init: add workspace files
This commit is contained in:
93
world/skill/club/baguagun.js
Normal file
93
world/skill/club/baguagun.js
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@@ -0,0 +1,93 @@
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this.inherits(SKILL);
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this.name = "八卦棍法";
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this.id = "baguagun";
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this.grade = 2;
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this.attack_actions = [
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"$N脚踏八卦方位,盘身驻地,一招「削耳撩腮」,手中$w由上至下向$n扫去",
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"$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",
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"$N一提气,劲贯$w“嗡嗡”做响,一招「上歪门」,自上而下直插$n的头顶",
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"$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",
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"$N蓦的使一招「八卦八阵」,顿时无数棍影从四面八方涌向$n全身",
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"$N腾空而起,如山棍影,疾疾压向$n",
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"$N身形一转,手中$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"
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];
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this.desc = "温府的一套棍法";
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//"(\w+)"(.+?)"NOR"
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//<$1>$2</$1>
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this.can_enables = ["club"];
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this.learn_condition = {
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max_mp: 800,
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skill: {
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club: 250
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}
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};
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this.slots = [
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{
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prop: 'bgg_mz',
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value: (lv) => 10,
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count: 2,
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format: (val) => {
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return '八卦八打每棍命中增加10%';
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},
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},
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{
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prop: 'bgg_gj',
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value: (lv) => 10 + parseInt(lv / 100),
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count: 3,
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format: (val) => {
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return '八卦八打附加的伤害提高' + val + "%";
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},
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},
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{
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prop: 'bgg_cd',
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value: (lv) => 5000,
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count: 3,
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format: (val) => {
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return '八卦八打冷却减少5秒';
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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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club: {
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gj: parseInt(lv * 1.2) + 20,
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mz: parseInt(lv * 1.2) + 20
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}
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};
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}
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this.pfm = {
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wu:
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{
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name: "八卦八打",
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distime: 20000,
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enable_skill: "club",
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distime_key: 'bgg_cd',
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mp: 20,
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use: function (me, target, lv) {
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var p = 1 + Math.round((lv / 100));
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if (p > 8) p = 8;
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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);
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const mz_per = me.query_prop('bgg_mz');
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let mz = me.mz;
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let gj = me.gj + me.gj * me.query_prop('bgg_gj') / 100;
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mz = mz + mz * mz_per / 100;
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for (var i = 0; i < p; i++) {
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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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});
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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 p = 1 + Math.round((lv / 100));
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if (p > 8) p = 8;
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return "瞬间对敌人攻击" + p + "次";
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}
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}
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};
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83
world/skill/club/juemengun.js
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83
world/skill/club/juemengun.js
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@@ -0,0 +1,83 @@
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this.inherits(SKILL);
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this.name = "绝门棍";
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this.id = "juemengun";
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this.grade = 1;
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this.dodge_actions = [
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"$n右脚轻轻一点跃开躲过了$N的攻击。",
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"$n向旁边扑出,顺势一滚,闪到一边。",
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"$n斜里冲前一步,身法诡异,$N这一招落到空处。",
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"$n忽然直身飞入半空,很久也不见人影,半响后竟闪到了$N的背后。",
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"$n突然一个急转身,$N的这一招滑到了一边。",
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];
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this.attack_actions = [
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"$N斜里冲前一步,身法诡异,手中$w横扫$n的$l",
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"$N忽然直身飞入半空,很久也不见人影,$n正搜寻间,$N已飞身扑下,$w攻向$n的$l",
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"$N原地一个后滚翻,却在落地的一刹那,身体向$n平飞过去,手中$w指向$n的$l",
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"$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$l",
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"$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$l",
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"$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"
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];
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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";
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//"(\w+)"(.+?)"NOR"
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//<$1>$2</$1>
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this.can_enables = ["club", "dodge"];
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this.learn_condition = {
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max_mp: 800,
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skill: {
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club: 50
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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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club: {
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gj: lv + 5
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},
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dodge: {
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ds: lv + 5
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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: 'jm_mz',
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value: (lv) => lv / 50,
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format: (val) => {
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return '绝棍闷打命中增加' + val + '%';
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},
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},
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{
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prop: 'jm_sh',
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value: (lv) => lv / 50,
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format: (val) => {
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return '绝棍闷打伤害增加' + val + '%';
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},
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},
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];
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this.pfm = {
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wu:
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{
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name: "绝棍闷打",
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distime: 10000,
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enable_skill: "club",
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mp: 20,
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use: function (me, target, lv) {
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var p = 120 + Math.round((lv / 5));
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var gj = me.gj * p / 100 + me.gj * me.query_prop('jm_sh') / 100;
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var mz = me.mz + 20 + me.mz * me.query_prop('jm_mz') / 100;
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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_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$n</hiw>"
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});
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me.end_attack(target);
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},
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query_desc: function (me, lv) {
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var p = 120 + Math.round((lv / 5));
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return "快速混乱的闷棍,看似无章法,却使敌人难以躲闪,增加自身命中20,造成" + p + "%攻击力的伤害。";
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}
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}
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};
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124
world/skill/club/mengguqiangfa.js
Normal file
124
world/skill/club/mengguqiangfa.js
Normal file
@@ -0,0 +1,124 @@
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this.inherits(SKILL);
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this.name = "蒙古骑枪";
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this.id = "mengguqiangfa";
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this.grade = 3;
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this.dodge_actions = [
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"$n右脚轻轻一点跃开躲过了$N的攻击。",
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"$n向旁边扑出,顺势一滚,闪到一边。",
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"$n斜里冲前一步,身法诡异,$N这一招落到空处。",
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"$n忽然直身飞入半空,很久也不见人影,半响后竟闪到了$N的背后。",
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"$n突然一个急转身,$N的这一招滑到了一边。",
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];
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this.attack_actions = [
