去",
|
||||
"$N右手后撤,手腕一翻,一招「壮士断腕」,顿时一道白光直斩向$n的手臂",
|
||||
"$N高高跃起,一招「人头落地」,手中$w直劈向$n的颈部",
|
||||
"$N贴地滑行,一招「断子绝孙」,手中$w直撩去$n的裆部"
|
||||
];
|
||||
this.desc = "江湖上挺常见的刀法武功,以招式狠辣出名。茅十八的成名绝技。";
|
||||
//"\+(\w+)\+"(.+?)"\+NOR\+"
|
||||
//<$1>$2</$1>
|
||||
this.can_enables = ["blade"];
|
||||
this.on_learn = function (me) {
|
||||
if (me.max_mp < 10)
|
||||
return me.notify_fail("你的内力不够。");
|
||||
if (me.query_skill("blade", 1) < 10)
|
||||
return me.notify_fail("你的基础不够,无法领会更高深的技巧。");
|
||||
return true;
|
||||
}
|
||||
this.query_enable_prop = function (lv) {
|
||||
return {
|
||||
blade: {
|
||||
gj: lv
|
||||
}
|
||||
};
|
||||
}
|
||||
this.slots = [
|
||||
{
|
||||
prop: 'whd_sh_max',
|
||||
value: (lv) => 20,
|
||||
format: (val) => {
|
||||
return '断字诀附加的伤害上限增加20%';
|
||||
}
|
||||
}
|
||||
, {
|
||||
prop: "whd_mz",
|
||||
value: lv => 100 + Math.floor(lv * lv / 1000),
|
||||
format: (val) => {
|
||||
return "断字诀的命中增加" + val;
|
||||
}
|
||||
}
|
||||
];
|
||||
this.pfm = {
|
||||
chan:
|
||||
{
|
||||
name: "断字诀",
|
||||
distime: 10000,
|
||||
enable_skill: "blade",
|
||||
weapon_type: WEAPON_TYPE.BLADE,
|
||||
mp: 20,
|
||||
use: function (me, target, lv) {
|
||||
var gj = parseInt(50 + lv / 5);
|
||||
let max = 300 + me.str + me.query_prop('whd_sh_max');
|
||||
if (gj > max) gj = max;
|
||||
|
||||
gj = gj * me.gj / 100;
|
||||
var mz = me.mz + me.query_prop('whd_mz');
|
||||
|
||||
me.send_room("<hiy>$N猛然伏地,使出五虎断门刀断字决,顿时一片白光直向前滚去!</hiy>", target);
|
||||
for (var i = 0; i < 3; i++) {
|
||||
me.do_attack({
|
||||
target: target,
|
||||
gj: gj,
|
||||
mz: mz,
|
||||
attack_before: "紧跟着"
|
||||
});
|
||||
}
|
||||
me.end_attack(target);
|
||||
},
|
||||
query_desc: function (me, lv) {
|
||||
|
||||
var gj = parseInt(50 + lv / 5);
|
||||
let max = 300 + me.str + me.query_prop('whd_sh_max');
|
||||
if (gj > max) gj = max;
|
||||
|
||||
return "欺身伏地,瞬间劈出三刀,每刀造成" + gj + "%自身攻击力的伤害";
|
||||
}
|
||||
}
|
||||
};
|
||||
93
world/skill/club/baguagun.js
Normal file
93
world/skill/club/baguagun.js
Normal file
@@ -0,0 +1,93 @@
|
||||
this.inherits(SKILL);
|
||||
this.name = "八卦棍法";
|
||||
this.id = "baguagun";
|
||||
this.grade = 2;
|
||||
this.attack_actions = [
|
||||
"$N脚踏八卦方位,盘身驻地,一招「削耳撩腮」,手中$w由上至下向$n扫去",
|
||||
"$N脚踏八卦方位,反转棍尖,一招「反身劈山」,手中$w竟然用反身刺向$n的胸前",
|
||||
"$N一提气,劲贯$w“嗡嗡”做响,一招「上歪门」,自上而下直插$n的头顶",
|
||||
"$N一招「上势抱棍」,$w大开大阖,自上而下划出一个大弧,笔直劈向$n",
|
||||
"$N蓦的使一招「八卦八阵」,顿时无数棍影从四面八方涌向$n全身",
|
||||
"$N腾空而起,如山棍影,疾疾压向$n",
|
||||
"$N身形一转,手中$w往后一拖,就在这将退未退之际,一招「峰回路转」,向$n当头砸下"
|
||||
|
||||
];
|
||||
this.desc = "温府的一套棍法";
|
||||
//"(\w+)"(.+?)"NOR"
|
||||
//<$1>$2</$1>
|
||||
this.can_enables = ["club"];
|
||||
this.learn_condition = {
|
||||
max_mp: 800,
|
||||
skill: {
|
||||
club: 250
|
||||
}
|
||||
};
|
||||
this.slots = [
|
||||
{
|
||||
prop: 'bgg_mz',
|
||||
value: (lv) => 10,
|
||||
count: 2,
|
||||
format: (val) => {
|
||||
return '八卦八打每棍命中增加10%';
|
||||
},
|
||||
},
|
||||
{
|
||||
prop: 'bgg_gj',
|
||||
value: (lv) => 10 + parseInt(lv / 100),
|
||||
count: 3,
|
||||
format: (val) => {
|
||||
return '八卦八打附加的伤害提高' + val + "%";
|
||||
},
|
||||
},
|
||||
{
|
||||
prop: 'bgg_cd',
|
||||
value: (lv) => 5000,
|
||||
count: 3,
|
||||
format: (val) => {
|
||||
return '八卦八打冷却减少5秒';
|
||||
},
|
||||
},
|
||||
];
|
||||
|
||||
this.query_enable_prop = function (lv) {
|
||||
return {
|
||||
club: {
|
||||
gj: parseInt(lv * 1.2) + 20,
|
||||
mz: parseInt(lv * 1.2) + 20
|
||||
}
|
||||
};
|
||||
}
|
||||
this.pfm = {
|
||||
wu:
|
||||
{
|
||||
name: "八卦八打",
|
||||
distime: 20000,
|
||||
enable_skill: "club",
|
||||
distime_key: 'bgg_cd',
|
||||
mp: 20,
|
||||
use: function (me, target, lv) {
|
||||
var p = 1 + Math.round((lv / 100));
|
||||
if (p > 8) p = 8;
|
||||
me.send_room("<hir>$N脚下踏着先天八卦的图式,身随意转,手随心动,顿时无数棍影从四面八方涌向$n</hir>\n", target);
|
||||
const mz_per = me.query_prop('bgg_mz');
|
||||
let mz = me.mz;
|
||||
let gj = me.gj + me.gj * me.query_prop('bgg_gj') / 100;
|
||||
|
||||
mz = mz + mz * mz_per / 100;
|
||||
for (var i = 0; i < p; i++) {
|
||||
me.do_attack({
|
||||
target: target,
|
||||
gj: gj,
|
||||
mz: mz
|
||||
});
|
||||
}
|
||||
|
||||
me.end_attack(target);
|
||||
},
|
||||
query_desc: function (me, lv) {
|
||||
var p = 1 + Math.round((lv / 100));
|
||||
if (p > 8) p = 8;
|
||||
return "瞬间对敌人攻击" + p + "次";
|
||||
}
|
||||
}
|
||||
};
|
||||
83
world/skill/club/juemengun.js
Normal file
83
world/skill/club/juemengun.js
Normal file
@@ -0,0 +1,83 @@
|
||||
this.inherits(SKILL);
|
||||
this.name = "绝门棍";
|
||||
this.id = "juemengun";
|
||||
this.grade = 1;
|
||||
this.dodge_actions = [
|
||||
"$n右脚轻轻一点跃开躲过了$N的攻击。",
|
||||
"$n向旁边扑出,顺势一滚,闪到一边。",
|
||||
"$n斜里冲前一步,身法诡异,$N这一招落到空处。",
|
||||
"$n忽然直身飞入半空,很久也不见人影,半响后竟闪到了$N的背后。",
|
||||
"$n突然一个急转身,$N的这一招滑到了一边。",
|
||||
];
|
||||
this.attack_actions = [
|
||||
"$N斜里冲前一步,身法诡异,手中$w横扫$n的$l",
|
||||
"$N忽然直身飞入半空,很久也不见人影,$n正搜寻间,$N已飞身扑下,$w攻向$n的$l",
|
||||
"$N原地一个后滚翻,却在落地的一刹那,身体向$n平飞过去,手中$w指向$n的$l",
|
||||
"$N突然一个急转身,$w横扫一圈后挟着猛烈的劲道打向$n的$l",
|
||||
"$N向前扑出,顺势一滚,接着翻身跳起,手里$w斜向上击向$n的$l",
|
||||
"$N手中$w上下翻飞,舞成了一团杖花,这杖花绕$n游走三圈后指向$n的$l"
|
||||
|
||||
];
|
||||
this.desc = "据说曾经是少林七十二绝技中的一种棍法,流传至今不知还有几分精髓,可以装备为棍法和轻功";
|
||||
//"(\w+)"(.+?)"NOR"
|
||||
//<$1>$2</$1>
|
||||
this.can_enables = ["club", "dodge"];
|
||||
this.learn_condition = {
|
||||
max_mp: 800,
|
||||
skill: {
|
||||
club: 50
|
||||
}
|
||||
};
|
||||
|
||||
this.query_enable_prop = function (lv) {
|
||||
return {
|
||||
club: {
|
||||
gj: lv + 5
|
||||
},
|
||||
dodge: {
|
||||
ds: lv + 5
|
||||
}
|
||||
};
|
||||
}
|
||||
this.slots = [
|
||||
{
|
||||
prop: 'jm_mz',
|
||||
value: (lv) => lv / 50,
|
||||
format: (val) => {
|
||||
return '绝棍闷打命中增加' + val + '%';
|
||||
},
|
||||
},
|
||||
{
|
||||
prop: 'jm_sh',
|
||||
value: (lv) => lv / 50,
|
||||
format: (val) => {
|
||||
return '绝棍闷打伤害增加' + val + '%';
|
||||
},
|
||||
},
|
||||
];
|
||||
this.pfm = {
|
||||
wu:
|
||||
{
|
||||
name: "绝棍闷打",
|
||||
distime: 10000,
|
||||
enable_skill: "club",
|
||||
mp: 20,
|
||||
use: function (me, target, lv) {
|
||||
var p = 120 + Math.round((lv / 5));
|
||||
var gj = me.gj * p / 100 + me.gj * me.query_prop('jm_sh') / 100;
|
||||
var mz = me.mz + 20 + me.mz * me.query_prop('jm_mz') / 100;
|
||||
|
||||
me.do_attack({
|
||||
target: target,
|
||||
gj: gj,
|
||||
mz: mz,
|
||||
attack_msg: "<hiw>$N突然反身疾退,$n正疑惑发愣间,却见$N骤然转身,施展出「<red>绝棍闷打</red>」,左右上下挥舞游走间,漫天棍影已压向傻不楞登的$n</hiw>"
|
||||
});
|
||||
me.end_attack(target);
|
||||
},
|
||||
query_desc: function (me, lv) {
|
||||
var p = 120 + Math.round((lv / 5));
|
||||
return "快速混乱的闷棍,看似无章法,却使敌人难以躲闪,增加自身命中20,造成" + p + "%攻击力的伤害。";
|
||||
}
|
||||
}
|
||||
};
|
||||
124
world/skill/club/mengguqiangfa.js
Normal file
124
world/skill/club/mengguqiangfa.js
Normal file
@@ -0,0 +1,124 @@
|
||||
this.inherits(SKILL);
|
||||
this.name = "蒙古骑枪";
|
||||
this.id = "mengguqiangfa";
|
||||
this.grade = 3;
|
||||
this.dodge_actions = [
|
||||
"$n右脚轻轻一点跃开躲过了$N的攻击。",
|
||||
"$n向旁边扑出,顺势一滚,闪到一边。",
|
||||
"$n斜里冲前一步,身法诡异,$N这一招落到空处。",
|
||||
"$n忽然直身飞入半空,很久也不见人影,半响后竟闪到了$N的背后。",
|
||||
"$n突然一个急转身,$N的这一招滑到了一边。",
|
||||
];
|
||||
this.attack_actions = [
|
||||
"$N斜里冲前一步,身法诡异,手中$w横扫$n的$l",
|
||||
"$N忽然直身飞入半空,很久也不见人影,$n正搜寻间,$N已飞身扑下,$w攻向$n的$l",
|
||||
"$N原地一个后滚翻,却在落地的一刹那,身体向$n平飞过去,手中$w指向$n的$l",
|
||||
"$N突然一个急转身,$w横扫一圈后挟着猛烈的劲道打向$n的$l",
|
||||
"$N向前扑出,顺势一滚,接着翻身跳起,手里$w斜向上击向$n的$l",
|
||||
"$N手中$w上下翻飞,舞成了一团枪花,这枪花绕$n游走三圈后指向$n的$l"
|
||||
|
||||
];
|
||||
this.desc = "蒙古士兵使用的枪法";
|
||||
//"(\w+)"(.+?)"NOR"
|
||||
//<$1>$2</$1>
|
||||
this.can_enables = ["club", "parry"];
|
||||
this.learn_condition = {
|
||||
max_mp: 5000,
|
||||
skill: {
|
||||
club: 500
|
||||
}
|
||||
};
|
||||
|
||||
this.query_enable_prop = function (lv) {
|
||||
return {
|
||||
club: {
|
||||
gj: parseInt(lv * 1.5) + 5,
|
||||
mz: parseInt(lv * 1.5) + 5
|
||||
},
|
||||
parry: {
|
||||
zj: parseInt(lv * 1.5) + 5,
|
||||
fy: parseInt(lv * 1.5) + 5
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
this.slots = [
|
||||
{
|
||||
prop: "mgqq_cc",
|
||||
value: lv => 1,
|
||||
format: (val) => {
|
||||
return "连刺次数+1";
|
||||
}
|
||||
}, {
|
||||
prop: "mgqq_mz",
|
||||
value: lv => 50,
|
||||
format: (val) => {
|
||||
return "回马枪触发的连刺命中增加" + val + "%";
|
||||
}
|
||||
}
|
||||
];
|
||||
|
||||
this.pfm = {
|
||||
lian:
|
||||
{
|
||||
name: "连刺",
|
||||
distime: 20000,
|
||||
enable_skill: "club",
|
||||
mp: 20,
|
||||
use: function (me, target, lv) {
|
||||
var p = 1 + parseInt(lv / 100);
|
||||
if (p > 7) p = 7;
|
||||
p += me.query_prop('mgqq_cc');
|
||||
me.send_room("<hiy>$N身形一转,手中$W抖的笔直,快速向$n刺去</hiy>\n", target);
|
||||
for (var i = 0; i < p; i++) {
|
||||
me.do_attack({
|
||||
target: target,
|
||||
gj: me.gj,
|
||||
mz: me.mz,
|
||||
attack_before: "紧跟着"
|
||||
});
|
||||
}
|
||||
me.end_attack(target);
|
||||
},
|
||||
query_desc: function (me, lv) {
|
||||
var p = 1 + parseInt(lv / 100);
|
||||
if (p > 7) p = 7;
|
||||
return "对敌人快速攻击" + p + "次";
|
||||
}
|
||||
}, hui:
|
||||
{
|
||||
name: "回马枪",
|
||||
distime: 20000,
|
||||
enable_skill: "club",
|
||||
mp: 20,
|
||||
use: function (me, target, lv) {
|
||||
|
||||
var per = 150 + parseInt(lv / 20);
|
||||
if (me.do_attack({
|
||||
target: target,
|
||||
gj: me.gj,
|
||||
mz: me.mz * per / 100,
|
||||
attack_msg: "<hir>$N突然反身疾退,$n正疑惑发愣间,却见$N骤然转身,施展出「<red>回马枪</red>」刺向傻不楞登的$n</hir>"
|
||||
})) {
|
||||
var p = 1 + parseInt(lv / 100);
|
||||
if (p > 7) p = 7;
|
||||
p += me.query_prop('mgqq_cc');
|
||||
let mz = me.mz + me.mz * me.query_prop('mgqq_mz') / 100;
|
||||
me.send_room("<hiy>紧跟着$N身形一转,手中$W抖的笔直,快速向$n刺去</hiy>\n", target);
|
||||
for (var i = 0; i < p; i++) {
|
||||
me.do_attack({
|
||||
target: target,
|
||||
gj: me.gj,
|
||||
mz: mz,
|
||||
attack_before: "紧跟着"
|
||||
});
|
||||
}
|
||||
}
|
||||
me.end_attack(target);
|
||||
},
|
||||
query_desc: function (me, lv) {
|
||||
var per = 50 + parseInt(lv / 50);
|
||||
return "攻击出其不意,增加你" + per + "的命中,对敌人快速攻击,如果命中则触发连刺。";
|
||||
}
|
||||
}
|
||||
};
|
||||
71
world/skill/club/weituogun.js
Normal file
71
world/skill/club/weituogun.js
Normal file
@@ -0,0 +1,71 @@
|
||||
this.inherits(SKILL);
|
||||
this.name = "韦陀棍";
|
||||
this.id = "weituogun";
|
||||
this.grade = 1;
|
||||
this.family = FAMILIES.SHAOLIN;
|
||||
this.attack_actions = [
|
||||
"$N一招<YEL>「黄石纳履」</YEL>,手中$w如蜻蜓点水般,招招向$n的下盘要害点去",
|
||||
"$N把$w平提胸口,一拧身,一招<BLU>「勒马停锋」</BLU>,$w猛地撩向$n的颈部",
|
||||
"$N一招<HIC>「平地龙飞」</HIC>,全身滴溜溜地在地上打个大转,举棍向$n的胸腹间戳去",
|
||||
"$N伏地一个滚翻,一招<HIB>「伏虎听风」</HIB>,$w挟呼呼风声迅猛扫向$n的足胫",
|
||||
"$N一招<HIW>「流星赶月」</HIW>,身棍合一,棍端逼成一条直线,流星般向顶向$n的$l",
|
||||
"$N双手持棍划了个天地大圈,一招<RED>「红霞贯日」</RED>,一棍从圆心正中击出,撞向$n的胸口",
|
||||
"$N一招<YEL>「投鞭断流」</YEL>,$w高举,以雷霆万钧之势对准$n的天灵当头劈下",
|
||||
"$N潜运真力,一招<HIW>「苍龙归海」</HIW>,$w顿时长了数丈,矫龙般直射$n的胸口"
|
||||
|
||||
];
|
||||
this.desc = "少林寺七十二绝技之韦陀棍";
|
||||
//"(\w+)"(.+?)"NOR"
|
||||
//<$1>$2</$1>
|
||||
this.can_enables = ["club"];
|
||||
this.learn_condition = {
|
||||
max_mp: 700,
|
||||
skill: {
|
||||
club: 50
|
||||
}
|
||||
};
|
||||
|
||||
this.query_enable_prop = function (lv) {
|
||||
return {
|
||||
club: {
|
||||
gj: lv + 15
|
||||
}
|
||||
};
|
||||
}
|
||||
this.pfm = {
|
||||
wu:
|
||||
{
|
||||
name: "韦陀伏魔",
|
||||
distime: 20000,
|
||||
enable_skill: "club",
|
||||
mp: 20,
|
||||
use: function (me, target, lv) {
|
||||
var p = 120 + Math.round((lv / 50));
|
||||
var t = (lv * 10 + 2000);
|
||||
if (t > 12000) t = 12000;
|
||||
if (me.do_attack({
|
||||
target: target,
|
||||
attack_msg: "<hiy>$N脸色柔和,尽显一派慈祥之意,手中的$W轻旋,恍惚中显出佛家韦陀神像,神光四射,笼罩住$n<hiy>",
|
||||
gj: me.gj * p / 100,
|
||||
mz: me.mz
|
||||
})) {
|
||||
me.end_attack(target);
|
||||
target.add_status({
|
||||
id: "busy",
|
||||
is_busy: true,
|
||||
name: "忙乱",
|
||||
duration: t,
|
||||
downside: true,
|
||||
desc:"你手忙脚乱无法招架,攻击"
|
||||
});
|
||||
}
|
||||
|
||||
},
|
||||
query_desc: function (me, lv) {
|
||||
var p = 120 + Math.round((lv / 50));
|
||||
var t = (lv * 10 + 2000) / 1000;
|
||||
if (t > 12) t = 12;
|
||||
return "韦陀棍之韦陀伏魔,造成" + p + "%攻击力的伤害,命中后震慑敌人使敌人忙乱" + (t) + "秒。";
|
||||
}
|
||||
}
|
||||
};
|
||||
107
world/skill/club/zhongpingqiang.js
Normal file
107
world/skill/club/zhongpingqiang.js
Normal file
@@ -0,0 +1,107 @@
|
||||
this.inherits(SKILL);
|
||||
this.name = "中平枪法";
|
||||
this.id = "zhongpingqiang";
|
||||
this.grade = 3;
|
||||
this.attack_actions = [
|
||||
"$N双手一别,尽力前伸,使出一招「中平无敌」,手中$w平平直出,刺向$n的$l",
|
||||
"$N手中$w盘旋回转,风响阵阵,屈身下蹲,反手一招「夜叉探海」自下向$n的$l刺去",
|
||||
"$N举起$w,抖出一朵枪花,一招「灵蛇出洞」向$n分心扎去",
|
||||
"$N一招「反身拿枪」,手中$w划个小圈消去$n的后招,而后$w微抬,指向$n的$l"
|
||||
];
|
||||
this.desc = "";
|
||||
//"(\w+)"(.+?)"NOR"
|
||||
//<$1>$2</$1>
|
||||
this.can_enables = ["club", "parry"];
|
||||
this.learn_condition = {
|
||||
max_mp: 10000,
|
||||
skill: {
|
||||
club: 500
|
||||
}
|
||||
};
|
||||
|
||||
this.query_enable_prop = function (lv) {
|
||||
return {
|
||||
club: {
|
||||
gj: parseInt(lv * 1.8) + 5,
|
||||
mz: parseInt(lv * 1.7) + 5
|
||||
},
|
||||
parry: {
|
||||
zj: parseInt(lv * 1.5) + 5,
|
||||
fy: parseInt(lv * 1.5) + 5
|
||||
}
|
||||
};
|
||||
}
|
||||
this.slots = [
|
||||
{
|
||||
prop: "zpqf_cc",
|
||||
value: lv => 10 + lv / 500,
|
||||
format: (val) => {
|
||||
return "突击命中后无视对方防御" + val + "%";
|
||||
}
|
||||
}, {
|
||||
prop: "zpqf_mz",
|
||||
value: lv => 1,
|
||||
count: 1,
|
||||
format: (val) => {
|
||||
return "回马枪刺出后无法躲闪";
|
||||
}
|
||||
}
|
||||
];
|
||||
this.pfm = {
|
||||
lian:
|
||||
{
|
||||
name: "突击",
|
||||
distime: 10000,
|
||||
enable_skill: "club",
|
||||
mp: 20,
|
||||
use: function (me, target, lv) {
|
||||
var per = 100 + parseInt(lv / 10);
|
||||
var diff_fy = me.query_prop('zpqf_cc');
|
||||
me.do_attack({
|
||||
target: target,
|
||||
attack_msg: "<hiy>$N身形突进,手中$W犹如灵蛇出洞,快速向$n刺去</hiy>",
|
||||
gj: me.gj * per / 100,
|
||||
mz: me.mz,
|
||||
diff_fy: diff_fy
|
||||
});
|
||||
me.end_attack(target);
|
||||
},
|
||||
query_desc: function (me, lv) {
|
||||
var per = 200 + parseInt(lv / 5);
|
||||
if (per > 500) per = 500;
|
||||
return "对敌人造成" + per + "%攻击力的伤害";
|
||||
}
|
||||
}, hui:
|
||||
{
|
||||
name: "回马枪",
|
||||
distime: 20000,
|
||||
enable_skill: "club",
|
||||
mp: 20,
|
||||
use: function (me, target, lv) {
|
||||
|
||||
var per = 150 + parseInt(lv / 20);
|
||||
if (per > 200) per = 200;
|
||||
if (me.do_attack({
|
||||
target: target,
|
||||
gj: me.gj,
|
||||
mz: me.mz * per / 100,
|
||||
no_dodge: me.query_prop('zpqf_mz') > 0,
|
||||
attack_msg: "<hir>$N突然反身疾退,$n正疑惑发愣间,却见$N骤然转身,施展出「<red>回马枪</red>」刺向傻不楞登的$n</hir>"
|
||||
})) {
|
||||
per = 100 + parseInt(lv / 10);
|
||||
me.do_attack({
|
||||
target: target,
|
||||
attack_msg: "<hiy>$N身形突进,手中$W犹如灵蛇出洞,快速向$n刺去</hiy>",
|
||||
gj: me.gj * per / 100,
|
||||
mz: me.mz
|
||||
});
|
||||
}
|
||||
me.end_attack(target);
|
||||
},
|
||||
query_desc: function (me, lv) {
|
||||
var per = 50 + parseInt(lv / 50);
|
||||
if (per > 100) per = 100;
|
||||
return "攻击出其不意,增加你" + per + "%的命中,对敌人快速攻击,如果命中则对敌人再发起一次突击。";
|
||||
}
|
||||
}
|
||||
};
|
||||
31
world/skill/dodge/chanchubufa.js
Normal file
31
world/skill/dodge/chanchubufa.js
Normal file
@@ -0,0 +1,31 @@
|
||||
this.inherits(SKILL);
|
||||
this.name = "蟾蜍步法";
|
||||
this.id = "chanchubufa";
|
||||
this.grade =2;
|
||||
|
||||
this.dodge_actions = [
|
||||
"只见$n一招「<RED>蟾飞九天</RED>」,身体向上笔直地纵起丈余,躲过了$N这一招。",
|
||||
"但是$n一个使出「<WHT>蛙鸣震天</WHT>」,身形飘忽,轻轻一纵,早已避开。",
|
||||
"$n一招「<CYN>蛙入稻田</CYN>」,身行随意转,倏地往一旁挪开了三尺,避过了这一招。",
|
||||
"可是$n一个「<YEL>蟾蜍扑虫</YEL>」,侧身一让,$N这一招扑了个空。",
|
||||
"却见$n「<RED>蟾翻白肚</RED>」,足不点地,往旁窜开数尺,躲了开去。",
|
||||
"$n身形一招「<GRN>金蟾归月</GRN>」,身形微晃,有惊无险地避开了$N这一招。"
|
||||
];
|
||||
this.desc = "白驼山的轻功步法。";
|
||||
//"(\w+)"(.+?)"NOR"
|
||||
//<$1>$2</$1>
|
||||
this.can_enables = ["dodge"];
|
||||
this.learn_condition = {
|
||||
max_mp: 1000,
|
||||
skill: {
|
||||
dodge: 200
|
||||
}
|
||||
};
|
||||
this.query_enable_prop = function (lv) {
|
||||
return {
|
||||
dodge: {
|
||||
ds: parseInt(lv * 1.3) + 200,
|
||||
str: parseInt(lv / 10)+10
|
||||
}
|
||||
};
|
||||
}
|
||||
28
world/skill/dodge/feiyanzoubi.js
Normal file
28
world/skill/dodge/feiyanzoubi.js
Normal file
@@ -0,0 +1,28 @@
|
||||
this.inherits(SKILL);
|
||||
this.name = "飞檐走壁";
|
||||
this.id = "feiyanzoubi";
|
||||
this.grade = 1;
|
||||
|
||||
this.family = FAMILIES.GAIBANG;
|
||||
this.dodge_actions = [
|
||||
"$n身形急转,避过了$N的攻势。",
|
||||
"可是$n拔地而起,躲过了$N这一招。。",
|
||||
"$n作闪右避,总算躲过了$N这一招。"
|
||||
];
|
||||
this.desc = "江湖中常见的轻功身法。";
|
||||
//"(\w+)"(.+?)"NOR"
|
||||
//<$1>$2</$1>
|
||||
this.can_enables = ["dodge"];
|
||||
this.learn_condition = {
|
||||
max_mp: 700,
|
||||
skill: {
|
||||
dodge:50
|
||||
}
|
||||
};
|
||||
this.query_enable_prop = function (lv) {
|
||||
return {
|
||||
dodge: {
|
||||
ds: lv +5
|
||||
}
|
||||
};
|
||||
}
|
||||
31
world/skill/dodge/qingfushenfa.js
Normal file
31
world/skill/dodge/qingfushenfa.js
Normal file
@@ -0,0 +1,31 @@
|
||||
this.inherits(SKILL);
|
||||
this.name = "青蝠身法";
|
||||
this.id = "qingfushenfa";
|
||||
this.grade =2;
|
||||
|
||||
this.dodge_actions = [
|
||||
"只见$n一招「福满乾坤」,身形陡然纵起,躲过了$N这一招。",
|
||||
"$n一式「五蝠献寿」,身形晃动,向一旁飘出,避开了$N这一招。。",
|
||||
"$n使出「洞天福地」,一个空心筋斗向后翻出,避开了$N的凌厉攻势。",
|
||||
"$n一招「云龙百蝠」,身随意转,$N只觉眼前一花,$n已绕至$N的身后。"
|
||||
];
|
||||
this.desc = "明教青翼蝠王成名绝技";
|
||||
//"(\w+)"(.+?)"NOR"
|
||||
//<$1>$2</$1>
|
||||
this.can_enables = ["dodge"];
|
||||
|
||||
this.query_enable_prop = function (lv) {
|
||||
return {
|
||||
dodge: {
|
||||
ds:parseInt(lv * 1.8) + 100,
|
||||
dex:parseInt(lv/10)
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
this.learn_condition = {
|
||||
max_mp: 2000,
|
||||
skill: {
|
||||
dodge: 200
|
||||
}
|
||||
};
|
||||
84
world/skill/dodge/shenxingbaibian.js
Normal file
84
world/skill/dodge/shenxingbaibian.js
Normal file
@@ -0,0 +1,84 @@
|
||||
this.inherits(SKILL);
|
||||
this.name = "神形百变";
|
||||
this.id = "shenxingbaibian";
|
||||
this.grade = 2;
|
||||
|
||||
this.dodge_actions = [
|
||||
"$n一式<HIC>「行云流水」</HIC>,身不倾,脚不移,身体如行云流水般直滑出丈余。",
|
||||
"$n一式<BLU>「潜音夜行」</BLU>,忽然一弯腰,全身贴地而行,顿时闪过了$N的凌厉攻势。",
|
||||
"$n一式<HIW>「移步换形」</HIW>,足不动,手不抬,一转眼间便绕到了$N的身后。",
|
||||
"$n一式<MAG>「分身化影」</MAG>,一转身间,四面八方飘动着无数个$n的身影,令$N手足无措。",
|
||||
"$n一式<HIB>「凌波微步」</HIB>,左踏巽,右转乾,身行一晃,便到几丈远的地方。",
|
||||
"$n一式<HIM>「更上层楼」</HIM>,身在空中,左脚在右足上一点,从$N头顶腾空而过。",
|
||||
"$n一式<HIW>「仙子出水」</HIW>,长袖一拂,全身化为一道白影,幽幽地从$N头顶飘落。",
|
||||
"$n一式<HIG>「峰回路转」</HIG>,身体如陀螺般急转,登时一股气流涌出,令$N难以动弹。",
|
||||
"$n一式<GRN>「临行秋波」</GRN>,身行倏的从$N的眼前直绕到身后,$N瞪大了两眼,不明所以。",
|
||||
"$n一式<HIY>「浪子回头」</HIY>,身行倏的从$N的眼前飘过,长发一甩,潇洒之极。"
|
||||
];
|
||||
this.desc = "神行百变是铁剑门木桑道长所传下来的轻功绝技,是逃命的高招";
|
||||
//"(\w+)"(.+?)"NOR"
|
||||
//<$1>$2</$1>
|
||||
this.can_enables = ["dodge"];
|
||||
this.learn_condition = {
|
||||
max_mp: 1000,
|
||||
dex1: 20,
|
||||
int1: 20,
|
||||
skill: {
|
||||
dodge: 200
|
||||
}
|
||||
};
|
||||
this.query_enable_prop = function (lv) {
|
||||
return {
|
||||
dodge: {
|
||||
ds: Math.round(lv * 1.2 + 20),
|
||||
dex: Math.round(lv / 10)
|
||||
}
|
||||
};
|
||||
}
|
||||
this.slots = [
|
||||
{
|
||||
prop: 'sxbb_cd',
|
||||
value: (lv) => 5000,
|
||||
format: (val) => {
|
||||
return '神行冷却时间减少5秒';
|
||||
},
|
||||
},
|
||||
{
|
||||
prop: 'sxbb_cx',
|
||||
value: (lv) => 1000,
|
||||
format: (val) => {
|
||||
return '神行持续时间增加1秒';
|
||||
},
|
||||
},
|
||||
];
|
||||
this.pfm = {
|
||||
chan:
|
||||
{
|
||||
name: "神行",
|
||||
distime: 50000,
|
||||
enable_skill: "dodge",
|
||||
distime_key: 'sxbb_cd',
|
||||
mp: 20,
|
||||
release_time: 0,
|
||||
use: function (me, target, lv) {
|
||||
var t = (5000 + lv * 3);
|
||||
if (t > 10000) t = 10000;
|
||||
t += me.query_prop('sxbb_cx');
|
||||
me.send_room("<hic>$N施展神行百变,神光离合,一转身间,四面八方飘动着无数个$n的身影,</hic>", target);
|
||||
me.add_status({
|
||||
id: "dodge",
|
||||
name: "神行",
|
||||
desc: "把神行百变轻功运用到极致,使敌人难以捕捉到你的身影",
|
||||
duration: t,
|
||||
prop: {
|
||||
ds_per: 100
|
||||
}
|
||||
});
|
||||
},
|
||||
query_desc: function (me, lv) {
|
||||
var t = (5000 + lv * 3) / 1000;
|
||||
if (t > 10) t = 10;
|
||||
return "把神行百变轻功运用到极致,使敌人难以捕捉到你的身影," + t + "秒内增加你100%的躲闪";
|
||||
}
|
||||
}
|
||||
};
|
||||
80
world/skill/dodge/sixiangbu.js
Normal file
80
world/skill/dodge/sixiangbu.js
Normal file
@@ -0,0 +1,80 @@
|
||||
this.inherits(SKILL);
|
||||
this.name = "四象步法";
|
||||
this.id = "sixiangbu";
|
||||
this.grade = 2;
|
||||
|
||||
this.dodge_actions = [
|
||||
"只见$n一招「少阴步」,身体向上笔直地纵起丈余,躲过了$N这一招。",
|
||||
"$n一个「乾兑步」,向后纵出数丈之远,避开了$N的凌厉攻势。",
|
||||
"$n使出「离震步」,向一旁飘然纵出,轻轻着地。",
|
||||
"但是$n身形飘忽,使出「少阳步」,轻轻一纵,早已避开。",
|
||||
"$n身随意转「太阴步」,倏地往一旁挪开了三尺,避过了这一招。",
|
||||
"可是$n侧身一让,一个「巽坎步」,$N这一招扑了个空。",
|
||||
];
|
||||
this.desc = "关外胡家的轻功身法,胡斐就是凭借这个步法闯出个雪山飞狐的名号";
|
||||
//"(\w+)"(.+?)"NOR"
|
||||
//<$1>$2</$1>
|
||||
this.can_enables = ["dodge"];
|
||||
this.learn_condition = {
|
||||
max_mp: 1000,
|
||||
dex1: 20,
|
||||
skill: {
|
||||
dodge: 200
|
||||
}
|
||||
};
|
||||
this.query_enable_prop = function (lv) {
|
||||
return {
|
||||
dodge: {
|
||||
ds: lv + 10
|
||||
}
|
||||
};
|
||||
}
|
||||
this.slots = [
|
||||
{
|
||||
prop: 'sxbf_gjsd',
|
||||
value: (lv) => 10,
|
||||
count: 2,
|
||||
format: (val) => {
|
||||
return '四象步法攻击速度增加10%';
|
||||
},
|
||||
},
|
||||
{
|
||||
prop: 'sxbf_ds',
|
||||
value: (lv) => 10,
|
||||
format: (val) => {
|
||||
return '四象步法躲闪增加10%';
|
||||
},
|
||||
},
|
||||
];
|
||||
this.pfm = {
|
||||
chan:
|
||||
{
|
||||
name: "飞天狐狸",
|
||||
distime: 40000,
|
||||
enable_skill: "dodge",
|
||||
mp: 20,
|
||||
release_time: 0,
|
||||
use: function (me, target, lv) {
|
||||
|
||||
var dex = 20 + Math.min(parseInt(lv / 500), 10);
|
||||
me.send_room("<hiy>$N足尖轻点地面,凌空跃起,身形顿时变得飘忽不定,难以捉摸。</hiy>", target);
|
||||
me.add_status({
|
||||
id: "dodge",
|
||||
name: "飞天",
|
||||
desc: "四象步法之飞天狐狸,增加你的躲闪和攻速",
|
||||
finish_msg: "$N的飞天狐狸运功完毕,将内力收回丹田。",
|
||||
duration: Math.min(8000 + lv * 2, 20000),
|
||||
prop: {
|
||||
ds_per: dex + me.query_prop('sxbf_ds'),
|
||||
gjsd_per: dex + me.query_prop('sxbf_gjsd')
|
||||
}
|
||||
});
|
||||
},
|
||||
query_desc: function (me, lv) {
|
||||
var t = (8000 + lv * 2) / 1000;
|
||||
if (t > 20) t = 20;
|
||||
var dex = 20 + Math.min(parseInt(lv / 500), 10);
|
||||
return "" + t + "秒内增加你" + dex + "%躲闪,攻击速度提高" + dex + "%";
|
||||
}
|
||||
}
|
||||
};
|
||||
76
world/skill/dodge/wuduyanluobu.js
Normal file
76
world/skill/dodge/wuduyanluobu.js
Normal file
@@ -0,0 +1,76 @@
|
||||
this.inherits(SKILL);
|
||||
this.name = "五毒烟萝步";
|
||||
this.id = "wuduyanluobu";
|
||||
this.grade = 3;
|
||||
this.dodge_actions = [
|
||||
"$n不慌不忙,一式「江水横流」,身行倏的向一旁平移数尺,堪堪躲过了$N的功势。",
|
||||
"$n身行如鬼魅般一晃,刹那间已远去数丈之外,$N顿时扑了个空。",
|
||||
"$n身行忽的加快,如一缕青烟般绕着$N飞快旋转,看得$N一阵头晕眼花,急忙收招跳开。",
|
||||
"只见$n身子向后一翻,一招「缥渺孤鸿影」,后荡而起,掠向一旁。",
|
||||
"$n怪异的一笑,身行忽的变得朦胧不清,$N的凌厉招式竟然透体而过,原来竟是一具幻影。",
|
||||
"$n的身行顿时变得如蛇一般柔软,随着$N的招式左右摆动,竟使得$N招招落空。"
|
||||
];
|
||||
this.can_enables = ["dodge"];
|
||||
this.query_enable_prop = function (lv) {
|
||||
return {
|
||||
dodge: {
|
||||
ds: parseInt(lv * 1.5) + 130,
|
||||
dex: parseInt(lv / 7)
|
||||
}
|
||||
};
|
||||
}
|
||||
this.learn_condition = {
|
||||
max_mp: 10000,
|
||||
skill: {
|
||||
dodge: 500
|
||||
}
|
||||
};
|
||||
this.slots = [
|
||||
{
|
||||
prop: "wdylb_ds",
|
||||
value: lv => 100,
|
||||
format: (val) => {
|
||||
return "金蛇游身判定时的有效等级增加" + val;
|
||||
}
|
||||
}, {
|
||||
prop: "wdylb_tm",
|
||||
value: lv => 1000,
|
||||
format: (val) => {
|
||||
return "金蛇游身成功后对方的忙乱时间+1秒";
|
||||
}
|
||||
}
|
||||
];
|
||||
this.pfm = {
|
||||
snake:
|
||||
{
|
||||
name: "金蛇游身",
|
||||
distime: 30000,
|
||||
enable_skill: "dodge",
|
||||
mp: 20,
|
||||
use: function (me, target, lv) {
|
||||
var time = 2000 + lv * 3;
|
||||
if (time > 10000) time = 10000;
|
||||
var msg = "<HIC>$N身行忽的一变,使出「金蛇游身」的绝技,身法越来越快。\n\n只见$N飞快的绕场游走,瞻之在前,望之在后,一时间到处都是$N的身影。</HIC>\n";
|
||||
|
||||
if (me.random(lv / 2) + lv
|
||||
+ me.query_prop('wdylb_ds') > target.query_skill(target.dodge_skill.id, 0)) {
|
||||
msg += "<hiy>$n不由得一阵手足无措,被$N连攻数招!\n</hiy>";
|
||||
target.add_status({
|
||||
id: "busy",
|
||||
is_busy: true,
|
||||
duration: time + me.query_prop('wdylb_tm'),
|
||||
name: "忙乱",
|
||||
downside: true
|
||||
}, me);
|
||||
} else {
|
||||
msg += "<hir>可是$n以静制动,紧守门户,丝毫不受$N的影响,$N自己倒累的满头大汗!\n</hir>";
|
||||
}
|
||||
me.send_room(msg, target);
|
||||
},
|
||||
query_desc: function (me, lv) {
|
||||
var time = 2000 + lv * 4;
|
||||
if (time > 10000) time = 10000;
|
||||
return "金蛇游身,如有万蛇缠身,成功后使敌人忙乱" + (time / 1000) + "秒。";
|
||||
}
|
||||
}
|
||||
};
|
||||
32
world/skill/dodge/yixingbufa.js
Normal file
32
world/skill/dodge/yixingbufa.js
Normal file
@@ -0,0 +1,32 @@
|
||||
this.inherits(SKILL);
|
||||
this.name = "意形步法";
|
||||
this.id = "yixingbufa";
|
||||
this.grade = 1;
|
||||
|
||||
this.dodge_actions = [
|
||||
"$n漫不经心的向左迈出一步,刚好避过$N的凌厉攻势。",
|
||||
"可是$n不紧不慢往右走了一步,躲过了$N这一招。",
|
||||
"但是$n身形飘忽,轻轻一纵,早已避开。",
|
||||
"$n身随意转,倏地往一旁挪开了三尺,避过了这一招。",
|
||||
"可是$n侧身一让,$N这一招扑了个空。",
|
||||
"却见$n足不点地,往旁窜开数尺,躲了开去。",
|
||||
"$n身形微晃,有惊无险地避开了$N这一招。",
|
||||
"$n看似无心地信手一拂,肩头微侧,堪堪避过了$N这一招。"
|
||||
];
|
||||
this.desc = "神龙岛独门轻功身法,模仿毒蛇游走而得名";
|
||||
//"(\w+)"(.+?)"NOR"
|
||||
//<$1>$2</$1>
|
||||
this.can_enables = ["dodge"];
|
||||
this.learn_condition = {
|
||||
max_mp: 500,
|
||||
skill: {
|
||||
dodge: 50
|
||||
}
|
||||
};
|
||||
this.query_enable_prop = function (lv) {
|
||||
return {
|
||||
dodge: {
|
||||
ds: lv + 5
|
||||
}
|
||||
};
|
||||
}
|
||||
34
world/skill/dodge/yunlongshenfa.js
Normal file
34
world/skill/dodge/yunlongshenfa.js
Normal file
@@ -0,0 +1,34 @@
|
||||
this.inherits(SKILL);
|
||||
this.name = "云龙身法";
|
||||
this.id = "yunlongshenfa";
|
||||
this.grade = 1;
|
||||
|
||||
this.dodge_actions = [
|
||||
"$n一式<HIY>「龙腾虎跃」</HIY>,身行一转,猛的跳向一旁,躲过了$N的功势。",
|
||||
"$n一式<HIY>「沙场点兵」</HIY>,双臂置于身后,不急不缓,昂首从$N眼前跨过。",
|
||||
"$n一式<HIG>「风雨同舟」</HIG>,不退反进,一下子绕到了$N的身后。",
|
||||
"$n一式<HIG>「养精蓄锐」</HIG>,缓缓的向后一退,轻松让过了$N的凌厉攻势。",
|
||||
"$n一式<GRN>「无心插柳」</GRN>,左手一扬,身行一晃,便向右飘出丈远。",
|
||||
