init: add workspace files

This commit is contained in:
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 = "打狗棒";
this.id = "dagoubang";
this.grade = 3;
this.attack_actions = [
"$N使出一招「棒打双犬」手中$w化作两道青光砸向$n的$l",
"$N手中$w左右晃动一招「拨草寻蛇」向$n的$l攻去",
"$N举起$w居高临下使一招「打草惊蛇」敲向$n的$l",
"$N施出「拨狗朝天」$w由下往上向$n撩去"
];
this.desc = "丐帮的打狗棒法";
this.family = FAMILIES.GAIBANG;
//"(\w+)"(.+?)"NOR"
//<$1>$2</$1>
this.can_enables = ["club"];
this.learn_condition = {
max_mp: 5000,
skill: {
club: 300
}
};
this.query_enable_prop = function (lv) {
return {
club: {
gj: parseInt(lv * 1.5) + 100,
str: parseInt(lv / 8),
mz: parseInt(lv * 1.6)
}
};
}
this.pfm = {
chan:
{
name: "绊字决",
distime: 20000,
enable_skill: "club",
mp: 20,
release_time: 1800,
use: function (me, target, lv) {
var time = 3000 + lv * 5;
var ds = 10 + parseInt(lv / 100);
if (me.do_attack({
target: target,
gj: me.gj,
mz: me.mz,
attack_msg: "<hiw>$N使出打狗棒法「绊」字诀棒头在地下连点连绵不绝地挑向$n的小腿和脚踝。</hiw>"
})) {
var time = parseInt((6000 + lv * 2));
if (time > 10000) time = 10000;
target.add_status({
id: "busy",
duration: time,
name: "绊字诀",
is_busy: true,
downside: true
}, me);
me.end_attack(target);
}
},
query_desc: function (me, lv) {
var time = parseInt((6000 + lv * 2) / 1000);
if (time > 10) time = 10;
var ds = 10 + parseInt(lv / 100);
return "攻击敌方下路,命中后使对方忙乱" + time + "秒。";
}
}, wu: {
name: "天下无狗",
distime: 20000,
enable_skill: "club",
mp: 20,
attack_msgs: [
"<hiw>$N使出一招「棒打双犬」手中$w化作两道青光砸向$n的$l</hiw>",
"<hiw>$N手中$w左右晃动一招「拨草寻蛇」向$n的$l攻去</hiw>",
"<hiw>$N举起$w居高临下使一招「打草惊蛇」敲向$n的$l</hiw>",
"<hiw>$N施出「拨狗朝天」$w由下往上向$n撩去</hiw>"
],
use: function (me, target, lv) {
var count = 3 + parseInt(lv / 100);
if (count > 10) count = 10;
this.suc_count = 0;
me.send_room("<hiw>$N手中青光一闪响起阵阵风声手中$W犹若千百根相似层层叠叠将$n笼罩。</hiw>\n", target);
for (var i = 0; i < count; i++) {
me.do_attack({
target: target,
gj: me.gj,
mz: me.mz,
attack_msg: this.attack_msgs.random()
});
}
me.end_attack(target);
},
query_desc: function (me, lv) {
var count = 3 + parseInt(lv / 100);
if (count > 10) count = 10;
return "快速对敌人攻击" + count + "次";
}
}
};

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this.inherits(SKILL);
this.name = "丐帮心法";
this.id = "gaibangxinfa";
this.grade = 1;
this.force_rad = 0.5;
this.desc = "丐帮的入门心法";
this.family = FAMILIES.GAIBANG;
//"(\w+)"(.+?)"NOR"
//<$1>$2</$1>
this.can_enables = ["force"];
this.query_enable_prop = function (lv) {
return {
force: {
fy: lv+10,
limit_mp: lv * 10,
desc: "唯一将你内力的50%转化为气血"
}
};
}
this.learn_condition = {
skill: {
