init: add workspace files
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120
world/skill/emei/yitianjianfa.js
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120
world/skill/emei/yitianjianfa.js
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this.inherits(SKILL);
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this.name = "倚天剑法";
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this.id = "yitianjianfa";
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this.grade = 4;
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this.first_title = "倚天传人";
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this.family = FAMILIES.EMEI;
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this.attack_actions = [
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"$N剑尖剑芒暴长,一招「倚天寒芒」,手中$w大开大阖,剑芒直刺$n的$l",
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"$N剑芒吞吐,单手$w一招「翻江倒海」,剑势曼妙,剑光直逼向$n的$l",
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"$N一式「神剑佛威」,屈腕云剑,剑光如彩碟纷飞,幻出点点星光飘向$n",
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"$N挥剑分击,剑势自胸前跃出,$w一式「群邪辟易」,毫无留恋之势,刺向$n",
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"$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$l",
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"$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",
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"$N反身跃起,双手握剑举至头顶使出倚天剑法奥义“谁与争锋”,这看似简简单单的一剑,而厚重的剑气直奔$n的$l而去"
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];
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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。";
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//"\+(\w+)\+"(.+?)"\+NOR\+"
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//<$1>$2</$1>
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this.can_enables = ["sword"];
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this.query_prop = function (lv) {
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return {
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diff_fy_per: 5 + parseInt(lv / 300)
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};
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}
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this.learn_condition = {
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max_mp: 10000,
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skill: {
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sword: 500
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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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sword: {
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gj: 30 + parseInt(lv * 1.8),
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mz: parseInt(lv * 1.8) + 20,
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desc: "命中敌人后会使敌方防御减少1%,可叠加最高20层"
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}
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};
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}
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this.on_attack_over = function (me, target, par) {
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if (!par.is_dodge && !par.is_parry) {
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target.add_status({
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id: "fumo",
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name: "伏魔",
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desc: "你的防御减少了",
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max_count: 20,
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prop: {
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fy_per: -1
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},
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duration: 5000,
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count: 1,
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downside: true,
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override: 1
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});
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}
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}
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this.pfm = {
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yi:
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{
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name: "倚天剑决",
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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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use: function (me, target, lv) {
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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,$N手中舞出漫天剑光........ \n<HIR>");
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var str = ["<HIC>-----拔云见日!----- </HIC>\n", "<BLU>-----星河在天!-----</BLU> \n", "<HIY>-----倚天不出!----- </HIY>\n", "<HIR>-----谁与争锋!-----</HIR> \n"];
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var gj = me.gj;
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lv = parseInt(120 + (lv / 50));
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// var max = 0;
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for (var i = 0; i < 4; i++) {
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if (me.do_attack({
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target: target,
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attack_before: str[i],
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gj: gj
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})) {
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// max++;
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gj = gj * lv / 100;
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}
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}
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// me.send_room("<HIR>$N暗念倚天剑决,身法陡然加快!</HIR>");
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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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lv = parseInt(20 + (lv / 50));
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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 + "%";
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}
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}, hao:
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{
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name: "号令天下",
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distime: 30000,
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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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use: function (me, target, lv) {
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var per = 10 + parseInt(lv / 50);
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var count = target.query_status("fumo");
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if (!count) count = 1;
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per = 100 + per * count;
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if (me.do_attack({
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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>",
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target: target,
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mz: me.mz * per / 100,
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gj: me.gj * per / 100
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})) {
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target.clear_downside(false);
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}
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if (count >= 1) target.remove_status("fumo", true);
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// me.send_room("<HIR>$N暗念倚天剑决,身法陡然加快!</HIR>");
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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 per = 10 + parseInt(lv / 50);
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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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}
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}
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};
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