init: add workspace files
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98
world/skill/emei/jiuyinbaiguzhao.js
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98
world/skill/emei/jiuyinbaiguzhao.js
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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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