force: 50
}
};

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this.inherits(SKILL);
this.name = "混天气功";
this.id = "huntianqigong";
this.grade = 3;
this.force_rad = 0.7;
this.desc = "丐帮的高级心法";
this.family = FAMILIES.GAIBANG;
//"(\w+)"(.+?)"NOR"
//<$1>$2</$1>
this.can_enables = ["force"];
this.query_enable_prop = function (lv) {
return {
force: {
gj: parseInt(lv * 1.2) + 10,
con: parseInt(lv / 6) + 4,
limit_mp: lv * 102,
desc: "唯一将你内力的70%转化为气血"
}
};
}
this.learn_condition = {
skill: {
force: 250
}
};
this.pfm = {
power:
{
name: "混元天罡",
distime: 60000,
enable_skill: "force",
mp: 20,
release_time: 0,
use_type: 2,
use: function (me, target, lv) {
var time = 25000 + lv;
if (time > 30000) time = 30000;
var gj = 600 + lv * 2;
me.send_room("<HIy>$N使出混天气功绝学「混元天罡」大喝一声全身真气鼓动看似坚不可摧。</HIy>");
me.add_status({
id: "force",
name: "天罡",
desc: "增加防御和攻击",
prop: {
fy: gj,
gj: gj
},
duration: time
});
},
query_desc: function (me, lv) {
var time = (25000 + lv) / 1000;
if (time > 30) time = 30;
var gj = 600 + lv * 2;
return time + "秒内,提升自身,攻击防御" + gj + "。";
}
}
};

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this.inherits(SKILL);
this.name = "叫花棒法";
this.id = "jiaohuabangfa";
this.grade = 1;
this.family = FAMILIES.GAIBANG;
this.attack_actions = [
"$N斜里冲前一步身法诡异手中$w急速横扫$n的$l",
"$N忽然直身飞入半空又忽的飞身扑下$w攻向$n的$l",
"$N原地一个后滚翻身体向$n平飞过去手中$w指向$n的$l",
"$N突然一个急转身$w横扫一圈后挟着猛烈的劲道打向$n而去",
"$N向前顺势一滚接着翻身跳起手里$w斜向上击向$n的$l"
];
this.desc = "丐帮的入门棒法";
//"(\w+)"(.+?)"NOR"
//<$1>$2</$1>
this.can_enables = ["club", "parry"];
this.learn_condition = {
max_mp:500,
skill: {
club: 50
}
};
this.query_enable_prop = function (lv) {
return {
club: {
gj: lv + 10
},
parry: {
zj: lv + 10
}
};
}
this.pfm = {
wu:
{
name: "绊字决",
distime: 10000,
enable_skill: "club",
mp: 20,
use: function (me, target, lv) {
var p = 50 + lv;
if (me.do_attack({
target: target,
attack_msg: "<hic>$N向前顺势一滚手中$W乱挥轮出一片棒影横扫$n的下三路<hic>",
gj: me.gj ,
mz: me.mz
})) {
me.end_attack(target);
target.add_status({
id: "ban",
name: "绊倒",
duration: lv * 10 + 2000,
prop: {
ds:-p
},
downside: true,
desc:"你的躲闪降低了"
});
}
},
query_desc: function (me, lv) {
var p = 50+lv;
return "攻击敌方下三路,命中后减少对方"+p+"躲闪。";
}
}
};

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this.inherits(SKILL);
this.name = "降龙十八掌";
this.id = "xianglongzhang";
this.grade = 4;
this.family = FAMILIES.GAIBANG;
this.first_title = "丐帮副帮主";
this.attack_actions = [
"$N双掌平平提到胸前神色沉重的缓缓施出「亢龙有悔」推向$n",
"$N突然身形飞起双掌居高临下一招「飞龙在天」拍向$n的$l",
"$N右掌一招「见龙在田」迅捷无比地劈向$n的$l",
