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

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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
}
};
}

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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
}
};
}

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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
}
};

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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";
}
}
};

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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 + "%";
}
}
};

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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。";
}
}
};

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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
}
};
}

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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
}
};
}