"$n一式<MAG>「苍鹰搏兔」</MAG>,身体如一只苍鹰,呼的一声从$N的眼前飞过。",
|
||||
"$n一式<HIY>「九龙在天」</HIY>,忽的拔地而起,在半空中一转,已落到几丈远的地方。",
|
||||
"$n一式<HIC>「瀑落九天」</HIC>,全身化为一道白影,忽的一个空翻,从左边飘到右边。",
|
||||
"$n一式<HIC>「幻眼云烟」</HIC>,身形陡地变得飘忽不定,令$N无法看清。",
|
||||
"$n一式<HIW>「九天揽月」</HIW>,宛若一条矫矢苍龙,倏的拔地而起,令$N不敢仰视。",
|
||||
];
|
||||
this.desc = "天地会的轻功身法,身似游龙,无影无随";
|
||||
//"(\w+)"(.+?)"NOR"
|
||||
//<$1>$2</$1>
|
||||
this.can_enables = ["dodge"];
|
||||
this.learn_condition = {
|
||||
max_mp: 600,
|
||||
skill: {
|
||||
dodge: 50
|
||||
}
|
||||
};
|
||||
this.query_enable_prop = function (lv) {
|
||||
return {
|
||||
dodge: {
|
||||
ds: lv + 20
|
||||
}
|
||||
};
|
||||
}
|
||||
24
world/skill/emei/emeixinfa.js
Normal file
24
world/skill/emei/emeixinfa.js
Normal file
@@ -0,0 +1,24 @@
|
||||
this.inherits(SKILL);
|
||||
this.name = "峨眉心法";
|
||||
this.id = "emeixinfa";
|
||||
this.grade = 1;
|
||||
this.force_rad = 0.6;
|
||||
this.desc = "峨眉派的入门心法";
|
||||
this.family = FAMILIES.EMEI;
|
||||
//"(\w+)"(.+?)"NOR"
|
||||
//<$1>$2</$1>
|
||||
this.can_enables = ["force"];
|
||||
this.query_enable_prop = function (lv) {
|
||||
return {
|
||||
force: {
|
||||
max_hp: lv * 2 + 10,
|
||||
limit_mp: lv * 10,
|
||||
desc: "唯一:将你内力的60%转化为气血"
|
||||
}
|
||||
};
|
||||
}
|
||||
this.learn_condition = {
|
||||
skill: {
|
||||
force: 50
|
||||
}
|
||||
};
|
||||
99
world/skill/emei/huifengjian.js
Normal file
99
world/skill/emei/huifengjian.js
Normal file
@@ -0,0 +1,99 @@
|
||||
this.inherits(SKILL);
|
||||
this.name = "回风拂柳剑";
|
||||
this.id = "huifengjian";
|
||||
this.grade = 2;
|
||||
this.family = FAMILIES.EMEI;
|
||||
this.attack_actions = [
|
||||
"$N剑尖剑芒暴长,一招「清风袭月」,手中$w自左下大开大阖,一剑向右上向$n的$l",
|
||||
"$N长剑圈转,施一招「飘雪穿云」,手中$w平展下刺,一剑轻轻划过$n的$l",
|
||||
"只见$N长剑轻灵跳动,剑随身长,右手$w猛地使出一式「千峰竞秀」刺向$n的$l",
|
||||
"$N长剑下指,剑意流转,一招「万流归宗」直取$n的$l",
|
||||
"$N剑芒吞吐,幻若灵蛇,手中$w使出一式「乌龙搅柱」,剑势曼妙非凡,刺向$n的$l",
|
||||
|
||||
"$N挥剑分击,剑势自胸前跃出,右手$w一式「进退龙游」,毫无留恋之势,刺向$n的$l",
|
||||
"$N退步,左手剑指划转,腰部一扭,右手$w一记「天地鹤翔」自下而上刺向$n的$l"
|
||||
];
|
||||
this.desc = "峨眉派的入门剑法,剑法轻灵,如回风拂柳";
|
||||
//"\+(\w+)\+"(.+?)"\+NOR\+"
|
||||
//<$1>$2</$1>
|
||||
this.learn_condition = {
|
||||
max_mp: 2000,
|
||||
skill: {
|
||||
sword: 200
|
||||
}
|
||||
};
|
||||
this.can_enables = ["sword"];
|
||||
this.query_enable_prop = function (lv) {
|
||||
return {
|
||||
sword: {
|
||||
gj: 20 + parseInt(lv * 1.3),
|
||||
mz: parseInt(lv * 1.3) + 20
|
||||
}
|
||||
};
|
||||
}
|
||||
this.pfm = {
|
||||
mie:
|
||||
{
|
||||
name: "灭剑",
|
||||
distime: 20000,
|
||||
enable_skill: "sword",
|
||||
weapon_type: WEAPON_TYPE.SWORD,
|
||||
mp: 10,
|
||||
release_time:0,
|
||||
use: function (me, target, lv) {
|
||||
var miss = "<cyn>可是$p轻轻一笑,侧身右转,闪了开去</cyn>";
|
||||
if (me.do_attack({
|
||||
attack_msg: "<hir>$N屈腕云剑,剑光如彩碟纷飞,幻出点点星光,右手$w陡然使出一式「灭剑」跃跃洒洒飘向$n</hir>",
|
||||
target: target,
|
||||
gj: me.gj,
|
||||
mz: me.mz,
|
||||
miss_msg: miss,
|
||||
parry_msg: miss
|
||||
})) {
|
||||
var sh = 10 + parseInt(lv / 100);
|
||||
target.add_status({
|
||||
id: "damage",
|
||||
duration: 10000,
|
||||
name: "灭剑",
|
||||
downside: true,
|
||||
prop: {
|
||||
diff_sh_per: -sh
|
||||
}
|
||||
});
|
||||
}
|
||||
me.end_attack(target);
|
||||
},
|
||||
query_desc: function (me, lv) {
|
||||
var sh = 10 + parseInt(lv / 100);
|
||||
return "对敌方造成伤害,并使对方在之后10秒内受到的伤害增加" + sh + "%";
|
||||
}
|
||||
} , jue:
|
||||
{
|
||||
name: "绝剑",
|
||||
distime: 20000,
|
||||
enable_skill: "sword",
|
||||
weapon_type: WEAPON_TYPE.SWORD,
|
||||
mp: 10,
|
||||
release_time: 5000,
|
||||
use: function (me, target, lv) {
|
||||
var per = 10 + parseInt(lv / 100);
|
||||
var sh = 100 + parseInt(lv / 10);
|
||||
var miss = "<hic>可是$p轻轻一笑,侧身右转,伸出两指,正弹在$P的剑上,长剑在$p身侧划过,毫发无伤。</hic>";
|
||||
me.do_attack({
|
||||
attack_msg: "<hir>$N手中长剑剑芒跃动,剑光暴长,幻出死亡的色彩,剑尖渐渐逼近$n,$n看到漫天剑光,抽身后跃,只这一刹,漫天剑影化为一剑直刺$n前胸,快捷无伦!</hir>",
|
||||
target: target,
|
||||
gj: me.gj * sh/100,
|
||||
mz: me.mz ,
|
||||
miss_msg: miss,
|
||||
parry_msg: miss,
|
||||
diff_fy:per
|
||||
})
|
||||
me.end_attack(target);
|
||||
},
|
||||
query_desc: function (me, lv) {
|
||||
var sh = 100 + parseInt(lv / 10);
|
||||
var per = 10 + parseInt(lv / 100);
|
||||
return "对敌方造成" + sh +"%攻击力无视对方"+per+"%防御的伤害";
|
||||
}
|
||||
}
|
||||
};
|
||||
64
world/skill/emei/jindingzhang.js
Normal file
64
world/skill/emei/jindingzhang.js
Normal file
@@ -0,0 +1,64 @@
|
||||
this.inherits(SKILL);
|
||||
this.name = "金顶绵掌";
|
||||
this.id = "jindingzhang";
|
||||
this.grade = 1;
|
||||
|
||||
this.family = FAMILIES.EMEI;
|
||||
this.attack_actions = [
|
||||
"$N身形微晃,一招「三阳开泰」,掌起风生,$n只觉得一股暖气袭向$l",
|
||||
"$N双手变幻,五指轻弹,一招「五气呈祥」,力分五路,招罩十方,抓向$n的$l",
|
||||
"$N左手前引,右手倏出,抢在头里,一招「罡风推云」,疾抓向$n的$l",
|
||||
"$N左手圈转,轻拂$n的左手,反向推出,一招「逆流捧沙」,猛地击向$n的下巴",
|
||||
"$N舌绽春雷,一声娇喝,在$n一愣间,右手一招「雷洞霹雳」,直捣$n的$l",
|
||||
"$N双手平举握拳,一招「金顶佛光」施出,掌影重重,难辨虚实,掌风已经袭面",
|
||||
"$N一幅宝像庄严,使出「梵心降魔」,掌势如虹,绕着$n漂移不定",
|
||||
"$N双臂疾舞,化为点点掌影,一招「法尊八荒」铺天盖地袭向$n全身各处大穴"
|
||||
];
|
||||
this.desc = "峨眉派拳脚功夫,掌风阴柔,犹如长江大河,汹涌不绝";
|
||||
//"(\w+)"(.+?)"NOR"
|
||||
//<$1>$2</$1>
|
||||
this.can_enables = ["unarmed", "parry"];
|
||||
this.learn_condition = {
|
||||
max_mp: 500,
|
||||
skill: {
|
||||
unarmed: 50
|
||||
}
|
||||
};
|
||||
this.query_enable_prop = function (lv) {
|
||||
return {
|
||||
unarmed: {
|
||||
gj: lv + 20,
|
||||
mz:lv
|
||||
|
||||
}, parry: {
|
||||
zj: parseInt(lv * 1.2) + 10,
|
||||
max_hp: lv*3
|
||||
|
||||
}
|
||||
};
|
||||
}
|
||||
this.pfm = {
|
||||
po:
|
||||
{
|
||||
name: "佛光普照",
|
||||
distime: 6000,
|
||||
enable_skill: "unarmed",
|
||||
weapon_type: WEAPON_TYPE.UNARMED,
|
||||
mp: 20,
|
||||
use: function (me, target, lv) {
|
||||
var sh = me.gj + (100 + lv * parseInt((lv / 500) + 1));
|
||||
me.do_attack({
|
||||
target: target,
|
||||
gj: sh,
|
||||
attack_msg: "<HIY>$N娇喝一声,一招“佛光普照”平淡无奇的朝$n拍去,可内力却如排山倒海一般袭来,使$n挡无可挡,避无可避。</HIY>",
|
||||
no_dodge: true,
|
||||
parry_msg: "<hic>可是$p奋力招架,硬生生的挡开了$P这一招。</hic>"
|
||||
});
|
||||
me.end_attack(target);
|
||||
},
|
||||
query_desc: function (me, lv) {
|
||||
var sh = (100 + lv * parseInt((lv / 500) + 1));
|
||||
return "平淡无奇的招式,却如佛光普照般使敌人难以躲闪,对敌方造成你的攻击附加" + sh + "的伤害。";
|
||||
}
|
||||
}
|
||||
};
|
||||
98
world/skill/emei/jiuyinbaiguzhao.js
Normal file
98
world/skill/emei/jiuyinbaiguzhao.js
Normal file
@@ -0,0 +1,98 @@
|
||||
this.inherits(SKILL);
|
||||
this.name = "九阴白骨爪";
|
||||
this.id = "jiuyinbaiguzhao";
|
||||
this.grade = 3;
|
||||
|
||||
this.family = FAMILIES.EMEI;
|
||||
this.attack_actions = [
|
||||
"$N左爪虚晃,右爪蓄力,一招「勾魂夺魄」直插向$n的$l",
|
||||
"$N双手连环成爪,爪爪钩向$n,「九子连环」已向$n的$l抓出",
|
||||
"$N双手使出「十指穿心」,招招不离$n的$l",
|
||||
"$N身形围$n一转,使出「天罗地网」,$n的$l已完全笼罩在爪影下",
|
||||
"$N使一招「风卷残云」,双爪幻出满天爪影抓向$n全身",
|
||||
"$N吐气扬声,一招「唯我独尊」双爪奋力向$n天灵戳下"
|
||||
];
|
||||
this.desc = "九阴真经里记载的外门功夫,阴狠毒辣";
|
||||
//"(\w+)"(.+?)"NOR"
|
||||
//<$1>$2</$1>
|
||||
this.can_enables = ["unarmed", "parry"];
|
||||
this.learn_condition = {
|
||||
max_mp:5000,
|
||||
skill: {
|
||||
unarmed: 300
|
||||
}
|
||||
};
|
||||
this.query_enable_prop = function (lv) {
|
||||
return {
|
||||
unarmed: {
|
||||
gj: parseInt(lv * 1.6) + 20,
|
||||
mz: parseInt(lv*1.5 + 20)
|
||||
},
|
||||
parry: {
|
||||
zj: parseInt(lv * 1.5) + 20,
|
||||
fy: lv + 20
|
||||
}
|
||||
};
|
||||
}
|
||||
this.pfm = {
|
||||
duo:
|
||||
{
|
||||
name: "夺命",
|
||||
distime: 18000,
|
||||
enable_skill: "unarmed",
|
||||
weapon_type: WEAPON_TYPE.UNARMED,
|
||||
mp: 20,
|
||||
use: function (me, target, lv) {
|
||||
var gj = me.gj * (200 + lv / 10)/100;
|
||||
if (me.do_attack({
|
||||
target: target,
|
||||
gj: gj,
|
||||
mz: me.mz,
|
||||
no_weapon: true,
|
||||
attack_msg: "<hiy>$N冷笑数声,手指微微弯曲成爪,身形疾转,飞向$n头顶抓下</hiy>",
|
||||
damage_msg:"<hir>$n哪里料到$N竟有如此变招,不及躲闪,被$P抓了个鲜血淋漓,头痛欲裂。</hir>"
|
||||
})) {
|
||||
target.add_status({
|
||||
id: "miss",
|
||||
name: "夺命",
|
||||
desc: "你无法躲闪",
|
||||
is_rash: true,
|
||||
duration: 8000,
|
||||
downside: true
|
||||
});
|
||||
}
|
||||
me.end_attack(target);
|
||||
},
|
||||
query_desc: function (me, lv) {
|
||||
var gj = 200 + parseInt(lv / 10);
|
||||
return "快速狠辣的攻击,命中后对敌人造成你攻击力" + gj + "%的伤害,在8秒内使敌人无法闪避。";
|
||||
}
|
||||
}, juan:
|
||||
{
|
||||
name: "风卷残云",
|
||||
distime: 18000,
|
||||
enable_skill: "unarmed",
|
||||
weapon_type: WEAPON_TYPE.UNARMED,
|
||||
mp: 20,
|
||||
use: function (me, target, lv) {
|
||||
lv = 30 - lv / 100;
|
||||
if (lv < 10) lv = 10;
|
||||
var count = parseInt((100 - target.hp * 100 / target.max_hp) / lv) + 3;
|
||||
me.send_room("<hir>$N一声厉啸,手指弯曲成爪,身形疾转,双爪化为一片残影,飞向$n抓去</hir>\n", target);
|
||||
for (var i = 0; i < count; i++) {
|
||||
me.do_attack({
|
||||
target: target,
|
||||
gj: me.gj,
|
||||
mz: me.mz,
|
||||
no_weapon: true
|
||||
});
|
||||
}
|
||||
me.end_attack(target);
|
||||
},
|
||||
query_desc: function (me, lv) {
|
||||
var lv = 30 - lv / 100;
|
||||
if (lv < 10) lv = 10;
|
||||
return "对敌人进行快速攻击3次,对方的气血每降低" + lv + "%,你的攻击次数增加1次";
|
||||
}
|
||||
}
|
||||
};
|
||||
126
world/skill/emei/linjizhuang.js
Normal file
126
world/skill/emei/linjizhuang.js
Normal file
@@ -0,0 +1,126 @@
|
||||
this.inherits(SKILL);
|
||||
this.name = "临济十二庄";
|
||||
this.id = "linjizhuang";
|
||||
this.grade = 3;
|
||||
this.force_rad = 0.7;
|
||||
this.desc = "峨眉派内功心法";
|
||||
this.family = FAMILIES.EMEI,
|
||||
//"(\w+)"(.+?)"NOR"
|
||||
//<$1>$2</$1>
|
||||
this.can_enables = ["force"];
|
||||
this.learn_condition = {
|
||||
max_mp: 2000,
|
||||
skill: {
|
||||
force: 200
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
this.query_enable_prop = function (lv) {
|
||||
return {
|
||||
force: {
|
||||
max_hp: lv * 11,
|
||||
fy: lv,
|
||||
fy_per: 3 + parseInt(lv / 300),
|
||||
limit_mp: lv * 103,
|
||||
desc: "唯一:将你内力的70%转化为气血"
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
this.pfm = {
|
||||
xi:
|
||||
{
|
||||
name: "鹤翔庄",
|
||||
distime: 60000,
|
||||
enable_skill: "force",
|
||||
mp: 20,
|
||||
use_type: 2,
|
||||
release_time: 0,
|
||||
use: function (me, target, lv) {
|
||||
var gj = parseInt(lv / 300) + 10;
|
||||
me.notify("<hiy>你暗运龙鹤两庄,启天门,闭地户,聚精成力,顿觉气力倍增。</hiy>");
|
||||
me.add_status({
|
||||
id: "force",
|
||||
name: "鹤翔",
|
||||
on_interval: function (me) {
|
||||
if (me.hp > 0) {
|
||||
hp = me.do_recover(me.max_hp * gj / 100);
|
||||
if (hp > 0) me.notify("<hig>你恢复了" + hp + "点气血。</hig>");
|
||||
}
|
||||
|
||||
},
|
||||
duration_count: 5,
|
||||
duration: 2000
|
||||
});
|
||||
|
||||
},
|
||||
query_desc: function (me, lv) {
|
||||
var gj = parseInt(lv / 300) + 10;
|
||||
return "每两秒内恢复你" + gj + "%气血,持续5次";
|
||||
}
|
||||
}, huifu:
|
||||
{
|
||||
name: "游龙庄",
|
||||
distime: 20000,
|
||||
enable_skill: "force",
|
||||
mp: 20,
|
||||
release_time: 0,
|
||||
allow_busy: true,
|
||||
use: function (me, target, lv) {
|
||||
var gj = parseInt(me.gj * (lv / 5 + 100) / 100) + 2000;
|
||||
me.send_room("<hiy>$N宝相庄严,双手合十,天地间的真气如游龙般汇聚而来。</hiy>");
|
||||
var ts = me.team || [me];
|
||||
for (var i = 0; i < ts.length; i++) {
|
||||
var x = ts[i];
|
||||
if (x.hp > 0 && me.is_here(x)) {
|
||||
gj = x.do_recover(gj);
|
||||
if (gj > 0)
|
||||
x.notify("<hig>你恢复了" + gj + "点气血。</hig>");
|
||||
if (x.is_busy) {
|
||||
x.remove_status("busy");
|
||||
// me.reauto_attack();
|
||||
x.send_room("<hig>梵音暮鼓,真气游龙,一时间$N心如明镜,再无杂念。\n</hig>");
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
},
|
||||
query_desc: function (me, lv) {
|
||||
var gj = parseInt(me.gj * (lv / 5 + 100) / 100) + 2000;
|
||||
return "战斗中恢复自己和附近队友" + gj + "点气血,并消除队友的忙乱状态。";
|
||||
}
|
||||
}
|
||||
|
||||
//, power: {
|
||||
// name: "幽冥庄",
|
||||
// distime: 300000,
|
||||
// enable_skill: "force",
|
||||
// mp: 20,
|
||||
// release_time: 0,
|
||||
// no_auto: true,
|
||||
// use_type: 1,
|
||||
// use: function (me, target, lv) {
|
||||
// me.send_room("<mag>$N凝聚幽冥二气,口宣佛号: 阿弥陀佛!如鬼神之音,贯通两界! </mag>");
|
||||
// var items = me.environment.items;
|
||||
// var hf = 30 + parseInt(lv / 15);
|
||||
// if (hf > 100) hf = 100;
|
||||
// for (var i = 0; i < items.length; i++) {
|
||||
// if (items[i].otype == "corpse") {
|
||||
// var player = items[i].from;
|
||||
// if (player && player.hp <= 0) {
|
||||
// player.hp = parseInt(player.max_hp*hf/100);
|
||||
// player.mp = parseInt(player.max_mp * hf / 100);
|
||||
// player.notify('{type:"die",relive:true}');
|
||||
// player.moveto(me.environment, null, "<mag>" + player.name + "复活了。</mag>");
|
||||
// items[i].from=null;
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
// },
|
||||
// query_desc: function (me, lv) {
|
||||
|
||||
// return "沟通幽冥之力,唤回游离在天地间的灵魂,使附近玩家复活(需剃度)。";
|
||||
// }
|
||||
// }
|
||||
};
|
||||
120
world/skill/emei/yitianjianfa.js
Normal file
120
world/skill/emei/yitianjianfa.js
Normal file
@@ -0,0 +1,120 @@
|
||||
this.inherits(SKILL);
|
||||
this.name = "倚天剑法";
|
||||
this.id = "yitianjianfa";
|
||||
this.grade = 4;
|
||||
this.first_title = "倚天传人";
|
||||
this.family = FAMILIES.EMEI;
|
||||
this.attack_actions = [
|
||||
"$N剑尖剑芒暴长,一招「倚天寒芒」,手中$w大开大阖,剑芒直刺$n的$l",
|
||||
"$N剑芒吞吐,单手$w一招「翻江倒海」,剑势曼妙,剑光直逼向$n的$l",
|
||||
"$N一式「神剑佛威」,屈腕云剑,剑光如彩碟纷飞,幻出点点星光飘向$n",
|
||||
"$N挥剑分击,剑势自胸前跃出,$w一式「群邪辟易」,毫无留恋之势,刺向$n",
|
||||
"$N左手剑指划转,腰部一扭,右手$w一记「荡妖除魔」自下而上刺向$n的$l",
|
||||
"$N脸色凝重凝重,缓缓举起$w,突然跃起身剑合一,使出一招“倚天不出”,手中$w由下至上划出一条美丽的弧线刺向$n的$l",
|
||||
"$N反身跃起,双手握剑举至头顶使出倚天剑法奥义“谁与争锋”,这看似简简单单的一剑,而厚重的剑气直奔$n的$l而去"
|
||||
|
||||
];
|
||||
this.desc = "峨眉派祖师郭襄在得到倚天剑后自创的一式剑法,招式狠辣,不留余地。";
|
||||
//"\+(\w+)\+"(.+?)"\+NOR\+"
|
||||
//<$1>$2</$1>
|
||||
|
||||
this.can_enables = ["sword"];
|
||||
this.query_prop = function (lv) {
|
||||
return {
|
||||
diff_fy_per: 5 + parseInt(lv / 300)
|
||||
};
|
||||
}
|
||||
this.learn_condition = {
|
||||
max_mp: 10000,
|
||||
skill: {
|
||||
sword: 500
|
||||
}
|
||||
};
|
||||
this.query_enable_prop = function (lv) {
|
||||
return {
|
||||
sword: {
|
||||
gj: 30 + parseInt(lv * 1.8),
|
||||
mz: parseInt(lv * 1.8) + 20,
|
||||
desc: "命中敌人后会使敌方防御减少1%,可叠加最高20层"
|
||||
}
|
||||
};
|
||||
}
|
||||
this.on_attack_over = function (me, target, par) {
|
||||
if (!par.is_dodge && !par.is_parry) {
|
||||
target.add_status({
|
||||
id: "fumo",
|
||||
name: "伏魔",
|
||||
desc: "你的防御减少了",
|
||||
max_count: 20,
|
||||
prop: {
|
||||
fy_per: -1
|
||||
},
|
||||
duration: 5000,
|
||||
count: 1,
|
||||
downside: true,
|
||||
override: 1
|
||||
});
|
||||
}
|
||||
}
|
||||
this.pfm = {
|
||||
yi:
|
||||
{
|
||||
name: "倚天剑决",
|
||||
distime: 20000,
|
||||
enable_skill: "sword",
|
||||
weapon_type: WEAPON_TYPE.SWORD,
|
||||
mp: 10,
|
||||
use: function (me, target, lv) {
|
||||
me.send_room("<HIY>$N长啸一声:武林至尊、宝刀屠龙。号令天下,莫敢不从。倚天不出,谁与争锋 !</hiy>\n <HIR>顿时风云变色,$N手中舞出漫天剑光........ \n<HIR>");
|
||||
var str = ["<HIC>-----拔云见日!----- </HIC>\n", "<BLU>-----星河在天!-----</BLU> \n", "<HIY>-----倚天不出!----- </HIY>\n", "<HIR>-----谁与争锋!-----</HIR> \n"];
|
||||
var gj = me.gj;
|
||||
lv = parseInt(120 + (lv / 50));
|
||||
// var max = 0;
|
||||
for (var i = 0; i < 4; i++) {
|
||||
if (me.do_attack({
|
||||
target: target,
|
||||
attack_before: str[i],
|
||||
gj: gj
|
||||
})) {
|
||||
// max++;
|
||||
gj = gj * lv / 100;
|
||||
}
|
||||
}
|
||||
|
||||
// me.send_room("<HIR>$N暗念倚天剑决,身法陡然加快!</HIR>");
|
||||
me.end_attack(target);
|
||||
},
|
||||
query_desc: function (me, lv) {
|
||||
lv = parseInt(20 + (lv / 50));
|
||||
return "倚天剑决,瞬间攻击4次,当前一次攻击命中后,下次攻击伤害增加" + lv + "%";
|
||||
}
|
||||
}, hao:
|
||||
{
|
||||
name: "号令天下",
|
||||
distime: 30000,
|
||||
enable_skill: "sword",
|
||||
weapon_type: WEAPON_TYPE.SWORD,
|
||||
mp: 10,
|
||||
use: function (me, target, lv) {
|
||||
var per = 10 + parseInt(lv / 50);
|
||||
var count = target.query_status("fumo");
|
||||
if (!count) count = 1;
|
||||
per = 100 + per * count;
|
||||
if (me.do_attack({
|
||||
attack_msg: "<HIR>$N面容肃穆,高举$W, 顿时剑光暴长,手中$W化作漫天剑光直射$n。<HIR>",
|
||||
target: target,
|
||||
mz: me.mz * per / 100,
|
||||
gj: me.gj * per / 100
|
||||
})) {
|
||||
target.clear_downside(false);
|
||||
}
|
||||
if (count >= 1) target.remove_status("fumo", true);
|
||||
// me.send_room("<HIR>$N暗念倚天剑决,身法陡然加快!</HIR>");
|
||||
me.end_attack(target);
|
||||
},
|
||||
query_desc: function (me, lv) {
|
||||
var per = 10 + parseInt(lv / 50);
|
||||
return "对敌人造成伤害,每层伏魔增加" + per + "%伤害和命中,命中后伏魔重置,驱除对方的有益状态";
|
||||
}
|
||||
}
|
||||
};
|
||||
31
world/skill/emei/zhutianbu.js
Normal file
31
world/skill/emei/zhutianbu.js
Normal file
@@ -0,0 +1,31 @@
|
||||
this.inherits(SKILL);
|
||||
this.name = "诸天化身步";
|
||||
this.id = "zhutianbu";
|
||||
this.grade = 1;
|
||||
|
||||
this.family = FAMILIES.EMEI;
|
||||
this.dodge_actions = [
|
||||
"只见$n一招「天地钩」,身体腾空,双足向上,笔直地纵起丈余,躲过了$N这一招。",
|
||||
"$n身随意转,一式「凤点头」头部前挺,侧身收腹,倏地往一旁挪开了三尺,避过了这一招。",
|
||||
"$n双足抓地,身形微晃,一招「鹰爪松」有惊无险地避开了$N这一招。\n",
|
||||
"但是$n身形飘忽,一式「风摆柳」,轻轻一纵,早已避开。",
|
||||
"$n一个「阴阳箭」,向后纵出数丈之远,避开了$N的凌厉攻势,立即又欺近$N身旁。",
|
||||
"$n使出「日月扣」,双手如钩向一旁飘然纵出,轻轻着地。"
|
||||
];
|
||||
this.desc = "峨眉派轻功身法,如有千万化身。";
|
||||
//"(\w+)"(.+?)"NOR"
|
||||
//<$1>$2</$1>
|
||||
this.can_enables = ["dodge"];
|
||||
this.learn_condition = {
|
||||
max_mp: 600,
|
||||
skill: {
|
||||
dodge: 50
|
||||
}
|
||||
};
|
||||
this.query_enable_prop = function (lv) {
|
||||
return {
|
||||
dodge: {
|
||||
ds: lv +10
|
||||
}
|
||||
};
|
||||
}
|
||||
93
world/skill/force/baiyunxinfa.js
Normal file
93
world/skill/force/baiyunxinfa.js
Normal file
@@ -0,0 +1,93 @@
|
||||
this.inherits(SKILL);
|
||||
this.name = "白云心法";
|
||||
this.id = "baiyunxinfa";
|
||||
this.grade = 3;
|
||||
this.force_rad = 0.75;
|
||||
this.desc = "恒山派的内功心法。";
|
||||
//"(\w+)"(.+?)"NOR"
|
||||
//<$1>$2</$1>
|
||||
this.can_enables = ["force"];
|
||||
this.learn_condition = {
|
||||
max_mp: 50000,
|
||||
skill: {
|
||||
force: 300
|
||||
}
|
||||
};
|
||||
this.query_enable_prop = function (lv) {
|
||||
return {
|
||||
force: {
|
||||
gj: parseInt(lv * 1.3) + 10,
|
||||
fy: parseInt(lv * 1.3) + 10,
|
||||
max_hp: lv * 10,
|
||||
limit_mp: lv * 100,
|
||||
desc: "唯一:将你内力的75%转化为气血"
|
||||
},
|
||||
};
|
||||
}
|
||||
|
||||
this.slots = [
|
||||
{
|
||||
prop: "byxf_gj",
|
||||
value: lv => 10,
|
||||
format: (val) => {
|
||||
return "白云诀额外增加10%攻击力";
|
||||
}
|
||||
},
|
||||
{
|
||||
prop: "byxf_fy",
|
||||
value: lv => 10,
|
||||
format: (val) => {
|
||||
return "白云诀额外增加10%防御力";
|
||||
}
|
||||
},
|
||||
{
|
||||
prop: "limit_mp",
|
||||
value: (lv, grade) => grade === 3 ? 60 * lv : 120 * lv,
|
||||
query_needs: function (grade) {
|
||||
|
||||
return [{
|
||||
path: "book/wudao",
|
||||
count: grade === 3 ? 6 : 10
|
||||
}, {
|
||||
path: "book/bc#baiyunxinfa",
|
||||
count: 25
|
||||
}];
|
||||
},
|
||||
format: (val) => {
|
||||
return "内力上限:+" + val;
|
||||
}
|
||||
}
|
||||
];
|
||||
this.pfm = {
|
||||
power:
|
||||
{
|
||||
name: "白云",
|
||||
distime: 60000,
|
||||
enable_skill: "force",
|
||||
mp: 20,
|
||||
release_time: 0,
|
||||
use_type: 2,
|
||||
use: function (me, target, lv) {
|
||||
var gj = 10 + parseInt(lv / 100);
|
||||
var time = 20000 + lv * 10;
|
||||
me.send_room("<hiw>$N微一凝神,运起白云心法,将全身潜能尽数提起,宛如被云雾所笼罩</hiw>", target);
|
||||
me.add_status({
|
||||
id: "force",
|
||||
name: "白云心法",
|
||||
desc: "增加你的防御,攻击",
|
||||
duration: time,
|
||||
prop: {
|
||||
gj_per: gj + me.query_prop('byxf_gj'),
|
||||
fy_per: gj + me.query_prop('byxf_fy'),
|
||||
},
|
||||
finish_msg: "$N的白云心法运行完毕,将内力收回丹田。",
|
||||
});
|
||||
|
||||
},
|
||||
query_desc: function (me, lv) {
|
||||
var gj = 10 + parseInt(lv / 100);
|
||||
var time = 20000 + lv * 10;
|
||||
return "使用白云心法提升战力,增加你" + gj + "%的攻击,防御,持续" + (time / 1000) + "秒";
|
||||
}
|
||||
}
|
||||
};
|
||||
26
world/skill/force/biboshengong.js
Normal file
26
world/skill/force/biboshengong.js
Normal file
@@ -0,0 +1,26 @@
|
||||
this.inherits(SKILL);
|
||||
this.name = "碧波神功";
|
||||
this.id = "biboshengong";
|
||||
this.grade = 2;
|
||||
this.force_rad = 0.7;
|
||||
this.desc = "桃花岛的内功心法";
|
||||
//"(\w+)"(.+?)"NOR"
|
||||
//<$1>$2</$1>
|
||||
this.can_enables = ["force"];
|
||||
this.query_enable_prop = function (lv) {
|
||||
return {
|
||||
force: {
|
||||
max_hp: lv * 5,
|
||||
mz:lv,
|
||||
fy:lv,
|
||||
limit_mp: lv * 60,
|
||||
desc: "唯一:将你内力的70%转化为气血"
|
||||
}
|
||||
};
|
||||
}
|
||||
this.learn_condition = {
|
||||
max_mp: 2000,
|
||||
skill: {
|
||||
force: 200
|
||||
}
|
||||
};
|
||||
98
world/skill/force/heilongxinfa.js
Normal file
98
world/skill/force/heilongxinfa.js
Normal file
@@ -0,0 +1,98 @@
|
||||
this.inherits(SKILL);
|
||||
this.name = "黑龙心法";
|
||||
this.id = "heilongxinfa";
|
||||
this.grade = 1;
|
||||
this.force_rad = 0.65;
|
||||
this.desc = "黑龙会的内功心法,入会便能修炼";
|
||||
//"(\w+)"(.+?)"NOR"
|
||||
//<$1>$2</$1>
|
||||
this.can_enables = ["force"];
|
||||
|
||||
|
||||
this.query_enable_prop = function (lv) {
|
||||
return {
|
||||
force: {
|
||||
fy: lv,
|
||||
limit_mp: lv * 10,
|
||||
desc: "唯一:将你内力的65%转化为气血"
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
this.learn_condition = {
|
||||
skill: {
|
||||
force: 30
|
||||
}
|
||||
};
|
||||
this.slots = [
|
||||
{
|
||||
prop: 'hl_fy',
|
||||
value: (lv) => lv,
|
||||
format: (val) => {
|
||||
return '黑龙护体受到伤害减少' + val + '点';
|
||||
},
|
||||
},
|
||||
{
|
||||
prop: 'hl_sh',
|
||||
value: (lv) => lv,
|
||||
format: (val) => {
|
||||
return '黑龙护体被命中时对目标造成' + val + '点伤害';
|
||||
},
|
||||
},
|
||||
];
|
||||
|
||||
this.on_force_parry = function (me, target) {
|
||||
let sh = me.query_temp('sk_heilong');
|
||||
if (sh > 0) {
|
||||
me.send_combat(
|
||||
'<blk>$n被$N的黑龙护体反弹了' + sh + '点伤害!!</blk>\n',
|
||||
target
|
||||
);
|
||||
target.damage2(sh, me);
|
||||
me.end_attack(target);
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
this.pfm = {
|
||||
power:
|
||||
{
|
||||
name: "黑龙护体",
|
||||
distime: 30000,
|
||||
enable_skill: "force",
|
||||
mp: 20,
|
||||
release_time: 0,
|
||||
use_type: 2,
|
||||
use: function (me, target, lv) {
|
||||
|
||||
me.send_room("<hic>$N喉间发出一声低沉吼叫,内息如墨自丹田翻涌而上游走全身!!</hic>");
|
||||
|
||||
const time = 10000 + lv * 10;
|
||||
const prop = {
|
||||
fy: lv,
|
||||
};
|
||||
const is_fy = me.query_prop('hl_fy');
|
||||
const is_sh = me.query_prop('hl_sh');
|
||||
|
||||
if (is_fy) {
|
||||
prop.diff_sh = is_fy;
|
||||
}
|
||||
if (is_sh > 0) {
|
||||
me.set_temp('sk_heilong', is_sh, time);
|
||||
}
|
||||
|
||||
me.add_status({
|
||||
id: "force",
|
||||
name: "黑龙护体",
|
||||
desc: "运用黑龙护体,提升自身防御力",
|
||||
prop: prop,
|
||||
duration: time,
|
||||
finish_msg: "$N的黑龙护体运行完毕,将内力收回丹田。"
|
||||
});
|
||||
},
|
||||
query_desc: function (me, lv) {
|
||||
var time = (10000 + lv * 10) / 1000;
|
||||
var gj = lv;
|
||||
return "提升全身潜力,在" + time + "秒内,提升自身防御力" + gj + "点。";
|
||||
}
|
||||
}
|
||||
};
|
||||
25
world/skill/force/lengyueshengong.js
Normal file
25
world/skill/force/lengyueshengong.js
Normal file
@@ -0,0 +1,25 @@
|
||||
this.inherits(SKILL);
|
||||
this.name = "冷月神功";
|
||||
this.id = "lengyueshengong";
|
||||
this.grade = 1;
|
||||
this.force_rad = 0.6;
|
||||
this.desc = "关外胡家的内功心法";
|
||||
//"(\w+)"(.+?)"NOR"
|
||||
//<$1>$2</$1>
|
||||
this.can_enables = ["force"];
|
||||
this.learn_condition = {
|
||||
max_mp:200,
|
||||
skill: {
|
||||
force: 50
|
||||
}
|
||||
};
|
||||
|
||||
this.query_enable_prop = function (lv) {
|
||||
return {
|
||||
force: {
|
||||
max_hp: lv * 5,
|
||||
limit_mp: lv * 20,
|
||||
desc: "唯一:将你内力的60%转化为气血"
|
||||
}
|
||||
};
|
||||
}
|
||||
138
world/skill/force/longxianggong.js
Normal file
138
world/skill/force/longxianggong.js
Normal file
@@ -0,0 +1,138 @@
|
||||
this.inherits(SKILL);
|
||||
this.name = "龙象般若功";
|
||||
this.id = "longxianggong";
|
||||
this.grade = 5;
|
||||
this.force_rad = 0.9;
|
||||
this.desc = "密宗至高无上的护法神功,外功掌力强悍凶猛,抗击打能力强,内力亦刚亦柔";
|
||||
this.attack_actions = [
|
||||
"$N单掌一抖,运聚龙象般若功功力,呼啸着向$n的$l处拍去",
|
||||
"$N右拳横移,左掌运起龙象般若功的劲力,猛地拍向$n的$l",
|
||||
"$N吐气扬声,双拳同时运满龙象般若功功力,朝$n$l处贯去",
|
||||
"$N运足龙象般若功,双拳平推,顿时一股凌厉的罡劲直袭$n"
|
||||
];
|
||||
//"(\w+)"(.+?)"NOR"
|
||||
//<$1>$2</$1>
|
||||
this.can_enables = ["force"];
|
||||
this.learn_condition = {
|
||||
max_mp: 50000,
|
||||
skill: {
|
||||
force: 300
|
||||
}
|
||||
};
|
||||
this.query_enable_prop = function (lv) {
|
||||
return {
|
||||
force: {
|
||||
gj: parseInt(lv * 1.9) + 10,
|
||||
fy: parseInt(lv * 1.9) + 10,
|
||||
hp_per: 10 + parseInt(lv / 300),
|
||||
limit_mp: lv * 198,
|
||||
desc: "唯一:将你内力的90%转化为气血"
|
||||
},
|
||||
};
|
||||
}
|
||||
this.on_force_parry = function (me, target, sh) {
|
||||
var lv = me.query_temp("xqs");
|
||||
if (lv) {
|
||||
var hp = me.do_recover(lv * sh / 100);
|
||||
if (hp) {
|
||||
me.send_room("<hiy>$N全身罡气流转,似乎更加精神奕奕。</hiy>");
|
||||
return hp;
|
||||
}
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
this.slots = [
|
||||
|
||||
{
|
||||
prop: "lxg_lt",
|
||||
value: lv => 20 + Math.min(60, lv / 200),
|
||||
format: (val) => {
|
||||
return "龙吞势同时增加" + val + "%忽视防御";
|
||||
}
|
||||
}, {
|
||||
prop: "lxg_xq",
|
||||
value: lv => 20 + Math.min(60, lv / 200),
|
||||
format: (val) => {
|
||||
return "龙吞势同时增加" + val + "%伤害减免";
|
||||
}
|
||||
}
|
||||
];
|
||||
this.pfm = {
|
||||
power:
|
||||
{
|
||||
name: "龙吞势",
|
||||
distime: 60000,
|
||||
enable_skill: "force",
|
||||
mp: 20,
|
||||
release_time: 0,
|
||||
use_type: 2,
|
||||
use: function (me, target, lv) {
|
||||
var gj = 50 + parseInt(lv / 100);
|
||||
var time = 10000 + lv * 10;
|
||||
if (time > 15000) time = 15000;
|
||||
me.send_room("<hir>$N大喝一声,全身骨骼节节暴响,一股迅猛的罡气向四周扩散开来!</hir>", target);
|
||||
let prop = {
|
||||
gj_per: gj
|
||||
};
|
||||
let per = me.query_prop('lxg_lt');
|
||||
if (per > 0) prop['diff_fy_per2'] = per;
|
||||
me.add_status({
|
||||
id: 'force',
|
||||
name: "龙吞势",
|
||||
desc: "增加你的攻击",
|
||||
duration: time,
|
||||
prop: prop,
|
||||
finish_msg: "$N的龙吞势运行完毕,将内力收回丹田。"
|
||||
});
|
||||
me.remove_temp("xqs");
|
||||
},
|
||||
query_desc: function (me, lv) {
|
||||
var gj = 50 + parseInt(lv / 100);
|
||||
var time = 10000 + lv * 10;
|
||||
if (time > 15000) time = 15000;
|
||||
