init: add workspace files

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

View 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";
}
}
};

View 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。";
}
}
};

View 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。";
}
}
};

View 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。";
}
}
};

View 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。";
}
}
};