init: add workspace files

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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 = "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";
}
}
};