init: add workspace files
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99
world/skill/emei/huifengjian.js
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99
world/skill/emei/huifengjian.js
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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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