init: add workspace files
This commit is contained in:
24
world/skill/emei/emeixinfa.js
Normal file
24
world/skill/emei/emeixinfa.js
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@@ -0,0 +1,24 @@
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this.inherits(SKILL);
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this.name = "峨眉心法";
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this.id = "emeixinfa";
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this.grade = 1;
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this.force_rad = 0.6;
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this.desc = "峨眉派的入门心法";
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this.family = FAMILIES.EMEI;
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//"(\w+)"(.+?)"NOR"
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//<$1>$2</$1>
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this.can_enables = ["force"];
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this.query_enable_prop = function (lv) {
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return {
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force: {
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max_hp: lv * 2 + 10,
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limit_mp: lv * 10,
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desc: "唯一:将你内力的60%转化为气血"
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}
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};
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}
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this.learn_condition = {
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skill: {
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force: 50
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}
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};
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99
world/skill/emei/huifengjian.js
Normal file
99
world/skill/emei/huifengjian.js
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@@ -0,0 +1,99 @@
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this.inherits(SKILL);
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this.name = "回风拂柳剑";
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this.id = "huifengjian";
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this.grade = 2;
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this.family = FAMILIES.EMEI;
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this.attack_actions = [
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"$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$l",
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"$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$l",
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"只见$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$l",
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"$N长剑下指,剑意流转,一招「万流归宗」直取$n的$l",
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"$N剑芒吞吐,幻若灵蛇,手中$w使出一式「乌龙搅柱」,剑势曼妙非凡,刺向$n的$l",
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"$N挥剑分击,剑势自胸前跃出,右手$w一式「进退龙游」,毫无留恋之势,刺向$n的$l",
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"$N退步,左手剑指划转,腰部一扭,右手$w一记「天地鹤翔」自下而上刺向$n的$l"
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];
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this.desc = "峨眉派的入门剑法,剑法轻灵,如回风拂柳";
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//"\+(\w+)\+"(.+?)"\+NOR\+"
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//<$1>$2</$1>
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this.learn_condition = {
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max_mp: 2000,
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skill: {
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sword: 200
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}
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};
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this.can_enables = ["sword"];
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this.query_enable_prop = function (lv) {
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return {
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sword: {
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gj: 20 + parseInt(lv * 1.3),
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mz: parseInt(lv * 1.3) + 20
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}
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};
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}
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this.pfm = {
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mie:
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{
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name: "灭剑",
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distime: 20000,
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enable_skill: "sword",
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weapon_type: WEAPON_TYPE.SWORD,
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mp: 10,
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release_time:0,
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use: function (me, target, lv) {
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var miss = "<cyn>可是$p轻轻一笑,侧身右转,闪了开去</cyn>";
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if (me.do_attack({
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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>",
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target: target,
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gj: me.gj,
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mz: me.mz,
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miss_msg: miss,
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parry_msg: miss
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})) {
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var sh = 10 + parseInt(lv / 100);
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target.add_status({
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id: "damage",
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duration: 10000,
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name: "灭剑",
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downside: true,
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prop: {
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diff_sh_per: -sh
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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 sh = 10 + parseInt(lv / 100);
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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 + "%";
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}
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} , jue:
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{
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name: "绝剑",
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distime: 20000,
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enable_skill: "sword",
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weapon_type: WEAPON_TYPE.SWORD,
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mp: 10,
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release_time: 5000,
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use: function (me, target, lv) {
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var per = 10 + parseInt(lv / 100);
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var sh = 100 + parseInt(lv / 10);
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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>";
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me.do_attack({
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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>",
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target: target,
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gj: me.gj * sh/100,
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mz: me.mz ,
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miss_msg: miss,
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parry_msg: miss,
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diff_fy:per
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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 sh = 100 + parseInt(lv / 10);