return "使用龙像般若功的龙吞势提升战力," + (time / 1000) + "秒内增加你" + gj + "%的攻击";
|
||||
}
|
||||
},
|
||||
shield:
|
||||
{
|
||||
name: "象驱势",
|
||||
distime: 60000,
|
||||
enable_skill: "force",
|
||||
mp: 20,
|
||||
release_time: 0,
|
||||
use_type: 2,
|
||||
use: function (me, target, lv) {
|
||||
var gj = 50 + parseInt(lv / 100);
|
||||
if (gj > 80) gj = 80;
|
||||
var time = 10000 + lv * 10;
|
||||
if (time > 15000) time = 15000;
|
||||
me.send_room("<hiy>$N大喝一声,运起十象之力,霎时金波流转,罡气笼罩全身!</hiy>", target);
|
||||
let prop = {
|
||||
fy_per: gj
|
||||
};
|
||||
let per = me.query_prop('lxg_xq');
|
||||
if (per > 0) prop['diff_sh_per2'] = per;
|
||||
me.add_status({
|
||||
id: "force",
|
||||
name: "象驱势",
|
||||
desc: "增加你的防御,和吸收伤害",
|
||||
duration: time,
|
||||
prop: prop,
|
||||
on_attach: p => p.set_temp('xqs', gj, time),
|
||||
on_expire: function (p) {
|
||||
p.remove_temp('xqs');
|
||||
},
|
||||
finish_msg: "$N的象驱势运行完毕,将内力收回丹田。"
|
||||
});
|
||||
|
||||
},
|
||||
query_desc: function (me, lv) {
|
||||
var gj = 50 + parseInt(lv / 100);
|
||||
if (gj > 80) gj = 80;
|
||||
var time = 10000 + lv * 10;
|
||||
if (time > 15000) time = 15000;
|
||||
return "使用龙像般若功的象驱势提升战力," + (time / 1000) + "秒内增加你" + gj + "%的防御,被命中后吸收" + (gj) + "%的伤害恢复自身气血,";
|
||||
}
|
||||
}
|
||||
};
|
||||
81
world/skill/force/mengguxinfa.js
Normal file
81
world/skill/force/mengguxinfa.js
Normal file
@@ -0,0 +1,81 @@
|
||||
this.inherits(SKILL);
|
||||
this.name = "蒙古心法";
|
||||
this.id = "mengguxinfa";
|
||||
this.grade = 2;
|
||||
this.force_rad = 0.8;
|
||||
this.desc = "蒙古士兵常用的一种心法";
|
||||
//"(\w+)"(.+?)"NOR"
|
||||
//<$1>$2</$1>
|
||||
this.can_enables = ["force"];
|
||||
this.query_enable_prop = function (lv) {
|
||||
return {
|
||||
force: {
|
||||
gj: lv,
|
||||
fy: lv,
|
||||
limit_mp: lv * 50,
|
||||
desc: "唯一:将你内力的80%转化为气血"
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
this.learn_condition = {
|
||||
skill: {
|
||||
force: 350
|
||||
}
|
||||
};
|
||||
this.slots = [
|
||||
{
|
||||
prop: 'mgxf_cd',
|
||||
value: (lv) => 10,
|
||||
format: (val) => {
|
||||
return '硬气功绝招冷却时间减少10%';
|
||||
},
|
||||
},
|
||||
{
|
||||
prop: 'mgxf_zj',
|
||||
value: (lv) => 10 + lv / 100,
|
||||
format: (val) => {
|
||||
return '硬气功额外增加' + val + '%招架';
|
||||
},
|
||||
},
|
||||
];
|
||||
|
||||
this.pfm = {
|
||||
power:
|
||||
{
|
||||
name: "硬气功",
|
||||
distime: 60000,
|
||||
enable_skill: "force",
|
||||
distime_per_key: 'mgxf_cd',
|
||||
mp: 20,
|
||||
release_time: 0,
|
||||
// use_type: 1,
|
||||
use: function (me, target, lv) {
|
||||
|
||||
var time = (10000 + lv * 10);
|
||||
var gj = 10 + (lv / 100);
|
||||
me.send_room("<HIy>$N大喝一声,全身真气鼓动,看似坚不可摧。</HIy>");
|
||||
const prop = {
|
||||
fy_per: gj,
|
||||
gj_per: gj
|
||||
};
|
||||
|
||||
const is_zj = me.query_prop('mgxf_zj');
|
||||
if (is_zj > 0) prop.zj_per = is_zj;
|
||||
|
||||
|
||||
me.add_status({
|
||||
id: "force",
|
||||
name: "硬气功",
|
||||
desc: "增加防御和攻击",
|
||||
prop: prop,
|
||||
duration: time
|
||||
});
|
||||
},
|
||||
query_desc: function (me, lv) {
|
||||
var time = (10000 + lv * 10) / 1000;
|
||||
var gj = parseInt(10 + (lv / 100));
|
||||
return "增加自身防御" + time + "秒内,提升自身,攻击防御" + gj + "%。";
|
||||
}
|
||||
}
|
||||
};
|
||||
24
world/skill/force/mizongxinfa.js
Normal file
24
world/skill/force/mizongxinfa.js
Normal file
@@ -0,0 +1,24 @@
|
||||
this.inherits(SKILL);
|
||||
this.name = "密宗心法";
|
||||
this.id = "mizongxinfa";
|
||||
this.grade = 1;
|
||||
this.force_rad = 0.6;
|
||||
this.desc = "密宗的入门心法";
|
||||
//"(\w+)"(.+?)"NOR"
|
||||
//<$1>$2</$1>
|
||||
this.can_enables = ["force"];
|
||||
this.learn_condition = {
|
||||
max_mp: 200,
|
||||
skill: {
|
||||
force:100
|
||||
}
|
||||
};
|
||||
this.query_enable_prop = function (lv) {
|
||||
return {
|
||||
force: {
|
||||
max_hp: lv * 3,
|
||||
limit_mp: lv * 10,
|
||||
desc: "唯一:将你内力的60%转化为气血"
|
||||
}
|
||||
};
|
||||
}
|
||||
87
world/skill/force/panshishengong.js
Normal file
87
world/skill/force/panshishengong.js
Normal file
@@ -0,0 +1,87 @@
|
||||
this.inherits(SKILL);
|
||||
this.name = "磐石神功";
|
||||
this.id = "panshishengong";
|
||||
this.grade = 3;
|
||||
this.force_rad = 0.75;
|
||||
this.desc = "泰山派的内功心法";
|
||||
//"(\w+)"(.+?)"NOR"
|
||||
//<$1>$2</$1>
|
||||
this.can_enables = ["force"];
|
||||
|
||||
this.query_enable_prop = function (lv) {
|
||||
return {
|
||||
force: {
|
||||
fy: parseInt(lv * 1.7) + 20,
|
||||
max_hp: lv * 8 + 100,
|
||||
con: parseInt(lv / 7) + 2,
|
||||
limit_mp: lv * 100,
|
||||
desc: "唯一:将你内力的75%转化为气血"
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
this.learn_condition = {
|
||||
skill: {
|
||||
force: 400
|
||||
}
|
||||
};
|
||||
|
||||
this.slots = [
|
||||
|
||||
{
|
||||
prop: "pssg_fy",
|
||||
value: lv => 20,
|
||||
format: (val) => {
|
||||
return "磐石决额外增加20%伤害减免";
|
||||
}
|
||||
},
|
||||
{
|
||||
prop: "limit_mp",
|
||||
value: (lv, grade) => grade === 3 ? 60 * lv : 120 * lv,
|
||||
query_needs: function (grade) {
|
||||
|
||||
return [{
|
||||
path: "book/wudao",
|
||||
count: grade === 3 ? 6 : 10
|
||||
}, {
|
||||
path: "book/bc#panshishengong",
|
||||
count: 25
|
||||
}];
|
||||
},
|
||||
format: (val) => {
|
||||
return "内力上限:+" + val;
|
||||
}
|
||||
}
|
||||
];
|
||||
|
||||
this.pfm = {
|
||||
power:
|
||||
{
|
||||
name: "磐石决",
|
||||
distime: 60000,
|
||||
enable_skill: "force",
|
||||
mp: 20,
|
||||
release_time: 0,
|
||||
use_type: 2,
|
||||
use: function (me, target, lv) {
|
||||
let par = {
|
||||
fy_per: 100
|
||||
};
|
||||
let fy = me.query_prop('pssg_fy');
|
||||
if (fy > 0) par.diff_sh_per = fy;
|
||||
me.send_room("<hiy>$N大喝一声,全身劲气涌动,仿若磐石护体,坚不可摧!</hiy>\n");
|
||||
me.add_status({
|
||||
id: "force",
|
||||
name: "磐石",
|
||||
desc: "提高你的防御力",
|
||||
prop: par,
|
||||
duration: 5000 + lv * 10
|
||||
});
|
||||
},
|
||||
query_desc: function (me, lv) {
|
||||
var time = Math.floor((5000 + lv * 10) / 1000);
|
||||
if (time > 60) time = 60;
|
||||
return "在" + time + "秒内,提升自身防御100%。";
|
||||
}
|
||||
}
|
||||
};
|
||||
78
world/skill/force/shenlongxinfa.js
Normal file
78
world/skill/force/shenlongxinfa.js
Normal file
@@ -0,0 +1,78 @@
|
||||
this.inherits(SKILL);
|
||||
this.name = "神龙心法";
|
||||
this.id = "shenlongxinfa";
|
||||
this.grade = 2;
|
||||
this.force_rad = 0.7;
|
||||
this.desc = "神龙教的心法,诡异无比";
|
||||
//"(\w+)"(.+?)"NOR"
|
||||
//<$1>$2</$1>
|
||||
this.can_enables = ["force"];
|
||||
this.learn_condition = {
|
||||
skill: {
|
||||
force: 200
|
||||
},
|
||||
max_mp: 2000
|
||||
};
|
||||
this.query_enable_prop = function (lv) {
|
||||
return {
|
||||
force: {
|
||||
max_hp: lv * 10,
|
||||
limit_mp: lv * 70,
|
||||
desc: "唯一:将你内力的70%转化为气血"
|
||||
}
|
||||
};
|
||||
}
|
||||
this.slots = [
|
||||
{
|
||||
prop: 'slxf_fy',
|
||||
value: (lv) => lv,
|
||||
format: (val) => {
|
||||
return '不死神龙额外提升自身防御' + val + '点';
|
||||
},
|
||||
},
|
||||
{
|
||||
prop: 'slxf_hf',
|
||||
value: (lv) => 100 + parseInt(lv * lv / 100),
|
||||
|
||||
format: (val) => {
|
||||
return '不死神龙恢复自身气血' + val;
|
||||
},
|
||||
},
|
||||
];
|
||||
|
||||
this.pfm = {
|
||||
power:
|
||||
{
|
||||
name: "不死神龙",
|
||||
distime: 30000,
|
||||
enable_skill: "force",
|
||||
mp: 20,
|
||||
release_time: 0,
|
||||
use: function (me, target, lv) {
|
||||
|
||||
me.send_room("<HIR>$N双目赤红,纵声大呼:洪教主神通护佑,众弟子勇气百倍,以一当百,以百当万!</hir>");
|
||||
me.add_status({
|
||||
id: "force",
|
||||
name: "不死神龙",
|
||||
desc: "虔诚高呼洪教主万岁,获得教主庇护",
|
||||
prop: {
|
||||
fy: lv + me.query_prop('slxf_fy')
|
||||
},
|
||||
duration: 10000 + lv * 10,
|
||||
finish_msg: "$N的不死神龙大法运行完毕,汗如泉涌,呼呼喘气。"
|
||||
});
|
||||
|
||||
const is_hf = me.query_prop('slxf_hf');
|
||||
if (is_hf > 0) {
|
||||
const hp = me.do_recover(is_hf);
|
||||
if (hp > 0)
|
||||
me.notify('你恢复了' + hp + '气血。');
|
||||
}
|
||||
},
|
||||
query_desc: function (me, lv) {
|
||||
var time = (10000 + lv * 10) / 1000;
|
||||
var gj = lv;
|
||||
return "呼唤洪教主的法力,增加自身防御" + time + "秒内,提升自身防御" + gj + "点。";
|
||||
}
|
||||
}
|
||||
};
|
||||
92
world/skill/force/yunlongxinfa.js
Normal file
92
world/skill/force/yunlongxinfa.js
Normal file
@@ -0,0 +1,92 @@
|
||||
this.inherits(SKILL);
|
||||
this.name = "云龙心法";
|
||||
this.id = "yunlongxinfa";
|
||||
this.grade = 1;
|
||||
this.force_rad = 0.55;
|
||||
this.desc = "天地会的内功心法,入会便能修炼";
|
||||
//"(\w+)"(.+?)"NOR"
|
||||
//<$1>$2</$1>
|
||||
this.can_enables = ["force"];
|
||||
this.on_learn = function (me) {
|
||||
if (me.query_skill("force", 1) < 30)
|
||||
return me.notify_fail("你的基础内功级别不够,无法学习云龙心法。");
|
||||
return true;
|
||||
}
|
||||
this.query_enable_prop = function (lv) {
|
||||
return {
|
||||
force: {
|
||||
gj: lv,
|
||||
limit_mp: lv * 10,
|
||||
desc: "唯一:将你内力的55%转化为气血"
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
this.learn_condition = {
|
||||
skill: {
|
||||
force: 50
|
||||
}
|
||||
};
|
||||
|
||||
this.slots = [
|
||||
{
|
||||
prop: 'ylxf_mz',
|
||||
value: (lv) => lv > 1500 ? 4510 + lv - 1500 :
|
||||
10 + Math.floor(lv * lv / 500),
|
||||
count: 3,
|
||||
format: (val) => {
|
||||
return '云龙决额外提升自身命中' + val + '点';
|
||||
},
|
||||
},
|
||||
{
|
||||
prop: 'ylxf_gj',
|
||||
value: (lv) => lv > 1500 ? 4510 + lv - 1500 :
|
||||
10 + Math.floor(lv * lv / 500),
|
||||
count: 3,
|
||||
format: (val) => {
|
||||
return '云龙决额外提升自身攻击' + val + '点';
|
||||
},
|
||||
},
|
||||
];
|
||||
this.pfm = {
|
||||
power:
|
||||
{
|
||||
name: "云龙决",
|
||||
distime: 30000,
|
||||
enable_skill: "force",
|
||||
mp: 20,
|
||||
release_time: 0,
|
||||
use_type: 2,
|
||||
use: function (me, target, lv) {
|
||||
|
||||
me.send_room("<hir>$N长吸一口气,运起云龙神功已将全身潜力尽数提起!</hir>");
|
||||
const prop = {
|
||||
gj: lv,
|
||||
};
|
||||
const is_mz = me.query_prop('ylxf_mz');
|
||||
const is_gj = me.query_prop('ylxf_gj');
|
||||
|
||||
if (is_mz > 0) {
|
||||
prop.mz = is_mz;
|
||||
}
|
||||
|
||||
if (is_gj > 0) {
|
||||
prop.gj += is_gj;
|
||||
}
|
||||
|
||||
me.add_status({
|
||||
id: "force",
|
||||
name: "云龙决",
|
||||
desc: "运用云龙心法,提升自身战斗力",
|
||||
prop: prop,
|
||||
duration: 10000 + lv * 10,
|
||||
finish_msg: "$N的云龙神功运行完毕,将内力收回丹田。"
|
||||
});
|
||||
},
|
||||
query_desc: function (me, lv) {
|
||||
var time = (10000 + lv * 10) / 1000;
|
||||
var gj = lv;
|
||||
return "提升全身潜力,在" + time + "秒内,提升自身攻击力" + gj + "点。";
|
||||
}
|
||||
}
|
||||
};
|
||||
102
world/skill/gaibang/dagoubang.js
Normal file
102
world/skill/gaibang/dagoubang.js
Normal file
@@ -0,0 +1,102 @@
|
||||
this.inherits(SKILL);
|
||||
this.name = "打狗棒";
|
||||
this.id = "dagoubang";
|
||||
this.grade = 3;
|
||||
this.attack_actions = [
|
||||
"$N使出一招「棒打双犬」,手中$w化作两道青光砸向$n的$l",
|
||||
"$N手中$w左右晃动,一招「拨草寻蛇」向$n的$l攻去",
|
||||
"$N举起$w,居高临下使一招「打草惊蛇」敲向$n的$l",
|
||||
"$N施出「拨狗朝天」,$w由下往上向$n撩去"
|
||||
|
||||
];
|
||||
this.desc = "丐帮的打狗棒法";
|
||||
this.family = FAMILIES.GAIBANG;
|
||||
//"(\w+)"(.+?)"NOR"
|
||||
//<$1>$2</$1>
|
||||
this.can_enables = ["club"];
|
||||
this.learn_condition = {
|
||||
max_mp: 5000,
|
||||
skill: {
|
||||
club: 300
|
||||
}
|
||||
};
|
||||
|
||||
this.query_enable_prop = function (lv) {
|
||||
return {
|
||||
club: {
|
||||
gj: parseInt(lv * 1.5) + 100,
|
||||
str: parseInt(lv / 8),
|
||||
mz: parseInt(lv * 1.6)
|
||||
}
|
||||
};
|
||||
}
|
||||
this.pfm = {
|
||||
chan:
|
||||
{
|
||||
name: "绊字决",
|
||||
distime: 20000,
|
||||
enable_skill: "club",
|
||||
mp: 20,
|
||||
release_time: 1800,
|
||||
use: function (me, target, lv) {
|
||||
|
||||
var time = 3000 + lv * 5;
|
||||
var ds = 10 + parseInt(lv / 100);
|
||||
if (me.do_attack({
|
||||
target: target,
|
||||
gj: me.gj,
|
||||
mz: me.mz,
|
||||
attack_msg: "<hiw>$N使出打狗棒法「绊」字诀,棒头在地下连点,连绵不绝地挑向$n的小腿和脚踝。</hiw>"
|
||||
})) {
|
||||
|
||||
var time = parseInt((6000 + lv * 2));
|
||||
if (time > 10000) time = 10000;
|
||||
target.add_status({
|
||||
id: "busy",
|
||||
duration: time,
|
||||
name: "绊字诀",
|
||||
is_busy: true,
|
||||
downside: true
|
||||
}, me);
|
||||
me.end_attack(target);
|
||||
}
|
||||
},
|
||||
query_desc: function (me, lv) {
|
||||
var time = parseInt((6000 + lv * 2) / 1000);
|
||||
if (time > 10) time = 10;
|
||||
var ds = 10 + parseInt(lv / 100);
|
||||
return "攻击敌方下路,命中后使对方忙乱" + time + "秒。";
|
||||
}
|
||||
}, wu: {
|
||||
name: "天下无狗",
|
||||
distime: 20000,
|
||||
enable_skill: "club",
|
||||
mp: 20,
|
||||
attack_msgs: [
|
||||
"<hiw>$N使出一招「棒打双犬」,手中$w化作两道青光砸向$n的$l</hiw>",
|
||||
"<hiw>$N手中$w左右晃动,一招「拨草寻蛇」向$n的$l攻去</hiw>",
|
||||
"<hiw>$N举起$w,居高临下使一招「打草惊蛇」敲向$n的$l</hiw>",
|
||||
"<hiw>$N施出「拨狗朝天」,$w由下往上向$n撩去</hiw>"
|
||||
],
|
||||
use: function (me, target, lv) {
|
||||
var count = 3 + parseInt(lv / 100);
|
||||
if (count > 10) count = 10;
|
||||
this.suc_count = 0;
|
||||
me.send_room("<hiw>$N手中青光一闪,响起阵阵风声,手中$W犹若千百根相似,层层叠叠将$n笼罩。</hiw>\n", target);
|
||||
for (var i = 0; i < count; i++) {
|
||||
me.do_attack({
|
||||
target: target,
|
||||
gj: me.gj,
|
||||
mz: me.mz,
|
||||
attack_msg: this.attack_msgs.random()
|
||||
});
|
||||
}
|
||||
me.end_attack(target);
|
||||
},
|
||||
query_desc: function (me, lv) {
|
||||
var count = 3 + parseInt(lv / 100);
|
||||
if (count > 10) count = 10;
|
||||
return "快速对敌人攻击" + count + "次";
|
||||
}
|
||||
}
|
||||
};
|
||||
24
world/skill/gaibang/gaibangxinfa.js
Normal file
24
world/skill/gaibang/gaibangxinfa.js
Normal file
@@ -0,0 +1,24 @@
|
||||
this.inherits(SKILL);
|
||||
this.name = "丐帮心法";
|
||||
this.id = "gaibangxinfa";
|
||||
this.grade = 1;
|
||||
this.force_rad = 0.5;
|
||||
this.desc = "丐帮的入门心法";
|
||||
this.family = FAMILIES.GAIBANG;
|
||||
//"(\w+)"(.+?)"NOR"
|
||||
//<$1>$2</$1>
|
||||
this.can_enables = ["force"];
|
||||
this.query_enable_prop = function (lv) {
|
||||
return {
|
||||
force: {
|
||||
fy: lv+10,
|
||||
limit_mp: lv * 10,
|
||||
desc: "唯一:将你内力的50%转化为气血"
|
||||
}
|
||||
};
|
||||
}
|
||||
this.learn_condition = {
|
||||
skill: {
|
||||
force: 50
|
||||
}
|
||||
};
|
||||
60
world/skill/gaibang/huntianqigong.js
Normal file
60
world/skill/gaibang/huntianqigong.js
Normal file
@@ -0,0 +1,60 @@
|
||||
this.inherits(SKILL);
|
||||
this.name = "混天气功";
|
||||
this.id = "huntianqigong";
|
||||
this.grade = 3;
|
||||
this.force_rad = 0.7;
|
||||
this.desc = "丐帮的高级心法";
|
||||
this.family = FAMILIES.GAIBANG;
|
||||
//"(\w+)"(.+?)"NOR"
|
||||
//<$1>$2</$1>
|
||||
this.can_enables = ["force"];
|
||||
this.query_enable_prop = function (lv) {
|
||||
return {
|
||||
force: {
|
||||
gj: parseInt(lv * 1.2) + 10,
|
||||
con: parseInt(lv / 6) + 4,
|
||||
limit_mp: lv * 102,
|
||||
desc: "唯一:将你内力的70%转化为气血"
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
this.learn_condition = {
|
||||
skill: {
|
||||
force: 250
|
||||
}
|
||||
};
|
||||
this.pfm = {
|
||||
power:
|
||||
{
|
||||
name: "混元天罡",
|
||||
distime: 60000,
|
||||
enable_skill: "force",
|
||||
mp: 20,
|
||||
release_time: 0,
|
||||
use_type: 2,
|
||||
use: function (me, target, lv) {
|
||||
|
||||
var time = 25000 + lv;
|
||||
if (time > 30000) time = 30000;
|
||||
var gj = 600 + lv * 2;
|
||||
me.send_room("<HIy>$N使出混天气功绝学「混元天罡」,大喝一声,全身真气鼓动,看似坚不可摧。</HIy>");
|
||||
me.add_status({
|
||||
id: "force",
|
||||
name: "天罡",
|
||||
desc: "增加防御和攻击",
|
||||
prop: {
|
||||
fy: gj,
|
||||
gj: gj
|
||||
},
|
||||
duration: time
|
||||
});
|
||||
},
|
||||
query_desc: function (me, lv) {
|
||||
var time = (25000 + lv) / 1000;
|
||||
if (time > 30) time = 30;
|
||||
var gj = 600 + lv * 2;
|
||||
return time + "秒内,提升自身,攻击防御" + gj + "。";
|
||||
}
|
||||
}
|
||||
};
|
||||
69
world/skill/gaibang/jiaohuabangfa.js
Normal file
69
world/skill/gaibang/jiaohuabangfa.js
Normal file
@@ -0,0 +1,69 @@
|
||||
this.inherits(SKILL);
|
||||
this.name = "叫花棒法";
|
||||
this.id = "jiaohuabangfa";
|
||||
this.grade = 1;
|
||||
this.family = FAMILIES.GAIBANG;
|
||||
this.attack_actions = [
|
||||
"$N斜里冲前一步,身法诡异,手中$w急速横扫$n的$l",
|
||||
"$N忽然直身飞入半空,又忽的飞身扑下,$w攻向$n的$l",
|
||||
"$N原地一个后滚翻,身体向$n平飞过去,手中$w指向$n的$l",
|
||||
"$N突然一个急转身,$w横扫一圈后挟着猛烈的劲道打向$n而去",
|
||||
"$N向前顺势一滚,接着翻身跳起,手里$w斜向上击向$n的$l"
|
||||
|
||||
];
|
||||
this.desc = "丐帮的入门棒法";
|
||||
//"(\w+)"(.+?)"NOR"
|
||||
//<$1>$2</$1>
|
||||
this.can_enables = ["club", "parry"];
|
||||
this.learn_condition = {
|
||||
max_mp:500,
|
||||
skill: {
|
||||
club: 50
|
||||
}
|
||||
};
|
||||
|
||||
this.query_enable_prop = function (lv) {
|
||||
return {
|
||||
club: {
|
||||
gj: lv + 10
|
||||
},
|
||||
parry: {
|
||||
zj: lv + 10
|
||||
}
|
||||
};
|
||||
}
|
||||
this.pfm = {
|
||||
wu:
|
||||
{
|
||||
name: "绊字决",
|
||||
distime: 10000,
|
||||
enable_skill: "club",
|
||||
mp: 20,
|
||||
use: function (me, target, lv) {
|
||||
var p = 50 + lv;
|
||||
if (me.do_attack({
|
||||
target: target,
|
||||
attack_msg: "<hic>$N向前顺势一滚,手中$W乱挥,轮出一片棒影横扫$n的下三路<hic>",
|
||||
gj: me.gj ,
|
||||
mz: me.mz
|
||||
})) {
|
||||
me.end_attack(target);
|
||||
target.add_status({
|
||||
id: "ban",
|
||||
name: "绊倒",
|
||||
duration: lv * 10 + 2000,
|
||||
prop: {
|
||||
ds:-p
|
||||
},
|
||||
downside: true,
|
||||
desc:"你的躲闪降低了"
|
||||
});
|
||||
}
|
||||
|
||||
},
|
||||
query_desc: function (me, lv) {
|
||||
var p = 50+lv;
|
||||
return "攻击敌方下三路,命中后减少对方"+p+"躲闪。";
|
||||
}
|
||||
}
|
||||
};
|
||||
173
world/skill/gaibang/xianglongzhang.js
Normal file
173
world/skill/gaibang/xianglongzhang.js
Normal file
@@ -0,0 +1,173 @@
|
||||
this.inherits(SKILL);
|
||||
this.name = "降龙十八掌";
|
||||
this.id = "xianglongzhang";
|
||||
this.grade = 4;
|
||||
this.family = FAMILIES.GAIBANG;
|
||||
this.first_title = "丐帮副帮主";
|
||||
this.attack_actions = [
|
||||
"$N双掌平平提到胸前,神色沉重的缓缓施出「亢龙有悔」推向$n",
|
||||
"$N突然身形飞起,双掌居高临下一招「飞龙在天」拍向$n的$l",
|
||||
"$N右掌一招「见龙在田」,迅捷无比地劈向$n的$l",
|
||||
"$N双掌施出一招「鸿渐于陆」,隐隐带着风声拍向$n的$l",
|
||||
"$N左掌聚成拳状,右掌一招「潜龙勿用」缓缓推向$n的$l",
|
||||
"$N施出一招「利涉大川」,右掌插腰,左掌劈向$n的$l",
|
||||
"$N使出「突如其来」,右掌从不可能的角度向$n的$l推出",
|
||||
"$N大吼一声,双掌使出「震惊百里」,不顾一切般击向$n",
|
||||
"$N使出降龙十八掌之「或跃在渊」,向$n的$l连续拍出数掌",
|
||||
"$N身形滑动,双掌使一招「双龙取水」一前一后按向$n的$l",
|
||||
"$N使出「鱼跃于渊」,身形飞起,双掌并在一起向$n的$l劈下",
|
||||
"$N双掌立起,使出降龙十八掌中的「时乘六龙」向$n连砍六下",
|
||||
"$N使出「密云不雨」,左掌封住$n的退路,右掌斜斜地劈向$l",
|
||||
"$N使出降龙十八掌一势「损则有孚」,双掌软绵绵地拍向$n的$l",
|
||||
"$N脚下一转,突然欺到$n身前,一招「龙战于野」拍向$n的$l",
|
||||
"却见$N门户大开,蓦地施出一招「履霜冰至」向$n的$l劈去",
|
||||
"$N嗔目大喝,使出「羝羊触蕃」,双掌由下往上击向$n的$l",
|
||||
"$N左掌护胸,右掌使一招「神龙摆尾」上下晃动着击向$n的$l"
|
||||
];
|
||||
this.desc = "丐帮的降龙十八掌,至刚至猛,威震天下";
|
||||
//"(\w+)"(.+?)"NOR"
|
||||
//<$1>$2</$1>
|
||||
this.can_enables = ["unarmed", "parry"];
|
||||
this.learn_condition = {
|
||||
max_mp: 20000,
|
||||
skill: {
|
||||
unarmed: 500
|
||||
}
|
||||
};
|
||||
this.query_prop = function (lv) {
|
||||
return {
|
||||
gj_per: 5 + parseInt(lv / 300)
|
||||
};
|
||||
}
|
||||
this.query_enable_prop = function (lv) {
|
||||
return {
|
||||
unarmed: {
|
||||
gj: lv * 2 + 5,
|
||||
str: parseInt(lv / 6) + 20,
|
||||
mz: parseInt(lv * 1.2) + 20
|
||||
},
|
||||
parry: {
|
||||
zj: lv * 2 + 5,
|
||||
fy: lv * 2 + 100
|
||||
}
|
||||
};
|
||||
}
|
||||
this.pfm = {
|
||||
qi:
|
||||
{
|
||||
name: "降龙",
|
||||
distime: 30000,
|
||||
enable_skill: "unarmed",
|
||||
mp: 30,
|
||||
release_time: 0,
|
||||
use: function (me, target, lv) {
|
||||
var time = 2000 + lv * 5;
|
||||
if (time > 8000) time = 8000;
|
||||
var is_parry = false;
|
||||
var sh = me.do_attack({
|
||||
target: target,
|
||||
gj: me.gj,
|
||||
mz: me.mz, no_weapon: true,
|
||||
attack_msg: "<hiy>$N大喝一声,双掌齐出,如怒潮般汹涌般向$p当胸猛击过去。</hiy>",
|
||||
damage_msg: "<hir>只听砰的一声,$N已经重重打中$p胸口,跟着喀喇喇几声,肋骨好像断了几根!</hir>",
|
||||
on_parry: function (t, ispa) {
|
||||
is_parry = ispa;
|
||||
if (ispa)
|
||||
this.damage_msg = "<hir>$n慌乱中匆忙招架,后续掌力却如怒潮狂涌而至,$p心口一甜,喷出一口鲜血。</hir>";
|
||||
return false;
|
||||
},
|
||||
miss_msg: "<hic>$n大惊之下,$i连划三个半圆护住身前,同时足尖着力,飘身后退,避开了$N的一掌。</hic>"
|
||||
});
|
||||
if (sh && !is_parry) {
|
||||
target.add_status({
|
||||
id: "unarmed",
|
||||
duration: time,
|
||||
name: "降龙",
|
||||
downside: true,
|
||||
is_rash: true,
|
||||
desc: "你无法躲闪"
|
||||
}, me);
|
||||
}
|
||||
me.end_attack(target);
|
||||
},
|
||||
query_desc: function (me, lv) {
|
||||
var time = 2000 + lv * 5;
|
||||
if (time > 8000) time = 8000;
|
||||
return " 以强劲的掌力猛击敌人,如果敌人招架失败,将在" + (time / 1000) + "秒内无法躲闪。";
|
||||
}
|
||||
}, shiba: {
|
||||
|
||||
name: "十八掌",
|
||||
distime: 30000,
|
||||
enable_skill: "unarmed",
|
||||
mp: 30,
|
||||
msgs: [
|
||||
"<hig>-----亢龙有悔-----</hig>\n$N双掌平平提到胸前,神色沉重的缓缓施出「亢龙有悔」推向$n",
|
||||
"<hig>-----飞龙在天-----</hig>\n$N突然身形飞起,双掌居高临下一招「飞龙在天」拍向$n的$l",
|
||||
"<hig>-----见龙在田-----</hig>\n$N右掌一招「见龙在田」,迅捷无比地劈向$n的$l",
|
||||
"<hic>-----鸿渐于陆-----</hic>\n$N双掌施出一招「鸿渐于陆」,隐隐带着风声拍向$n的$l",
|
||||
"<hic>-----潜龙勿用-----</hic>\n$N左掌聚成拳状,右掌一招「潜龙勿用」缓缓推向$n的$l",
|
||||
"<hic>-----利涉大川-----</hic>\n$N施出一招「利涉大川」,右掌插腰,左掌劈向$n的$l",
|
||||
"<hiy>-----突如其来-----</hiy>\n$N使出「突如其来」,右掌从不可能的角度向$n的$l推出",
|
||||
"<hiy>-----震惊百里-----</hiy>\n$N大吼一声,双掌使出「震惊百里」,不顾一切般击向$n",
|
||||
"<hiy>-----或跃在渊-----</hiy>\n$N使出降龙十八掌之「或跃在渊」,向$n的$l连续拍出数掌",
|
||||
"<hiz>-----双龙取水-----</hiz>\n$N身形滑动,双掌使一招「双龙取水」一前一后按向$n的$l",
|
||||
"<hiz>-----鱼跃于渊-----</hiz>\n$N使出「鱼跃于渊」,身形飞起,双掌并在一起向$n的$l劈下",
|
||||
"<hiz>-----时乘六龙-----</hiz>\n$N双掌立起,使出降龙十八掌中的「时乘六龙」向$n连砍六下",
|
||||
"<hio>-----密云不雨-----</hio>\n$N使出「密云不雨」,左掌封住$n的退路,右掌斜斜地劈向$l",
|
||||
"<hio>-----损则有孚-----</hio>\n$N使出降龙十八掌一势「损则有孚」,双掌软绵绵地拍向$n的$l",
|
||||
"<hio>-----龙战于野-----</hio>\n$N脚下一转,突然欺到$n身前,一招「龙战于野」拍向$n的$l",
|
||||
"<hir>-----履霜冰至-----</hir>\n却见$N门户大开,蓦地施出一招「履霜冰至」向$n的$l劈去",
|
||||
"<hir>-----羝羊触蕃-----</hir>\n$N嗔目大喝,使出「羝羊触蕃」,双掌由下往上击向$n的$l",
|
||||
"<hir>-----神龙摆尾-----</hir>\n$N左掌护胸,右掌使一招「神龙摆尾」上下晃动着击向$n的$l"
|
||||
], query_releasetime: function (me, lv) {
|
||||
lv = lv || me.query_skill("xianglongzhang", 0);
|
||||
var t = 12000 - lv * 2;
|
||||
if (t <= 8000) return 8000;
|
||||
return t;
|
||||
},
|
||||
use: function (me, target, lv) {
|
||||
me.send_room("<hiy>$N凝神聚气,神态淡然,左手虚划,右手回转,聚气于胸前,双掌猛地推出,蕴含着降龙十八掌的十八般变化<hiy>\n");
|
||||
me.is_rash = 12000 - lv * 2;
|
||||
if (me.is_rash < 8000) me.is_rash = 8000;
|
||||
var time = parseInt(me.is_rash / 18);
|
||||
var gj = me.gj;
|
||||
lv = 105 + parseInt(lv / 500);
|
||||
if (lv > 109) lv = 109;
|
||||
var $this = this;
|
||||
me.call_interval(
|
||||
function (i) {
|
||||
target = me.query_enemy();
|
||||
if (!target) {
|
||||
me.is_rash = 0;
|
||||
return false;
|
||||
}
|
||||
if (me.do_attack({
|
||||
target: target,
|
||||
gj: gj,
|
||||
mz: me.mz,
|
||||
attack_msg: $this.msgs[i],
|
||||
no_weapon: true
|
||||
})) {
|
||||
gj = gj * lv / 100;
|
||||
}
|
||||
me.end_attack(target);
|
||||
if (!me.enemy.length) {
|
||||
me.is_rash = 0;
|
||||
return false;
|
||||
}
|
||||
if (i >= 17) me.is_rash = 0;
|
||||
},
|
||||
time,
|
||||
18
|
||||
);
|
||||
},
|
||||
query_desc: function (me, lv) {
|
||||
var lv1 = 5 + parseInt(lv / 500);
|
||||
if (lv1 > 9) lv1 = 9;
|
||||
var time = (12000 - lv * 2) / 1000;
|
||||
if (time < 8) time = 8;
|
||||
return time + "秒内将十八掌全部打出,掌力会越来越凶猛,每命中一掌增加伤害" + lv1 + "%,攻击中自身无法躲闪";
|
||||
}
|
||||
}
|
||||
};
|
||||
56
world/skill/gaibang/xiaoyaoyou.js
Normal file
56
world/skill/gaibang/xiaoyaoyou.js
Normal file
@@ -0,0 +1,56 @@
|
||||
this.inherits(SKILL);
|
||||
this.name = "逍遥游";
|
||||
this.id = "xiaoyaoyou";
|
||||
this.grade = 2;
|
||||
this.family = FAMILIES.GAIBANG;
|
||||
this.dodge_actions = [
|
||||
"$n一个「蜻蜓点水」,躲过了$N这一招。",
|
||||
"$n身形向后一纵,使出一招「细胸巧翻云」,避过了$N的攻击。",
|
||||
"$n使出「虚怀若谷」,恰好躲过了$N的攻势。",
|
||||
"但是$n身形飘忽,轻轻一纵,早已避开。",
|
||||
"$n身形微晃,有惊无险地避开了$N这一招。"
|
||||
];
|
||||
this.can_enables = ["dodge"];
|
||||
this.query_enable_prop = function (lv) {
|
||||
return {
|
||||
dodge: {
|
||||
ds: parseInt(lv * 1.5) + 30,
|
||||
mz: lv + 3
|
||||
}
|
||||
};
|
||||
}
|
||||
this.learn_condition = {
|
||||
max_mp: 1000,
|
||||
skill: {
|
||||
dodge: 200
|
||||
}
|
||||
};
|
||||
this.pfm = {
|
||||
lingbo:
|
||||
{
|
||||
name: "仙游",
|
||||
distime: 30000,
|
||||
enable_skill: "dodge",
|
||||
mp: 20,
|
||||
release_time:0,
|
||||
use: function (me, target, lv) {
|
||||
|
||||
var gj = lv * 10 + 10000;
|
||||
|
||||
me.add_status({
|
||||
id: "dodge",
|
||||
name: "仙游",
|
||||
start_msg: "<hiw>$N身子微晃,施出「<hig>仙游诀</hig>」满场游走,步法洋洋洒洒,甚为飘逸。</hiw>",
|
||||
desc: "逍遥游之仙游决,增加你的命中",
|
||||
duration: gj,
|
||||
prop: {
|
||||
mz: lv
|
||||
}
|
||||
});
|
||||
},
|
||||
query_desc: function (me, lv) {
|
||||
var gj = lv * 10 + 10000;
|
||||
return "" + (gj / 1000) + "秒内增加你" + lv + "命中。";
|
||||
}
|
||||
}
|
||||
};
|
||||
196
world/skill/huashan/dugujiujian.js
Normal file
196
world/skill/huashan/dugujiujian.js
Normal file
@@ -0,0 +1,196 @@
|
||||
this.inherits(SKILL);
|
||||
this.name = "独孤九剑";
|
||||
this.id = "dugujiujian";
|
||||
this.grade = 4;
|
||||
this.first_title = "九剑传人";
|
||||
this.family = FAMILIES.HUASHAN;
|
||||
this.attack_actions = [
|
||||
"但见$N挺身而上,$w一旋,一招仿佛泰山剑法的「<HIC>来鹤清泉</HIC>」直刺$n的$l!",
|
||||
"$N奇诡地向$n挥出「<RED>泉鸣芙蓉</RED>」、「<YEL>鹤翔紫盖</YEL>」、「<BLU>石廪书声</BLU>」、「<MAG>天柱云气</MAG>」及「<YEL>雁回祝融</YEL>」衡山五神剑!",
|
||||
"$N剑随身转,续而刺出十九剑,竟然是华山「<MAG>玉女十九剑</MAG>」,但奇的是这十九剑便如一招,手法之快,直是匪夷所思!",
|
||||
"$N剑势忽缓而不疏,剑意有余而不尽,化恒山剑法为一剑,向$n慢慢推去!",
|
||||
"$N剑意突焕气象森严,便似千军万马奔驰而来,长枪大戟,黄沙千里,尽括嵩山剑势击向$n的$l!",
|
||||
"却见$N身随剑走,左边一拐,右边一弯,剑招也是越转越加狠辣,竟化「<HIG>泰山十八盘</HIG>」为一剑攻向$n!",
|
||||
"$N剑招突变,使出衡山的「<HIC>一剑落九雁</HIC>」,削向$n的$l,怎知剑到中途,突然转向,大出$n意料之外!",
|
||||
"$N吐气开声,一招似是「<WHT>独劈华山</WHT>」,手中$w向下斩落,直劈向$n的$l!",
|
||||
"$N手中$w越转越快,使的居然是衡山的「<MAG>百变千幻云雾十三式</MAG>」,剑式有如云卷雾涌,旁观者不由得目为之眩!",
|
||||
"$N含笑抱剑,气势庄严,$w轻挥,尽融「达摩剑」为一式,闲舒地刺向$n!",
|
||||
"$N举起$w运使「太极剑」剑意,划出大大小小无数个圆圈,无穷无尽源源不绝地缠向$n!",
|
||||
"$N神声凝重,$w上劈下切左右横扫,挟雷霆万钧之势逼往$n,「伏摩剑」的剑意表露无遗!",
|
||||
"却见$N突然虚步提腰,使出酷似武当「<BLU>蜻蜓点水</BLU>」的一招!",
|
||||
"$N运剑如风,剑光霍霍中反攻$n的$l,尝试逼$n自守,剑招似是伏魔剑的「<RED>龙吞式</RED>」。",
|
||||
"$N突然运剑如狂,一手关外的「<YEL>乱披风剑法</YEL>」,猛然向$n周身乱刺乱削!",
|
||||
"$N突然一剑点向$n的$l,虽一剑却暗藏无数后着,$n手足无措,不知如何是好!",
|
||||
"$N剑挟刀势,大开大阖地乱砍一通,但招招皆击在$n攻势的破绽,迫得$n不得不守!",
|
||||
"$N反手横剑刺向$n的$l,这似有招似无招的一剑,威力竟然奇大,$n难以看清剑招来势!",
|
||||
"$N举剑狂挥,迅速无比地点向$n的$l,却令人看不出其所用是什么招式。",
|
||||
"$N随手一剑指向$n,落点正是$n的破绽所在,端的是神妙无伦,不可思议!",
|
||||
"$N脸上突现笑容,似乎已看破$n的武功招式,胸有成竹地一剑刺向$n的$l!",
|
||||
"$N将$w随手一摆,但见$n自己向$w撞将上来,神剑之威,实人所难测!"
