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 = "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
}
};

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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";
}
}
};

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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。";
}
}
};

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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";
}
}
};

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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)。";
// }
// }
};

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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";
}
}
};

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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
}
};
}