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var per = 10 + parseInt(lv / 100);
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return "对敌方造成" + sh +"%攻击力无视对方"+per+"%防御的伤害";
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}
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}
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};
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64
world/skill/emei/jindingzhang.js
Normal file
64
world/skill/emei/jindingzhang.js
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@@ -0,0 +1,64 @@
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this.inherits(SKILL);
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this.name = "金顶绵掌";
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this.id = "jindingzhang";
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this.grade = 1;
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this.family = FAMILIES.EMEI;
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this.attack_actions = [
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"$N身形微晃,一招「三阳开泰」,掌起风生,$n只觉得一股暖气袭向$l",
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"$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",
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"$N左手前引,右手倏出,抢在头里,一招「罡风推云」,疾抓向$n的$l",
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"$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",
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"$N舌绽春雷,一声娇喝,在$n一愣间,右手一招「雷洞霹雳」,直捣$n的$l",
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"$N双手平举握拳,一招「金顶佛光」施出,掌影重重,难辨虚实,掌风已经袭面",
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"$N一幅宝像庄严,使出「梵心降魔」,掌势如虹,绕着$n漂移不定",
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"$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"
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];
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this.desc = "峨眉派拳脚功夫,掌风阴柔,犹如长江大河,汹涌不绝";
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//"(\w+)"(.+?)"NOR"
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//<$1>$2</$1>
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this.can_enables = ["unarmed", "parry"];
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this.learn_condition = {
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max_mp: 500,
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skill: {
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unarmed: 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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unarmed: {
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gj: lv + 20,
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mz:lv
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}, parry: {
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zj: parseInt(lv * 1.2) + 10,
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max_hp: lv*3
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}
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};
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}
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this.pfm = {
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po:
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{
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name: "佛光普照",
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distime: 6000,
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enable_skill: "unarmed",
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weapon_type: WEAPON_TYPE.UNARMED,
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mp: 20,
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use: function (me, target, lv) {
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var sh = me.gj + (100 + lv * parseInt((lv / 500) + 1));
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me.do_attack({
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target: target,
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gj: sh,
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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>",
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no_dodge: true,
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parry_msg: "<hic>可是$p奋力招架,硬生生的挡开了$P这一招。</hic>"
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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 sh = (100 + lv * parseInt((lv / 500) + 1));
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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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}
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}
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};
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98
world/skill/emei/jiuyinbaiguzhao.js
Normal file
98
world/skill/emei/jiuyinbaiguzhao.js
Normal file
@@ -0,0 +1,98 @@
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this.inherits(SKILL);
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this.name = "九阴白骨爪";
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this.id = "jiuyinbaiguzhao";
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this.grade = 3;
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this.family = FAMILIES.EMEI;
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this.attack_actions = [
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"$N左爪虚晃,右爪蓄力,一招「勾魂夺魄」直插向$n的$l",
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"$N双手连环成爪,爪爪钩向$n,「九子连环」已向$n的$l抓出",
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"$N双手使出「十指穿心」,招招不离$n的$l",
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"$N身形围$n一转,使出「天罗地网」,$n的$l已完全笼罩在爪影下",
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"$N使一招「风卷残云」,双爪幻出满天爪影抓向$n全身",
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"$N吐气扬声,一招「唯我独尊」双爪奋力向$n天灵戳下"
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];
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this.desc = "九阴真经里记载的外门功夫,阴狠毒辣";
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//"(\w+)"(.+?)"NOR"
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//<$1>$2</$1>
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this.can_enables = ["unarmed", "parry"];
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this.learn_condition = {
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max_mp:5000,
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skill: {
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unarmed: 300
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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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unarmed: {
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gj: parseInt(lv * 1.6) + 20,
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mz: parseInt(lv*1.5 + 20)
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},
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parry: {
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zj: parseInt(lv * 1.5) + 20,
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fy: lv + 20
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}
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};
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}
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this.pfm = {
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duo:
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{
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name: "夺命",
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distime: 18000,
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enable_skill: "unarmed",
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weapon_type: WEAPON_TYPE.UNARMED,
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mp: 20,
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use: function (me, target, lv) {
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var gj = me.gj * (200 + lv / 10)/100;
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if (me.do_attack({
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target: target,
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gj: gj,
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mz: me.mz,
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no_weapon: true,
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attack_msg: "<hiy>$N冷笑数声,手指微微弯曲成爪,身形疾转,飞向$n头顶抓下</hiy>",