|
||||
|
||||
];
|
||||
this.parry_actions = [
|
||||
"$n以攻为守,以进为退,凝神运气向$P猛攻快打地挥出方位大异的泰山「<MAG>快活三</MAG>」三剑。",
|
||||
"$n剑法突变,剑势伸缩不定,奔腾矫夭,逆使嵩山剑法的「<YEL>天外玉龙</YEL>」企图迫使$P变招。",
|
||||
"$n突然使出青城派松风剑法的「<RED>鸿飞冥冥</RED>」,可是方位却有所偏差,长剑对着$P一绞,企图突破$P的攻势!",
|
||||
"只见$n不退反进,身如飘风,诡异地一式「<HIW>天柱云气</HIW>」,动向无定不可捉摸地挡住了$P的进攻。",
|
||||
"$n不退反进,使出恒山剑招「<HIR>绵里藏针</HIR>」,森森剑气充溢四周!架开了$P的这招",
|
||||
"$n不闪不避,举剑闪电般使出「<BLU>叠翠浮青</BLU>」反削$P的$l。",
|
||||
"却见$n踏前一步,剑式斜指$N的右臂,想要使$N闪身而退。",
|
||||
"$n突然一剑点向$P的$l,虽一剑却暗藏无数后着,$P手足无措,慌忙撤手回防!",
|
||||
"$n挺剑一招象是「<HIW>白云出岫</HIW>」回刺$P的$l,企图将$P的攻势化解。"
|
||||
];
|
||||
this.desc = "为独孤求败所创,以无招胜有招的宗旨胜破天下武功。";
|
||||
|
||||
this.attack_actions2 = [
|
||||
"<hiw>但见$N手中$w破空长吟,平平一剑刺向$n,毫无招式可言</hiw>",
|
||||
"<hiw>$N揉身欺近,轻描淡写间随意刺出一剑,简单之极,无招无式</hiw>",
|
||||
"<hiw>$N身法飘逸,神态怡然,剑意藏于胸中,手中$w随意挥洒而出,独孤九剑已到了收发自如的境界</hiw>",
|
||||
"<hiw>$N满场游走,东刺一剑,西刺一剑,令$n莫明其妙,分不出$N剑法的虚实!</hiw>",
|
||||
"<hiw>$N抱剑旋身,转到$n身后,杂乱无章地向$n刺出一剑,不知使的是什么剑法!</hiw>"
|
||||
];
|
||||
this.query_attack_action = function (me) {
|
||||
if (me.query_temp("weapon")) {
|
||||
return this.attack_actions2.random();
|
||||
}
|
||||
return this.attack_actions.random();
|
||||
}
|
||||
//"\s?\+\s?(\w+)\s?\+\s?"(.+?)"\s?\+\s?NOR\s?\+\s?"
|
||||
//<$1>$2</$1>
|
||||
this.can_enables = ["sword", "parry"];
|
||||
this.learn_condition = {
|
||||
max_mp: 10000,
|
||||
skill: {
|
||||
sword: 400
|
||||
}
|
||||
};
|
||||
|
||||
this.query_prop = function (lv) {
|
||||
return {
|
||||
add_sh_per: 5 + parseInt(lv / 300)
|
||||
};
|
||||
}
|
||||
this.query_enable_prop = function (lv) {
|
||||
return {
|
||||
sword: {
|
||||
gj: lv * 2 + 10,
|
||||
gjsd: 200,
|
||||
bj_per: parseInt(lv / 500) + 2,
|
||||
mz: lv + 10
|
||||
},
|
||||
parry: {
|
||||
zj: lv * 2 + 10,
|
||||
fy: lv,
|
||||
desc: "招架敌人招式后立刻反击敌人"
|
||||
}
|
||||
};
|
||||
}
|
||||
this.parry_msg2 = [
|
||||
"<hir>$N趁机向前一剑刺向$n的$l,端的是神妙无伦,不可思议</hir>",
|
||||
"<hir>$n见招式被破,一时慌乱被$N趁虚欺上随手一剑刺向$p</hir>",
|
||||
"<hir>$N以攻为守,以进为退,挺剑一招象是「白云出岫」回刺$p的$l</hir>"
|
||||
];
|
||||
this.on_parry_over = function (me, target, par) {
|
||||
if (par.is_parry) {
|
||||
if (!me.query_temp("sk_dugu_parry")) {
|
||||
me.do_attack({
|
||||
target: target,
|
||||
attack_msg: this.parry_msg2.random(),
|
||||
gj: me.gj / 3 + me.random(me.gj / 3),
|
||||
mz: me.mz
|
||||
});
|
||||
me.end_attack(target);
|
||||
me.set_temp("sk_dugu_parry", 1, 7000);
|
||||
}
|
||||
}
|
||||
}
|
||||
this.pfm = {
|
||||
wu:
|
||||
{
|
||||
name: "无招",
|
||||
distime: 20000,
|
||||
enable_skill: "sword",
|
||||
mp: 20,
|
||||
release_time: 0,
|
||||
use: function (me, target, lv) {
|
||||
var time = lv * 10 + 5000;
|
||||
if (time > 15000) time = 15000;
|
||||
me.send_room("<him>$N凝神聚气,挥洒手中兵器,进入无招无我,剑心通明境界!\n</him>", target);
|
||||
me.add_status({
|
||||
id: "weapon",
|
||||
name: "无招",
|
||||
duration: time,
|
||||
prop: {
|
||||
gjsd_per: 100,
|
||||
gj: lv,
|
||||
mz: lv
|
||||
}
|
||||
});
|
||||
me.set_temp("weapon", 1, time);
|
||||
me.reauto_attack();
|
||||
|
||||
},
|
||||
query_desc: function (me, lv) {
|
||||
|
||||
var time = lv * 10 + 5000;
|
||||
if (time > 15000) time = 15000;
|
||||
return "独孤九剑之无招胜有招," + (time / 1000) + "秒内你的招式无迹可寻使敌人难以破解,出招速度加快到极限,增加" + lv + "攻击," + lv + "命中。";
|
||||
}
|
||||
}, pojian:
|
||||
{
|
||||
name: "破字诀",
|
||||
distime: 10000,
|
||||
enable_skill: "parry",
|
||||
mp: 20,
|
||||
use: function (me, target, lv) {
|
||||
var weap = target.query_weapon();
|
||||
if (!weap || weap.weapon_type === WEAPON_TYPE.NONE) return me.notify("对方没有兵刃,你不用担心。");
|
||||
me.send_room("<HIC>$N举剑画弧,默潜独孤九剑之「破字诀」, 绵绵剑意,漫天铺地袭向$n</HIC>", target);
|
||||
|
||||
if (lv * 2 + me.random(me.mz) > target.ds && (!target.attack_skill || target.attack_skill.id !== 'dugujiujian4')) {
|
||||
me.send_room("<hir>$n顿时觉得眼前一花,手腕一麻,手中$i脱手而出!\n</hir>", target);
|
||||
target.unequip(weap, true, 12000);
|
||||
} else {
|
||||
me.send_room("<cyn>可是$n看破了$N的剑路,抽身后退,使$N的「破字诀」没有起到作用。\n</cyn>", target);
|
||||
}
|
||||
},
|
||||
query_desc: function (me, lv) {
|
||||
|
||||
return "独孤九剑之破字诀,卸下对方兵刃,技能等级越高成功率越高。";
|
||||
}
|
||||
}, poqi:
|
||||
{
|
||||
name: "破气诀",
|
||||
distime: 30000,
|
||||
enable_skill: "sword",
|
||||
mp: 20,
|
||||
use: function (me, target, lv) {
|
||||
var sh = me.do_attack({
|
||||
target: target,
|
||||
attack_msg: "<hib>$N施出独孤九剑「破气式」,手中$W中攻直进,遥指$n的气海要穴。</hib>",
|
||||
miss_msg: "<CYN>可$n深知$N这招的厉害,当即向后横移数尺,躲闪开来。</CYN>",
|
||||
no_parry: true,
|
||||
damaga_msg: "<hir>$n被$N一剑划过气门,登感一阵锥心的刺痛,全身真气源源而泻!</hir>"
|
||||
});
|
||||
if (sh) {
|
||||
target.add_mp(-lv * 10);
|
||||
var time = 3000 + lv * 5;
|
||||
if (time > 10000) time = 10000;
|
||||
target.add_status({
|
||||
id: "busy",
|
||||
is_busy: true,
|
||||
name: "忙乱",
|
||||
downside: true,
|
||||
desc: "你处于忙乱状态,无法攻击,招架",
|
||||
duration: time
|
||||
}, me);
|
||||
}
|
||||
me.end_attack(target);
|
||||
},
|
||||
query_desc: function (me, lv) {
|
||||
var time = 3000 + lv * 5;
|
||||
if (time > 10000) time = 10000;
|
||||
return "独孤九剑之破气式,精准攻击敌方气海要穴,无法招架,命中后减少敌人" + (lv * 10) + "的内力,并使敌人忙乱" + (time / 1000) + "秒。";
|
||||
}
|
||||
}
|
||||
};
|
||||
30
world/skill/huashan/feiyanhuixiang.js
Normal file
30
world/skill/huashan/feiyanhuixiang.js
Normal file
@@ -0,0 +1,30 @@
|
||||
this.inherits(SKILL);
|
||||
this.name = "飞燕回翔";
|
||||
this.id = "feiyanhuixiang";
|
||||
this.grade = 1;
|
||||
|
||||
this.family = FAMILIES.HUASHAN;
|
||||
this.dodge_actions = [
|
||||
"但是$n身形飘忽,轻轻一纵,一招「乳燕投林」,举重若轻的避开这一击。",
|
||||
"$n身随意转,一式「雪花飞舞」,倏地往一旁飘开数尺,避过了这一招。",
|
||||
"可是$n侧身一让,使出「柳絮轻飘」,$N这一招扑了个空。",
|
||||
"却见$n足不点地,一招「腾云驾雾」,身形滴溜溜一转,往旁闪开数尺,躲了开去。",
|
||||
"$n左脚一点右脚背,身形往上一拔,一招「一鹤冲天」,轻轻巧巧地避开了这一招。"
|
||||
];
|
||||
this.desc = "华山派轻功身法,招式如飞燕般灵动不可捉摸。";
|
||||
//"(\w+)"(.+?)"NOR"
|
||||
//<$1>$2</$1>
|
||||
this.can_enables = ["dodge"];
|
||||
this.learn_condition = {
|
||||
max_mp: 500,
|
||||
skill: {
|
||||
dodge: 60
|
||||
}
|
||||
};
|
||||
this.query_enable_prop = function (lv) {
|
||||
return {
|
||||
dodge: {
|
||||
ds: lv + 5
|
||||
}
|
||||
};
|
||||
}
|
||||
59
world/skill/huashan/huashanjianfa.js
Normal file
59
world/skill/huashan/huashanjianfa.js
Normal file
@@ -0,0 +1,59 @@
|
||||
this.inherits(SKILL);
|
||||
this.name = "华山剑法";
|
||||
this.id = "huashanjianfa";
|
||||
this.grade = 1;
|
||||
this.is_public=true;
|
||||
this.family = FAMILIES.HUASHAN;
|
||||
this.attack_actions = [
|
||||
"$N一招「白云出岫」,手中$w点向$n的$l",
|
||||
"$N使出「有凤来仪」,$w闪烁不定,刺向$n的$l",
|
||||
"$N一招「天绅倒悬」,$w自上而下划出一个大弧,向$n劈砍下去",
|
||||
"$N向前跨上一步,手中$w使出「白虹贯日」直刺$n的$l",
|
||||
"$N手中的$w一晃,使出「苍松迎客」直刺$n的$l"
|
||||
|
||||
];
|
||||
this.desc = "华山派的基础剑法";
|
||||
//<$1>$2</$1>
|
||||
//<$1>$2</$1>
|
||||
this.can_enables = ["sword"];
|
||||
this.learn_condition = {
|
||||
max_mp: 1000,
|
||||
skill: {
|
||||
sword: 50
|
||||
}
|
||||
};
|
||||
|
||||
this.query_enable_prop = function(lv) {
|
||||
return {
|
||||
sword: {
|
||||
gj: lv + 10
|
||||
}
|
||||
};
|
||||
}
|
||||
this.pfm = {
|
||||
jiang:
|
||||
{
|
||||
name: "剑掌五连环",
|
||||
distime: 10000,
|
||||
enable_skill: "sword",
|
||||
mp: 20,
|
||||
release_time:10000,
|
||||
use: function(me, target, lv) {
|
||||
me.send_room("<CYN>$N使出华山派绝技「剑掌五连环」,身法陡然加快!</CYN>", target);
|
||||
var count = 5;
|
||||
for (var i = 0; i < count; i++) {
|
||||
me.do_attack({
|
||||
target: target,
|
||||
gj: me.gj,
|
||||
mz: me.mz,
|
||||
attack_before: "紧跟着"
|
||||
});
|
||||
}
|
||||
me.end_attack(target);
|
||||
},
|
||||
query_desc: function(me, lv) {
|
||||
|
||||
return "华山剑法之剑掌五连环,瞬间出招5次,收招较慢。";
|
||||
}
|
||||
}
|
||||
};
|
||||
29
world/skill/huashan/huashanquanfa.js
Normal file
29
world/skill/huashan/huashanquanfa.js
Normal file
@@ -0,0 +1,29 @@
|
||||
this.inherits(SKILL);
|
||||
this.name = "华山拳法";
|
||||
this.id = "huashanquanfa";
|
||||
this.grade = 1;
|
||||
|
||||
this.family = FAMILIES.HUASHAN;
|
||||
this.attack_actions = [
|
||||
"$N使一招「云里乾坤」左拳击出,不等招式使老,右拳已从左拳之底穿出,对准$n的$l「呼」地一拳",
|
||||
"$N左拳突然张开,拳开变掌,直击化为横扫,一招「雾里看花」便往$n的$l招呼过去",
|
||||
"$N步履一沉,左拳虚晃一招,右拳使出「梅花弄影」击向$n$l",
|
||||
"$N两手虎口相对,往内一圈,一招「金鼓齐鸣」往$n的$l击出"
|
||||
];
|
||||
this.desc = "华山派的入门拳法";
|
||||
//"(\w+)"(.+?)"NOR"
|
||||
//<$1>$2</$1>
|
||||
this.can_enables = ["unarmed"];
|
||||
this.learn_condition = {
|
||||
max_mp: 500,
|
||||
skill: {
|
||||
unarmed: 50
|
||||
}
|
||||
};
|
||||
this.query_enable_prop = function (lv) {
|
||||
return {
|
||||
unarmed: {
|
||||
gj: parseInt(lv * 1.1 + 20)
|
||||
}
|
||||
};
|
||||
}
|
||||
24
world/skill/huashan/huashanxinfa.js
Normal file
24
world/skill/huashan/huashanxinfa.js
Normal file
@@ -0,0 +1,24 @@
|
||||
this.inherits(SKILL);
|
||||
this.name = "华山心法";
|
||||
this.id = "huashanxinfa";
|
||||
this.grade = 1;
|
||||
this.force_rad = 0.5;
|
||||
this.desc = "华山派的入门心法";
|
||||
this.family = FAMILIES.HUASHAN;
|
||||
//"(\w+)"(.+?)"NOR"
|
||||
//<$1>$2</$1>
|
||||
this.can_enables = ["force"];
|
||||
this.query_enable_prop = function (lv) {
|
||||
return {
|
||||
force: {
|
||||
max_hp: lv,
|
||||
limit_mp: lv * 10,
|
||||
desc: "唯一:将你内力的50%转化为气血"
|
||||
}
|
||||
};
|
||||
}
|
||||
this.learn_condition = {
|
||||
skill: {
|
||||
force: 50
|
||||
}
|
||||
};
|
||||
115
world/skill/huashan/kuangfengkuaijian.js
Normal file
115
world/skill/huashan/kuangfengkuaijian.js
Normal file
@@ -0,0 +1,115 @@
|
||||
this.inherits(SKILL);
|
||||
this.name = "狂风快剑";
|
||||
this.id = "kuangfengkuaijian";
|
||||
this.grade = 3;
|
||||
this.family = FAMILIES.HUASHAN;
|
||||
|
||||
this.attack_actions = [
|
||||
"$N纵身跃起手中$w轻挥,斩向$n后颈",
|
||||
"$N手中$w连话三个弧形,向$n的右臂齐肩斩落",
|
||||
"$N轻吁一声,刷刷刷刷四剑,向$n胸,腹,腰,肩四处连刺",
|
||||
"$N仰天一声清啸,斜行向前,$w横削直击,迅捷无比,击向$n的$l"
|
||||
|
||||
];
|
||||
this.dodge_actions = [
|
||||
"$n一式<HIY>「巨鹏亮翅」</HIY>,两臂鹏举如翼,在剌剌风声中,从$N头顶横跃而过。",
|
||||
"$n一式<HIC>「风送紫霞」</HIC>,如一阵清风,舒缓地闪过了$N的凌厉攻势。",
|
||||
"$n一式<HIB>「燕回朝阳」</HIB>,轻盈地一跃,一转眼间便绕到了$N的身后。",
|
||||
"$n一式<HIY>「却别苍松」</HIY>,一转身间,向后飘出近一丈远",
|
||||
"$n一式<HIM>「旭日初升」</HIM>,全身笔直,拔地而起,在半空中一转,已落到几丈远的地方。",
|
||||
"$n一式<HIY>「金雁横空」</HIY>,身体如一只金雁般行云流水地滑出丈余。",
|
||||
"$n一式<HIW>「晚月朗星」</HIW>,双脚点地,全身化为一道白影,急速绕着$N打了几转。",
|
||||
"$n一式<GRN>「幻眼云湮」</GRN>,身形陡地变得飘忽不定,令$N无法看清。",
|
||||
"$n一式<HIM>「苍龙盘岭」</HIM>,宛若一条矫矢苍龙,围着$N急速地盘旋了几圈。"
|
||||
];
|
||||
this.desc = "华山派的剑宗的立宗剑法,以快闻名";
|
||||
//<$1>$2</$1>
|
||||
//<$1>$2</$1>
|
||||
this.can_enables = ["sword", "dodge"];
|
||||
this.learn_condition = {
|
||||
max_mp: 3000,
|
||||
skill: {
|
||||
sword: 300
|
||||
}
|
||||
};
|
||||
|
||||
this.query_enable_prop = function (lv) {
|
||||
return {
|
||||
sword: {
|
||||
gj: parseInt(lv * 1.5 + 10),
|
||||
gjsd: 250,
|
||||
mz: parseInt(lv * 1.5 + 10)
|
||||
}, dodge: {
|
||||
ds: parseInt(lv * 1.4 + 6),
|
||||
gjsd: 250
|
||||
}
|
||||
};
|
||||
}
|
||||
this.on_attack_over = function (me, target, par) {
|
||||
let kf_count = me.query_temp("kuangfeng");
|
||||
if (kf_count) {
|
||||
me.send_room("<hir>$N一击奏效,手中快剑如狂风般继续攻来</hir>\n");
|
||||
var isMIss = false;
|
||||
|
||||
var per = 10 - parseInt(me.query_skill('kuangfengkuaijian', 0) / 100);
|
||||
if (per < 3) per = 3;
|
||||
|
||||
let mz = me.mz;
|
||||
mz = parseInt(mz - mz * (kf_count - 1) * per / 100);
|
||||
if (mz < 0) mz = 0;
|
||||
|
||||
for (var i = 0; i < 3; i++) {
|
||||
if (!me.do_attack({
|
||||
target: target,
|
||||
gj: me.gj,
|
||||
mz: mz,
|
||||
no_append: true
|
||||
})) {
|
||||
isMIss = true;
|
||||
}
|
||||
}
|
||||
if (isMIss) {
|
||||
me.send_room("<hic>$N一击未能奏效,收招后退</hic>");
|
||||
me.remove_temp("kuangfeng");
|
||||
} else {
|
||||
me.set_temp("kuangfeng", kf_count + 1, 5000);
|
||||
}
|
||||
if (par.is_dodge || par.is_parry) me.end_attack(target);
|
||||
}
|
||||
}
|
||||
this.pfm = {
|
||||
duoming:
|
||||
{
|
||||
name: "夺命连环",
|
||||
distime: 20000,
|
||||
enable_skill: "sword",
|
||||
mp: 20,
|
||||
use: function (me, target, lv) {
|
||||
if (me.query_temp('kuangfeng')) return me.notify("你的夺命连环还没释放完。");
|
||||
|
||||
me.send_room("<hir>$N一声清啸,手中$W犹如狂风般劈头向$n刺去。</hir>\n", target);
|
||||
var isMIss = false;
|
||||
for (var i = 0; i < 3; i++) {
|
||||
if (!me.do_attack({
|
||||
target: target,
|
||||
gj: me.gj,
|
||||
mz: me.mz,
|
||||
no_append: true
|
||||
})) {
|
||||
isMIss = true;
|
||||
}
|
||||
}
|
||||
if (isMIss) {
|
||||
me.send_room("<hic>$N一击未能奏效,收招后退</hic>");
|
||||
} else {
|
||||
me.set_temp("kuangfeng", 1, 5000);
|
||||
}
|
||||
me.end_attack(target);
|
||||
},
|
||||
query_desc: function (me, lv) {
|
||||
var per = 10 - parseInt(lv / 100);
|
||||
if (per < 3) per = 3;
|
||||
return "夺命连环三仙剑是剑宗狂风剑法的精髓,瞬间攻出三剑,如果三剑全部命中" + (me.gjsd / 1000) + "秒后会继续触发夺命连环但是命中会降低" + per + "%";
|
||||
}
|
||||
}
|
||||
};
|
||||
104
world/skill/huashan/poyuquan.js
Normal file
104
world/skill/huashan/poyuquan.js
Normal file
@@ -0,0 +1,104 @@
|
||||
this.inherits(SKILL);
|
||||
this.name = "劈石破玉拳";
|
||||
this.id = "poyuquan";
|
||||
this.grade = 1;
|
||||
|
||||
this.family = FAMILIES.HUASHAN;
|
||||
this.attack_actions = [
|
||||
"$N右脚立定、左脚虚点,一式「起手式」,左右手一高一低,击向$n的$l",
|
||||
"$N左脚虚踏,全身右转,一招「石破天惊」,右拳猛地击向$n的$l",
|
||||
"$N双手大开大阖,宽打高举,使一招「铁闩横门」,双拳向$n的$l打去",
|
||||
"$N左掌圈花扬起,屈肘当胸,右手虎口朝上,一招「千斤坠地」打向$n的$l",
|
||||
"$N使一招「傍花拂柳」,上身前探,双拳划了个半圈,击向$n的$l",
|
||||
"$N双拳划弧,一记「金刚挚尾」,掌出如电,一下子切到$n的手上",
|
||||
"$N施出「封闭手」,双拳拳出如风,同时打向$n头,胸,腹三处要害",
|
||||
"$N左脚内扣,右腿曲坐,一式「粉石碎玉」,双拳齐齐捶向$n的胸口"
|
||||
];
|
||||
this.desc = "华山派拳脚功夫,原为劈石及破玉两路拳法绝学";
|
||||
//"(\w+)"(.+?)"NOR"
|
||||
//<$1>$2</$1>
|
||||
this.can_enables = ["unarmed", "parry"];
|
||||
this.learn_condition = {
|
||||
max_mp: 700,
|
||||
skill: {
|
||||
unarmed: 50
|
||||
}
|
||||
};
|
||||
this.query_enable_prop = function (lv) {
|
||||
return {
|
||||
unarmed: {
|
||||
gj: lv + 20
|
||||
},
|
||||
parry: {
|
||||
zj: lv + 20
|
||||
}
|
||||
};
|
||||
}
|
||||
this.pfm = {
|
||||
po:
|
||||
{
|
||||
name: "破玉",
|
||||
distime: 16000,
|
||||
enable_skill: "unarmed",
|
||||
weapon_type: WEAPON_TYPE.UNARMED,
|
||||
mp: 20,
|
||||
use: function (me, target, lv) {
|
||||
me.do_attack({
|
||||
target: target,
|
||||
gj: me.gj,
|
||||
no_weapon: true,
|
||||
attack_msg: "<HIY>$N大喝一声,握紧的拳头蒙上一层淡淡的紫色雾气,闪电般重重的击向$n</HIY>",
|
||||
damage_msg: "<hir>只见$P的紫拳如同硬玉般砸得$p飞了出去,重重的摔在地上,吐血不止!</hir>",
|
||||
miss_msg: "<hic>可是$p奋力闪避,硬生生的躲开了$P这一招。</hic>",
|
||||
parry_msg: "<hic>可是$p奋力招架,硬生生的挡开了$P这一招。</hic>"
|
||||
});
|
||||
me.end_attack(target);
|
||||
},
|
||||
query_desc: function (me, lv) {
|
||||
return "凝聚真气奋力一击,造成" + me.gj + "<hir>(+" + lv + ")</hir><mag>(+" + (me.query_skill("zixiashengong", 0) * 2) + ")</mag>点伤害。";
|
||||
}
|
||||
},
|
||||
pi: {
|
||||
name: "劈石",
|
||||
distime: 38000,
|
||||
enable_skill: "unarmed",
|
||||
weapon_type: WEAPON_TYPE.UNARMED,
|
||||
mp: 25,
|
||||
use: function (me, target, lv) {
|
||||
let par = {
|
||||
gj: me.gj,
|
||||
mz: me.mz,
|
||||
attack_msg: "<HIR>$N沉腰立马,双拳凝聚千斤之力,一声怒喝使出「劈石」绝招,带着裂石之势砸向$n!</HIR>\n",
|
||||
|
||||
miss_msg: "<hic>$n见势不妙,纵身急退,险险避开了$P势大力沉的劈石一击。</hic>",
|
||||
parry_msg: "<hic>$n拼尽全力格挡,虽挡住了这一击,却被震得双臂发麻,气血翻涌。</hic>",
|
||||
no_weapon: true
|
||||
};
|
||||
me.do_attack(par);
|
||||
if (!par.is_dodge) {
|
||||
let time = 5000 + parseInt(lv / 2);
|
||||
if (time > 15000) time = 15000;
|
||||
let fy = lv * 2 + 600;
|
||||
target.add_status({
|
||||
id: "pishi",
|
||||
name: "劈石",
|
||||
desc: "降低防御和招架",
|
||||
downside: true,
|
||||
prop: {
|
||||
fy: -fy
|
||||
},
|
||||
duration: time
|
||||
});
|
||||
|
||||
}
|
||||
me.end_attack(target);
|
||||
|
||||
},
|
||||
query_desc: function (me, lv) {
|
||||
let time = Math.floor(5 + lv / 500);
|
||||
if (time > 15) time = 15;
|
||||
let fy = lv + 600;
|
||||
return `劈石一击,命中后可降低目标${fy}点防御,持续${time}秒。`;
|
||||
}
|
||||
}
|
||||
};
|
||||
63
world/skill/huashan/zixiashengong.js
Normal file
63
world/skill/huashan/zixiashengong.js
Normal file
@@ -0,0 +1,63 @@
|
||||
this.inherits(SKILL);
|
||||
this.name = "紫霞神功";
|
||||
this.id = "zixiashengong";
|
||||
this.grade = 3;
|
||||
this.force_rad = 0.6;
|
||||
this.family = FAMILIES.HUASHAN;
|
||||
this.desc = "华山派的内功心法,气宗的立派根本,以修炼时身上紫气环绕而得名";
|
||||
//"(\w+)"(.+?)"NOR"
|
||||
//<$1>$2</$1>
|
||||
this.can_enables = ["force"];
|
||||
this.learn_condition = {
|
||||
max_mp: 300,
|
||||
skill: {
|
||||
force: 300
|
||||
}
|
||||
};
|
||||
|
||||
this.query_enable_prop = function (lv) {
|
||||
return {
|
||||
force: {
|
||||
gj: parseInt(lv * 1.3) + 10,
|
||||
mz: parseInt(lv * 1.2) + 10,
|
||||
limit_mp: lv * 100,
|
||||
desc: "唯一:将你内力的60%转化为气血"
|
||||
}
|
||||
};
|
||||
}
|
||||
this.pfm = {
|
||||
xi:
|
||||
{
|
||||
name: "紫气东来",
|
||||
distime: 60000,
|
||||
enable_skill: "force",
|
||||
mp: 20,
|
||||
release_time: 0,
|
||||
use_type: 2,
|
||||
use: function (me, target, lv) {
|
||||
|
||||
var gj = 10 + parseInt(lv / 100);
|
||||
var time = 20000 + lv * 10;
|
||||
var mz = lv + 30;
|
||||
me.send_room("<mag>$N微一凝神,运起紫霞神功,周身紫气萦绕。</mag>", target);
|
||||
me.add_status({
|
||||
id: "force",
|
||||
name: "紫气东来",
|
||||
desc: "使用紫霞神功提升战力,增加你的伤害",
|
||||
duration: time,
|
||||
prop: {
|
||||
add_sh_per: gj,
|
||||
mz: mz
|
||||
},
|
||||
finish_msg: "$N的紫霞神功运行完毕,将内力收回丹田。",
|
||||
});
|
||||
|
||||
},
|
||||
query_desc: function (me, lv) {
|
||||
var gj = 10 + parseInt(lv / 100);
|
||||
var mz = lv + 30;
|
||||
var time = 20000 + lv * 10;
|
||||
return "使用紫霞神功提升战力,增加你的伤害" + gj + "%,命中增加" + mz + ",持续" + (time / 1000) + "秒";
|
||||
}
|
||||
}
|
||||
};
|
||||
60
world/skill/knowage/lianyao.js
Normal file
60
world/skill/knowage/lianyao.js
Normal file
@@ -0,0 +1,60 @@
|
||||
|
||||
this.inherits(SKILL);
|
||||
this.id = "lianyao";
|
||||
this.name = "炼药术";
|
||||
this.grade = 0;
|
||||
this.desc = "使用药草制作各种丹药的技能,提高你的炼药成功率";
|
||||
this.type = SKILL_TYPES.KNOWLEDGE;
|
||||
|
||||
this.query_prop = lv => ({ lianyao1: Math.floor(lv / 200) });
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
this.slots = [
|
||||
{
|
||||
prop: "ly_wd",
|
||||
name: "炼药武道",
|
||||
value: lv => 1,
|
||||
count: 1,
|
||||
query_needs: function (grade) {
|
||||
return [{
|
||||
path: "book/gj",
|
||||
count: 1
|
||||
}];
|
||||
},
|
||||
format: (val) => {
|
||||
return "采药或炼药期间也可以获得武道残页(仅玩家共享闭关)";
|
||||
}
|
||||
}, {
|
||||
prop: "ly_qn",
|
||||
name: "潜能增加",
|
||||
value: lv => 1 + Math.min(lv / 200),
|
||||
count: 3,
|
||||
query_needs: function (grade) {
|
||||
return [{
|
||||
path: "book/gj",
|
||||
count: 1
|
||||
}];
|
||||
},
|
||||
format: (val) => {
|
||||
return "采药或炼药时获得的潜能+" + val;
|
||||
}
|
||||
}, {
|
||||
prop: "ly_ks",
|
||||
name: "等级加速",
|
||||
value: lv => 1 + Math.min(lv / 100),
|
||||
count: 3,
|
||||
query_needs: function (grade) {
|
||||
return [{
|
||||
path: "book/gj",
|
||||
count: 1
|
||||
}];
|
||||
},
|
||||
format: (val) => {
|
||||
return "炼药术提升的速度+" + val;
|
||||
}
|
||||
}
|
||||
];
|
||||
127
world/skill/knowage/literate.js
Normal file
127
world/skill/knowage/literate.js
Normal file
@@ -0,0 +1,127 @@
|
||||
|
||||
this.inherits(SKILL);
|
||||
this.id = "literate";
|
||||
this.name = "读书写字";
|
||||
this.grade = 0;
|
||||
this.desc = "书中自有黄金屋,书中自有颜如玉,多读书会提高自己的悟性,减少技能的学习时间";
|
||||
this.type = SKILL_TYPES.KNOWLEDGE;
|
||||
this.query_prop = function (lv, me) {
|
||||
let grade = 0;
|
||||
if (me && me.is_player) {
|
||||
grade = this.query_grade(me);
|
||||
}
|
||||
|
||||
return { int: parseInt(lv / (10 - grade)) }
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
this.slots = [
|
||||
{
|
||||
prop: "fenjie",
|
||||
name: "机关术",
|
||||
value: lv => Math.pow(lv, 1 / 3),
|
||||
count: 1,
|
||||
query_needs: function (grade) {
|
||||
return [{
|
||||
path: "book/lt#GAIBANG",
|
||||
count: 1
|
||||
}];
|
||||
},
|
||||
format: (val) => {
|
||||
return "机关术:基础悟性提升,分解装备获得额外" + val + "玄晶";
|
||||
}
|
||||
},
|
||||
{
|
||||
prop: "obs",
|
||||
name: "观气术",
|
||||
value: lv => lv,
|
||||
count: 1,
|
||||
query_needs: function () {
|
||||
return [{
|
||||
path: "book/lt#WUDANG",
|
||||
count: 1
|
||||
}];
|
||||
},
|
||||
format: (val) => {
|
||||
return "观气术:基础悟性提升,查看他人可获得额外信息";
|
||||
}
|
||||
},
|
||||
{
|
||||
prop: "haoranqi",
|
||||
value: lv => 10,
|
||||
count: 3,
|
||||
name: "浩然气",
|
||||
query_needs: function () {
|
||||
return [{
|
||||
path: "book/lt#HUASHAN",
|
||||
count: 1
|
||||
}];
|
||||
},
|
||||
format: (val) => {
|
||||
return "浩然气:基础悟性提升,学习知识类技能的消耗降低10%";
|
||||
}
|
||||
},
|
||||
{
|
||||
prop: "recover_per",
|
||||
value: lv => 10,
|
||||
count: 3,
|
||||
name: "普渡",
|
||||
query_needs: function () {
|
||||
|
||||
return [{
|
||||
path: "book/lt#EMEI",
|
||||
count: 1
|
||||
}];
|
||||
},
|
||||
format: (val) => {
|
||||
return "普渡:基础悟性提升,疗伤效率增加10%";
|
||||
}
|
||||
},
|
||||
{
|
||||
prop: "shashou",
|
||||
value: lv => Math.min(1 + lv / 20, 200),
|
||||
count: 3,
|
||||
name: "赏罚论",
|
||||
query_needs: function () {
|
||||
return [{
|
||||
path: "book/lt#SHASHOU",
|
||||
count: 1
|
||||
}];
|
||||
},
|
||||
format: (val) => {
|
||||
return "赏罚论:基础悟性提升,门派战中获得额外" + val + "功绩";
|
||||
}
|
||||
},
|
||||
{
|
||||
prop: "shaolin",
|
||||
value: (lv, grade) => 1 + lv / 10 / (10 - grade),
|
||||
name: "见禅心",
|
||||
query_needs: function () {
|
||||
return [{
|
||||
path: "book/lt#SHAOLIN",
|
||||
count: 1
|
||||
}];
|
||||
},
|
||||
format: (val) => {
|
||||
return "见禅心:基础悟性提升,打坐中会持续增加效率,最高额外+" + val;
|
||||
}
|
||||
},
|
||||
|
||||
{
|
||||
prop: "shuangxiu",
|
||||
value: (lv, grade) => 1 + lv / 10 / (10 - grade),
|
||||
count: 1,
|
||||
name: "齐逍遥",
|
||||
query_needs: function () {
|
||||
return [{
|
||||
path: "book/lt#XIAOYAO",
|
||||
count: 1
|
||||
}];
|
||||
},
|
||||
format: (val) => {
|
||||
return "齐逍遥:基础悟性提升,双修的基础效率增加" + val + "点";
|
||||
}
|
||||
}
|
||||
];
|
||||
45
world/skill/monster/bite2.js
Normal file
45
world/skill/monster/bite2.js
Normal file
@@ -0,0 +1,45 @@
|
||||
this.inherits(SKILL);
|
||||
this.type = SKILL_TYPES.SKILL;
|
||||
this.id = "bite2";
|
||||
this.name = "野兽扑咬";
|
||||
this.grade = 3;
|
||||
this.family = FAMILIES.MONSTER;
|
||||
this.desc = "高级动物类技能";
|
||||
this.attack_actions = [
|
||||
"$N张嘴朝$n的$l咬去", "$N抬起前爪往$n的$l一抓", "$N往$n的$l狠狠的扑了过去",
|
||||
"$N跳起来用前抓往$n的$l抓去", "$N猛的扑向$n的$l"
|
||||
];
|
||||
this.query_prop = lv => ({ gj: lv * 2, mz: lv * 2, fy: lv * 2, zj: lv * 2, ds: lv * 2 });
|
||||
|
||||
this.can_enables = ["bite"];
|
||||
this.pfm = {
|
||||
puyao:
|
||||
{
|
||||
name: "撕咬",
|
||||
distime: 7000,
|
||||
enable_skill: "bite",
|
||||
weapon_type: WEAPON_TYPE.UNARMED,
|
||||
release_time: 3000,
|
||||
mp: 10,
|
||||
attacks: [
|
||||
"<hir>$N张嘴朝$n的$l咬去</hir>", "<hir>$N抬起前爪往$n的$l一抓</hir>", "<hir>$N往$n的$l狠狠的扑了过去</hir>",
|
||||
"<hir>$N跳起来用前抓往$n的$l抓去</hir>", "<hir>$N猛的扑向$n的$l</hir>"
|
||||
],
|
||||
use: function (me, target,lv) {
|
||||
var count = 5;
|
||||
me.send_room("<red>$N目露凶光,猛的朝$n扑了过去</red>", target);
|
||||
for (var i = 0; i < count; i++) {
|
||||
me.do_attack({
|
||||
target: target,
|
||||
gj: me.gj,
|
||||
mz: me.mz * 2,
|
||||
attack_msg: this.attacks[i]
|
||||
});
|
||||
}
|
||||
me.end_attack(target);
|
||||
},
|
||||
query_desc: function (me,lv) {
|
||||
return "野兽类撕咬";
|
||||
}
|
||||
}
|
||||
};
|
||||
45
world/skill/monster/dushe.js
Normal file
45
world/skill/monster/dushe.js
Normal file
@@ -0,0 +1,45 @@
|
||||
this.inherits(SKILL);
|
||||
this.name = "毒蛇攻击";
|
||||
this.id = "dushegongji";
|
||||
this.grade = 1;
|
||||
|
||||
this.family = FAMILIES.MONSTER;
|
||||
this.attack_actions = [
|
||||
"$N张嘴朝$n的$l咬去", "$N往$n的$l狠狠的扑了过去",
|
||||
"$N猛的扑向$n的$l", "$N扑上来张嘴往$n的$l咬去"
|
||||
];
|
||||
this.desc = "毒蛇攻击方式,会中毒";
|
||||
//"(\w+)"(.+?)"NOR"
|
||||
//<$1>$2</$1>
|
||||
this.can_enables = ["bite"];
|
||||
this.query_enable_prop = function (lv) {
|
||||
return {
|
||||
bite: {
|
||||
gj: lv,
|
||||
mz: lv,
|
||||
ds: lv,
|
||||
desc: "你的攻击有可能让对方中毒"
|
||||
}
|
||||
};
|
||||
}
|
||||
this.on_attack_over = function (me, target, par) {
|
||||
if (!par.is_dodge && !par.is_parry) {
|
||||
var lv = me.query_skill("dushegongji", 0);
|
||||
var sh = parseInt((lv / 10) + 10);
|
||||
if (this.random(lv) > 100) {
|
||||
target.add_status({
|
||||
id: "shedu",
|
||||
name: "蛇毒",
|
||||
desc: "你中了蛇毒,每三秒减少" + sh + "气血",
|
||||
duration: 3000,
|
||||
duration_count: 4,
|
||||
on_interval: function (me, count) {
|
||||
me.from_attack(sh * count, 999999, null, "<hir>$N觉得被蛇咬中的地方一阵发麻。</hir>");
|
||||
},
|
||||
downside: true,
|
||||
override: 1
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
62
world/skill/shaolin/damojian.js
Normal file
62
world/skill/shaolin/damojian.js
Normal file
@@ -0,0 +1,62 @@
|
||||
this.inherits(SKILL);
|
||||
this.name = "达摩剑";
|
||||
this.id = "damojian";
|
||||
this.grade = 2;
|
||||
|
||||
this.family = FAMILIES.SHAOLIN;
|
||||
this.attack_actions = [
|
||||
"$N使一式<MAG>「万事随缘往」</MAG>,手中$w嗡嗡微振,幻成一条疾光刺向$n的$l",
|
||||
"$N错步上前,使出<HIC>「来去若梦行」</HIC>,剑意若有若无,$w淡淡地向$n的$l挥去",
|
||||
"$N一式<YEL>「浮世沧桑远」</YEL>,纵身飘开数尺,运发剑气,手中$w遥摇指向$n的$l",
|
||||
"$N纵身轻轻跃起,一式<BLU>「轮回法舟轻」</BLU>,剑光如轮疾转,霍霍斩向$n的$l",
|
||||
"$N手中$w中宫直进,一式<HIW>「水月通禅寂」</HIW>,无声无息地对准$n的$l刺出一剑",
|
||||
"$N手中$w斜指苍天,剑芒吞吐,一式<HIM>「鱼龙听梵音」</HIM>,对准$n的$l斜斜击出",
|