"$N双掌施出一招「鸿渐于陆」隐隐带着风声拍向$n的$l",
"$N左掌聚成拳状右掌一招「潜龙勿用」缓缓推向$n的$l",
"$N施出一招「利涉大川」右掌插腰左掌劈向$n的$l",
"$N使出「突如其来」右掌从不可能的角度向$n的$l推出",
"$N大吼一声双掌使出「震惊百里」不顾一切般击向$n",
"$N使出降龙十八掌之「或跃在渊」向$n的$l连续拍出数掌",
"$N身形滑动双掌使一招「双龙取水」一前一后按向$n的$l",
"$N使出「鱼跃于渊」身形飞起双掌并在一起向$n的$l劈下",
"$N双掌立起使出降龙十八掌中的「时乘六龙」向$n连砍六下",
"$N使出「密云不雨」左掌封住$n的退路右掌斜斜地劈向$l",
"$N使出降龙十八掌一势「损则有孚」双掌软绵绵地拍向$n的$l",
"$N脚下一转突然欺到$n身前一招「龙战于野」拍向$n的$l",
"却见$N门户大开蓦地施出一招「履霜冰至」向$n的$l劈去",
"$N嗔目大喝使出「羝羊触蕃」双掌由下往上击向$n的$l",
"$N左掌护胸右掌使一招「神龙摆尾」上下晃动着击向$n的$l"
];
this.desc = "丐帮的降龙十八掌,至刚至猛,威震天下";
//"(\w+)"(.+?)"NOR"
//<$1>$2</$1>
this.can_enables = ["unarmed", "parry"];
this.learn_condition = {
max_mp: 20000,
skill: {
unarmed: 500
}
};
this.query_prop = function (lv) {
return {
gj_per: 5 + parseInt(lv / 300)
};
}
this.query_enable_prop = function (lv) {
return {
unarmed: {
gj: lv * 2 + 5,
str: parseInt(lv / 6) + 20,
mz: parseInt(lv * 1.2) + 20
},
parry: {
zj: lv * 2 + 5,
fy: lv * 2 + 100
}
};
}
this.pfm = {
qi:
{
name: "降龙",
distime: 30000,
enable_skill: "unarmed",
mp: 30,
release_time: 0,
use: function (me, target, lv) {
var time = 2000 + lv * 5;
if (time > 8000) time = 8000;
var is_parry = false;
var sh = me.do_attack({
target: target,
gj: me.gj,
mz: me.mz, no_weapon: true,
attack_msg: "<hiy>$N大喝一声双掌齐出如怒潮般汹涌般向$p当胸猛击过去。</hiy>",
damage_msg: "<hir>只听砰的一声,$N已经重重打中$p胸口跟着喀喇喇几声肋骨好像断了几根</hir>",
on_parry: function (t, ispa) {
is_parry = ispa;
if (ispa)
this.damage_msg = "<hir>$n慌乱中匆忙招架后续掌力却如怒潮狂涌而至$p心口一甜喷出一口鲜血。</hir>";
return false;
},
miss_msg: "<hic>$n大惊之下$i连划三个半圆护住身前同时足尖着力飘身后退避开了$N的一掌。</hic>"
});
if (sh && !is_parry) {
target.add_status({
id: "unarmed",
duration: time,
name: "降龙",
downside: true,
is_rash: true,
desc: "你无法躲闪"
}, me);
}
me.end_attack(target);
},
query_desc: function (me, lv) {
var time = 2000 + lv * 5;
if (time > 8000) time = 8000;
return " 以强劲的掌力猛击敌人,如果敌人招架失败,将在" + (time / 1000) + "秒内无法躲闪。";
}
}, shiba: {
name: "十八掌",
distime: 30000,
enable_skill: "unarmed",
mp: 30,
msgs: [
"<hig>-----亢龙有悔-----</hig>\n$N双掌平平提到胸前神色沉重的缓缓施出「亢龙有悔」推向$n",
"<hig>-----飞龙在天-----</hig>\n$N突然身形飞起双掌居高临下一招「飞龙在天」拍向$n的$l",
"<hig>-----见龙在田-----</hig>\n$N右掌一招「见龙在田」迅捷无比地劈向$n的$l",
"<hic>-----鸿渐于陆-----</hic>\n$N双掌施出一招「鸿渐于陆」隐隐带着风声拍向$n的$l",
"<hic>-----潜龙勿用-----</hic>\n$N左掌聚成拳状右掌一招「潜龙勿用」缓缓推向$n的$l",
"<hic>-----利涉大川-----</hic>\n$N施出一招「利涉大川」右掌插腰左掌劈向$n的$l",
"<hiy>-----突如其来-----</hiy>\n$N使出「突如其来」右掌从不可能的角度向$n的$l推出",
"<hiy>-----震惊百里-----</hiy>\n$N大吼一声双掌使出「震惊百里」不顾一切般击向$n",
"<hiy>-----或跃在渊-----</hiy>\n$N使出降龙十八掌之「或跃在渊」向$n的$l连续拍出数掌",
"<hiz>-----双龙取水-----</hiz>\n$N身形滑动双掌使一招「双龙取水」一前一后按向$n的$l",