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"$N斜里冲前一步,身法诡异,手中$w横扫$n的$l",
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"$N忽然直身飞入半空,很久也不见人影,$n正搜寻间,$N已飞身扑下,$w攻向$n的$l",
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"$N原地一个后滚翻,却在落地的一刹那,身体向$n平飞过去,手中$w指向$n的$l",
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"$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$l",
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"$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$l",
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"$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"
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];
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this.desc = "蒙古士兵使用的枪法";
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//"(\w+)"(.+?)"NOR"
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//<$1>$2</$1>
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this.can_enables = ["club", "parry"];
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this.learn_condition = {
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max_mp: 5000,
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skill: {
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club: 500
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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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club: {
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gj: parseInt(lv * 1.5) + 5,
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mz: parseInt(lv * 1.5) + 5
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},
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parry: {
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zj: parseInt(lv * 1.5) + 5,
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fy: parseInt(lv * 1.5) + 5
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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: "mgqq_cc",
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value: lv => 1,
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format: (val) => {
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return "连刺次数+1";
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}
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}, {
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prop: "mgqq_mz",
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value: lv => 50,
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format: (val) => {
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return "回马枪触发的连刺命中增加" + val + "%";
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}
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}
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];
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this.pfm = {
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lian:
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{
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name: "连刺",
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distime: 20000,
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enable_skill: "club",
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mp: 20,
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use: function (me, target, lv) {
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var p = 1 + parseInt(lv / 100);
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if (p > 7) p = 7;
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p += me.query_prop('mgqq_cc');
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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);
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for (var i = 0; i < p; i++) {
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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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attack_before: "紧跟着"
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});
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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 p = 1 + parseInt(lv / 100);
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if (p > 7) p = 7;
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return "对敌人快速攻击" + p + "次";
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}
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}, hui:
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{
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name: "回马枪",
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distime: 20000,
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enable_skill: "club",
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mp: 20,
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use: function (me, target, lv) {
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var per = 150 + parseInt(lv / 20);
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if (me.do_attack({
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target: target,
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gj: me.gj,
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mz: me.mz * per / 100,
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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>"
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})) {
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var p = 1 + parseInt(lv / 100);
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if (p > 7) p = 7;
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p += me.query_prop('mgqq_cc');
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let mz = me.mz + me.mz * me.query_prop('mgqq_mz') / 100;
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me.send_room("<hiy>紧跟着$N身形一转,手中$W抖的笔直,快速向$n刺去</hiy>\n", target);
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for (var i = 0; i < p; i++) {
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me.do_attack({
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target: target,
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gj: me.gj,
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mz: mz,
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attack_before: "紧跟着"
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});
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}
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}
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me.end_attack(target);
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},
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query_desc: function (me, lv) {
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var per = 50 + parseInt(lv / 50);
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return "攻击出其不意,增加你" + per + "的命中,对敌人快速攻击,如果命中则触发连刺。";
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}
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}
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};
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71
world/skill/club/weituogun.js
Normal file
71
world/skill/club/weituogun.js
Normal file
@@ -0,0 +1,71 @@
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this.inherits(SKILL);
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this.name = "韦陀棍";
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this.id = "weituogun";
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this.grade = 1;
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this.family = FAMILIES.SHAOLIN;
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this.attack_actions = [
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"$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",
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"$N把$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",
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"$N一招<HIC>「平地龙飞」</HIC>,全身滴溜溜地在地上打个大转,举棍向$n的胸腹间戳去",
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"$N伏地一个滚翻,一招<HIB>「伏虎听风」</HIB>,$w挟呼呼风声迅猛扫向$n的足胫",
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"$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",
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"$N双手持棍划了个天地大圈,一招<RED>「红霞贯日」</RED>,一棍从圆心正中击出,撞向$n的胸口",
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"$N一招<YEL>「投鞭断流」</YEL>,$w高举,以雷霆万钧之势对准$n的天灵当头劈下",
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"$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"
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];
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this.desc = "少林寺七十二绝技之韦陀棍";
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//"(\w+)"(.+?)"NOR"
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//<$1>$2</$1>
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this.can_enables = ["club"];
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this.learn_condition = {
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max_mp: 700,
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skill: {
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club: 50
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}
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};
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this.query_enable_prop = function (lv) {
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return {
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club: {
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gj: lv + 15
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}
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};
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}
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this.pfm = {
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wu:
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{
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name: "韦陀伏魔",
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distime: 20000,
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||||
enable_skill: "club",
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mp: 20,
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||||
use: function (me, target, lv) {
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var p = 120 + Math.round((lv / 50));
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var t = (lv * 10 + 2000);
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if (t > 12000) t = 12000;
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if (me.do_attack({
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target: target,
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attack_msg: "<hiy>$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>",
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gj: me.gj * p / 100,
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||||
mz: me.mz
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||||
})) {
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me.end_attack(target);
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target.add_status({
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id: "busy",
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is_busy: true,
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name: "忙乱",
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duration: t,
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||||
downside: true,
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desc:"你手忙脚乱无法招架,攻击"
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||||
});
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||||
}
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||||
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||||
},
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||||
query_desc: function (me, lv) {
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||||
var p = 120 + Math.round((lv / 50));
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||||
var t = (lv * 10 + 2000) / 1000;
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||||
if (t > 12) t = 12;
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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。";
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||||
}
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||||
}
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||||
};
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||||
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。";
|
||||
}
|
||||
}
|
||||
};
|
||||
Reference in New Issue
Block a user