||||
"$N左指凌空虚点,右手$w逼出丈许雪亮剑芒,一式<GRN>「千里一苇去」</GRN>刺向$n的$l",
|
||||
"$N合掌跌坐,一式<HIG>「禅心顿自明」</HIG>,$w自怀中跃出,如疾电般射向$n的胸口"
|
||||
|
||||
];
|
||||
this.desc = "少林寺七十二绝技之达摩剑";
|
||||
//<$1>$2</$1>
|
||||
//<$1>$2</$1>
|
||||
this.can_enables = ["sword"];
|
||||
this.learn_condition = {
|
||||
max_mp: 2000,
|
||||
skill: {
|
||||
sword: 200
|
||||
}
|
||||
};
|
||||
|
||||
this.query_enable_prop = function (lv) {
|
||||
return {
|
||||
sword: {
|
||||
gj: lv + 10,
|
||||
str: parseInt(lv / 10) + 2,
|
||||
mz: lv+10,
|
||||
}
|
||||
};
|
||||
}
|
||||
this.pfm = {
|
||||
jiang:
|
||||
{
|
||||
name: "三绝剑",
|
||||
distime: 10000,
|
||||
enable_skill: "sword",
|
||||
mp: 20,
|
||||
use: function (me, target, lv) {
|
||||
me.send_room("<hic>$N使出达摩剑的绝技「达摩三绝剑」,身法陡然加快!</hic>", target);
|
||||
var count = 3;
|
||||
for (var i = 0; i < count; i++) {
|
||||
me.do_attack({
|
||||
target: target,
|
||||
gj: me.gj,
|
||||
mz: me.mz
|
||||
});
|
||||
}
|
||||
me.end_attack(target);
|
||||
},
|
||||
query_desc: function (me, lv) {
|
||||
|
||||
return "达摩剑之三绝剑,瞬间出招3次。";
|
||||
}
|
||||
}
|
||||
};
|
||||
26
world/skill/shaolin/hunyuanyiqi.js
Normal file
26
world/skill/shaolin/hunyuanyiqi.js
Normal file
@@ -0,0 +1,26 @@
|
||||
this.inherits(SKILL);
|
||||
this.name = "混元一气";
|
||||
this.id = "hunyuanyiqi";
|
||||
this.grade = 1;
|
||||
this.force_rad = 0.55;
|
||||
this.desc = "少林寺的内功心法";
|
||||
this.family = FAMILIES.SHAOLIN;
|
||||
//"(\w+)"(.+?)"NOR"
|
||||
//<$1>$2</$1>
|
||||
this.can_enables = ["force"];
|
||||
this.learn_condition = {
|
||||
skill: {
|
||||
force: 50
|
||||
}
|
||||
};
|
||||
|
||||
this.query_enable_prop = function (lv) {
|
||||
return {
|
||||
force: {
|
||||
max_hp: lv ,
|
||||
fy: lv + 5,
|
||||
limit_mp: lv * 20,
|
||||
desc: "唯一:将你内力的55%转化为气血"
|
||||
}
|
||||
};
|
||||
}
|
||||
109
world/skill/shaolin/ranmudao.js
Normal file
109
world/skill/shaolin/ranmudao.js
Normal file
@@ -0,0 +1,109 @@
|
||||
this.inherits(SKILL);
|
||||
this.name = "燃木刀法";
|
||||
this.id = "ranmudao";
|
||||
this.grade = 3;
|
||||
this.family = FAMILIES.SHAOLIN;
|
||||
|
||||
this.attack_actions = [
|
||||
"$N面带微笑,一招<HIR>「烈火烧身」</HIR>,举$w对着$n连砍了八八六十四刀,刀气纵横,迅雷不可挡",
|
||||
"$N运起内功一招<GRN>「点木生火」</GRN>,$w上带着无比劲气,划了一个大弧,从上而下劈向$n的$l",
|
||||
"$N手臂一沉,一招<HIM>「张弓望月」</HIM>,双手持$w划出一道雪亮刀光,接着拦腰反切,砍向$n的$l",
|
||||
"$N挥舞$w上劈下撩,左挡右开,使出一招<RED>「烈火腾云」</RED>,卷起阵阵刀风,齐齐罩向$n",
|
||||
"$N一招<MAG>「火中取栗」</MAG>,左脚跃步落地,手中$w单刀往前,挟着炙热的风声劈向$n的$l",
|
||||
"$N腾空而起,半空中一招<HIW>「玉石俱焚」</HIW>,手中$w挥出满天流光般的刀影,向$n的全身卷去"
|
||||
];
|
||||
|
||||
this.desc = "少林寺七十二绝技之燃木刀法";
|
||||
//"(\w+)"(.+?)"NOR"
|
||||
//<$1>$2</$1>
|
||||
this.can_enables = ["blade", "parry"];
|
||||
this.learn_condition = {
|
||||
max_mp: 1000,
|
||||
skill: {
|
||||
blade: 300
|
||||
}
|
||||
};
|
||||
this.query_enable_prop = function (lv) {
|
||||
return {
|
||||
blade: {
|
||||
gj: parseInt(lv * 1.4 + 10),
|
||||
str: parseInt(lv / 5),
|
||||
mz: parseInt(lv * 0.9 + 10),
|
||||
desc: "燃木真焰:你的攻击会附加你的防御力数值的伤害"
|
||||
},
|
||||
parry: {
|
||||
zj: parseInt(lv * 1.3 + 10),
|
||||
fy: parseInt(lv * 1.3 + 10),
|
||||
max_hp: 1000 + lv * 5,
|
||||
}
|
||||
};
|
||||
}
|
||||
this.on_attack = function (me, target) {
|
||||
me.send_combat("<red>$n被烈焰划过,身上一道焦黑</red>", target);
|
||||
return me.fy;
|
||||
}
|
||||
this.on_parry_over = function (me, target, par) {
|
||||
let sh = me.query_temp("sk_ranmu");
|
||||
if (sh) {
|
||||
if (par.is_parry) sh = sh * 2;
|
||||
target.send_combat("<HIR>$n的护体真气灼伤了$N的真元!!</HIR>", me);
|
||||
target.damage2(sh, me);
|
||||
me.end_attack(target);
|
||||
}
|
||||
}
|
||||
this.pfm = {
|
||||
hu:
|
||||
{
|
||||
name: "护体真焰",
|
||||
distime: 30000,
|
||||
// enable_skill: "parry",
|
||||
mp: 20,
|
||||
release_time: 0,
|
||||
use: function (me, target, lv) {
|
||||
me.send_room("<HIR>$N仰天怒吼,全身登时腾起滔天烈焰。\n</HIR>", target);
|
||||
var time = 8000 + lv * 5;
|
||||
if (time > 200000) time = 200000;
|
||||
let add_fy = lv * 2 + 500;
|
||||
me.set_temp("sk_ranmu", add_fy, time);
|
||||
me.add_status({
|
||||
id: "weapon",
|
||||
name: "真焰",
|
||||
desc: "增加你的防御",
|
||||
duration: time,
|
||||
prop: {
|
||||
fy: add_fy
|
||||
}
|
||||
});
|
||||
},
|
||||
query_desc: function (me, lv) {
|
||||
var time = 8000 + lv * 5;
|
||||
if (time > 200000) time = 200000;
|
||||
let add_fy = (lv * 2 + 500);
|
||||
return "真焰护体,增加你" + add_fy + "的防御,被敌人命中后对敌人造成" + add_fy + "的伤害。";
|
||||
}
|
||||
}, fen: {
|
||||
name: "焚尽八荒",
|
||||
distime: 20000,
|
||||
enable_skill: "blade",
|
||||
weapon_type: WEAPON_TYPE.BLADE,
|
||||
mp: 20,
|
||||
use: function (me, target, lv) {
|
||||
lv = 50 + parseInt(lv / 20);
|
||||
me.send_room("<HIy>$N双手持刀,对天咆哮,所施正是燃木刀法绝学「焚尽八荒」。霎时呼啸声大作,但见一股澎湃无比的罡劲至$N刀间涌出,云贯向$n而去</HIy>", target);
|
||||
var count = 8;
|
||||
for (var i = 0; i < count; i++) {
|
||||
me.do_attack({
|
||||
target: target,
|
||||
gj: me.gj * lv / 100,
|
||||
mz: me.mz,
|
||||
attack_msg: "<hir>一道罡气燃烧着熊熊烈焰向$n呼啸而去</hir>"
|
||||
});
|
||||
}
|
||||
me.end_attack(target);
|
||||
},
|
||||
query_desc: function (me, lv) {
|
||||
lv = 50 + parseInt(lv / 20);
|
||||
return "燃木刀法绝学「焚尽八荒」,瞬间用罡气攻击敌方8次,每次攻击造成" + lv + "%伤害";
|
||||
}
|
||||
}
|
||||
};
|
||||
58
world/skill/shaolin/shaolinshenfa.js
Normal file
58
world/skill/shaolin/shaolinshenfa.js
Normal file
@@ -0,0 +1,58 @@
|
||||
this.inherits(SKILL);
|
||||
this.name = "少林身法";
|
||||
this.id = "shaolinshenfa";
|
||||
this.family = FAMILIES.SHAOLIN;
|
||||
this.grade = 1;
|
||||
this.dodge_actions = [
|
||||
"$n一式「<HIG>一苇渡江</HIG>」,前后脚脚尖脚跟相靠,身体如行云流水般滑出丈余。",
|
||||
"$n一式「<WHT>雨燕掠波</WHT>」,双臂前伸,全身贴地平飞,顿时闪过了$N的凌厉攻势。",
|
||||
"$n一式「<CYN>移步换形</CYN>」,足不动,手不抬,一转眼间便绕到了$N的身后。",
|
||||
"$n一式「<MAG>分身化影</MAG>」,一转身间,四面八方飘动着无数个$n的身影,令$N手无足措。",
|
||||
"$n一式「<HIY>孤骛落日</HIY>」,全身笔直,拔地而起,在半空中一转,已落到几丈远的地方",
|
||||
"$n一式「<BLU>鸿雁双飞</BLU>」,两臂鹏举如翼,在剌剌风声中,从$N头顶横跃而过。",
|
||||
"$n一式「<RED>苍龙出水</RED>」,双脚点地,全身化为一道白影,急速绕着$N打了几转。",
|
||||
"$n一式「<HIR>稚凤归巢</HIR>」,身体如陀螺般急转,气流形成一个个漩涡,令$N陷身其间,动弹不得。",
|
||||
];
|
||||
this.can_enables = ["dodge"];
|
||||
this.query_enable_prop = function (lv) {
|
||||
return {
|
||||
dodge: {
|
||||
ds: lv + 30
|
||||
}
|
||||
};
|
||||
}
|
||||
this.learn_condition = {
|
||||
max_mp: 800,
|
||||
skill: {
|
||||
dodge:50
|
||||
}
|
||||
};
|
||||
this.pfm = {
|
||||
lingbo:
|
||||
{
|
||||
name: "一苇渡江",
|
||||
distime: 30000,
|
||||
enable_skill: "dodge",
|
||||
mp: 20,
|
||||
use: function (me, target, lv) {
|
||||
|
||||
var gj = lv * 10+10000;
|
||||
|
||||
me.add_status({
|
||||
id: "dodge",
|
||||
name: "一苇渡江",
|
||||
start_msg: "<hiy>$N足尖轻点地面,施展一苇渡江,凌空跃起,身形顿时变得轻松自如。</hiy>",
|
||||
desc: "少林身法之一苇渡江,增加你身法",
|
||||
duration: gj,
|
||||
prop: {
|
||||
dex: parseInt(lv / 10 + 5)
|
||||
}
|
||||
});
|
||||
},
|
||||
query_desc: function (me, lv) {
|
||||
var gj = lv * 10 + 10000;
|
||||
var dex = parseInt(lv / 10 + 5);
|
||||
return "少林身法之一苇渡江," + (gj / 1000) + "秒内增加你" + dex + "身法。";
|
||||
}
|
||||
}
|
||||
};
|
||||
135
world/skill/shaolin/yijinjing.js
Normal file
135
world/skill/shaolin/yijinjing.js
Normal file
@@ -0,0 +1,135 @@
|
||||
this.inherits(SKILL);
|
||||
this.name = "易筋经";
|
||||
this.id = "yijinjing";
|
||||
this.grade = 4;
|
||||
this.force_rad = 0.75;
|
||||
this.family = FAMILIES.SHAOLIN;
|
||||
this.desc = "少林寺的高级内功心法,为少林寺镇寺之宝";
|
||||
//"(\w+)"(.+?)"NOR"
|
||||
//<$1>$2</$1>
|
||||
this.can_enables = ["force"];
|
||||
this.learn_condition = {
|
||||
max_mp: 1000,
|
||||
skill: {
|
||||
force: 500
|
||||
}
|
||||
};
|
||||
this.query_prop = function (lv) {
|
||||
return {
|
||||
diff_sh_per: 5 + parseInt(lv / 300),
|
||||
};
|
||||
}
|
||||
this.query_enable_prop = function (lv) {
|
||||
return {
|
||||
force: {
|
||||
max_hp: lv * 20,
|
||||
fy: parseInt(lv * 2 + 5),
|
||||
limit_mp: lv * 150,
|
||||
desc: "唯一:将你内力的75%转化为气血"
|
||||
}
|
||||
};
|
||||
}
|
||||
this.pfm = {
|
||||
foguang:
|
||||
{
|
||||
name: "佛光守护",
|
||||
distime: 30000,
|
||||
enable_skill: "force",
|
||||
mp: 20,
|
||||
use_type: 2,
|
||||
release_time: 0,
|
||||
use: function (me, target, lv) {
|
||||
me.send_room("<hiy>只听$N高呼佛号,运起佛光普照,霎那间全身竟犹如镀金一般,发出灿灿金光。</hiy>");
|
||||
var tm = me.team || [me];
|
||||
for (var i = 0; i < tm.length; i++) {
|
||||
if (tm[i].hp > 0 && tm[i].is_here(me)) {
|
||||
tm[i].add_status({
|
||||
id: "foguang",
|
||||
name: "佛光普照",
|
||||
desc: "易筋经之佛光普照增加你的气血,防御",
|
||||
duration: lv + 10000,
|
||||
prop: {
|
||||
max_hp: lv * 10,
|
||||
fy: lv
|
||||
}
|
||||
});
|
||||
tm[i].do_recover(lv * 10);
|
||||
}
|
||||
}
|
||||
|
||||
},
|
||||
query_desc: function (me, lv) {
|
||||
return "召唤佛光守护,增加你和你队友的气血" + (lv * 10) + ",防御" + lv + "。";
|
||||
}
|
||||
},
|
||||
roar:
|
||||
{
|
||||
name: "狮子吼",
|
||||
distime: 30000,
|
||||
enable_skill: "force",
|
||||
mp: 20,
|
||||
use_type: 2,
|
||||
release_time: 1000,
|
||||
use: function (me, target, lv) {
|
||||
|
||||
me.send_room("<hiy>$N深深地吸一囗气,真力迸发,发出一声惊天动地的巨吼。</hiy>");
|
||||
if (!me.enemy) return false;
|
||||
var list = [];
|
||||
var time = lv * 10 + 2000;
|
||||
if (time > 7000) time = 7000;
|
||||
for (let x of me.enemy) {
|
||||
if (x.hp > 0) {
|
||||
list.push(x);
|
||||
}
|
||||
}
|
||||
if (!list.length) return false;
|
||||
for (var i = 0; i < list.length; i++) {
|
||||
var x = list[i];
|
||||
x.notify("你觉得眼前一阵金星乱冒,耳朵痛得像是要裂开一样。");
|
||||
x.damage(me.max_mp / 10);
|
||||
if (x.max_mp < me.max_mp) {
|
||||
x.add_status({
|
||||
id: "faint",
|
||||
is_faint: true,
|
||||
duration: time,
|
||||
name: "昏迷", downside: true,
|
||||
finish_msg: "<hiy>慢慢的$N又恢复了知觉...</hiy>\n",
|
||||
start_msg: "<hir>$N只觉得眼前一黑,接着什么都不知道了...</hir>\n"
|
||||
});
|
||||
}
|
||||
me.end_attack(x);
|
||||
}
|
||||
},
|
||||
query_desc: function (me, lv) {
|
||||
var time = lv * 10 + 2000;
|
||||
if (time > 7000) time = 7000;
|
||||
return "深深地吸一囗气,真力迸发,发出一声惊天动地的巨吼,对附近敌人造成你最大内力10%(" + (me.max_mp / 10) + ")的伤害,如果敌人最大内力小于你的内力将昏迷" + (time / 1000) + "秒。";
|
||||
}
|
||||
}, zhao:
|
||||
{
|
||||
name: "金刚罩",
|
||||
distime: 40000,
|
||||
enable_skill: "force",
|
||||
mp: 20,
|
||||
use_type: 2,
|
||||
release_time: 0,
|
||||
use: function (me, target, lv) {
|
||||
var lv = 30 + parseInt(lv / 100);
|
||||
me.send_room("<hiy>$N高呼佛号,全身真气鼓动,犹如金铸之钟,坚不可摧。</hiy>");
|
||||
me.add_status({
|
||||
id: "force",
|
||||
name: "金刚罩",
|
||||
desc: "大幅减少你受到的伤害",
|
||||
duration: 10000,
|
||||
prop: {
|
||||
diff_sh_per2: lv
|
||||
}
|
||||
});
|
||||
|
||||
},
|
||||
query_desc: function (me, lv) {
|
||||
var lv = 30 + parseInt(lv / 100);
|
||||
return "减少你受到的伤害,10秒内增加" + lv + "%伤害减免。";
|
||||
}
|
||||
}
|
||||
};
|
||||
70
world/skill/shaolin/yizhichan.js
Normal file
70
world/skill/shaolin/yizhichan.js
Normal file
@@ -0,0 +1,70 @@
|
||||
this.inherits(SKILL);
|
||||
this.name = "一指禅";
|
||||
this.id = "yizhichan";
|
||||
this.grade = 3;
|
||||
this.family = FAMILIES.SHAOLIN;
|
||||
|
||||
this.attack_actions = [
|
||||
"$N双指并拢,一式<HIY>「佛恩济世」</HIY>,和身而上,左右手一前一后戳向$n的胸腹间",
|
||||
"$N左掌护胸,一式<HIY>「佛光普照」</HIY>,右手中指前后划了个半弧,猛地一甩,疾点$n的$l",
|
||||
"$N身形闪动,一式<HIY>「佛门广渡」</HIY>,双手食指端部各射出一道青气,射向$n的全身要穴",
|
||||
"$N盘膝跌坐,一式<HIY>「佛法无边」</HIY>,左手握拳托肘,右手拇指直立,遥遥对着$n一捺"
|
||||
];
|
||||
this.desc = "少林寺七十二绝技之一指禅";
|
||||
//"(\w+)"(.+?)"NOR"
|
||||
//<$1>$2</$1>
|
||||
this.can_enables = ["unarmed"];
|
||||
this.learn_condition = {
|
||||
max_mp: 8000,
|
||||
skill: {
|
||||
unarmed: 300
|
||||
}
|
||||
};
|
||||
this.query_enable_prop = function (lv) {
|
||||
return {
|
||||
unarmed: {
|
||||
gj: parseInt(lv * 1.5) + 20,
|
||||
str: parseInt(lv / 5) + 1,
|
||||
mz: parseInt(lv * 0.8 + 3)
|
||||
}
|
||||
};
|
||||
}
|
||||
this.pfm = {
|
||||
zhen:
|
||||
{
|
||||
name: "惊魔一指",
|
||||
distime: 30000,
|
||||
enable_skill: "unarmed",
|
||||
weapon_type: WEAPON_TYPE.UNARMED,
|
||||
mp: 20,
|
||||
use: function (me, target, lv) {
|
||||
var time = (lv * 5 + 2000);
|
||||
if (time > 10000) time = 10000;
|
||||
var sh = me.do_attack({
|
||||
target: target,
|
||||
gj: me.gj,
|
||||
mz: me.mz, no_weapon: true,
|
||||
attack_msg: "<hiy>$N大喝一声,中指按出,一股锐利的杀气攻向$n,气势恢宏之极!</hiy>",
|
||||
damage_msg: "<hir>只见$p躲闪不及,被$P这一指正戳在胸前,不由得连声惨叫,胸口鲜血直流!</hir>",
|
||||
|
||||
miss_msg: "<cyn>可是$p身法颇为灵活,轻轻一退将这道剑气化解于无形。</cyn>"
|
||||
});
|
||||
if (sh ) {
|
||||
target.add_status({
|
||||
id: "faint",
|
||||
is_faint: true,
|
||||
duration: time,
|
||||
name: "昏迷", downside: true,
|
||||
finish_msg: "<hiy>慢慢的$N又恢复了知觉...</hiy>\n",
|
||||
start_msg: "<hir>$N只觉得眼前一黑,接着什么都不知道了...</hir>\n"
|
||||
}, me);
|
||||
}
|
||||
me.end_attack(target);
|
||||
},
|
||||
query_desc: function (me, lv) {
|
||||
var time = (lv * 5 + 2000);
|
||||
if (time > 10000) time = 10000;
|
||||
return "一指禅之惊魔一指,运用无形剑气攻击敌人,命中后昏迷" + time/1000+"秒。";
|
||||
}
|
||||
}
|
||||
};
|
||||
81
world/skill/shashou/chuanxinzhang.js
Normal file
81
world/skill/shashou/chuanxinzhang.js
Normal file
@@ -0,0 +1,81 @@
|
||||
this.inherits(SKILL);
|
||||
this.name = "穿心掌";
|
||||
this.id = "chuanxinzhang";
|
||||
this.grade = 2;
|
||||
this.family = FAMILIES.SHASHOU;
|
||||
|
||||
this.attack_actions = [
|
||||
"$N使出一招「破山刀」,运掌如飞,招招直打$n的$l",
|
||||
"$N使出一招「碎石手」,双掌急运内力,带着凛冽的掌风直拍$n的$l",
|
||||
"$N惨然一声长啸,一招「摄魄掌」,双掌猛然击下,直扑$n的要脉",
|
||||
"$N骨骼暴响,双臂忽然暴长数尺,一招「追魂掌」直直攻向$n的$l",
|
||||
"$N施展出一招「撩阴掌」,双掌缤纷拍出,陡然间双掌已至$n跟前"
|
||||
];
|
||||
this.desc = "杀手楼的拳脚功夫,出招阴狠毒辣";
|
||||
//"(\w+)"(.+?)"NOR"
|
||||
//<$1>$2</$1>
|
||||
this.can_enables = ["unarmed", "parry"];
|
||||
this.learn_condition = {
|
||||
max_mp: 2000,
|
||||
skill: {
|
||||
unarmed: 100
|
||||
}
|
||||
};
|
||||
this.query_enable_prop = function (lv) {
|
||||
return {
|
||||
unarmed: {
|
||||
gj: parseInt(lv * 1.2) + 20,
|
||||
bj_per: 1 + parseInt(lv / 300)
|
||||
}, parry: {
|
||||
zj: parseInt(lv * 1.2) + 20,
|
||||
dex: parseInt(lv / 7) + 2
|
||||
}
|
||||
};
|
||||
}
|
||||
this.pfm = {
|
||||
chuan:
|
||||
{
|
||||
name: "掌心雷",
|
||||
distime: 30000,
|
||||
enable_skill: "unarmed",
|
||||
weapon_type: WEAPON_TYPE.UNARMED,
|
||||
mp: 20,
|
||||
release_time: 0,
|
||||
use: function (me, target, lv) {
|
||||
|
||||
var p = 100 + parseInt(lv / 100);
|
||||
var t = 6000 + lv;
|
||||
if (t > 10000) t = 10000;
|
||||
var iscirt = false;
|
||||
me.do_attack({
|
||||
target: target,
|
||||
gj: me.gj * p / 100,
|
||||
attack_msg: "<hir>$N暗藏真气于掌心,一招「掌心雷」闪烁着雷光直贯$n</hir>",
|
||||
mz: me.mz,
|
||||
cirt: function (t, part) {
|
||||
iscirt = me.crit(t, part, me.bj);
|
||||
return iscirt;
|
||||
},
|
||||
no_weapon: true
|
||||
});
|
||||
if (iscirt) {
|
||||
target.add_status({
|
||||
id: "faint",
|
||||
is_faint: true,
|
||||
duration: t,
|
||||
no_weapon: true,
|
||||
name: "昏迷", downside: true,
|
||||
finish_msg: "<hiy>慢慢的$N又恢复了知觉...</hiy>\n",
|
||||
start_msg: "<hir>$N只觉得眼前一黑,接着什么都不知道了。</hir>\n"
|
||||
}, me);
|
||||
}
|
||||
me.end_attack(target);
|
||||
},
|
||||
query_desc: function (me, lv) {
|
||||
var p = 100 + parseInt(lv / 100);
|
||||
var t = 6 + parseInt(lv / 1000);
|
||||
if (t > 10) t = 10;
|
||||
return "对敌人造成" + p + "%攻击力的伤害,如果暴击则昏迷对方" + t + "秒";
|
||||
}
|
||||
}
|
||||
};
|
||||
53
world/skill/shashou/feidao.js
Normal file
53
world/skill/shashou/feidao.js
Normal file
@@ -0,0 +1,53 @@
|
||||
this.inherits(SKILL);
|
||||
this.name = "飞刀";
|
||||
this.id = "feidao";
|
||||
this.grade = 1;
|
||||
|
||||
this.family = FAMILIES.SHASHOU;
|
||||
|
||||
this.desc = "杀手楼的入门暗器武功";
|
||||
//<$1>$2</$1>
|
||||
//<$1>$2</$1>
|
||||
this.can_enables = ["throwing"];
|
||||
this.learn_condition = {
|
||||
max_mp: 200,
|
||||
skill: {
|
||||
throwing: 100
|
||||
}
|
||||
};
|
||||
|
||||
this.query_enable_prop = function (lv) {
|
||||
return {
|
||||
throwing: {
|
||||
gj: parseInt(lv * 1.1) + 4
|
||||
}
|
||||
};
|
||||
}
|
||||
this.pfm = {
|
||||
jiang:
|
||||
{
|
||||
name: "又见飞刀",
|
||||
distime: 4500,
|
||||
enable_skill: "throwing",
|
||||
release_time: 1000,
|
||||
mp: 20,
|
||||
use: function (me, target, lv) {
|
||||
var msg = "<hic>$N手中$T寒光一闪,幻化出一道重影射向$n</hic>";
|
||||
me.send_room(msg, target);
|
||||
for (var i = 0; i < 2; i++) {
|
||||
me.do_attack({
|
||||
target: target,
|
||||
attack_msg: "",
|
||||
gj: me.gj,
|
||||
mz: me.mz,
|
||||
no_append: true,
|
||||
is_throwing: true
|
||||
});
|
||||
}
|
||||
me.end_attack(target);
|
||||
},
|
||||
query_desc: function (me, lv) {
|
||||
return "使用连续两把飞刀攻击敌人";
|
||||
}
|
||||
}
|
||||
};
|
||||
111
world/skill/shashou/mantianhuayu.js
Normal file
111
world/skill/shashou/mantianhuayu.js
Normal file
@@ -0,0 +1,111 @@
|
||||
this.inherits(SKILL);
|
||||
this.name = "漫天花雨";
|
||||
this.id = "mantianhuayu";
|
||||
this.grade = 4;
|
||||
|
||||
this.family = FAMILIES.SHASHOU;
|
||||
this.attack_actions = [
|
||||
"$N双手一晃,一招「千变万化」,手中的$w幻出万道金光,如一条金龙般飞向$n的$l",
|
||||
"$N右手一抖,一道金光冒出,正是一招「奇诡莫测」,抢先飞向$n的$l",
|
||||
"$N突然旋身,$w在旋转中化作「银轮割风」,边缘泛着锐光,既封退路又取$l",
|
||||
"$N掌心一翻,$w悄然滑出,一招「无声夺命」,不见破空之声却已抵近$n$l",
|
||||
"$N手腕轻抖,$w骤然化作「飞星追影」,一道冷光划破虚空,直取$n$l要害",
|
||||
"$N指尖一弹,$w化作「流光穿云」,破风之声忽强忽弱,轨迹飘忽难测地缠向$n$l"
|
||||
];
|
||||
this.desc = "杀手楼的暗器武功,使用的时候如漫天星光而得名";
|
||||
//<$1>$2</$1>
|
||||
//<$1>$2</$1>
|
||||
this.can_enables = ["throwing", "sword"];
|
||||
this.learn_condition = {
|
||||
max_mp: 200,
|
||||
skill: {
|
||||
throwing: 300
|
||||
}
|
||||
};
|
||||
|
||||
this.query_prop = function (lv) {
|
||||
return {
|
||||
bj_per: 5 + parseInt(lv / 300)
|
||||
};
|
||||
}
|
||||
this.query_enable_prop = function (lv) {
|
||||
return {
|
||||
throwing: {
|
||||
gj: parseInt(lv * 1.4) + 4,
|
||||
mz: parseInt(lv * 1.4) + 4,
|
||||
mz_per: parseInt(lv / 500) + 1
|
||||
},
|
||||
sword: {
|
||||
gj: parseInt(lv * 1.4) + 4,
|
||||
mz: parseInt(lv * 1.4) + 4,
|
||||
bj_per: 8,
|
||||
}
|
||||
};
|
||||
}
|
||||
this.pfm = {
|
||||
luo:
|
||||
{
|
||||
name: "落花",
|
||||
distime: 18000,
|
||||
// enable_skill: "throwing",
|
||||
mp: 20,
|
||||
use: function (me, target, lv, type) {
|
||||
let is_throwing = type !== 'sword';
|
||||
if (is_throwing)
|
||||
me.send_room("<hiy>$N手中$T一抖,幻出万点星光,如朵朵落花般撒向$n</hiy>", target);
|
||||
else
|
||||
me.send_room("<hiy>$N手中$W一抖,幻出万点星光,如朵朵落花般撒向$n</hiy>", target);
|
||||
var count = 1 + parseInt(me.bj / 5);
|
||||
if (count > 10) count = 10;
|
||||
for (var i = 0; i < count; i++) {
|
||||
me.do_attack({
|
||||
target: target,
|
||||
attack_msg: "",
|
||||
gj: me.gj,
|
||||
mz: me.mz,
|
||||
no_append: true,
|
||||
|
||||
is_throwing: is_throwing
|
||||
});
|
||||
}
|
||||
me.end_attack(target);
|
||||
},
|
||||
query_desc: function (me, lv) {
|
||||
|
||||
return "漫天暗器攻击敌人,每5%暴击增加一次攻击,最多10次";
|
||||
}
|
||||
},
|
||||
wu:
|
||||
{
|
||||
name: "定影",
|
||||
distime: 30000,
|
||||
enable_skill: "throwing",
|
||||
mp: 20,
|
||||
release_time: 0,
|
||||
use: function (me, target, lv) {
|
||||
var time = 5000 + parseInt(lv * 10 / 3);
|
||||
if (time > 15000) time = 15000;
|
||||
|
||||
me.do_attack({
|
||||
target: target,
|
||||
gj: me.gj,
|
||||
mz: me.mz,
|
||||
attack_msg: "<hiy>$N手中青光冒出,一瞬间$T已飞向$n化作点点星光笼罩$p周身大穴!</hiy>"
|
||||
})
|
||||
var ds = 10 + parseInt(lv / 100);
|
||||
target.add_status({
|
||||
id: "rash",
|
||||
name: "定影",
|
||||
duration: time,
|
||||
is_rash: true,
|
||||
downside: true
|
||||
}, me);
|
||||
me.end_attack(target);
|
||||
},
|
||||
query_desc: function (me, lv) {
|
||||
var time = 5 + parseInt(lv / 300);
|
||||
if (time > 15) time = 15;
|
||||
return "使用暗器攻击敌人,如果命中则使敌人定身" + time + "秒";
|
||||
}
|
||||
}
|
||||
};
|
||||
110
world/skill/shashou/shashengjue.js
Normal file
110
world/skill/shashou/shashengjue.js
Normal file
@@ -0,0 +1,110 @@
|
||||
this.inherits(SKILL);
|
||||
this.name = "杀生决";
|
||||
this.id = "shashengjue";
|
||||
this.grade = 3;
|
||||
this.force_rad = 0.55;
|
||||
this.family = FAMILIES.SHASHOU;
|
||||
this.desc = "杀手楼的高级内功";
|
||||
//"(\w+)"(.+?)"NOR"
|
||||
//<$1>$2</$1>
|
||||
this.can_enables = ["force"];
|
||||
this.learn_condition = {
|
||||
skill: {
|
||||
force: 300
|
||||
}
|
||||
};
|
||||
this.query_enable_prop = function (lv) {
|
||||
return {
|
||||
force: {
|
||||
gj: lv * 1.5 + 2,
|
||||
bj_per: parseInt(lv / 300) + 1,
|
||||
limit_mp: lv * 105,
|
||||
desc: "唯一:将你内力的55%转化为气血"
|
||||
}
|
||||
};
|
||||
}
|
||||
this.pfm = {
|
||||
|
||||
|
||||
power:
|
||||
{
|
||||
name: "斩杀",
|
||||
distime: 30000,
|
||||
enable_skill: "force",
|
||||
mp: 20,
|
||||
release_time: 0,
|
||||
use: function (me, target, lv) {
|
||||
|
||||
var time = 10000 + lv * 5;
|
||||
if (time > 20000) time = 20000;
|
||||
var gj = 10 + parseInt(lv / 100);
|
||||
me.send_room("<hir>$N默运杀生决,全身黑气笼罩,仅剩双眼一片血红,有如杀神降世!\n</hir>", target);
|
||||
me.add_status({
|
||||
id: "force",
|
||||
name: "杀神",
|
||||
desc: "你的攻击增加",
|
||||
duration: time,
|
||||
prop: {
|
||||
gj_per: gj
|
||||
}
|
||||
});
|
||||
},
|
||||
query_desc: function (me, lv) {
|
||||
var gj = 10 + parseInt(lv / 100);
|
||||
|
||||
var time = 10000 + lv * 5;
|
||||
if (time > 20000) time = 20000;
|
||||
return "全力战斗," + (time / 1000) + "秒内增加自己" + gj + "%攻击力";
|
||||
}
|
||||
}, tuoli: {
|
||||
name: "隐杀",
|
||||
distime: 45000,
|
||||
enable_skill: "force",
|
||||
mp: 0,
|
||||
release_time: 0,
|
||||
no_auto: true,
|
||||
allow_busy: true,
|
||||
use: function (me, target, lv) {
|
||||
|
||||
|
||||
if (me.is_rash) return me.notify('你现在无法使用轻功身法。');
|
||||
if (!me.environment.exits)
|
||||
return me.notify('这里无法逃脱。');
|
||||
var list = Object.keys(me.environment.exits);
|
||||
// for (var dir in me.environment.exits) {
|
||||
// list.push(dir);
|
||||
// }
|
||||
if (!list.length) return me.notify('这里无法逃脱。');
|
||||
let func = YS_ROOMS[me.environment.path];
|
||||
|
||||
if (func && func(me, list) === false) return;
|
||||
|
||||
me.send_room("\n<blk>$N的身形一闪,渐渐模糊不见了。<blk>\n");
|
||||
me.end_fight();
|
||||
me.do_command("go", list.random());
|
||||
// if (!me.is_in("yz/leitai/leitai") && !me.is_in("yz/leitai/biwu")) {
|
||||
// me.end_fight();
|
||||
// }
|
||||
|
||||
},
|
||||
query_desc: function (me, lv) {
|
||||
var gj = 10 + parseInt(lv / 300);
|
||||
var nl = 3000 + lv * 4;
|
||||
if (nl > 15000) nl = 15000;
|
||||
return "脱离战斗,迅速隐入其他房间";
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
const YS_ROOMS = {
|
||||
"yz/leitai/leitai": function (me) {
|
||||
me.send_room("\n<blk>$N的身形一闪,渐渐模糊不见了。<blk>\n");
|
||||
},
|
||||
'wudao/ta': function (me, list) {
|
||||
let lv = me.query_temp('wd_level', 0);
|
||||
if (lv >= 89) {
|
||||
list.length = 1;
|
||||
list[0] = 'out';
|
||||
}
|
||||
}
|
||||
};
|
||||
31
world/skill/shashou/shashoubufa.js
Normal file
31
world/skill/shashou/shashoubufa.js
Normal file
@@ -0,0 +1,31 @@
|
||||
this.inherits(SKILL);
|
||||
this.name = "杀手步法";
|
||||
this.id = "shashoubufa";
|
||||
this.grade = 1;
|
||||
this.family = FAMILIES.SHASHOU;
|
||||
|
||||
this.dodge_actions = [
|
||||
"只见$n一招「蟾飞九天」,身体向上笔直地纵起丈余,躲过了$N这一招",
|
||||
"但是$n一个使出「蛙鸣震天」,身形飘忽,轻轻一纵,早已避开",
|
||||
"$n一招「蛙入稻田」,身行随意转,倏地往一旁挪开了三尺,避过了这一招",
|
||||
"可是$n一个「蟾蜍扑虫」,侧身一让,$N这一招扑了个空",
|
||||
"却见$n「蟾翻白肚」,足不点地,往旁窜开数尺,躲了开去",
|
||||
"$n身形一招「金蟾归月」,身形微晃,有惊无险地避开了$N这一招"
|
||||
];
|
||||
this.desc = "杀手楼的入门轻功身法";
|
||||
//"(\w+)"(.+?)"NOR"
|
||||
//<$1>$2</$1>
|
||||
this.can_enables = ["dodge"];
|
||||
this.learn_condition = {
|
||||
max_mp: 200,
|
||||
skill: {
|
||||
dodge: 50
|
||||
}
|
||||
};
|
||||
this.query_enable_prop = function (lv) {
|
||||
return {
|
||||
dodge: {
|
||||
ds: parseInt(lv ) + 100
|
||||
}
|
||||
};
|
||||
}
|
||||
24
world/skill/shashou/shashouxinfa.js
Normal file
24
world/skill/shashou/shashouxinfa.js
Normal file
@@ -0,0 +1,24 @@
|
||||
this.inherits(SKILL);
|
||||
this.name = "杀手心法";
|
||||
this.id = "shashouxinfa";
|
||||
this.grade = 1;
|
||||
this.force_rad = 0.55;
|
||||
this.desc = "杀手楼的入门心法";
|
||||
this.family = FAMILIES.SHASHOU;
|
||||
//"(\w+)"(.+?)"NOR"
|
||||
//<$1>$2</$1>
|
||||
this.can_enables = ["force"];
|
||||
this.query_enable_prop = function (lv) {
|
||||
return {
|
||||
force: {
|
||||
gj: 1 + lv,
|
||||
limit_mp: lv * 10,
|
||||
desc: "唯一:将你内力的55%转化为气血"
|
||||
}
|
||||
};
|
||||
}
|
||||
this.learn_condition = {
|
||||
skill: {
|
||||
force: 50
|
||||
}
|
||||
};
|
||||
59
world/skill/shashou/taxuexunmei.js
Normal file
59
world/skill/shashou/taxuexunmei.js
Normal file
@@ -0,0 +1,59 @@
|
||||
this.inherits(SKILL);
|
||||
this.name = "踏雪寻梅";
|
||||
this.id = "taxuexunmei";
|
||||
this.grade = 3;
|
||||
this.family = FAMILIES.SHASHOU;
|
||||
|
||||
this.dodge_actions = [
|
||||
"$n一式「华发寻春喜见梅」,身子掣忽一转,$N只觉的眼前一花,失去了目标。",
|
||||
"$n一式「一株临路雪倍堆」,双脚点地,身子突然拔高了丈许,缓缓飘落在$N身后。",
|
||||
"$n一式「凤城南陌他年忆」,身行一晃,顿时无数条身影一下子出现在$N的面前。",
|
||||
"$n一式「香杳难随驿使来」,飘然向后一退,躲开$N的凌厉攻势。"
|
||||
];
|
||||
this.desc = "踏雪寻梅是杀手楼一种特别厉害的上乘轻功,即使穿着铁鞋踩在雪上,也不会留下一点脚印。";
|
||||
//"(\w+)"(.+?)"NOR"
|
||||
//<$1>$2</$1>
|
||||
this.can_enables = ["dodge"];
|
||||
this.learn_condition = {
|
||||
max_mp: 1000,
|
||||
skill: {
|
||||
dodge: 200
|
||||
}
|
||||
};
|
||||
this.query_enable_prop = function (lv) {
|
||||
return {
|
||||
dodge: {
|
||||
ds: parseInt(lv * 1.4) + 200,
|
||||
mz: parseInt(lv * 1.4) + 200