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damage_msg:"<hir>$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>"
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})) {
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target.add_status({
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id: "miss",
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name: "夺命",
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desc: "你无法躲闪",
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is_rash: true,
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duration: 8000,
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downside: true
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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 gj = 200 + parseInt(lv / 10);
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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。";
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}
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}, juan:
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{
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name: "风卷残云",
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distime: 18000,
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enable_skill: "unarmed",
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weapon_type: WEAPON_TYPE.UNARMED,
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mp: 20,
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use: function (me, target, lv) {
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lv = 30 - lv / 100;
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if (lv < 10) lv = 10;
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var count = parseInt((100 - target.hp * 100 / target.max_hp) / lv) + 3;
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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);
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for (var i = 0; i < count; 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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no_weapon: true
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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 lv = 30 - lv / 100;
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if (lv < 10) lv = 10;
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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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}
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}
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};
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126
world/skill/emei/linjizhuang.js
Normal file
126
world/skill/emei/linjizhuang.js
Normal file
@@ -0,0 +1,126 @@
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this.inherits(SKILL);
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this.name = "临济十二庄";
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this.id = "linjizhuang";
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this.grade = 3;
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this.force_rad = 0.7;
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this.desc = "峨眉派内功心法";
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this.family = FAMILIES.EMEI,
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//"(\w+)"(.+?)"NOR"
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//<$1>$2</$1>
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this.can_enables = ["force"];
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this.learn_condition = {
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max_mp: 2000,
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skill: {
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force: 200
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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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force: {
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max_hp: lv * 11,
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fy: lv,
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fy_per: 3 + parseInt(lv / 300),
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limit_mp: lv * 103,
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||||
desc: "唯一:将你内力的70%转化为气血"
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||||
}
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||||
};
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||||
}
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this.pfm = {
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xi:
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{
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name: "鹤翔庄",
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distime: 60000,
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enable_skill: "force",
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mp: 20,
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use_type: 2,
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release_time: 0,
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use: function (me, target, lv) {
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var gj = parseInt(lv / 300) + 10;
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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>");
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me.add_status({
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id: "force",
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name: "鹤翔",
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on_interval: function (me) {
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if (me.hp > 0) {
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hp = me.do_recover(me.max_hp * gj / 100);
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if (hp > 0) me.notify("<hig>你恢复了" + hp + "点气血。</hig>");
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||||
}
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||||
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},
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||||
duration_count: 5,
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||||
duration: 2000
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||||
});
|
||||
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||||
},
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query_desc: function (me, lv) {
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var gj = parseInt(lv / 300) + 10;
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return "每两秒内恢复你" + gj + "%气血,持续5次";
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}
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||||
}, huifu:
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{
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name: "游龙庄",
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distime: 20000,
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||||
enable_skill: "force",
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||||
mp: 20,
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||||
release_time: 0,
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||||
allow_busy: true,
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||||
use: function (me, target, lv) {
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var gj = parseInt(me.gj * (lv / 5 + 100) / 100) + 2000;
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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>");
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var ts = me.team || [me];
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||||
for (var i = 0; i < ts.length; i++) {
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var x = ts[i];
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if (x.hp > 0 && me.is_here(x)) {
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gj = x.do_recover(gj);
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||||
if (gj > 0)
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||||
x.notify("<hig>你恢复了" + gj + "点气血。</hig>");
|
||||
if (x.is_busy) {
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||||
x.remove_status("busy");
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||||
// 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
|
||||
}
|
||||
};
|
||||
}
|
||||
Reference in New Issue
Block a user