"<hiz>-----鱼跃于渊-----</hiz>\n$N使出「鱼跃于渊」身形飞起双掌并在一起向$n的$l劈下",
"<hiz>-----时乘六龙-----</hiz>\n$N双掌立起使出降龙十八掌中的「时乘六龙」向$n连砍六下",
"<hio>-----密云不雨-----</hio>\n$N使出「密云不雨」左掌封住$n的退路右掌斜斜地劈向$l",
"<hio>-----损则有孚-----</hio>\n$N使出降龙十八掌一势「损则有孚」双掌软绵绵地拍向$n的$l",
"<hio>-----龙战于野-----</hio>\n$N脚下一转突然欺到$n身前一招「龙战于野」拍向$n的$l",
"<hir>-----履霜冰至-----</hir>\n却见$N门户大开蓦地施出一招「履霜冰至」向$n的$l劈去",
"<hir>-----羝羊触蕃-----</hir>\n$N嗔目大喝使出「羝羊触蕃」双掌由下往上击向$n的$l",
"<hir>-----神龙摆尾-----</hir>\n$N左掌护胸右掌使一招「神龙摆尾」上下晃动着击向$n的$l"
], query_releasetime: function (me, lv) {
lv = lv || me.query_skill("xianglongzhang", 0);
var t = 12000 - lv * 2;
if (t <= 8000) return 8000;
return t;
},
use: function (me, target, lv) {
me.send_room("<hiy>$N凝神聚气神态淡然左手虚划右手回转聚气于胸前双掌猛地推出蕴含着降龙十八掌的十八般变化<hiy>\n");
me.is_rash = 12000 - lv * 2;
if (me.is_rash < 8000) me.is_rash = 8000;
var time = parseInt(me.is_rash / 18);
var gj = me.gj;
lv = 105 + parseInt(lv / 500);
if (lv > 109) lv = 109;
var $this = this;
me.call_interval(
function (i) {
target = me.query_enemy();
if (!target) {
me.is_rash = 0;
return false;
}
if (me.do_attack({
target: target,
gj: gj,
mz: me.mz,
attack_msg: $this.msgs[i],
no_weapon: true
})) {
gj = gj * lv / 100;
}
me.end_attack(target);
if (!me.enemy.length) {
me.is_rash = 0;
return false;
}
if (i >= 17) me.is_rash = 0;
},
time,
18
);
},
query_desc: function (me, lv) {
var lv1 = 5 + parseInt(lv / 500);
if (lv1 > 9) lv1 = 9;
var time = (12000 - lv * 2) / 1000;
if (time < 8) time = 8;
return time + "秒内将十八掌全部打出,掌力会越来越凶猛,每命中一掌增加伤害" + lv1 + "%,攻击中自身无法躲闪";
}
}
};

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this.inherits(SKILL);
this.name = "逍遥游";
this.id = "xiaoyaoyou";
this.grade = 2;
this.family = FAMILIES.GAIBANG;
this.dodge_actions = [
"$n一个「蜻蜓点水」躲过了$N这一招。",
"$n身形向后一纵使出一招「细胸巧翻云」避过了$N的攻击。",
"$n使出「虚怀若谷」恰好躲过了$N的攻势。",
"但是$n身形飘忽轻轻一纵早已避开。",
"$n身形微晃有惊无险地避开了$N这一招。"
];
this.can_enables = ["dodge"];
this.query_enable_prop = function (lv) {
return {
dodge: {
ds: parseInt(lv * 1.5) + 30,
mz: lv + 3
}
};
}
this.learn_condition = {
max_mp: 1000,
skill: {
dodge: 200
}
};
this.pfm = {
lingbo:
{
name: "仙游",
distime: 30000,
enable_skill: "dodge",
mp: 20,
release_time:0,
use: function (me, target, lv) {
var gj = lv * 10 + 10000;
me.add_status({
id: "dodge",
name: "仙游",
start_msg: "<hiw>$N身子微晃施出「<hig>仙游诀</hig>」满场游走,步法洋洋洒洒,甚为飘逸。</hiw>",
desc: "逍遥游之仙游决,增加你的命中",
duration: gj,
prop: {
mz: lv
}
});
},
query_desc: function (me, lv) {
var gj = lv * 10 + 10000;
return "" + (gj / 1000) + "秒内增加你" + lv + "命中。";
}
}
};