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
this.pfm = {
|
||||
power:
|
||||
{
|
||||
name: "无痕",
|
||||
distime: 45000,
|
||||
enable_skill: "dodge",
|
||||
mp: 30,
|
||||
release_time: 0,
|
||||
no_auto: true,
|
||||
use: function (me, target, lv) {
|
||||
var gj = 3000 + lv*5;
|
||||
if (gj > 10000) gj = 10000;
|
||||
me.send_room("<hiw>$N身体急转,化为一道白光,虚幻不定的出现在$N的周围\n</hiw>", target);
|
||||
me.add_status({
|
||||
id: "dodge",
|
||||
name: "无痕",
|
||||
desc: "你无法被控制",
|
||||
duration: gj,
|
||||
ig_control: gj
|
||||
});
|
||||
},
|
||||
query_desc: function (me, lv) {
|
||||
var gj = 3 + parseInt(lv / 200);
|
||||
if (gj > 10) gj = 10;
|
||||
return gj+"秒内免疫控制";
|
||||
}
|
||||
}
|
||||
};
|
||||
94
world/skill/staff/fumozhang.js
Normal file
94
world/skill/staff/fumozhang.js
Normal file
@@ -0,0 +1,94 @@
|
||||
this.inherits(SKILL);
|
||||
this.name = "伏魔杖";
|
||||
this.id = "fumozhang";
|
||||
this.grade = 5;
|
||||
this.attack_actions = [
|
||||
"$N使一招「<YEL>黄牛转角</YEL>」,手中$w自下而上,沉猛无比地向$n的小腹挑去",
|
||||
"$N快步跨出,一招「<RED>野马追风</RED>」,左手平托$w,右掌猛推杖端,顶向$n的胸口",
|
||||
"$N高举$w,一招「<BLK>猛虎跳涧</BLK>」,全身跃起,手中$w搂头盖顶地向$n击去。",
|
||||
"$N一招「<HIY>狮子摇头</HIY>」,双手持杖如橹,对准$n猛地一搅,如同平地刮起一阵旋风",
|
||||
"$N全身滚倒,$w盘地横飞,突出一招「<HIC>大蟒翻身</HIC>」,杖影把$n裹了起来",
|
||||
"$N双手和十,躬身一招「<GRN>胡僧托钵</GRN>」,$w自肘弯飞出,拦腰向$n撞去",
|
||||
"$N一招「<RED>慈</red><YEL>航</yel><MAG>普<BLU>渡</blu>」,$w如飞龙般自掌中跃出,直向$n的胸口穿入"
|
||||
];
|
||||
|
||||
this.desc = "净念禅宗的杖法";
|
||||
//"(\w+)"(.+?)"NOR"
|
||||
//<$1>$2</$1>
|
||||
this.learn_condition = {
|
||||
max_mp: 300,
|
||||
skill: {
|
||||
staff: 900,
|
||||
}
|
||||
}
|
||||
this.can_enables = ["staff"];
|
||||
this.query_enable_prop = function (lv) {
|
||||
return {
|
||||
staff: {
|
||||
gj: parseInt(lv * 1.8) + 10,
|
||||
mz: parseInt(lv * 1.8) + 10,
|
||||
str: parseInt(lv / 3) + 10,
|
||||
con: parseInt(lv / 3) + 10,
|
||||
desc: "当你命中敌人后会降低敌人战斗属性1%,可叠加"
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
this.on_attack_over = function (me, target, par) {
|
||||
if (!par.is_dodge && !par.is_parry) {
|
||||
var lv = me.query_skill("fumozhang", 0);
|
||||
lv = 5 + parseInt(lv / 100);
|
||||
target.add_status({
|
||||
id: "fmz",
|
||||
name: "伏魔",
|
||||
desc: "减少战斗属性",
|
||||
duration: 6000,
|
||||
downside: true,
|
||||
count: 1,
|
||||
prop: {
|
||||
gj_per: -1,
|
||||
mz_per: -1,
|
||||
ds_per: -1,
|
||||
zj_per: -1,
|
||||
fy_per: -1
|
||||
},
|
||||
override: 1,
|
||||
max_count: lv
|
||||
});
|
||||
}
|
||||
|
||||
}
|
||||
this.pfm = {
|
||||
fumo:
|
||||
{
|
||||
name: "罗汉伏魔",
|
||||
distime: 20000,
|
||||
enable_skill: "staff",
|
||||
weapon_type: WEAPON_TYPE.STAFF,
|
||||
mp: 20,
|
||||
use: function (me, target, lv) {
|
||||
me.send_room("<hiy>$N大喝一声,手中$W杖端化出无数个圆圈,凝滞沉重,劈头盖脸向$n砸去</hiy>\n", target);
|
||||
|
||||
var count = target.query_status("fmz");
|
||||
if (!count) count = 1;
|
||||
if (count > 15) count = 15;
|
||||
|
||||
if (me.do_attack({
|
||||
target: target,
|
||||
gj: me.gj + me.gj * 0.8 * count,
|
||||
mz: me.mz
|
||||
})) {
|
||||
|
||||
me.end_attack(target);
|
||||
if (count > 5) {
|
||||
|
||||
}
|
||||
}
|
||||
target.remove_status("fmz", true);
|
||||
},
|
||||
query_desc: function (me, lv) {
|
||||
|
||||
return "罗汉伏魔,每层BUFF增加80%伤害";
|
||||
}
|
||||
}
|
||||
};
|
||||
121
world/skill/staff/shedaoqigong.js
Normal file
121
world/skill/staff/shedaoqigong.js
Normal file
@@ -0,0 +1,121 @@
|
||||
this.inherits(SKILL);
|
||||
this.name = "蛇岛奇功";
|
||||
this.id = "shedaoqigong";
|
||||
this.grade = 2
|
||||
this.attack_actions = [
|
||||
"$N使一招「<HIC>仙鹤梳翎</HIC>」手中$w一提,插向$n的$l",
|
||||
"$N使出「<HIY>灵蛇出洞</HIY>」,身形微弓,手中$w倏的向$n的$l戳去",
|
||||
"$N身子微曲,左足反踢,乘势转身,使一招「<HIM>贵妃回眸</HIM>」,右手$w已戳向$n$l",
|
||||
"$N使一式「<HIY>飞燕回翔</HIY>」,背对着$n,右足一勾,顺势在$w上一点,$w陡然向自己咽喉疾射.接着$N身子往下一缩,$w掠过其咽喉,急奔$n急射而来",
|
||||
"$N忽的在地上一个筋斗,使一招「<HIW>小怜横陈</HIW>」,从$n胯下钻过,手中$w直击$n"
|
||||
];
|
||||
this.parry_actions = [
|
||||
"$n大吼一声,使一招「<HIR>子胥举鼎</HIR>」,反手擒拿$N极泉要穴,使$P这招落空",
|
||||
"$n双腿一缩,似欲跪拜,一招「<HIB>鲁达拨柳</HIB>」,$P的劲力登时落空",
|
||||
"$n突然一个倒翻筋斗,一招「<HIC>狄青降龙</HIC>」,双腿一分,跨在肩头,双掌直击$N,将$P的力道尽行碰了回去"
|
||||
];
|
||||
this.desc = "神龙岛绝技,论威力不在化骨绵掌之下,可做为杖法,招架使用";
|
||||
//"(\w+)"(.+?)"NOR"
|
||||
//<$1>$2</$1>
|
||||
this.learn_condition = {
|
||||
max_mp: 300,
|
||||
skill: {
|
||||
force: 200,
|
||||
shenlongxinfa: 200
|
||||
}
|
||||
}
|
||||
this.can_enables = ["staff", "parry"];
|
||||
this.query_enable_prop = function (lv) {
|
||||
return {
|
||||
|
||||
staff: {
|
||||
gj: lv + 10,
|
||||
str: Math.round(lv / 6)
|
||||
},
|
||||
parry: {
|
||||
zj: lv + 10,
|
||||
mz: lv + 10
|
||||
}
|
||||
};
|
||||
}
|
||||
this.slots = [
|
||||
{
|
||||
prop: 'sdqg_hxf',
|
||||
value: (lv) => 10,
|
||||
count: 2,
|
||||
format: (val) => {
|
||||
return '吼仙法每层附加10%攻击力的伤害';
|
||||
},
|
||||
},
|
||||
{
|
||||
prop: 'sdqg_count',
|
||||
value: (lv) => 1,
|
||||
count: 3,
|
||||
format: (val) => {
|
||||
return '唱仙法可叠加层数+1';
|
||||
},
|
||||
},
|
||||
];
|
||||
|
||||
this.pfm = {
|
||||
chang:
|
||||
{
|
||||
name: "唱仙法",
|
||||
distime: 3000,
|
||||
enable_skill: "parry",
|
||||
mp: 10,
|
||||
use: function (me, target, lv) {
|
||||
var add = parseInt(lv / 10) + 1;
|
||||
var time = 5000 + lv * 10;
|
||||
if (time > 20000) time = 20000;
|
||||
|
||||
me.send_room("<hir>只听$N口中念念有词,顷刻之间内力大涨!</hir>");
|
||||
me.add_status({
|
||||
id: "parry",
|
||||
name: "唱仙法",
|
||||
duration: time,
|
||||
prop: {
|
||||
gj: add,
|
||||
fy: add,
|
||||
mz: add,
|
||||
ds: add,
|
||||
zj: add
|
||||
},
|
||||
override: 1,
|
||||
max_count: 10 + me.query_prop('sdqg_count')
|
||||
});
|
||||
},
|
||||
query_desc: function (me, lv) {
|
||||
var add = parseInt(lv / 10) + 1;
|
||||
var time = 5000 + lv * 10;
|
||||
return "蛇岛奇功之唱仙法" + (time / 1000) + "秒增加你的攻击,防御,命中,躲闪,招架" + add + ",可叠加最多10层";
|
||||
}
|
||||
},
|
||||
hou:
|
||||
{
|
||||
name: "吼仙法",
|
||||
distime: 20000,
|
||||
enable_skill: "parry",
|
||||
mp: 10,
|
||||
use: function (me, target, lv) {
|
||||
var count = me.query_status("parry");
|
||||
if (!count) return me.notify_fail("<hic>你深深地吸一囗气,想吼一嗓子,结果又憋了回去。</hic>");
|
||||
let gj = me.gj * me.query_prop('sdqg_hxf') / 100;
|
||||
me.do_attack({
|
||||
target: target,
|
||||
gj: lv * count + gj,
|
||||
attack_msg: "<hiy>$N深深地吸一囗气,忽然仰天长啸,高声狂叫:不死神龙,唯我不败!</hiy>",
|
||||
damage_msg: "<hir>$n只觉脑中一阵剧痛,金星乱冒,犹如有万条金龙在眼前舞动。</hir>",
|
||||
dodge_msg: "<cyn>$n哈哈一笑,飘身跃开,让$N这一吼全然落空。</cyn>",
|
||||
no_parry: true
|
||||
});
|
||||
me.remove_status("parry", true);
|
||||
me.end_attack(target);
|
||||
},
|
||||
query_desc: function (me, lv) {
|
||||
|
||||
|
||||
return "蛇岛奇功之吼仙法,将你的唱仙法积累的力量一次性释放出去,每层造成" + lv + "伤害,无法招架";
|
||||
}
|
||||
}
|
||||
};
|
||||
80
world/skill/staff/wuchangzhang.js
Normal file
80
world/skill/staff/wuchangzhang.js
Normal file
@@ -0,0 +1,80 @@
|
||||
this.inherits(SKILL);
|
||||
this.name = "无常杖";
|
||||
this.id = "wuchangzhang";
|
||||
this.grade = 2
|
||||
this.attack_actions = [
|
||||
"$N微一躬身,一招<HIG>「庸人自扰」</HIG>,$w带着刺耳的吱吱声,擦地扫向$n的脚踝",
|
||||
"$N一招<HIM>「想入非非」</HIM>,右手托住杖端,左掌居中一击,令其凭惯性倒向$n的肩头",
|
||||
"$N一招<HIR>「六神不安」</HIR>,举起$w乒乒乓乓地满地乱敲,让$n左闪右避,狼狈不堪",
|
||||
"$N一招<HIY>「面无人色」</HIY>,举起$w,呆呆地盯了一会,突然猛地一杖打向$n的$l",
|
||||
"$N将$w顶住自己的胸膛,一端指向$n,一招<HIB>「心惊肉跳」</HIB>,大声叫喊着冲向$n",
|
||||
"$N一招<HIC>「行尸走肉」</HIC>,全身僵直,蹦跳着持杖前行,冷不防举杖拦腰向$n劈去",
|
||||
"$N面带戚色,一招<HIM>「饮恨吞声」</HIM>,趁$n说话间,一杖向$n张大的嘴巴捅了过去",
|
||||
"$N一招<HIW>「力不从心」</HIW>,假意将$w摔落地上,待$n行来,一脚勾起,击向$n的$l",
|
||||
"$N伏地装死,一招<HIG>「穷途没路」</HIG>,一个翻滚,身下$w往横里打出,挥向$n的裆部",
|
||||
"$N一招<HIR>「呆若木鸡」</HIR>,身不动,脚不移,$w却直飞半空,不偏不倚地砸向$n的$l",
|
||||
"$N高举$w,一招<HIG>「人鬼殊途」</HIG>,身形如鬼魅般飘出,对准$n的天灵盖一杖打下",
|
||||
"$N一招<HIB>「我入地狱」</HIB>,单腿独立,$w舞成千百根相似,根根砸向$n全身各处要害"
|
||||
];
|
||||
|
||||
this.desc = "少林寺七十二绝技之无常杖";
|
||||
//"(\w+)"(.+?)"NOR"
|
||||
//<$1>$2</$1>
|
||||
this.learn_condition = {
|
||||
max_mp: 3000,
|
||||
skill: {
|
||||
staff: 200
|
||||
}
|
||||
}
|
||||
this.can_enables = ["staff", "parry"];
|
||||
this.query_enable_prop = function (lv) {
|
||||
return {
|
||||
staff: {
|
||||
gj: lv + 10,
|
||||
str: Math.round(lv / 6)
|
||||
},
|
||||
parry: {
|
||||
zj: lv + 5,
|
||||
fy: lv + 10
|
||||
}
|
||||
};
|
||||
}
|
||||
this.slots = [
|
||||
{
|
||||
prop: 'wcz_gcd',
|
||||
value: (lv) => 2000,
|
||||
format: (val) => {
|
||||
return '无常五化绝招释放时间减少2秒';
|
||||
},
|
||||
}
|
||||
];
|
||||
this.pfm = {
|
||||
chang:
|
||||
{
|
||||
name: "无常五化",
|
||||
distime: 6000,
|
||||
enable_skill: "staff",
|
||||
weapon_type: WEAPON_TYPE.STAFF,
|
||||
releasetime_key: 'wcz_gcd',
|
||||
mp: 20,
|
||||
release_time: 10000,
|
||||
use: function (me, target, lv) {
|
||||
me.send_room("<hiy>$N将手中的$W一荡,化作无数杖影扫向$n</hiy>", target);
|
||||
var count = 5;
|
||||
for (var i = 0; i < count; i++) {
|
||||
me.do_attack({
|
||||
target: target,
|
||||
gj: me.gj,
|
||||
mz: me.mz,
|
||||
attack_before: "紧跟着"
|
||||
});
|
||||
}
|
||||
me.end_attack(target);
|
||||
},
|
||||
query_desc: function (me, lv) {
|
||||
|
||||
|
||||
return "无常杖之无常五化,瞬间出招5次,收招较慢。";
|
||||
}
|
||||
}
|
||||
};
|
||||
97
world/skill/sword/shenlongjian.js
Normal file
97
world/skill/sword/shenlongjian.js
Normal file
@@ -0,0 +1,97 @@
|
||||
this.inherits(SKILL);
|
||||
this.name = "神龙剑";
|
||||
this.id = "shenlongjian";
|
||||
this.grade = 1;
|
||||
|
||||
this.attack_actions = [
|
||||
"$N使一式「<BLK>潮泛银海</BLK>」,手中$w疾挽,漫天寒光,隐夹风雷之声,闪电般狂涌向$n的$l",
|
||||
"$N错步上前,使出「<RED>银雨飞花</RED>」,手中$w登时剑芒暴射,宛如漫天瑞雪飞洒向$n的$l",
|
||||
"$N手中$w一抖,一招「<GRN>花影滨飞</GRN>」,$w犹如狂风扫落叶般急攻向$n的$l",
|
||||
"$N手中$w锵啷啷长吟一声,一式「<BLU>神龙寻食</BLU>」,$w头上脚下洒攻而下,攻势之疾,无以伦比向$n的$l",
|
||||
"$N一式「<MAG>西风倒卷</MAG>」,手中$w将剑自下拖上,端的无比毒辣使$n难断虚实,无可躲避",
|
||||
"$N手中$w,一式「<BLU>天罗地网</BLU>」,仿佛一面无形的黑网向$n的$l斜斜击出",
|
||||
"$N一式「<HIR>日月失色</HIR>」,$w银光万道,如江河倒泻,剑芒绵绵无尽向$n的胸口递去",
|
||||
"$N一式「<YEL>金针渡劫</YEL>」,$w形神合一,把全部真气贯注剑身之上,快如天光乍闪向$n刺去"
|
||||
|
||||
];
|
||||
this.desc = "神龙教的剑法";
|
||||
//<$1>$2</$1>
|
||||
//<$1>$2</$1>
|
||||
this.can_enables = ["sword"];
|
||||
this.learn_condition = {
|
||||
max_mp: 100,
|
||||
skill: {
|
||||
sword: 100
|
||||
}
|
||||
};
|
||||
|
||||
this.query_enable_prop = function (lv) {
|
||||
return {
|
||||
sword: {
|
||||
gj: parseInt(lv + 10)
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
|
||||
this.slots = [
|
||||
{
|
||||
prop: 'slj_busy',
|
||||
value: (lv) => 1000,
|
||||
format: (val) => {
|
||||
return '神龙天降忙乱时间增加1秒';
|
||||
},
|
||||
},
|
||||
{
|
||||
prop: 'slj_hit',
|
||||
value: (lv) => 1,
|
||||
format: (val) => {
|
||||
return '神龙天降攻击次数+1';
|
||||
},
|
||||
},
|
||||
];
|
||||
this.pfm = {
|
||||
jiang:
|
||||
{
|
||||
name: "神龙天降",
|
||||
distime: 10000,
|
||||
enable_skill: "sword",
|
||||
mp: 20,
|
||||
use: function (me, target, lv) {
|
||||
me.send_room("<CYN>$N后跃一步,手捏剑决,口中念念有词,突然大喝一声「神龙天降」!!</CYN>", target);
|
||||
var sh = me.do_attack({
|
||||
target: target,
|
||||
gj: me.gj,
|
||||
mz: me.mz,
|
||||
attack_msg: "<hiy>$N的剑法顿时变得诡异十分,幻出朵朵剑花,犹如数条金龙,迅速向$n飞去!</hiy>",
|
||||
damage_msg: "<hir>$n试图避开剑招,可全身僵硬不能动弹,疑惑中已经身中数剑,精神愈加恍惚起来!</hir>",
|
||||
miss_msg: "<CYN>$n顿感身体被制,情知不妙,立刻摄守神元,终于突破对方控制。</CYN>",
|
||||
parry_msg: "<CYN>$n顿感身体被制,情知不妙,立刻摄守神元,终于突破对方控制。</CYN>"
|
||||
});
|
||||
let count = me.query_prop('slj_hit');
|
||||
for (let i = 0; i < count; i++) {
|
||||
me.do_attack({
|
||||
target: target,
|
||||
gj: me.gj,
|
||||
mz: me.mz,
|
||||
attack_before: "<hiw>紧跟着</hiw>",
|
||||
});
|
||||
}
|
||||
me.end_attack(target);
|
||||
|
||||
if (sh > 0) {
|
||||
target.add_status({
|
||||
id: "busy",
|
||||
name: "忙乱",
|
||||
duration: 3000 + lv + me.query_prop('slj_busy'),
|
||||
is_busy: true,
|
||||
downside: true
|
||||
});
|
||||
}
|
||||
},
|
||||
query_desc: function (me, lv) {
|
||||
var t = 3000 + lv;
|
||||
return "诡异的剑法迷惑敌人,命中后对敌人造成伤害,并且使敌人忙乱" + t / 1000 + "秒。";
|
||||
}
|
||||
}
|
||||
};
|
||||
104
world/skill/sword/taishanjianfa.js
Normal file
104
world/skill/sword/taishanjianfa.js
Normal file
@@ -0,0 +1,104 @@
|
||||
this.inherits(SKILL);
|
||||
this.name = "泰山剑法";
|
||||
this.id = "taishanjianfa";
|
||||
this.grade = 3;
|
||||
|
||||
this.attack_actions = [
|
||||
"$N手中$w一晃,向右滑出三步,一招<HIB>「朗月无云」</HIB>,转过身来,身子微矮,$w向$n斜斜刺去",
|
||||
"$N手中$w圈转,一招<HIC>「峻岭横空」</HIC>去势奇疾,无数剑光刺向$n的$l",
|
||||
"$N突然腰一弯,挺$w向$n刺去,这一剑力劲剑疾,正是一招<HIC>「来鹤清泉」</HIC>",
|
||||
"$N手中$w刷的一声,反手砍向$n,剑势圆润如意:<HIY>「石关回马」</HIY>!",
|
||||
"$N展开剑势,身随剑走,左边一拐,右边一弯,越转越急。猛地$w剑光暴长,一招<HIM>「泰山十八盘」</HIM>往$n$l刺去",
|
||||
"$N手臂暴长,手中$w豁豁展开,刷刷两剑,指向$n,正是<GRN>「快活三里」</GRN>"
|
||||
|
||||
];
|
||||
this.desc = "泰山派的剑法";
|
||||
//<$1>$2</$1>
|
||||
//<$1>$2</$1>
|
||||
this.can_enables = ["sword"];
|
||||
this.learn_condition = {
|
||||
max_mp: 2000,
|
||||
skill: {
|
||||
sword: 200
|
||||
}
|
||||
};
|
||||
|
||||
this.query_enable_prop = function (lv) {
|
||||
return {
|
||||
sword: {
|
||||
gj: parseInt(lv * 1.5) + 10,
|
||||
mz: parseInt(lv * 1.3) + 10,
|
||||
fy: parseInt(lv * 1.5) + 10,
|
||||
}
|
||||
};
|
||||
}
|
||||
this.slots = [
|
||||
{
|
||||
prop: "con",
|
||||
value: lv => 1 + parseInt(lv / 10),
|
||||
format: (val) => {
|
||||
return "根骨:+" + val;
|
||||
}
|
||||
},
|
||||
{
|
||||
prop: "tsjf_st",
|
||||
value: lv => 1,
|
||||
count: 1,
|
||||
format: (val) => {
|
||||
return "七星落长空任意命中后将使对方昏迷7秒";
|
||||
}
|
||||
}
|
||||
];
|
||||
this.pfm = {
|
||||
jiang:
|
||||
{
|
||||
name: "七星落长空",
|
||||
distime: 22000,
|
||||
enable_skill: "sword",
|
||||
mp: 20,
|
||||
use: function (me, target, lv) {
|
||||
me.send_room("<hir>$N一招「七星落长空」挺$w向$n当胸刺去,剑光闪烁,$w发出嗡嗡之声,罩住了$n胸口“膻中”、“神藏”、“灵墟”、“神封”、“步廊”、“幽门”、“通谷”七处大穴</hir>", target);
|
||||
var count = 7;
|
||||
var per = 50 + parseInt(lv / 50);
|
||||
var p2 = 3 + parseInt(lv / 500);
|
||||
var mz = 0;
|
||||
for (var i = 0; i < count; i++) {
|
||||
if (me.do_attack({
|
||||
target: target,
|
||||
gj: me.gj * per / 100,
|
||||
mz: me.mz
|
||||
})) mz++;
|
||||
}
|
||||
me.end_attack(target);
|
||||
if (mz) {
|
||||
if (me.query_prop('tsjf_st')) {
|
||||
target.add_status({
|
||||
id: "faint",
|
||||
is_faint: true,
|
||||
duration: 7000,
|
||||
name: "昏迷", downside: true,
|
||||
finish_msg: "<hiy>慢慢的$N又恢复了知觉...</hiy>\n",
|
||||
start_msg: "<hir>$N只觉得眼前一黑,接着什么都不知道了。</hir>\n"
|
||||
}, me);
|
||||
} else {
|
||||
var name = "零一二三四五六七"[mz] + "落";
|
||||
target.add_status({
|
||||
id: "sword",
|
||||
name: name,
|
||||
desc: "降低你的躲闪和防御",
|
||||
duration: 10000,
|
||||
prop: {
|
||||
ds_per: -mz * p2,
|
||||
fy_per: -mz * p2
|
||||
}, downside: true
|
||||
}, me);
|
||||
}
|
||||
}
|
||||
},
|
||||
query_desc: function (me, lv) {
|
||||
var per = 50 + parseInt(lv / 50);
|
||||
var p2 = 3 + parseInt(lv / 500);
|
||||
return "瞬间七剑攻击敌方要穴,每剑造成" + per + "%伤害,每命中一剑减少敌人" + p2 + "%的躲闪和防御。";
|
||||
}
|
||||
}
|
||||
};
|
||||
93
world/skill/sword/tangshijianfa.js
Normal file
93
world/skill/sword/tangshijianfa.js
Normal file
@@ -0,0 +1,93 @@
|
||||
this.inherits(SKILL);
|
||||
this.name = "唐诗剑法";
|
||||
this.id = "tangshijianfa";
|
||||
this.grade = 1;
|
||||
|
||||
this.attack_actions = [
|
||||
"$N手中$w自左上方斜劈向下,跟着向后挺剑刺出,一招<HIC>「孤鸿海上来,池潢不敢顾」</HIC>,手中$w更不回头,一剑剑点向$n的$l。",
|
||||
"$N退了两步,$w大开大阖,一声吆喝,横削三剑,一招<HIB>「哥翁喊上来,是横不敢过」</HIB>直刺$n的$l",
|
||||
"突然间嗤嗤嗤三声,$N向$n连刺三剑,一式<HIG>「俯听闻惊风,连山若波涛」</HIG>,剑刃在$n的$l边堪堪掠过,$n只觉$l凉飕飕地,大吃一惊,急忙倒退。",
|
||||
"$N手中$w递出,一个虚招指向$n的左肩,反手却使出一式<HIY>「落日照大旗,马鸣风萧萧」</HIY>,由下而上$w疾刺$n的$l",
|
||||
"$N一招<HIW>「举头望明月,低头思故乡」</HIW>,身子前倾,忽地回剑斜削,手中$w平平地向$n的$l挥去",
|
||||
"$N上身往左侧一拧,一招<BLU>「长安一片月,万户捣衣声」</BLU>,右手$w反手向$n的$l挥去",
|
||||
"$N左一招<MAG>「万国仰宗周」</MAG>,右一招<HIM>「衣冠拜冕旒」</HIM>,剑锋平指,一气呵成横扫$n的$l"
|
||||
];
|
||||
this.desc = "一招一诗句,据传共三十六首唐诗三十六路剑法套路,目前只留残缺版本";
|
||||
//"(\w+)"(.+?)"NOR"
|
||||
//<$1>$2</$1>
|
||||
this.can_enables = ["sword"];
|
||||
this.on_learn = function (me) {
|
||||
if (me.max_mp < 100)
|
||||
return me.notify_fail("你的内力不够。");
|
||||
if (me.query_skill("sword", 1) < 30)
|
||||
return me.notify_fail("你的基础不够,无法领会更高深的技巧。");
|
||||
return true;
|
||||
}
|
||||
this.query_enable_prop = function (lv) {
|
||||
return {
|
||||
sword: {
|
||||
ds: lv * 1 + 5
|
||||
}
|
||||
};
|
||||
}
|
||||
this.learn_condition = {
|
||||
max_mp: 100,
|
||||
skill: {
|
||||
sword: 100
|
||||
}
|
||||
};
|
||||
this.slots = [
|
||||
|
||||
{
|
||||
prop: 'tsjf_cz',
|
||||
value: (lv) => 2000,
|
||||
format: (val) => {
|
||||
return '躺尸出招时间减少2秒';
|
||||
}
|
||||
},
|
||||
{
|
||||
prop: 'tsjf_cd',
|
||||
value: (lv) => 2000,
|
||||
format: (val) => {
|
||||
return '躺尸躺地时间减少2秒';
|
||||
}
|
||||
}
|
||||
];
|
||||
|
||||
this.pfm = {
|
||||
wu:
|
||||
{
|
||||
name: "躺尸",
|
||||
distime: 20000,
|
||||
enable_skill: "sword",
|
||||
mp: 20,
|
||||
release_time: 8000,
|
||||
releasetime_key: 'tsjf_cz',
|
||||
no_auto: true,
|
||||
use: function (me, target, lv) {
|
||||
me.send_room("\n$N大叫一声倒在地上,挣扎了几下,<HIR>死了</HIR>!\n");
|
||||
var exp = (me.exp || 0);
|
||||
exp = exp * lv / 1000;
|
||||
if (target.level > 5 || exp < (target.exp || 0)) {
|
||||
return me.notify("<cyn>可惜" + target.name + "看破了你的企图。</cyn>\n");
|
||||
}
|
||||
if (me.environment && me.environment.path) {
|
||||
me.end_fight();
|
||||
}
|
||||
let time = 8000 - me.query_prop('tsjf_cd');
|
||||
if (time < 2000) time = 2000;
|
||||
me.clear_status();
|
||||
me.add_status({
|
||||
id: "busy",
|
||||
is_busy: true,
|
||||
name: "装死",
|
||||
desc: "你处于忙乱状态,无法攻击,招架",
|
||||
duration: time
|
||||
}, me);
|
||||
},
|
||||
query_desc: function (me, lv) {
|
||||
|
||||
return "躺下装死,敌人将放弃对你的进攻";
|
||||
}
|
||||
}
|
||||
}
|
||||
104
world/skill/sword/yunlongjian.js
Normal file
104
world/skill/sword/yunlongjian.js
Normal file
@@ -0,0 +1,104 @@
|
||||
this.inherits(SKILL);
|
||||
this.name = "云龙剑";
|
||||
this.id = "yunlongjian";
|
||||
this.grade = 2;
|
||||
|
||||
this.attack_actions = [
|
||||
"$N使一式<GRN>「悠悠顺自然」</GRN>,手中$w嗡嗡微振,幻成一条白光刺向$n的$l",
|
||||
"$N错步上前,使出<HIC>「来去若梦行」</HIC>,剑意若有若无,$w淡淡地向$n的$l挥去",
|
||||
"$N一式<HIB>「志当存高远」</HIB>,纵身飘开数尺,运发剑气,手中$w遥摇指向$n的$l",
|
||||
"$N纵身轻轻跃起,一式<HIW>「表里俱澄澈」</HIW>,剑光如水,一泻千里,洒向$n全身",
|
||||
"$N手中$w中宫直进,一式<BLU>「随风潜入夜」</BLU>,无声无息地对准$n的$l刺出一剑",
|
||||
"$N手中$w一沉,一式<HIG>「润物细无声」</HIG>,无声无息地滑向$n的$l",
|
||||
"$N手中$w斜指苍天,剑芒吞吐,一式<HIY>「云龙听梵音」</HIY>,对准$n的$l斜斜击出",
|
||||
"$N左指凌空虚点,右手$w逼出丈许雪亮剑芒,一式<RED>「万里一点红」</RED>刺向$n的咽喉",
|
||||
"$N合掌跌坐,一式<MAG>「我心化云龙」</MAG>,$w自怀中跃出,如疾电般射向$n的胸口",
|
||||
"$N呼的一声拔地而起,一式<HIY>「日月与同辉」</HIY>,$w幻出万道光影,将$n团团围住",
|
||||
"$N随风轻轻飘落,一式<GRN>「清风知我意」</GRN>,手中$w平指,缓缓拍向$n脸颊"
|
||||
|
||||
];
|
||||
this.desc = "天地会看家本领,其特殊攻击法威力奇大,堪称武林一绝。学习需要云龙心法支持。";
|
||||
//"(\w+)"(.+?)"NOR"
|
||||
//<$1>$2</$1>
|
||||
this.can_enables = ["sword"];
|
||||
//this.on_learn = function (me) {
|
||||
// if (me.max_mp < 100)
|
||||
// return me.notify_fail("你的内力不够。");
|
||||
// if (me.query_skill("sword", 1) < 60)
|
||||
// return me.notify_fail("你的基础不够,无法领会更高深的技巧。");
|
||||
// if (me.query_skill("yunlongxinfa", 1) < 60)
|
||||
// return me.notify_fail("你的云龙心法等级不够,无法学习云龙剑。");
|
||||
// return true;
|
||||
//}
|
||||
this.learn_condition = {
|
||||
max_mp: 1000,
|
||||
skill: {
|
||||
sword: 200
|
||||
}
|
||||
};
|
||||
this.query_enable_prop = function (lv) {
|
||||
return {
|
||||
sword: {
|
||||
gj: parseInt(lv * 1.1 + 10),
|
||||
mz: lv
|
||||
}
|
||||
};
|
||||
}
|
||||
this.slots = [
|
||||
{
|
||||
prop: "ylj_sh",
|
||||
value: lv => 30 + lv / 100,
|
||||
count: 2,
|
||||
format: (val) => {
|
||||
return "云龙三现的伤害增加" + val + "%";
|
||||
}
|
||||
}, {
|
||||
prop: "ylj_mz",
|
||||
value: lv => 30 + lv / 100,
|
||||
count: 2,
|
||||
format: (val) => {
|
||||
return "云龙三现增加命中" + val + "%";
|
||||
}
|
||||
}
|
||||
];
|
||||
this.pfm = {
|
||||
wu:
|
||||
{
|
||||
name: "云龙三现",
|
||||
distime: 10000,
|
||||
enable_skill: "sword",
|
||||
mp: 20,
|
||||
check: function (me, lv) {
|
||||
if (lv < 30) return false;
|
||||
return true;
|
||||
},
|
||||
use: function (me, target, lv) {
|
||||
var per = 50 + parseInt(lv / 10);
|
||||
var mz = 100 + parseInt(per / 3);
|
||||
if (mz > 150) mz = 150;
|
||||
|
||||
per += me.query_prop('ylj_sh');
|
||||
mz += me.query_prop('ylj_mz');
|
||||
|
||||
me.send_room("<hir>$N长笑一声,随手一抖,$W竟嗡嗡作响,宛若龙吟一般。\n突然间剑光一闪,旁人只听“哧哧”几声轻响, $N已在一瞬间向$n刺了三剑,快的异乎寻常!</hir>", target);
|
||||
for (var i = 0; i < 3; i++) {
|
||||
me.do_attack({
|
||||
target: target,
|
||||
gj: me.gj * per / 100,
|
||||
mz: me.mz * mz / 100,
|
||||
attack_before: "紧跟着"
|
||||
});
|
||||
}
|
||||
me.end_attack(target);
|
||||
},
|
||||
query_desc: function (me, lv) {
|
||||
var per = 50 + parseInt(lv / 10);
|
||||
var mz = parseInt(per / 3);
|
||||
if (mz > 150) mz = 150;
|
||||
per += me.query_prop('ylj_sh');
|
||||
mz += me.query_prop('ylj_mz');
|
||||
|
||||
return "快速出剑攻击敌人出其不意,配合云龙心法如龙吟般声响减少敌人躲闪几率,每次攻击增加命中" + mz + "%,对敌人造成自身攻击力" + per + "%的伤害。";
|
||||
}
|
||||
}
|
||||
};
|
||||
83
world/skill/unarmed/baguaquan.js
Normal file
83
world/skill/unarmed/baguaquan.js
Normal file
@@ -0,0 +1,83 @@
|
||||
this.inherits(SKILL);
|
||||
this.name = "八卦拳";
|
||||
this.id = "baguaquan";
|
||||
this.grade = 2;
|
||||
|
||||
this.attack_actions = [
|
||||
"$N双掌一错,使出「乾字决」,双拳一上一下对准$n的$l连拍三招",
|
||||
"$N绕着$n一转,满场游走,拳出如风,连绵不绝地击向$n,正是八卦拳中的「坤字决」",
|
||||
"$N使出一招「巽字决」,左拳虚击$n的前胸,一错身,右拳迅速横扫$n的太阳穴",
|
||||
"$N使一招「坎字决」左拳击出,不等招式使老,右拳已从左拳之底穿出,对准$n的$l「呼」地一拳",
|
||||
"$N使出一招「震字决」,身形一低,左手护顶,右手已迅雷不及掩耳的一拳击向$n的裆部",
|
||||
"$N左拳突然张开,拳开变掌,直击化为横扫,一招「兑字决」便往$n的$l招呼过去",
|
||||
"$N一招「离字决」,顿时幻出重重拳影,气势如虹,铺天盖地袭向$n全身",
|
||||
"$N微微一笑,手捏「艮字决」,飞身跃起,半空中一脚踢向$n面门,却是个虚招。说时迟那时快,只见$N一个倒翻,双拳已到了$n的$l"
|
||||
];
|
||||
this.desc = "以阴阳八卦为基础创造出来的一式拳法";
|
||||
//"(\w+)"(.+?)"NOR"
|
||||
//<$1>$2</$1>
|
||||
this.can_enables = ["unarmed"];
|
||||
this.learn_condition = {
|
||||
max_mp: 200,
|
||||
skill: {
|
||||
unarmed: 300
|
||||
}
|
||||
};
|
||||
this.slots = [
|
||||
{
|
||||
prop: 'bgq_mz',
|
||||
value: (lv) => 10,
|
||||
format: (val) => {
|
||||
return '震字诀命中增加10%';
|
||||
},
|
||||
},
|
||||
{
|
||||
prop: 'bgq_nl',
|
||||
value: (lv) => 5,
|
||||
format: (val) => {
|
||||
return '震字诀附加的内力增加5%';
|
||||
},
|
||||
}
|
||||
];
|
||||
this.query_enable_prop = function (lv) {
|
||||
return {
|
||||
unarmed: {
|
||||
gj: parseInt(lv * 1.2) + 20,
|
||||
mz: parseInt(lv * 1.2) + 20
|
||||
}
|
||||
};
|
||||
}
|
||||
this.pfm = {
|
||||
zhen:
|
||||
{
|
||||
name: "震字诀",
|
||||
distime: 20000,
|
||||
enable_skill: "unarmed",
|
||||
weapon_type: WEAPON_TYPE.UNARMED,
|
||||
mp: 20,
|
||||
use: function (me, target, lv) {
|
||||
|
||||
var t = 10 + parseInt(lv / 100);
|
||||
if (t > 20) t = 20;
|
||||
let mz = me.mz + me.mz * me.query_prop("bgq_mz") / 100;
|
||||
let add_mp = me.max_mp * t / 100;
|
||||
let is_nl = me.query_prop("bgq_nl");
|
||||
if (is_nl > 0) add_mp += me.max_mp * is_nl / 100;
|
||||
me.do_attack({
|
||||
target: target,
|
||||
gj: 1,
|
||||
attack_msg: "<hiy>只见$N跨立马步,双拳蓄力大喝一声向$n的胸前击去。</hiy>",
|
||||
damage_msg: "<hir>只听砰的一声,$N已经重重打中$p胸口,跟着喀喇喇几声,肋骨好像断了几根!</hir>",
|
||||
mz: mz,
|
||||
no_weapon: true,
|
||||
power_gj: add_mp
|
||||
});
|
||||
me.end_attack(target);
|
||||
},
|
||||
query_desc: function (me, lv) {
|
||||
var t = 10 + parseInt(lv / 100);
|
||||
if (t > 20) t = 20;
|
||||
return "对敌人造成你" + t + "%最大内力的伤害。";
|
||||
}
|
||||
}
|
||||
};
|
||||
135
world/skill/unarmed/changquan.js
Normal file
135
world/skill/unarmed/changquan.js
Normal file
@@ -0,0 +1,135 @@
|
||||
this.inherits(SKILL);
|
||||
this.name = "太祖长拳";
|
||||
this.id = "taizuchangquan";
|
||||
this.grade = 1;
|
||||
|
||||
this.is_public = true;
|
||||
this.family = FAMILIES.GAIBANG;
|
||||
this.attack_actions = [
|
||||
"只见$N身形一矮,大喝声中一个『冲天炮』对准$n的鼻子呼地砸了过去",
|
||||
"$N左手一分,右拳运气,一招『拔草寻蛇』便往$n的$l招呼过去",
|
||||
"$N右拳在$n面门一晃,左掌使了个『叶底偷桃』往$n的$l狠命一抓",
|
||||
"$N步履一沉,左拳拉开,右拳带风,一招『黑虎掏心』势不可挡地击向$n$l",
|
||||
"只见$N拉开架式,一招『双风贯耳』使得虎虎有风。底下却飞起一脚踢向$n$l",
|
||||
"$N打得兴起,大喝一声:看我这招『龙虎相交』! \n左手往$n身后一抄,右拳便往$n面门砸了过去",
|
||||
"$N拉开后弓步,双掌使了个『如封似闭』往$n的$l一推",
|
||||
"只见$N运足气力,一连三拳击向$n$l,力道一拳高过一拳! \n这一招的名字还相当高雅,叫作『阳关三叠』",
|
||||
"$N往后一纵,就势使了个『老树盘根』,右腿扫向$n的$l",
|
||||
"$N一个转身,左掌护胸,右掌反手使了个『独劈华山』往$n当头一劈",
|
||||
"$N一招『双抄封天』,下半身右脚撇步上前,双手化掌,向前双抄上击$n的$l",
|
||||
"$N身体向前冲出,一式『冲步双掌』,双手先抱回腰际後,再向前以双撑掌直推而出",
|
||||
"$N全身原步右转,右手向右刁出,左手顺势护肩,『回首双刁』抓向$n的$l",
|
||||
"$N提起左腿,伸直右腿成独立步站定,『魁星踢斗』左腿顺势向前直蹬而出",
|
||||
"$N一招『进步冲捶』,上右步至左脚旁,双手以双冲拳向$n直击而出",
|
||||
"$N出一式『弓步冲打』,左脚向左跨出,身体尽量压低,拉回左手,右拳向前直击而出",
|
||||
"$N一式『拍案齐掌』,全身微向下坐,产生後拉之势,收左手,右手化掌向前直压而出",
|
||||
"$N保持原弓箭步站定不动,『燕子抄水』右掌原地翻掌,左手以反掌由右掌上方直穿而出",
|
||||
"$N出『扭步断肘』,右步跟前,成玉环步蹲定,顺势收回左手,右手向前以平肘直扣而出",
|
||||
"$N步法先右後左,连续上步,一式『双采冲捶』右拳向$n的$l直击而出",
|
||||
"$N拉回右手,左手化拳向前直击而出,同时『左冲右踢』右腿向前平踢而出",
|
||||
"$N右脚向前落步,成马步坐定,『马式挑打』在左手收回腰际,右拳向右直击而出",
|
||||
"$N一式『英雄独立』,右拳原地翻掌,左掌化刁手斜刁身后,全式一气呵成,瞬间完成",
|
||||
"$N一招『猛虎伏案』,右腿向前直铲而出,成伏虎步坐定,双手以反刁手刁定$n",
|
||||
"$N一招『魁星独立』伸直右腿,将重心坐於左脚上,随著拔起之势,右掌向$n直挑而出",
|
||||
"$N原势不动,一招『窜步偷心』快速窜前,提起右腿向前快踢,同时左掌向前平推而出",
|
||||
"$N向前一招『双龙探爪』,双手变掌为爪,先右後左,连续向$n的$l击出",
|
||||
"$N向前一窜,『猛虎出洞』将左刁手向後回勾,与右刁手同置身后再刁撇而出"
|
||||
];
|
||||
this.desc = "相传为宋太祖赵匡胤所创,以攻击迅猛直来直去为其特征,在江湖中颇有声誉";
|
||||
//"(\w+)"(.+?)"NOR"
|
||||
//<$1>$2</$1>
|
||||
this.can_enables = ["unarmed"];
|
||||
this.learn_condition = {
|
||||
max_mp: 200,
|
||||
skill: {
|
||||
unarmed: 100
|
||||
}
|
||||
};
|
||||
this.query_enable_prop = function (lv) {
|
||||
return {
|
||||
unarmed: {
|
||||
gj: lv * 1 + 20
|
||||
}
|
||||
};
|
||||
}
|
||||
this.slots = [
|
||||
{
|
||||
prop: "tzcq_sh",
|
||||
value: lv => lv / 100,
|
||||
format: (val) => {
|
||||
return "太祖八式的伤害增加" + val + "%";
|
||||
}
|
||||
}, {
|
||||
prop: "tzcq_rt",
|
||||
value: lv => 25,
|
||||
format: (val) => {
|
||||
return "太祖八式的释放时间减少" + val + "%";
|
||||
}
|
||||
}
|
||||
];
|
||||
this.pfm = {
|
||||
zhen:
|
||||
{
|
||||
name: "太祖八式",
|
||||
distime: 16000,
|
||||
enable_skill: "unarmed",
|
||||
weapon_type: WEAPON_TYPE.UNARMED,
|
||||
mp: 20,
|
||||
release_time: 8000,
|
||||
use: function (me, target, lv) {
|
||||
|
||||
me.send_room("<hiy>只见$N跨立马步,稳定下盘,双拳有章有法的依次击向$n全身各处。</hiy>", target);
|
||||
target = null;
|
||||
var count = 0;
|
||||
var txt = ["一", "二", "三", "四", "五", "六", "七", "八"];
|
||||
|
||||
let gj = me.gj + me.gj * me.query_prop('tzcq_sh') / 100;
|
||||
var time = this.query_releasetime(me, lv);
|
||||
time -= time * me.query_prop('tzcq_rt') / 100;
|
||||
if (time > 80) {
|
||||
me.is_rash = time;
|
||||
me.call_interval(
|
||||
function () {
|
||||
if (!me.is_fighting()) return false;
|
||||
target = me.query_enemy();
|
||||
me.do_attack({
|
||||
target: target,
|
||||
gj: gj,
|
||||
mz: me.mz,
|
||||
attack_before: "<hiy>第" + txt[count] + "式</hiy>\n",
|
||||
no_weapon: true
|
||||
});
|
||||
count++;
|
||||
if (!me.end_attack(target)) {
|
||||
return false;
|
||||
}
|
||||
},
|
||||
time / 8,
|
||||
8,
|
||||
function () {
|
||||
me.is_rash = 0;
|
||||
}
|
||||
);
|
||||
} else {
|
||||
target = me.query_enemy();
|
||||
for (let i = 0; i < 8; i++) {
|
||||
me.do_attack({
|
||||
target: target,
|
||||
gj: gj,
|
||||
mz: me.mz,
|
||||
attack_before: "<hiy>第" + txt[i] + "式</hiy>\n",
|
||||
no_weapon: true
|
||||
});
|
||||
}
|
||||
me.end_attack(target);
|
||||
}
|
||||
|
||||
|
||||
|
||||
},
|
||||
query_desc: function (me, lv) {
|
||||
var t = this.query_releasetime(me, lv);
|
||||
return "跨立马步,稳定下盘,放弃防御专注进攻," + Math.floor(t / 100) / 10 + "秒内快速出拳8次,攻击期间你无法躲闪";
|
||||
}
|
||||
}
|
||||
};
|
||||
91
world/skill/unarmed/dashouyin.js
Normal file
91
world/skill/unarmed/dashouyin.js
Normal file
@@ -0,0 +1,91 @@
|
||||
this.inherits(SKILL);
|
||||
this.name = "密宗大手印";
|
||||
this.id = "dashouyin";
|
||||
this.grade = 1;
|
||||
|
||||
this.attack_actions = [
|
||||
"$N使出一招<HIC>「莲花合掌印」</HIC>,双掌合十,直直撞向$n的前胸",
|
||||
"$N使出一招<HIW>「合掌观音印」</HIW>,飞身跃起,双手如勾,抓向$n的$l",
|
||||
"$N使出一招<HIY>「准提佛母印」</HIY>,运力于指,直取$n的$l",
|
||||
"$N使出一招<HIR>「红阎婆罗印」</HIR>,怒吼一声,一掌当头拍向$n的$l",
|
||||
"$N使出一招<HIG>「药师佛根本印」</HIG>,猛冲向前,掌如游龙般攻向$n",
|
||||
"$N使出一招<HIM>「威德金刚印」</HIM>,伏身疾进,双掌自下扫向$n的$l",
|
||||
"$N使出一招<HIB>「上乐金刚印」</HIB>,飞身横跃,双掌前后击出,抓向$n的咽喉",
|
||||
"$N使出一招<HIW>「六臂智慧印」</HIW>,顿时劲气弥漫,天空中出现无数掌影打向$n的$l"
|
||||
];
|
||||
this.desc = "密宗大手印,需要密宗心法支持。";
|
||||
//"(\w+)"(.+?)"NOR"
|
||||
//<$1>$2</$1>
|
||||
this.can_enables = ["unarmed"];
|
||||
this.learn_condition = {
|
||||
max_mp: 500,
|
||||
skill: {
|
||||
unarmed: 50
|
||||
}
|
||||
};
|
||||
this.query_enable_prop = function (lv) {
|
||||
return {
|
||||
unarmed: {
|
||||
gj: lv * 1 + 20
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
this.slots = [
|
||||
{
|
||||
prop: 'dsy_sh1',
|
||||
value: (lv) => 1,
|
||||
count: 2,
|
||||
format: (val) => {
|
||||
return '金刚印每10级密宗大手印附加1%攻击力伤害';
|
||||
},
|
||||
},
|
||||
{
|
||||
prop: 'dsy_sh2',
|
||||
value: (lv) => 1,
|
||||
count: 2,
|
||||
format: (val) => {
|
||||
return '金刚印每10级密宗心法附加1%攻击力伤害';
|
||||
},
|
||||
},
|
||||
];
|
||||
this.pfm = {
|
||||
zhen:
|
||||
{
|
||||
name: "金刚印",
|
||||
distime: 16000,
|
||||
enable_skill: "unarmed",
|
||||
weapon_type: WEAPON_TYPE.UNARMED,
|
||||
mp: 20,
|
||||
use: function (me, target, lv) {
|
||||
var lv2 = me.query_skill("mizongxinfa", 0);
|
||||
var gj = lv + lv2;
|
||||
let per = me.query_prop('dsy_sh1');
|
||||
if (per > 0) {
|
||||
if (per > 2) per = 2;
|
||||
gj = gj + me.gj * lv * per / 1000;
|
||||
}
|
||||
per = me.query_prop('dsy_sh2');
|
||||
if (per > 0) {
|
||||
if (per > 2) per = 2;
|
||||
gj = gj + me.gj * lv2 * per / 1000;
|
||||
}
|
||||
|
||||
me.do_attack({
|
||||
target: target,
|
||||
gj: me.gj + gj,
|
||||
mz: me.mz,
|
||||
attack_msg: "<HIY>面容庄重,单手携着劲风朝$n猛然拍出,正是密宗绝学「金刚印」</hiy>",
|
||||
damage_msg: "<HIR>结果$p招架不及,被$P这一下打得七窍生烟,吐血连连。</hir>",
|
||||
miss_msg: "<cyn>可是$p不慌不忙,一闪身躲开了$P的金刚印。</cyn>",
|
||||
parry_msg: "<cyn>可是$p不慌不忙,巧妙的架开了$P的金刚印。</cyn>",
|
||||
no_weapon: true
|
||||
});
|
||||
me.end_attack(target);
|
||||
},
|
||||
query_desc: function (me, lv) {
|
||||
var gj = lv + me.query_skill("mizongxinfa", 0);
|
||||
return "默运密宗心法,双手结印,对敌人造成自身攻击力附加" + gj + "(密宗大手印等级+密宗心法等级)的伤害。";
|
||||
}
|
||||
}
|
||||
};
|
||||
60
world/skill/unarmed/fuhuquan.js
Normal file
60
world/skill/unarmed/fuhuquan.js
Normal file
@@ -0,0 +1,60 @@
|
||||
this.inherits(SKILL);
|
||||
this.name = "伏虎拳";
|
||||
this.id = "fuhuquan";
|
||||
this.grade = 1;
|
||||
|
||||
this.is_public=true;
|
||||
this.family = FAMILIES.SHAOLIN;
|
||||
this.attack_actions = [
|
||||
"$N并举双拳,使出一招「灌顶」,当头砸向$n的$l",
|
||||
"$N使出一招「解苦」,身形一低,左手护顶,右手一拳击向$n的裆部",
|
||||
"$N使出一招「颦眉」,左拳虚击$n的前胸,一错身,右拳横扫$n的太阳穴 ",
|
||||
"$N神形怪异,使一招「嗔恚」,双拳上下击向$n的$l",
|
||||
"$N使出一招「静寂」,双拳交错,缓缓击出,劲气直指$n的$l ",
|
||||
"$N微微一笑,使出一式「妙音」,双拳前后击出,直取$n的左胸 ",
|
||||
"$N使出一招「明心」,全身疾转,双拳横扫$n的$l",
|
||||
"$N飞身一跃,使出一招「制胜」,一拳猛击$n咽喉"
|
||||
];
|
||||
this.desc = "少林七十二绝技之一,拳法威猛,非臂力高强不可练习";
|
||||
//"(\w+)"(.+?)"NOR"
|
||||
//<$1>$2</$1>
|
||||
this.can_enables = ["unarmed"];
|
||||
this.learn_condition = {
|
||||
max_mp: 500,
|
||||
skill: {
|
||||
unarmed: 50
|
||||
}
|
||||
};
|
||||
this.query_enable_prop = function (lv) {
|
||||
return {
|
||||
unarmed: {
|
||||
gj: lv * 1 + 10,
|
||||
max_hp: lv + 100
|
||||
}
|
||||
};
|
||||
}
|
||||
this.pfm = {
|
||||
zhen:
|
||||
{
|
||||
name: "罗汉伏虎",
|
||||
distime: 10000,
|
||||
enable_skill: "unarmed",
|
||||
mp: 20,
|
||||
use: function (me, target, lv) {
|
||||
|
||||
var t = parseInt(me.str * 5 + lv / 30);
|
||||
me.do_attack({
|
||||
target: target,
|
||||
gj: me.gj * t / 100,
|
||||
attack_msg: "<hiw>$N步成弓形,大喝一声施出绝招「<hig>伏虎式</hig>」,一拳猛地击向$n。</hiw>",
|
||||
mz: me.mz,
|
||||
no_weapon: true
|
||||
});
|
||||
me.end_attack(target);
|
||||
},
|
||||
query_desc: function (me, lv) {
|
||||
var t = parseInt(me.str * 5 + lv / 20);
|
||||
return "使出全身力气迅猛一击造成"+t+"%攻击力的伤害,先天臂力越高,造成的伤害越大,";
|
||||
}
|
||||
}
|
||||
};
|
||||
71
world/skill/unarmed/houquan.js
Normal file
71
world/skill/unarmed/houquan.js
Normal file
@@ -0,0 +1,71 @@
|
||||
this.inherits(SKILL);
|
||||
this.name = "猴拳";
|
||||
this.id = "houquan";
|
||||
this.grade = 1;
|
||||
|
||||
this.attack_actions = [
|
||||
"$N单腿微曲,忽的向前扑出,一式「仙猴摘桃」,二爪直出,抓向$n的双眼",
|
||||
"$N左手虚晃,一式「灵猴攀枝」,右手直击,反扣$n的肩井大穴",
|
||||
"$N忽然缩成一团,使一式「八方幻影」,双掌无形无定,一爪抓向$n的胸口",
|
||||
"$N猛吸一口气,一弯腰,使一式「水中揽月」,双爪疾扣向$n的小腹",
|
||||
"$N猛的向上高高跃起,一式「落地摘星」,居高临下,一爪罩向$n的头骨"
|
||||
];
|
||||
this.desc = "拳术中象形拳的一种,因模仿猴子的各种动作而得名。";
|
||||
//"(\w+)"(.+?)"NOR"
|
||||
//<$1>$2</$1>
|
||||
this.can_enables = ["unarmed"];
|
||||
this.learn_condition = {
|
||||
max_mp: 500,
|
||||
skill: {
|
||||
unarmed: 50
|
||||
}
|
||||
};
|
||||
this.query_enable_prop = function (lv) {
|
||||
return {
|
||||
unarmed: {
|
||||
gj: lv * 1 + 5
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
this.slots = [
|
||||
{
|
||||
prop: 'hq_sh',
|
||||
value: (lv) => 10 + Math.floor(lv / 50),
|
||||
format: (val) => {
|
||||
return '寸劲附加攻击力增加' + val + "%";
|
||||
},
|
||||
},
|
||||
{
|
||||
prop: 'hq_rt',
|
||||
value: (lv) => 1000,
|
||||
format: (val) => {
|
||||
return '寸劲的释放时间减少1秒';
|
||||
},
|
||||
}
|
||||
];
|
||||
this.pfm = {
|
||||
chan:
|
||||
{
|
||||
name: "寸劲",
|
||||
distime: 7000,
|
||||
enable_skill: "unarmed",
|
||||
releasetime_key: "hq_rt",
|
||||
mp: 20,
|
||||
use: function (me, target, lv) {
|
||||
var gj = me.gj + lv + 100;
|
||||
gj = gj + me.query_prop('hq_sh') * me.gj / 100;
|
||||
me.do_attack({
|
||||
target: target,
|
||||
gj: gj,
|
||||
mz: me.mz,
|
||||
attck_msg: "<hiy>$N默运内力,积蓄力量,企图在攻击的瞬间以内力震伤$n</hiy>"
|
||||
});
|
||||
me.end_attack(target);
|
||||
},
|
||||
query_desc: function (me, lv) {
|
||||
var gj = lv + 100;
|
||||
return "在近距离攻击即将完成的瞬间,突然爆发,造成基本攻击附加" + gj + "的伤害。";
|
||||
}
|
||||
}
|
||||
};
|
||||
112
world/skill/unarmed/huagumianzhang.js
Normal file
112
world/skill/unarmed/huagumianzhang.js
Normal file
@@ -0,0 +1,112 @@
|
||||
this.inherits(SKILL);
|
||||
this.name = "化骨绵掌";
|
||||
this.id = "huagumianzhang";
|
||||
this.grade = 2;
|
||||
|
||||
this.attack_actions = [
|
||||
"身形微晃,一招<HIB>「长恨深入骨」</HIB>,十指如戟,插向$n的双肩锁骨",
|
||||
"$N出手如风,十指微微抖动,一招<HIB>「素手裂红裳」</HIB>抓向$n的前胸",
|
||||
"$N双手忽隐忽现,一招<HIB>「长风吹落尘」</HIB>,鬼魅般地抓向$n的肩头",
|
||||
"$N左手当胸画弧,右手疾出,一招<HIB>「明月映流沙」</HIB>,猛地抓向$n的额头",
|
||||
"$N使一招<HIB>「森然动四方」</HIB>,激起漫天的劲风,撞向$n",
|
||||
"$N面无表情,双臂忽左忽右地疾挥,使出<HIB>「黯黯侵骨寒」</HIB>,十指忽伸忽缩,迅猛无比地袭向$n全身各处大穴",
|
||||
"$N使出<HIB>「黄沙飘惊雨」</HIB>,蓦然游身而上,绕着$n疾转数圈,$n正眼花缭乱间,$N已悄然停在$n身后,右手划出一道光圈,接着右手冲出光圈猛抓$n的后背",
|
||||
"$N突然双手平举,$n一呆,正在猜测间,便见$N嗖的一下将双手收回胸前,接着一招<HIB>「白骨无限寒」</HIB>,五指如钩,直抓向$n的腰间"
|
||||
];
|
||||
this.desc = "蛇岛神龙教绝技,以掌为主,运转舒展,动作连绵不断,劲力阴毒无比";
|
||||
|
||||
this.can_enables = ["unarmed"];
|
||||
this.learn_condition = {
|
||||
max_mp: 1000,
|
||||
skill: {
|
||||
unarmed: 100
|
||||
}
|
||||
};
|
||||
this.query_enable_prop = function (lv) {
|
||||
return {
|
||||
unarmed: {
|
||||
gj: lv + 5,
|
||||
desc: "暴击后使敌人中毒,每3秒损失" + (lv + 10) + "气血"
|
||||
}
|
||||
};
|
||||
}
|
||||
this.on_attack_over = function (me, target, par) {
|
||||
if (!par.is_dodge && !par.is_parry && par.iscirt) {
|
||||
me.send_room("<hib>一股阴寒的掌力顺着$N的手掌侵入$n,$p不由得打了个冷颤。</hib>", target);
|
||||
var lv = me.query_skill("huagumianzhang", 0) + 10;
|
||||
lv += me.gj * me.query_prop('hgmz_ds') / 100;
|
||||
var count = 4 + me.query_prop('hgmz_ds2');
|
||||
target.add_status({
|
||||
id: "miandu",
|
||||
name: "绵毒",
|
||||
desc: "你被化骨绵掌击中,劲气侵入体内,每三秒减少气血" + lv,
|
||||
duration: 3000,
|
||||
duration_count: count,
|
||||
on_interval: function (p) {
|
||||
if (p.hp > 0) {
|
||||
p.send_room("<blu>$N的化骨绵掌发作了,脸色发青。</blu>");
|
||||
p.damage(lv, me);
|
||||
if (p.hp < 0) p.hp = 1;
|
||||
}
|
||||
},
|
||||
downside: true,
|
||||
override: 2
|
||||
});
|
||||
}
|
||||
}
|
||||
this.slots = [
|
||||
{
|
||||
prop: 'hgmz_ds',
|
||||
value: (lv) => 30,
|
||||
format: (val) => {
|
||||
return '使敌人中毒的伤害附加30%攻击力的伤害';
|
||||
},
|
||||
},
|
||||
{
|
||||
prop: 'hgmz_ds2',
|
||||
value: (lv) => 1,
|
||||
format: (val) => {
|
||||
return '暴击后使敌人中毒的持续次数+1';
|
||||
},
|
||||
},
|
||||
];
|
||||
this.pfm = {
|
||||
hua:
|
||||
{
|
||||
name: "化骨",
|
||||
distime: 7000,
|
||||
enable_skill: "unarmed",
|
||||
mp: 20,
|
||||
use: function (me, target, lv) {
|
||||
var sh = me.do_attack({
|
||||
attack_msg: "<mag>$N掌出如风,轻轻拍向$n的肩头。</mag>",
|
||||
target: target,
|
||||
gj: me.gj,
|
||||
no_append: true,
|
||||
damage_msg: "<hir>结果只听扑的一声,$p被$P一掌拍中,只觉得全身暖洋洋的,感到有点轻飘无力。</hir>"
|
||||
});
|
||||
|
||||
if (sh > 0) {
|
||||
var str = 10 + Math.round(lv / 5);
|
||||
target.add_status({
|
||||
id: "huagu",
|
||||
name: "化骨",
|
||||
desc: "你被化骨绵掌击中了",
|
||||
prop: {
|
||||
str: -str
|
||||
},
|
||||
duration: 10000 + lv * 10,
|
||||
downside: true,
|
||||
override: 1
|
||||
});
|
||||
}
|
||||
me.end_attack(target);
|
||||
|
||||
},
|
||||
query_desc: function (me, lv) {
|
||||
var gj = 10 + Math.round(lv / 5);
|
||||
var t = 10000 + lv * 10;
|
||||
return "使用化骨绵掌的阴柔掌力,使敌人骨骼其软如绵,浑身无力,在" + (t / 1000) + "秒内减少" + gj + "点臂力。";
|
||||
}
|
||||
}
|
||||
};
|
||||
67
world/skill/unarmed/jingangquan.js
Normal file
67
world/skill/unarmed/jingangquan.js
Normal file
@@ -0,0 +1,67 @@
|
||||
this.inherits(SKILL);
|
||||
this.name = "大力金刚拳";
|
||||
this.id = "jingangquan";
|
||||
this.grade = 2;
|
||||
|
||||
this.family = FAMILIES.SHAOLIN;
|
||||
this.attack_actions = [
|
||||
"$N盘膝而坐,二手合十,一式<HIC>「莲花座」</HIC>,双拳蓄势而发,击向$n的$l",
|
||||
"$N一式<HIR>「烈火锥」</HIR>,双掌轮流下击,拳势如焰,吡啪爆响",
|
||||
"$N腾空飞起,一式<HIG>「八方雨」</HIG>,双手双腿齐出,令$n无可躲藏",
|
||||
"$N双掌虚含,掌缘下沉,一式<HIM>「掌心雷」</HIM>,缓缓向$n推出",
|
||||
"$N一臂前伸,一臂后指,一式<HIB>「五指山」</HIB>,攻向$n的身前身后",
|
||||
"$N一式<HIW>「观音渡」</HIW>,两手十指虚点$n的全身三十六道要穴",
|
||||
"$N两目内视,双手内笼,一式<HIY>「天龙唱」</HIY>,四面八方响起震人心魄的龙吟",
|
||||
"$N似笑非笑,双拳无形无定,一式「如来笑」,骤然击向$n的前胸"
|
||||
];
|
||||
this.desc = "少林寺七十二绝技之大力金刚拳";
|
||||
//"(\w+)"(.+?)"NOR"
|
||||
//<$1>$2</$1>
|
||||
this.can_enables = ["unarmed","parry"];
|
||||
this.learn_condition = {
|
||||
max_mp: 1000,
|
||||
skill: {
|
||||
unarmed: 140
|
||||
}
|
||||
};
|
||||
this.query_enable_prop = function (lv) {
|
||||
return {
|
||||
unarmed: {
|
||||
gj: lv * 1 + 20,
|
||||
str:parseInt(lv/8)+1
|
||||
},
|
||||
parry: {
|
||||
zj: parseInt(lv * 1.2) + 20,
|
||||
fy: lv + 4
|
||||
}
|
||||
};
|
||||
}
|
||||
this.pfm = {
|
||||
zhen:
|
||||
{
|
||||
name: "怒目金刚",
|
||||
distime: 30000,
|
||||
enable_skill: "unarmed",
|
||||
weapon_type: WEAPON_TYPE.UNARMED,
|
||||
mp: 20,
|
||||
use: function (me, target, lv) {
|
||||
var gj = lv * 10 + 10000;
|
||||
|
||||
me.add_status({
|
||||
id: "unarmed",
|
||||
name: "金刚",
|
||||
start_msg: "<hiy>$N大喝一声,全身肌肉鼓起,犹如怒目金刚,臂力陡然增加!</hiy>",
|
||||
desc: "大力金刚拳之怒目金刚,增加你的臂力",
|
||||
duration: gj,
|
||||
prop: {
|
||||
str: parseInt(lv / 10 + 5)
|
||||
}
|
||||
});
|
||||
},
|
||||
query_desc: function (me, lv) {
|
||||
var gj = (lv * 10 + 10000)/1000;
|
||||
var dex = parseInt(lv / 10 + 5);
|
||||
return "大力金刚拳之怒目金刚,在"+gj+"秒内增加你"+dex+"臂力。";
|
||||
}
|
||||
}
|
||||
};
|
||||
94
world/skill/unarmed/jinshezhang.js
Normal file
94
world/skill/unarmed/jinshezhang.js
Normal file
@@ -0,0 +1,94 @@
|
||||
this.inherits(SKILL);
|
||||
this.name = "金蛇游身掌";
|
||||
this.id = "jinshezhang";
|
||||
this.grade = 3;
|
||||
|
||||
this.attack_actions = [
|
||||
"$N双掌一错,一招「千蛇出洞」幻出漫天掌影拢向$n的$l",
|
||||
"$N暴喝一声,双掌连环推出,一招「大沼龙蛇」强劲的掌风直扑$n的$l",
|
||||
"$N双掌纷飞,一招「双蛇抢珠」直取$n的$l",
|
||||
"$N提气缠身游走,一招「游走式」,森森掌风无孔不入般地击向$n的$l",
|
||||
"$N盘身错步,双掌平推,凝神聚气,一招「盘身式」拍向$n的$l",
|
||||
"$N左掌立于胸前,右掌推出,一招「金蛇吐衅」击向$n$l",
|
||||
"$N使出「金蛇翻身咬」,身形凌空飞起,从空中当头向$n的$l出掌攻击",
|
||||
"$N使出一招「杯弓蛇影」,左掌化虚为实击向$n的$l",
|
||||
"$N左掌画了个圈圈,右掌推出,一招「金蛇缠丝手」击向$n$l",
|
||||
"$N使出「灵蛇游八方」,身形散作八处同时向$n的$l出掌攻击",
|
||||
"$N使出金蛇游身掌法「金蛇探头」,如鬼魅般欺至$n身前,一掌拍向$n的$l"
|
||||
];
|
||||
this.desc = "金蛇郎君所创的一门掌法";
|
||||
//"(\w+)"(.+?)"NOR"
|
||||
//<$1>$2</$1>
|
||||
this.can_enables = ["unarmed"];
|
||||
this.learn_condition = {
|
||||
max_mp: 10000,
|
||||
skill: {
|
||||
unarmed: 400
|
||||
}
|
||||
};
|
||||
this.query_enable_prop = function (lv) {
|
||||
return {
|
||||
unarmed: {
|
||||
gj: parseInt(lv * 1.3) + 20,
|
||||
mz: parseInt(lv * 1.3) + 20,
|
||||
dex: parseInt(lv / 6)
|
||||
}
|
||||
};
|
||||
}
|
||||
this.slots = [
|
||||
{
|
||||
prop: 'jsys_ds',
|
||||
value: (lv) => 1,
|
||||
count: 1,
|
||||
format: (val) => {
|
||||
return '金龙升天命中后会解除对方的轻功增益';
|
||||
}
|
||||
},
|
||||
{
|
||||
prop: 'jsys_sh',
|
||||
value: (lv) => 5 + Math.floor(lv / 10),
|
||||
format: (val) => {
|
||||
return '金龙升天伤害增加' + val + "%";
|
||||
}
|
||||
},
|
||||
];
|
||||
this.pfm = {
|
||||
qian:
|
||||
{
|
||||
name: "金龙升天",
|
||||
distime: 26000,
|
||||
enable_skill: "unarmed",
|
||||
weapon_type: WEAPON_TYPE.UNARMED,
|
||||
mp: 20,
|
||||
use: function (me, target, lv) {
|
||||
|
||||
var per = 100 + parseInt(lv / 100) + me.query_prop('jsys_sh');
|
||||
var gj = me.gj * per / 100;
|
||||
me.send_room("<hiy>$N内气上提,全身拔起,一招「金龙升天」,双掌凌空朝$n拍下\n</hiy>", target);
|
||||
if (me.do_attack({
|
||||
target: target,
|
||||
gj: gj,
|
||||
mz: me.mz,
|
||||
damage_msg: "<hir>$n全身都被笼罩在掌力之下,避无可避,一掌被拍了个正着,只觉四肢无力,动弹不得</hir>",
|
||||
no_weapon: true
|
||||
})) {
|
||||
if (me.query_prop('jsys_ds'))
|
||||
target.remove_status('dodge');
|
||||
target.add_status({
|
||||
id: "rash",
|
||||
name: "定身",
|
||||
desc: "你无法躲闪",
|
||||
duration: 8000,
|
||||
is_rash: true,
|
||||
downside: true
|
||||
}, me);
|
||||
}
|
||||
me.end_attack(target);
|
||||
},
|
||||
query_desc: function (me, lv) {
|
||||
|
||||
var per = 100 + parseInt(lv / 100);
|
||||
return "对敌人造成你攻击力" + per + "%的伤害,命中后使敌人在8秒内无法闪避";
|
||||
}
|
||||
}
|
||||
};
|
||||
88
world/skill/unarmed/liuyunzhang.js
Normal file
88
world/skill/unarmed/liuyunzhang.js
Normal file
@@ -0,0 +1,88 @@
|
||||
this.inherits(SKILL);
|
||||
this.name = "流云掌";
|
||||
this.id = "liuyunzhang";
|
||||
this.grade = 2;
|
||||
|
||||
this.attack_actions = [
|
||||
"$N使一招「天马行空」,右掌一翻,向$n的$l拍去",
|
||||
"$N使一招「探手截流」,右手斜出,劈向$n的$l",
|
||||
"$N双手带风,一式「风吹云散」,掌力浑厚,击向$n的$l",
|
||||
"$N双手微抬,左右齐出,一招「云深雾锁」,已将$n$l笼罩",
|
||||
"$N双掌翻腾,掌风凌厉,一式「云雾缭绕」,飘然不定,击向$n$l",
|
||||
"$N双掌拍出,一式「顺流逆流」,掌法一快一慢,向$n的$l打去",
|
||||
"$N快步向前,身法陡快,一招「行云流水」,掌风已到$n$l",
|
||||
"$N双掌下垂,似是无力,但又猛然加快,似攻非攻,一式「流水无情」使出,双掌已到$n$l"
|
||||
];
|
||||
this.desc = "流云掌法的绝招,乃是以快速的身法及掌法连出虚招将对手困住";
|
||||
//"(\w+)"(.+?)"NOR"
|
||||
//<$1>$2</$1>
|
||||
this.can_enables = ["unarmed"];
|
||||
this.learn_condition = {
|
||||
max_mp: 500,
|
||||
skill: {
|
||||
unarmed: 50
|
||||
}
|
||||
};
|
||||
this.query_enable_prop = function (lv) {
|
||||
return {
|
||||
unarmed: {
|
||||
gj: parseInt(lv * 1.2) + 5,
|
||||
gjsd: 200,
|
||||
mz: parseInt(lv * 1.3) + 5
|
||||
}
|
||||
};
|
||||
}
|
||||
this.slots = [
|
||||
{
|
||||
prop: 'lyz_sh',
|
||||
value: (lv) => 10,
|
||||
count: 2,
|
||||
format: (val) => {
|
||||
return '排山倒海附加的伤害增加10%';
|
||||
}
|
||||
},
|
||||
{
|
||||
prop: 'lyz_gs',
|
||||
value: (lv) => 10,
|
||||
format: (val) => {
|
||||
return '排云附加的攻速提高10%';
|
||||
}
|
||||
},
|
||||
];
|
||||
|
||||
this.pfm = {
|
||||
chan:
|
||||
{
|
||||
name: "排山倒海",
|
||||
distime: 18000,
|
||||
enable_skill: "unarmed",
|
||||
mp: 20,
|
||||
use: function (me, target, lv) {
|
||||
var gj = 200 + parseInt(lv / 10) + me.query_prop('lyz_sh');
|
||||
|
||||
if (me.do_attack({
|
||||
target: target,
|
||||
gj: me.gj * gj / 100,
|
||||
mz: me.mz,
|
||||
no_weapon: true,
|
||||
attck_msg: "<hiy>$N运转真气,将内力注于掌风之中,双掌猛然拍向$n,气势宏大,犹如排山倒海。</hiy>"
|
||||
})) {
|
||||
me.add_status({
|
||||
id: "unarmed",
|
||||
name: "排云",
|
||||
desc: "增加你的攻速",
|
||||
duration: 8000 + lv * 2,
|
||||
prop: {
|
||||
gjsd_per: 25 + me.query_prop('lyz_gs')
|
||||
}
|
||||
});
|
||||
}
|
||||
me.end_attack(target);
|
||||
},
|
||||
query_desc: function (me, lv) {
|
||||
var gj = 200 + parseInt(lv / 10);
|
||||
return "将体内雄浑的内力运于掌风,攻向敌人,对敌人造成" + gj
|
||||
+ "%的伤害,命中后提高自己的攻击速度25%。";
|
||||
}
|
||||
}
|
||||
};
|
||||
150
world/skill/unarmed/qianzhuwandushou.js
Normal file
150
world/skill/unarmed/qianzhuwandushou.js
Normal file
@@ -0,0 +1,150 @@
|
||||
this.inherits(SKILL);
|
||||
this.name = "千蛛万毒手";
|
||||
this.id = "qianzhuwandushou";
|
||||
this.grade = 3;
|
||||
|
||||
this.attack_actions = [
|
||||
"$N身形一晃而至,一招「小鬼勾魂」,双掌带着一缕腥风拍向$n的前心",
|
||||
"$N身形化做一缕轻烟绕着$n急转,一招「天网恢恢」,双掌幻出无数掌影罩向$n",
|
||||
"$N大喝一声,一招「恶鬼推门」,单掌如巨斧开山带着一股腥风猛劈向$n的面门",
|
||||
"$N一声冷笑,一招「灵蛇九转」,身形一闪而至,一掌轻轻拍出,手臂宛若无骨,掌到中途竟连变九变,如鬼魅般印向$n的$l",
|
||||
"$N侧身向前,一招「地府阴风」,双掌连环拍出,一缕缕彻骨的寒气从掌心透出,将$n周围的空气都凝结了",
|
||||
"$N厉叫一声,身形忽的蜷缩如球,飞身撞向$n,一招「黄蜂吐刺」单掌如剑,直刺$n的心窝",
|
||||
"$N一个急旋,飞身纵起,半空中一式「毒龙摆尾」,反手击向$n的$l",
|
||||
"$N大喝一声,运起五毒神功,一招「毒火焚身」,刹那间全身毛发尽绿,一对碧绿的双爪闪电般的朝$n的$l抓去"
|
||||
];
|
||||
this.desc = "五毒教的千蛛万毒手";
|
||||
//"(\w+)"(.+?)"NOR"
|
||||
//<$1>$2</$1>
|
||||
this.can_enables = ["unarmed", "parry"];
|
||||
this.learn_condition = {
|
||||
max_mp: 8000,
|
||||
skill: {
|
||||
unarmed: 300,
|
||||
wudushengong: 300,
|
||||
}
|
||||
};
|
||||
this.query_prop = function (lv) {
|
||||
return {
|
||||
per: (-parseInt(lv / 300) - 1)
|
||||
};
|
||||
}
|
||||
this.query_enable_prop = function (lv) {
|
||||
return {
|
||||
unarmed: {
|
||||
gj: parseInt(lv * 1.5 + 20),
|
||||
mz: lv,
|
||||
str: parseInt(lv / 8),
|
||||
}, parry: {
|
||||
zj: parseInt(lv * 1.5 + 20),
|
||||
fy: lv,
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
this.slots = [
|
||||
{
|
||||
prop: 'qzwds_cc',
|
||||
value: (lv, grade) => grade,
|
||||
format: (val) => {
|
||||
return '千蛛万毒毒发次数增加' + val + "次数";
|
||||
}
|
||||
},
|
||||
{
|
||||
prop: 'qzwds_sh',
|
||||
value: (lv) => 100 + Math.floor(lv / 10),
|
||||
format: (val) => {
|
||||
return '万蛊噬天在招架成功后使敌人受到的毒伤增加' + val + "%";
|
||||
}
|
||||
},
|
||||
];
|
||||
this.on_parry_over = function (me, target, par) {
|
||||
if (me.query_temp("wangu")) {
|
||||
var lv = me.query_skill("wudushengong", 0) + me.query_skill("qianzhuwandushou", 0);
|
||||
var gj = 200 + parseInt(lv * (lv / 1000 + 1));
|
||||
if (par.is_parry) {
|
||||
let val = me.query_prop('qzwds_sh');
|
||||
if (val > 0) {
|
||||
gj = gj * val / 100;
|
||||
}
|
||||
}
|
||||
target.send_combat("<red>毒气顺着$W侵入$N体内,$P感到全身一阵发麻。</red>\n");
|
||||
target.damage2(gj, me);
|
||||
me.end_attack(target);
|
||||
}
|
||||
}
|
||||
this.on_disenable = function (me, type) {
|
||||
if (type === "parry") {
|
||||
me.remove_status("wangu", true);
|
||||
}
|
||||
}
|
||||
this.pfm = {
|
||||
qian:
|
||||
{
|
||||
name: "千蛛万毒",
|
||||
distime: 36000,
|
||||
enable_skill: "unarmed",
|
||||
weapon_type: WEAPON_TYPE.UNARMED,
|
||||
mp: 20,
|
||||
use: function (me, target, lv) {
|
||||
if (me.do_attack({
|
||||
target: target,
|
||||
gj: me.gj,
|
||||
attack_msg: "<HIr>$N一声狞笑飞身纵起,凌空一指向$n的眉心点去。</HIr>",
|
||||
damage_msg: "<hir>只见一缕黑气从$N的指尖透出,只一闪就没入$n的眉心!</hir>",
|
||||
miss_msg: "<hig>可是$n早有准备,一个懒驴打滚,堪堪躲过了这一招。</hig>",
|
||||
parry_msg: "<hig>可是$n早有准备,一个懒驴打滚,堪堪躲过了这一招。</hig>"
|
||||
})) {
|
||||
|
||||
var gj = parseInt(me.gj * (lv / 300) / 3);
|
||||
target.add_status({
|
||||
id: "unarmed",
|
||||
name: "千蛛万毒",
|
||||
desc: "你中了千蛛万毒手,每三秒减少" + gj + "气血",
|
||||
duration: 3000,
|
||||
duration_count: 4 + me.query_prop('qzwds_cc'),
|
||||
on_interval: function (player, count) {
|
||||
if (player.hp > 0) {
|
||||
player.damage2(gj, me);
|
||||
player.send_room("<hir>$N的千蛛万毒手发作了,全身一阵发麻。</hir>");
|
||||
if (player.fight_type)
|
||||
me.end_attack(player);
|
||||
else if (player.hp <= 0)
|
||||
player.hp = 1;
|
||||
}
|
||||
},
|
||||
downside: true
|
||||
});
|
||||
}
|
||||
me.end_attack(target);
|
||||
},
|
||||
query_desc: function (me, lv) {
|
||||
var gj = parseInt(me.gj * (lv / 300));
|
||||
return "将全身毒力集中在一点刺向敌人,命中后使敌人在12秒内持续受到" + gj + "点伤害。";
|
||||
}
|
||||
}, wan: {
|
||||
name: "万蛊噬天",
|
||||
distime: 60000,
|
||||
enable_skill: "parry",
|
||||
mp: 80,
|
||||
use: function (me, target, lv) {
|
||||
var msg = "<red>$N仰天一声长啸,强催内劲,全身竟浮现出隐隐碧绿之色。喝道:“万蛊噬天”。毒气弥漫,瞬间笼罩$P全身!</red>\n";
|
||||
me.send_room(msg);
|
||||
var time = 10000 + lv * 10;
|
||||
me.set_temp("wangu", 1, time);
|
||||
me.add_status({
|
||||
id: "wangu",
|
||||
name: "万蛊噬天",
|
||||
duration: time
|
||||
});
|
||||
},
|
||||
query_desc: function (me, lv) {
|
||||
var gj = lv + me.query_skill('wudushengong', 0);
|
||||
gj = 200 + parseInt(gj * (gj / 1000 + 1));
|
||||
|
||||
var time = 10000 + lv * 10;
|
||||
return "毒气弥漫,笼罩全身," + (time / 1000) + "秒内在被敌人命中时候使敌人受到" + gj + "点伤害。";
|
||||
}
|
||||
|
||||
}
|
||||
};
|
||||
118
world/skill/unarmed/qinlong.js
Normal file
118
world/skill/unarmed/qinlong.js
Normal file
@@ -0,0 +1,118 @@
|
||||
this.inherits(SKILL);
|
||||
this.name = "擒龙手";
|
||||
this.id = "qinlong";
|
||||
this.attack_actions = [
|
||||
"$N五指成爪,真气凝聚指尖,一招「龙爪探渊」直取$n的$l",
|
||||
"$N身形一闪,左爪虚晃,右爪「擒龙拿珠」猛扣$n的双目",
|
||||
"$N爪风呼啸,一式「锁龙缠腕」缠向$n的手腕,势要扣住脉门",
|
||||
"$N脚下踏动方位,双爪如影随形,「游龙戏爪」分袭$n双肩",
|
||||
"$N猛然欺近,爪尖泛着寒光,「猛龙探爪」直插$n的胸口",
|
||||
"$N爪势陡然加快,一招「惊龙回首」反撩$n的后心",
|
||||
"$N双臂交错,爪影层层叠叠,「群龙乱舞」罩向$n全身",
|
||||
"$N深吸一口气,单爪蓄力后猛地弹出,「飞龙出洞」击向$n的$l",
|
||||
"$N爪势陡沉,一式「龙爪捞月」反扣$n的脚踝 ",
|
||||
"$N身形跃起,双爪自上而下,「降龙攫顶」抓向$n的头颅 ",
|
||||
"$N爪风带着破空之声,「怒龙裂石」猛劈$n的l",
|
||||
"$N手腕翻转,爪尖转向内侧,「灵龙绕指」缠向$n的臂膀",
|
||||
"$N突然变招,爪势由刚转柔,「缠龙锁喉」扣向$n的脖颈",
|
||||
"$N双爪交替出击,一招「双龙夺宝」分取$n的左右$l",
|
||||
"$N爪力暗藏螺旋劲,「绞龙碎骨」抓向$n的关节 ",
|
||||
"$N虚踏一步,爪势如电,「捷龙追影」直追$n的$l",
|
||||
"$N收爪蓄力,猛地爆发,「擒龙归位」锁向$n的要害 "
|
||||
];
|
||||
|
||||
this.desc = "曾经的少林绝技,在前朝覆灭后就随之消失了";
|
||||
this.grade = 2;
|
||||
this.can_enables = ["unarmed"];
|
||||
this.learn_condition = {
|
||||
max_mp: 10000,
|
||||
skill: {
|
||||
unarmed: 500
|
||||
}
|
||||
};
|
||||
this.query_enable_prop = function (lv) {
|
||||
return {
|
||||
unarmed: {
|
||||
mz: parseInt(lv * 1.5) + 20,
|
||||
dex: parseInt(lv / 8) + 3
|
||||
}
|
||||
};
|
||||
}
|
||||
this.slots = [
|
||||
{
|
||||
prop: 'qlz_sh',
|
||||
value: (lv) => 100,
|
||||
format: (val) => {
|
||||
return '锁龙伤害增加100%';
|
||||
},
|
||||
},
|
||||
{
|
||||
prop: 'qlz_cd',
|
||||
value: (lv) => Math.min(50, lv / 200),
|
||||
format: (val) => {
|
||||
return '锁龙绝招冷却时间减少' + val + '%';
|
||||
},
|
||||
},
|
||||
{
|
||||
prop: 'qlz_hm',
|
||||
value: (lv) => 1,
|
||||
grade: 4,
|
||||
format: (val) => {
|
||||
return '锁龙触发后将使对方昏迷';
|
||||
},
|
||||
},
|
||||
];
|
||||
this.pfm = {
|
||||
suo:
|
||||
{
|
||||
name: "锁龙",
|
||||
distime: 32000,
|
||||
enable_skill: "unarmed",
|
||||
weapon_type: WEAPON_TYPE.UNARMED,
|
||||
distime_per_key: 'qlz_cd',
|
||||
mp: 30,
|
||||
use: function (me, target, lv) {
|
||||
var time = 8000;
|
||||
let gj = me.gj * (100 + lv / 10 + me.query_prop('qlz_sh')) / 100;
|
||||
|
||||
|
||||
me.do_attack({
|
||||
target: target,
|
||||
attack_msg: "<hic>$N双手如铁钳扣住$n的肩骨,真气顺势侵入$p经脉</hic>",
|
||||
gj: gj,
|
||||
mz: me.mz,
|
||||
no_weapon: true
|
||||
});
|
||||
me.end_attack(target);
|
||||
let dex1 = me.dex ?? 20;
|
||||
let dex2 = target.dex ?? 20;
|
||||
let is_add = dex1 + dex2 * me.query_prop('dex') >
|
||||
dex2 + dex2 * target.query_prop('dex');
|
||||
if (is_add) {
|
||||
if (me.query_prop('qlz_hm')) {
|
||||
target.add_status({
|
||||
id: "faint",
|
||||
is_faint: true,
|
||||
duration: time,
|
||||
name: "昏迷", downside: true,
|
||||
finish_msg: "<hiy>慢慢的$N又恢复了知觉...</hiy>\n",
|
||||
start_msg: "<hir>$N只觉得眼前一黑,接着什么都不知道了。</hir>\n"
|
||||
}, me);
|
||||
}
|
||||
else {
|
||||
target.add_status({
|
||||
id: "busy",
|
||||
name: "忙乱",
|
||||
duration: time,
|
||||
downside: true,
|
||||
is_busy: true
|
||||
}, me);
|
||||
}
|
||||
}
|
||||
},
|
||||
query_desc: function (me, lv) {
|
||||
let sh = 100 + lv / 10;
|
||||
return "对敌人造成" + sh + "%攻击力的伤害,如果身法出色则忙乱对方8秒";
|
||||
}
|
||||
}
|
||||
};
|
||||
78
world/skill/unarmed/tianchangzhang.js
Normal file
78
world/skill/unarmed/tianchangzhang.js
Normal file
@@ -0,0 +1,78 @@
|
||||
this.inherits(SKILL);
|
||||
this.name = "天长掌法";
|
||||
this.id = "tianchangzhang";
|
||||
this.grade = 3;
|
||||
|
||||
this.attack_actions = [
|
||||
"$N使一招<GRN>「青山隐隐」</GRN>,双手划了个半圈,按向$n的$l",
|
||||
"$N使一招<MAG>「云霞出海」</MAG>,左手轻轻一挥,劈向$n的$l",
|
||||
"$N右手掌心向外,由右向左,使一招<CYN>「星河鹭起」</CYN>,向$n的$l打去",
|
||||
"$N使一招<HIM>「彩舟云淡」</HIM>,分击$n的胸口和$l",
|
||||
"$N使一招<HIB>「月照幽林」</HIB>,左右掌同时击出,在空中突然左右掌方向互变",
|
||||
"$N左手不住晃动,右掌一招<HIW>「白日参辰」</HIW>,向$n的$l打去",
|
||||
"$N左手变掌为啄,右掌立掌如刀,一招<HIY>「鹤舞白沙」</HIY>,劈向$n的$l",
|
||||
"$N左脚退后半步,右掌使一招<HIC>「水天一色」</HIC>,横挥向$n",
|
||||
"$N一招<CYN>「月华流照」</CYN>,左掌先发而后至,右掌后发而先至",
|
||||
"$N双掌缩入袖中,双袖飞起扫向$n的$l,却是一招<HIR>「嫦娥奔月」</HIR>,仪态潇洒",
|
||||
];
|
||||
this.desc = "恒山派绝学掌法";
|
||||
//"(\w+)"(.+?)"NOR"
|
||||
//<$1>$2</$1>
|
||||
this.can_enables = ["unarmed"];
|
||||
this.learn_condition = {
|
||||
max_mp: 10000,
|
||||
skill: {
|
||||
unarmed: 450
|
||||
}
|
||||
};
|
||||
this.query_enable_prop = function (lv) {
|
||||
return {
|
||||
unarmed: {
|
||||
gj: parseInt(lv * 1.2) + 20,
|
||||
fy: parseInt(lv * 1.3) + 20,
|
||||
max_hp: lv * 10
|
||||
}
|
||||
};
|
||||
}
|
||||
this.slots = [
|
||||
{
|
||||
prop: 'str',
|
||||
value: (lv) => 1 + Math.floor(lv / 10),
|
||||
format: (val) => {
|
||||
return '臂力:+' + val;
|
||||
}
|
||||
},
|
||||
{
|
||||
prop: 'tcz_sh',
|
||||
value: (lv) => 1 + Math.floor(lv / 20),
|
||||
format: (val) => {
|
||||
return '天长叠掌附加的伤害增加' + val + "%";
|
||||
}
|
||||
},
|
||||
];
|
||||
this.pfm = {
|
||||
chan:
|
||||
{
|
||||
name: "天长叠掌",
|
||||
distime: 20000,
|
||||
enable_skill: "unarmed",
|
||||
mp: 20,
|
||||
use: function (me, target, lv) {
|
||||
var per = 100 + parseInt(lv / 5) + me.query_prop('tcz_sh');
|
||||
var per2 = 100 + parseInt(lv / 50);
|
||||
|
||||
me.do_attack({
|
||||
target: target,
|
||||
gj: me.gj * per / 100,
|
||||
mz: me.mz * per2 / 100,
|
||||
attack_msg: "<hic>$N施展天长叠掌,左右双掌忽前忽后,掌影重重向$n拍去</hic>",
|
||||
no_weapon: true
|
||||
});
|
||||
me.end_attack(target);
|
||||
},
|
||||
query_desc: function (me, lv) {
|
||||
var per = 100 + parseInt(lv / 5);
|
||||
return "攻击敌人造成" + per + "%的伤害,等级越高命中越高";
|
||||
}
|
||||
}
|
||||
};
|
||||
81
world/skill/unarmed/yingzhuagong.js
Normal file
81
world/skill/unarmed/yingzhuagong.js
Normal file
@@ -0,0 +1,81 @@
|
||||
this.inherits(SKILL);
|
||||
this.name = "鹰爪功";
|
||||
this.id = "yingzhuagong";
|
||||
this.grade = 2;
|
||||
|
||||
this.attack_actions = [
|
||||
"$N全身拔地而起,半空中一个筋斗,一式「苍鹰袭兔」,迅猛地抓向$n的$l",
|
||||
"$N单腿直立,双臂平伸,一式「雄鹰展翅」,双爪一前一后拢向$n的$l",
|
||||
"$N一式「拔翅横飞」,全身向斜里平飞,右腿一绷,双爪搭向$n的肩头",
|
||||
"$N双爪交错上举,使一式「迎风振翼」,一拔身,分别袭向$n左右腋空门",
|
||||
"$N全身滚动上前,一式「飞龙献爪」,右爪突出,鬼魅般抓向$n的胸口",
|
||||
"$N伏地滑行,一式「拨云瞻日」,上手袭向膻中大穴,下手反抓$n的裆部",
|
||||
"$N左右手掌爪互逆,一式「搏击长空」,无数道劲气破空而出,迅疾无比地击向$n",
|
||||
"$N腾空高飞三丈,一式「鹰扬万里」,天空中顿时显出一个巨灵爪影,缓缓罩向$n"
|
||||
];
|
||||
this.desc = "明教的拳脚功夫";
|
||||
//"(\w+)"(.+?)"NOR"
|
||||
//<$1>$2</$1>
|
||||
this.can_enables = ["unarmed", "parry"];
|
||||
this.learn_condition = {
|
||||
max_mp: 1000,
|
||||
skill: {
|
||||
unarmed: 100
|
||||
}
|
||||
};
|
||||
this.query_enable_prop = function (lv) {
|
||||
return {
|
||||
unarmed: {
|
||||
gj: lv * 1 + 10,
|
||||
mz: lv + 100
|
||||
},
|
||||
parry: {
|
||||
zj: lv + 10,
|
||||
max_hp: lv * 8 + 100
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
this.slots = [
|
||||
{
|
||||
prop: 'yzg_sh',
|
||||
value: (lv) => 10 + Math.floor(lv / 50),
|
||||
format: (val) => {
|
||||
return '赤血爪附加的伤害增加' + val + '%';
|
||||
},
|
||||
},
|
||||
{
|
||||
prop: 'yzg_mz',
|
||||
value: (lv) => 10 + Math.floor(lv / 50),
|
||||
format: (val) => {
|
||||
return '赤血爪附加的命中增加' + val + '%';
|
||||
},
|
||||
},
|
||||
];
|
||||
this.pfm = {
|
||||
zhen:
|
||||
{
|
||||
name: "赤血爪",
|
||||
distime: 10000,
|
||||
enable_skill: "unarmed",
|
||||
mp: 20,
|
||||
use: function (me, target, lv) {
|
||||
|
||||
var t = 100 + parseInt(lv / 20) + me.query_prop('yzg_sh')
|
||||
me.do_attack({
|
||||
target: target,
|
||||
gj: me.gj * t / 100,
|
||||
attack_msg: "<hiy>$N运转真气,双手忽成爪行,施出绝招「<HIR>赤血爪</HIR>」,迅猛无比地抓向$n<hiy>",
|
||||
mz: me.mz * (200 + me.query_prop('yzg_mz')) / 100,
|
||||
damage_msg: "<HIR>但见$N双爪划过,$n已闪避不及,胸口被$N抓出十条血痕。</hir>",
|
||||
no_weapon: true
|
||||
});
|
||||
me.end_attack(target);
|
||||
},
|
||||
query_desc: function (me, lv) {
|
||||
var t = 100 + parseInt(lv / 20);
|
||||
|
||||
return "使出全身力气迅猛一击造成" + t + "%攻击力的伤害,命中增加100%";
|
||||
}
|
||||
}
|
||||
};
|
||||
94
world/skill/whip/qiufengfuchen.js
Normal file
94
world/skill/whip/qiufengfuchen.js
Normal file
@@ -0,0 +1,94 @@
|
||||
this.inherits(SKILL);
|
||||
this.name = "秋风拂尘";
|
||||
this.id = "qiufengfuchen";
|
||||
this.grade = 1;
|
||||
|
||||
this.attack_actions = [
|
||||
"$N端坐不动,一招<HIC>「秋风拂叶」</HIC>,手中$w带着一股劲风,击向$n的脸颊",
|
||||
"$N单臂一挥,一招<HIW>「玉带围腰」</HIW>,手中$w直绕向$n的身后",
|
||||
"$N身形一转,一招<HIB>「流云断川」</HIB>,手中$w如矫龙般腾空一卷,猛地向$n劈头打下",
|
||||
"$N力贯尘梢,一招<HIG>「春风化雨」</HIG>,手中$w舞出满天幻影,排山倒海般扫向$n全身",
|
||||
"$N忽的向前一跃,一招<HIY>「野马分鬃」</HIY>,手中$w分击$n左右",
|
||||
"$N慢步上前,一招<GRN>「竹影扫阶」</GRN>,手中$w缓缓罩向$n前胸"
|
||||
|
||||
];
|
||||
this.desc = "古墓派李莫愁扬名天下的武功。";
|
||||
//"(\w+)"(.+?)"NOR"
|
||||
//<$1>$2</$1>
|
||||
this.can_enables = ["whip"];
|
||||
//this.on_learn = function (me) {
|
||||
// if (me.max_mp < 100)
|
||||
// return me.notify_fail("你的内力不够。");
|
||||
// if (me.query_skill("sword", 1) < 60)
|
||||
// return me.notify_fail("你的基础不够,无法领会更高深的技巧。");
|
||||
// if (me.query_skill("yunlongxinfa", 1) < 60)
|
||||
// return me.notify_fail("你的云龙心法等级不够,无法学习云龙剑。");
|
||||
// return true;
|
||||
//}
|
||||
this.learn_condition = {
|
||||
max_mp: 100,
|
||||
skill: {
|
||||
whip: 100
|
||||
}
|
||||
};
|
||||
this.slots = [
|
||||
{
|
||||
prop: 'qffc_ml',
|
||||
value: (lv) => 1000,
|
||||
format: (val) => {
|
||||
return '缠字诀忙乱时间增加1秒';
|
||||
},
|
||||
},
|
||||
{
|
||||
prop: 'qffc_mz',
|
||||
value: (lv) => 20,
|
||||
format: (val) => {
|
||||
return '缠字诀命中判定下限增加20%';
|
||||
},
|
||||
},
|
||||
];
|
||||
this.query_enable_prop = function (lv) {
|
||||
return {
|
||||
whip: {
|
||||
gj: parseInt(lv * 1 + 10),
|
||||
mz: lv
|
||||
}
|
||||
};
|
||||
}
|
||||
this.pfm = {
|
||||
chan:
|
||||
{
|
||||
name: "缠字诀",
|
||||
distime: 30000,
|
||||
enable_skill: "whip",
|
||||
mp: 20,
|
||||
use: function (me, target, lv) {
|
||||
var time = Math.round(lv * 100 / 5);
|
||||
if (time < 2000) time == 2000;
|
||||
else if (time > 10000) time = 10000;
|
||||
time += me.query_prop('qffc_ml');
|
||||
var msg = "<hic>$N使出秋风尘法「缠」字诀,拂尘连挥企图把$n的全身缠住。</hic>";
|
||||
let mz = me.mz + me.mz * me.query_prop('qffc_mz') / 100;
|
||||
|
||||
if (me.random(mz) > target.ds / 2) {
|
||||
msg += "结果$p被$P攻了个措手不及!\n";
|
||||
target.add_status({
|
||||
id: "busy",
|
||||
is_busy: true,
|
||||
duration: time,
|
||||
name: "忙乱",
|
||||
downside: true
|
||||
}, me);
|
||||
} else {
|
||||
msg += "可是$p看破了$P的企图,并没有上当。\n";
|
||||
}
|
||||
me.send_room(msg, target);
|
||||
},
|
||||
query_desc: function (me, lv) {
|
||||
var time = Math.round(lv / 50);
|
||||
if (time < 2) time == 2;
|
||||
else if (time > 10) time = 10;
|
||||
return "如秋风扫叶般,快速挥动佛尘牵制敌人,使敌人" + time + "秒内处于忙乱状态。";
|
||||
}
|
||||
}
|
||||
};
|
||||
96
world/skill/whip/yunlongbian.js
Normal file
96
world/skill/whip/yunlongbian.js
Normal file
@@ -0,0 +1,96 @@
|
||||
this.inherits(SKILL);
|
||||
this.name = "云龙鞭法";
|
||||
this.id = "yunlongbian";
|
||||
this.grade = 1;
|
||||
|
||||
this.attack_actions = [
|
||||
"$N单手一扬,一招「开天辟地」,手中$w抖得笔直,对准$n当头罩下",
|
||||
"$N身形一转,一招「龙腾四海」,手中$w如矫龙般腾空一卷,猛地击向$n太阳穴",
|
||||
"$N唰的一抖长鞭,一招「矫龙出水」,手中$w抖得笔直,刺向$n双眼",
|
||||
"$N力贯鞭梢,一招「破云见日」,手中$w舞出满天鞭影,排山倒海般扫向$n全身",
|
||||
"$N运气于腕,一招「开山裂石」,手中$w象一根铜棍般直击向$n",
|
||||
"$N单臂一挥,一招「玉带围腰」,手中$w直击向$n腰肋",
|
||||
"$N高高跃起,一招「大漠孤烟」,手中$w笔直向$n当头罩下"
|
||||
|
||||
];
|
||||
this.desc = "云龙门";
|
||||
//"(\w+)"(.+?)"NOR"
|
||||
//<$1>$2</$1>
|
||||
this.can_enables = ["whip"];
|
||||
//this.on_learn = function (me) {
|
||||
// if (me.max_mp < 100)
|
||||
// return me.notify_fail("你的内力不够。");
|
||||
// if (me.query_skill("sword", 1) < 60)
|
||||
// return me.notify_fail("你的基础不够,无法领会更高深的技巧。");
|
||||
// if (me.query_skill("yunlongxinfa", 1) < 60)
|
||||
// return me.notify_fail("你的云龙心法等级不够,无法学习云龙剑。");
|
||||
// return true;
|
||||
//}
|
||||
this.learn_condition = {
|
||||
max_mp: 100,
|
||||
skill: {
|
||||
whip: 50
|
||||
}
|
||||
};
|
||||
|
||||
this.query_enable_prop = function (lv) {
|
||||
return {
|
||||
whip: {
|
||||
gj: parseInt(lv * 1 + 10),
|
||||
mz: lv
|
||||
}
|
||||
};
|
||||
}
|
||||
this.slots = [
|
||||
{
|
||||
prop: 'ylbf_ml',
|
||||
value: (lv) => 1000,
|
||||
format: (val) => {
|
||||
return '缠字诀忙乱时间增加1秒';
|
||||
},
|
||||
},
|
||||
{
|
||||
prop: 'ylbf_mz',
|
||||
value: (lv) => 20,
|
||||
format: (val) => {
|
||||
return '缠字诀命中判定下限增加20%';
|
||||
},
|
||||
}
|
||||
];
|
||||
this.pfm = {
|
||||
chan:
|
||||
{
|
||||
name: "缠字诀",
|
||||
distime: 30000,
|
||||
enable_skill: "whip",
|
||||
mp: 20,
|
||||
use: function (me, target, lv) {
|
||||
var time = Math.round(lv * 100 / 5)
|
||||
if (time < 2000) time = 2000;
|
||||
else if (time > 10000) time = 10000;
|
||||
time += me.query_prop('ylbf_ml');
|
||||
let add = me.mz * me.query_prop('ylbf_mz') / 100;
|
||||
let rad_mz = me.mz - add;
|
||||
var msg = "<hic>$N使出云龙鞭法「缠」字诀,连挥长鞭企图把$n的全身缠住</hic>\n";
|
||||
if (add + me.random(rad_mz) > target.ds / 2) {
|
||||
msg += "结果$p被$P攻了个措手不及!\n";
|
||||
target.add_status({
|
||||
id: "busy",
|
||||
is_busy: true,
|
||||
duration: time,
|
||||
name: "忙乱",
|
||||
downside: true
|
||||
}, me);
|
||||
} else {
|
||||
msg += "可是$p看破了$P的企图,并没有上当。\n";
|
||||
}
|
||||
me.send_room(msg, target);
|
||||
},
|
||||
query_desc: function (me, lv) {
|
||||
var time = Math.round(lv / 50);
|
||||
if (time < 2) time == 2;
|
||||
else if (time > 10) time = 10;
|
||||
return "以诡异刁钻的鞭法缠住敌人,使敌人" + time + "秒内处于忙乱状态,期间无法攻击,招架";
|
||||
}
|
||||
}
|
||||
};
|
||||
185
world/skill/wudang/taijijian.js
Normal file
185
world/skill/wudang/taijijian.js
Normal file
@@ -0,0 +1,185 @@
|
||||
this.inherits(SKILL);
|
||||
this.name = "太极剑法";
|
||||
this.id = "taijijian";
|
||||
this.grade = 4;
|
||||
this.first_title = "太极传人";
|
||||
this.family = FAMILIES.WUDANG;
|
||||
this.attack_actions = [
|
||||
"$N虚步提腰,一招「<HIM>蜻蜓点水</HIM>」,手中$w轻轻颤动,一剑剑点向$n的$l",
|
||||
"$N向前跨上一步,左手剑诀,右手$w使出一式「<YEL>指南针</YEL>」直刺$n的$l",
|
||||
"$N身形往右一挫,左手剑诀,右手$w使出一式「<WHT>大魁星</WHT>」刺向$n的$l",
|
||||
"$N双膝下沉,右手$w使出一式「<BLU>探海式</BLU>」,由下而上疾刺$n的$l",
|
||||
"$N一招「<HIW>燕子掠波</HIW>」,$w自上而下划出一个大弧,平平地向$n的$l挥去",
|
||||
"$N上身往左侧一拧,一招「<BLK>乌龙摆尾</BLK>」,右手$w反手向$n的$l挥去",
|
||||
"$N一招「<RED>右</RED>拦扫」,一招「<RED>左</RED>拦扫」,剑锋平指,一气呵成横扫$n的$l",
|
||||
"$N左腿提膝,手中$w斜指,一招「<HIC>宿鸟投林</HIC>」刺向$n的$l",
|
||||
"$N一招「<CYN>青龙出水</CYN>」,$w自下而上划出一个大弧,平平地挥向$n的$l",
|
||||
"$N使出「<RED>三</RED>环套<HIW>月</HIW>」,$w划出三个圆圈,剑锋直出,绵绵不断划向$n的$l",
|
||||
"$N一招「<MAG>风卷荷叶</MAG>」,$w轻灵地划出几个圆弧,迅速地向$n的$l挥去",
|
||||
"$N一招「<YEL>虎抱头</YEL>」,$w划出一个左低右高的大弧,斜斜地斩向$n的$l",
|
||||
"$N使出「<HIR>狮子摇头</HIR>」,$w由右向左划出一个大8字,将$n圈在其中",
|
||||
"$N左脚踏实,右脚虚点,一招「<HIW>仙人指路</HIW>」,右手$w带着一团剑花,逼向$n的$l",
|
||||
"$N轻轻跃起,一招「<CYN>野马跳涧</CYN>」,$w在半空中化为一圈银芒,落向$n的$l",
|
||||
"$N两腿前箭后弓,一招「<HIR>射雁式</HIR>」,右手$w直刺$n的$l",
|
||||
"$N一招「<WHT>小魁星</WHT>」,身形往左一挫,左手剑诀,右手$w平平地向$n的$l挥去",
|
||||
"$N猱身扑上,一招「<HIW>白猿献果</HIW>」,手中$w斜斜地向$n的$l挥去",
|
||||
"$N一招「<RED>迎风掸尘</RED>」,$w看似随意地一挥,$n却陡觉一股劲气迎面袭来。",
|
||||
"$N一招「<YEL>顺水推舟</YEL>」,$w自上而下划出一个大弧,平平地向$n的$l挥去。",
|
||||
"$N一招「<WHT>流星赶月</WHT>」,$w疾刺$n的$l",
|
||||
"$N突然盘蹲下身来,一招「<BLU>海底捞月</BLU>」,$w自下而上地向$n的$l挥去",
|
||||
"$N一招「<HIG>挑帘式</HIG>」,$w自下而上徐徐划出一个大弧,平平地向$n的$l挥去",
|
||||
"$N一招「<YEL>黄蜂入洞</YEL>」,$w自上而下划出一个大弧,平平地向$n的$l挥去",
|
||||
"$N一招「<WHT>大鹏展翅</WHT>」,身形跃起,右手$w刺向$n的$l",
|
||||
"$N一招「<BLK>车轮剑</BLK>」,$w化作一片银盘,平平地向$n的$l卷去",
|
||||
"$N左脚轻点地面,身形往前一扑,一招「<BLU>天马行空</BLU>」,$w向$n的$l挥去",
|
||||
"$N一招「<WHT>风扫梅花</WHT>」,身体跃在半空,手中$w扫向$n的$l",
|
||||
"$N一招「<HIC>却步抽剑</HIC>」,左脚跃步落地,$w回抽,反手勾向$n的$l",
|
||||
"$N右腿半屈般蹲,一招「<WHT>如封似闭</WHT>」,剑尖虚指,转身撩向$n的$l",
|
||||
|
||||
"$N回身拧腰,右手虚抱,一招「<HIY>拨云瞻日</HIY>」,$w中宫直进,刺向$n的$l"
|
||||
|
||||
];
|
||||
this.desc = "由武当祖师张三丰所创,武当派不传之秘,太极三绝技之一";
|
||||
//"\+(\w+)\+"(.+?)"\+NOR\+"
|
||||
//<$1>$2</$1>
|
||||
this.learn_condition = {
|
||||
max_mp: 8900,
|
||||
skill: {
|
||||
sword: 300,
|
||||
taijishengong: 300
|
||||
}
|
||||
};
|
||||
this.can_enables = ["sword"];
|
||||
this.query_prop = function (lv) {
|
||||
return {
|
||||
int: 10 + parseInt(lv / 10),
|
||||
zj_per: parseInt(lv / 300) + 5
|
||||
};
|
||||
}
|
||||
this.query_enable_prop = function (lv) {
|
||||
return {
|
||||
sword: {
|
||||
gj: 20 + parseInt(lv * 1.3),
|
||||
mz: 20 + parseInt(lv * 1.2),
|
||||
zj: 20 + parseInt(lv * 0.8),
|
||||
desc: "攻击命中后会使敌方忙乱2秒,冷却10秒"
|
||||
}
|
||||
};
|
||||
}
|
||||
//当一次攻击结束后
|
||||
this.on_attack_over = function (me, target, par) {
|
||||
if (!par.is_dodge && !par.is_parry) {
|
||||
if (!me.query_temp("sk/taijijian/sword")) {
|
||||
me.send_room("<cyn>$n一招失势被$N的剑招所乱!</cyn>", target);
|
||||
target.add_status({
|
||||
id: "busy",
|
||||
is_busy: true,
|
||||
name: "忙乱",
|
||||
desc: "你处于忙乱状态,无法攻击,招架",
|
||||
duration: 2000,
|
||||
downside: true
|
||||
|
||||
});
|
||||
me.set_temp("sk/taijijian/sword", 1, 10000);
|
||||
}
|
||||
}
|
||||
}
|
||||
this.pfm = {
|
||||
chan:
|
||||
{
|
||||
name: "缠字诀",
|
||||
distime: 20000,
|
||||
enable_skill: "sword",
|
||||
weapon_type: WEAPON_TYPE.SWORD,
|
||||
release_time: 0,
|
||||
mp: 10,
|
||||
use: function (me, target, lv) {
|
||||
var time = lv * 10 + 3000;
|
||||
if (time > 15000) time = 15000;
|
||||
me.send_room("<mag>$N使出太极剑【缠字决】,$n一时之间手忙脚乱,无法攻击</mag>", target);
|
||||
target.add_status({
|
||||
id: "busy",
|
||||
name: "忙乱",
|
||||
duration: time,
|
||||
downside: true,
|
||||
is_busy: true
|
||||
}, me);
|
||||
},
|
||||
query_desc: function (me, lv) {
|
||||
var time = lv * 10 + 3000;
|
||||
if (time > 15000) time = 15000;
|
||||
|
||||
return "以连绵不绝的攻势迷惑敌人,使之无法脱身," + (time / 1000) + "秒内处于忙乱状态。";
|
||||
}
|
||||
},
|
||||
lian:
|
||||
{
|
||||
name: "连字诀",
|
||||
distime: 15000,
|
||||
enable_skill: "sword",
|
||||
weapon_type: WEAPON_TYPE.SWORD,
|
||||
mp: 10,
|
||||
use: function (me, target, lv) {
|
||||
var per = parseInt(lv / 10) + 110;
|
||||
if (per > 200) per = 200;
|
||||
me.send_room("<mag>$N使出太极剑【连字决】,身法突然加快</mag>", target);
|
||||
|
||||
for (var i = 0; i < 7; i++) {
|
||||
me.do_attack({
|
||||
target: target,
|
||||
gj: me.gj,
|
||||
mz: me.mz * per / 100,
|
||||
attack_before: "紧跟着"
|
||||
});
|
||||
}
|
||||
me.end_attack(target);
|
||||
},
|
||||
query_desc: function (me, lv) {
|
||||
var count = parseInt(lv / 10) + 10;
|
||||
if (count > 100) count = 100;
|
||||
return "快速出剑,瞬间对敌人快速攻击7次,攻击中命中增加" + count + "%";
|
||||
}
|
||||
},
|
||||
sui:
|
||||
{
|
||||
name: "随字决",
|
||||
distime: 20000,
|
||||
enable_skill: "sword",
|
||||
weapon_type: WEAPON_TYPE.SWORD,
|
||||
mp: 10,
|
||||
release_time: 1000,
|
||||
use: function (me, target, lv) {
|
||||
var time = 3000 + lv * 10;
|
||||
var gj = 100 + parseInt(lv / 5);
|
||||
var per = 10 + parseInt(lv / 200);
|
||||
if (me.do_attack({
|
||||
target: target,
|
||||
gj: me.gj * gj / 100,
|
||||
mz: me.mz,
|
||||
attack_msg: "<him>$N快速挥动$W,四周真气涌动化为数个大小太极,向$n刺去</him>",
|
||||
damage_msg: "<hir>只见$n被剑气击中,真气紊乱,感觉眼前的景物似幻似真,几乎要站立不住</hir>"
|
||||
})) {
|
||||
target.add_status({
|
||||
id: "sui",
|
||||
name: "太极",
|
||||
downside: true,
|
||||
desc: "你的命中和躲闪降低了",
|
||||
duration: time,
|
||||
prop: {
|
||||
mz_per: -per,
|
||||
ds_per: -per
|
||||
},
|
||||
finish_msg: "<cyn>$N从太极剑的影响中恢复过来。</cyn>",
|
||||
}, me);
|
||||
me.end_attack(target);
|
||||
}
|
||||
|
||||
},
|
||||
query_desc: function (me, lv) {
|
||||
var time = 3000 + lv * 10;
|
||||
var gj = 100 + parseInt(lv / 5);
|
||||
var per = 10 + parseInt(lv / 200);
|
||||
return "造成" + gj + "%攻击力的伤害,命中后使对方在" + (time / 1000) + "秒内降低" + per + "%命中和躲闪";
|
||||
}
|
||||
}
|
||||
};
|
||||
118
world/skill/wudang/taijiquan.js
Normal file
118
world/skill/wudang/taijiquan.js
Normal file
@@ -0,0 +1,118 @@
|
||||
this.inherits(SKILL);
|
||||
this.name = "太极拳";
|
||||
this.id = "taijiquan";
|
||||
this.family = FAMILIES.WUDANG;
|
||||
this.grade = 3;
|
||||
this.attack_actions = ["$N使一招「<YEL>揽雀尾</YEL>」,双手划了个半圈,按向$n的$l",
|
||||
"$N使一招「<RED>单鞭</RED>」,右手收置肋下,左手向外挥出,劈向$n的$l",
|
||||
"$N左手回收,右手由钩变掌,由右向左,使一招「<HIB>提手上式</HIB>」,向$n的$l打去",
|
||||
"$N双手划弧,右手向上,左手向下,使一招「<WHT>白鹤亮翅</WHT>」,分击$n的面门和$l",
|
||||
"$N左手由胸前向下,身体微转,划了一个大圈,使一招「<HIR>搂膝拗步</HIR>」,击向$n的$l",
|
||||
"$N左手由下上挑,右手内合,使一招「<HIG>手挥琵琶</HIG>」,向$n的$l打去",
|
||||
"$N左手变掌横于胸前,右拳由肘下穿出,一招「<HIY>肘底看锤</HIY>」,锤向$n的$l",
|
||||
"$N左脚前踏半步,右手使一招「<HIB>海底针</HIB>」,指由下向$n的$l戳去",
|
||||
"$N一招「<HIM>闪通臂</HIM>」,左脚一个弓箭步,右手上举向外撇出,向$n的$l挥去",
|
||||
"$N两手由相对,转而向左上右下分别挥出,右手使一招「<HIC>斜飞式</HIC>」,挥向$n的$l",
|
||||
"$N左手虚按,右手使一招「<HIW>白蛇吐信</HIW>」,向$n的$l插去",
|
||||
"$N双手握拳,向前向后划弧,一招「<BLK>双峰贯耳</BLK>」打向$n的$l",
|
||||
"$N左手虚划,右手一记「<RED>勾裆锤</RED>」击向$n的裆部",
|
||||
"$N施出「<GRN>伏虎式</GRN>」,右手击向$n的$l,左手攻向$n的裆部",
|
||||
"$N由臂带手,在面前缓缓划过,使一招「<YEL>云手</YEL>」,挥向$n的$l",
|
||||
"$N左腿收起,右手使一招「<BLU>金鸡独立</BLU>」,向$n的$l击去",
|
||||
"$N右手由钩变掌,双手掌心向上,右掌向前推出一招「<MAG>高探马</MAG>」",
|
||||
"$N右手使一式招「<CYN>玉女穿梭</CYN>」,扑身向$n的$l插去",
|
||||
"$N右手经腹前经左肋向前撇出,使一招「<WHT>反身撇锤</WHT>」,向$n的$l锤去",
|
||||
"$N左手虚按,右腿使一招「<HIR>转身蹬腿</HIR>」,向$n的$l踢去",
|
||||
"$N左手向上划弧拦出,右手使一招「<HIG>搬拦锤</HIG>」,向$n的$l锤去",
|
||||
"$N使一招「<HIY>栽锤</HIY>」,左手搂左膝,右手向下锤向$n的$l",
|
||||
"$N双手先抱成球状,忽地分开右手上左手下,一招「<HIB>野马分鬃</HIB>」,向$n的$l和面门打去",
|
||||
"$N左手由胸前向下,右臂微曲,使一招「<HIM>抱虎归山</HIM>」,向$n的$l推去",
|
||||
"$N双手经下腹划弧交于胸前,成十字状,一式「<HIC>十字手</HIC>」,向$n的$l打去",
|
||||
"$N左脚踏一个虚步,双手交叉成十字拳,一招「<HIW>进步七星</HIW>」,向$n的$l锤去",
|
||||
"$N身体向后腾出,左手略直,右臂微曲,使一招「<BLK>倒撵猴</BLK>」,向$n的$l和面门打去",
|
||||
"$N双手伸开,以腰为轴,整个上身划出一个大圆弧,\n一招「<RED>转身摆莲</RED>」,将$n浑身上下都笼罩在重重掌影之中",
|
||||
"$N双手握拳,右手缓缓收至耳际,左手缓缓向前推出,\n拳意如箭,一招「<GRN>弯弓射虎</GRN>」,直奔$n心窝而去",
|
||||
"$N双手在胸前翻掌,由腹部向前向上推出,一招「<YEL>如封似闭</YEL>」,一股劲风直逼$n"
|
||||
|
||||
];
|
||||
this.parry_actions = [
|
||||
"$p眼见$P$w攻到,当即使出一招「揽雀尾」,右脚实,左脚虚,运起“挤”字诀,粘连粘随,右掌已搭住$P左腕,横劲发出。$N身不由主的向前一冲,跨出两步,方始站定。",
|
||||
"不料$p双手一圈,如抱太极,一股雄浑无比的力道组成了一个旋涡,只带得$P在原地急转七八下。",
|
||||
"$p「双风贯耳」,连消带打,双手成圆形击出,随即左圈右圈,一个圆圈跟着一个圆圈,大圈、小圈、平圈、立圈、正圈、斜圈,一个个太极圆圈发出,登时便套得$P跌跌撞撞,身不由主的立足不稳。",
|
||||
"$p使出一招「云手」,左手高,右手低,一个圆圈已将$P$w套住。",
|
||||
"$p觉气息微窒,当下一招「斜飞势」,将$P$w引偏。",
|
||||
"$p吸一口气,体内真气流转,右掌挥出,一拒一迎,将$P的力道尽行碰了回去。",
|
||||
"$p双掌一翻,使出一招「云手」,双掌柔到了极处,空明若虚,将$P$w的急劲尽数化去。",
|
||||
"$p当即双掌一扬,迎着$w接去,待得手掌与$P$w将触未触之际,施出「揽雀尾式」,将$w轻轻拢住,脚下“金鸡独立式”,左足关地,右足悬空,全身急转,宛似一枚陀螺。",
|
||||
"就在这电光石火的一瞬之间,$p身子一弓,正是「白鹤亮翅」的前半招,$P的劲力登时落空。",
|
||||
];
|
||||
this.can_enables = ["unarmed", "parry"];
|
||||
this.query_enable_prop = function (lv) {
|
||||
return {
|
||||
unarmed: {
|
||||
gj: parseInt(lv * 1.3 + 5),
|
||||
mz: parseInt(lv * 1.3 + 5),
|
||||
str: parseInt(lv / 8)
|
||||
}, parry: {
|
||||
zj: parseInt(lv * 1.6 + 20),
|
||||
fy: lv * 2 + 10,
|
||||
max_hp: lv * 10,
|
||||
desc: "当你成功招架后,立刻反击敌人,8秒冷却"
|
||||
}
|
||||
};
|
||||
}
|
||||
this.learn_condition = {
|
||||
max_mp: 1000,
|
||||
skill: {
|
||||
unarmed: 300,
|
||||
taijishengong: 100
|
||||
}
|
||||
};
|
||||
this.on_parry_over = function (me, target, par) {
|
||||
if (par.is_parry) {
|
||||
if (!me.query_temp("sk_taijiquan")) {
|
||||
me.do_attack({
|
||||
target: target,
|
||||
attack_msg: "<hiy>$N化守为攻,双手一推一放,顺着$n的攻击把劲气引向$p!</hiy>",
|
||||
no_append: true,
|
||||
no_append_target: true,
|
||||
no_weapon: true
|
||||
|
||||
});
|
||||
me.end_attack(target);
|
||||
me.set_temp("sk_taijiquan", 1, 8000);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
this.pfm = {
|
||||
zhen:
|
||||
{
|
||||
name: "震字决",
|
||||
distime: 15000,
|
||||
weapon_type: WEAPON_TYPE.UNARMED,
|
||||
enable_skill: "unarmed",
|
||||
mp: 20,
|
||||
use: function (me, target, lv) {
|
||||
lv = 10 + parseInt(lv / 100);
|
||||
if (lv > 20) lv = 20;
|
||||
me.do_attack({
|
||||
attack_msg: "<hiy>$N默运神功,使出太极拳「震」字诀,企图以内力震伤$n。</hiy>",
|
||||
target: target,
|
||||
gj: me.gj,
|
||||
damage_msg: "<red>结果$n被$N以内力一震,胸口有如受到一记重锤,连退了五六步!</red>",
|
||||
mz: me.mz,
|
||||
no_weapon: true,
|
||||
power_gj: me.max_mp * lv / 100
|
||||
})
|
||||
me.end_attack(target);
|
||||
},
|
||||
query_desc: function (me, lv) {
|
||||
|
||||
lv = 10 + parseInt(lv / 100);
|
||||
if (lv > 20) lv = 20;
|
||||
var gj = parseInt(me.max_mp * lv / 100);
|
||||
return "以内力震伤敌人,造成你攻击力附加你最大内力" + lv + "%(" + gj + ")的伤害。";
|
||||
}
|
||||
}
|
||||
};
|
||||
67
world/skill/wudang/taijishengong.js
Normal file
67
world/skill/wudang/taijishengong.js
Normal file
@@ -0,0 +1,67 @@
|
||||
this.inherits(SKILL);
|
||||
this.name = "太极神功";
|
||||
this.id = "taijishengong";
|
||||
this.family = "武当派";
|
||||
this.can_enables = ["force"];
|
||||
this.family = FAMILIES.WUDANG;
|
||||
this.grade = 3;
|
||||
this.force_rad = 0.8;
|
||||
this.learn_condition = {
|
||||
max_mp: 500,
|
||||
skill: {
|
||||
force: 300
|
||||
}
|
||||
};
|
||||
this.query_enable_prop = function (lv) {
|
||||
return {
|
||||
force: {
|
||||
max_hp: lv * 10,
|
||||
limit_mp: lv *104,
|
||||
desc: "唯一:将你内力的80%转化为气血"
|
||||
}
|
||||
};
|
||||
}
|
||||
this.pfm = {
|
||||
tu:
|
||||
{
|
||||
name: "真武除邪",
|
||||
distime: 60000,
|
||||
enable_skill: "force",
|
||||
mp: 20,
|
||||
use_type: 2,
|
||||
release_time: 0,
|
||||
use: function (me, target, lv) {
|
||||
me.send_room("<hiy>$N闭目凝神,心如点转,双手抱环划破虚空,周身灵气如指引般汇聚在$P周身,一阴一阳仿若真灵护体。</hiy>");
|
||||
|
||||
var diff = 30 + parseInt(lv / 300);
|
||||
var time = lv * 10 + 20000;
|
||||
if (time > 30000) time = 30000;
|
||||
me.add_status({
|
||||
id: "force",
|
||||
name: "真武除邪",
|
||||
desc: "太极神功之真武除邪增加你的气血,招架和伤害减免",
|
||||
duration: time,
|
||||
prop: {
|
||||
diff_sh_per2: diff,
|
||||
zj_per: diff,
|
||||
max_hp: lv * 10
|
||||
}, on_expire: function (p) {
|
||||
if (p.hp > p.max_hp) {
|
||||
p.hp = p.max_hp;
|
||||
p.notify_hp();
|
||||
}
|
||||
|
||||
}
|
||||
});
|
||||
me.hp += lv * 10;
|
||||
me.notify_hp();
|
||||
},
|
||||
query_desc: function (me, lv) {
|
||||
var diff = 30 + parseInt(lv /300);
|
||||
var qx = lv * 10;
|
||||
var time = lv * 10 + 20000;
|
||||
if (time > 30000) time = 30000;
|
||||
return "将太极真气运转周身,"+(time/1000)+"秒内增加你" + qx + "气血,招架增加" + diff + "%,受到的伤害减少" + diff + "%";
|
||||
}
|
||||
}
|
||||
};
|
||||
49
world/skill/wudang/tiyunzong.js
Normal file
49
world/skill/wudang/tiyunzong.js
Normal file
@@ -0,0 +1,49 @@
|
||||
this.inherits(SKILL);
|
||||
this.name = "梯云纵";
|
||||
this.id = "tiyunzong";
|
||||
this.family = FAMILIES.WUDANG;
|
||||
this.grade = 2;
|
||||
this.dodge_actions = [
|
||||
"只见$n一招「<WHT>白鹤冲天</wht>」,身体向上笔直地纵起丈余,躲过了$N这一招。",
|
||||
"$n一个「<RED>鹞子翻身</RED>」,向后纵出数丈之远,避开了$N的凌厉攻势。",
|
||||
"$n使出「<MAG>大鹏展翅</MAG>」,向一旁飘然纵出,轻轻着地。",
|
||||
"但是$n一招「<WHT>白鹤冲天</wht>」身形飘忽,轻轻一纵,早已避开。",
|
||||
"$n身随意转,一招「<RED>鹞子翻身</RED>」倏地往一旁挪开了三尺,避过了这一招。",
|
||||
"可是$n一招「<MAG>大鹏展翅</MAG>」侧身一让,$N这一招扑了个空。",
|
||||
"却见$n足不点地一招「<MAG>大鹏展翅</MAG>」,往旁窜开数尺,躲了开去。",
|
||||
"$n身形微晃,一招「<RED>鹞子翻身</RED>」有惊无险地避开了$N这一招。",
|
||||
];
|
||||
//"\s?\+\s?(\w+)\s?\+\s?"(.+?)"\s?\+\s?NOR\s?\+\s?"
|
||||
this.learn_condition = {
|
||||
max_mp: 1000,
|
||||
skill: {
|
||||
dodge: 200
|
||||
}
|
||||
};
|
||||
this.can_enables = ["dodge"];
|
||||
this.query_enable_prop = function (lv) {
|
||||
return {
|
||||
dodge: {
|
||||
ds: parseInt(lv * 1.5 + 5),
|
||||
|
||||
desc: "当成功躲闪对方攻击时增加" + lv + "躲闪,可叠加"
|
||||
}
|
||||
};
|
||||
}
|
||||
this.on_dodge_over = function (me, target, par) {
|
||||
if (par.is_dodge && !me.query_temp("tiyunzong")) {
|
||||
var lv = me.query_skill("tiyunzong", 0);
|
||||
me.add_status({
|
||||
id: "dodge",
|
||||
name: "梯云纵",
|
||||
desc: "梯云纵之纵字诀,增加你的躲闪",
|
||||
prop: {
|
||||
ds: lv
|
||||
},
|
||||
duration: 5000,
|
||||
override: 1,
|
||||
max_count: 10
|
||||
});
|
||||
me.set_temp("tiyunzong", 1, me.random(8000) + lv);
|
||||
}
|
||||
}
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user