init: add workspace files
This commit is contained in:
102
world/skill/gaibang/dagoubang.js
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102
world/skill/gaibang/dagoubang.js
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@@ -0,0 +1,102 @@
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this.inherits(SKILL);
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this.name = "打狗棒";
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this.id = "dagoubang";
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this.grade = 3;
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this.attack_actions = [
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"$N使出一招「棒打双犬」,手中$w化作两道青光砸向$n的$l",
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"$N手中$w左右晃动,一招「拨草寻蛇」向$n的$l攻去",
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"$N举起$w,居高临下使一招「打草惊蛇」敲向$n的$l",
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"$N施出「拨狗朝天」,$w由下往上向$n撩去"
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];
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this.desc = "丐帮的打狗棒法";
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this.family = FAMILIES.GAIBANG;
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//"(\w+)"(.+?)"NOR"
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//<$1>$2</$1>
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this.can_enables = ["club"];
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this.learn_condition = {
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max_mp: 5000,
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skill: {
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club: 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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club: {
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gj: parseInt(lv * 1.5) + 100,
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str: parseInt(lv / 8),
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mz: parseInt(lv * 1.6)
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}
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};
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}
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this.pfm = {
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chan:
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{
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name: "绊字决",
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distime: 20000,
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enable_skill: "club",
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mp: 20,
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release_time: 1800,
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use: function (me, target, lv) {
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var time = 3000 + lv * 5;
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var ds = 10 + parseInt(lv / 100);
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if (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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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$n的小腿和脚踝。</hiw>"
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})) {
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var time = parseInt((6000 + lv * 2));
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if (time > 10000) time = 10000;
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target.add_status({
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id: "busy",
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duration: time,
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name: "绊字诀",
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is_busy: true,
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downside: true
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}, me);
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me.end_attack(target);
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}
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},
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query_desc: function (me, lv) {
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var time = parseInt((6000 + lv * 2) / 1000);
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if (time > 10) time = 10;
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var ds = 10 + parseInt(lv / 100);
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return "攻击敌方下路,命中后使对方忙乱" + time + "秒。";
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}
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}, wu: {
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name: "天下无狗",
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distime: 20000,
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enable_skill: "club",
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mp: 20,
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attack_msgs: [
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"<hiw>$N使出一招「棒打双犬」,手中$w化作两道青光砸向$n的$l</hiw>",
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"<hiw>$N手中$w左右晃动,一招「拨草寻蛇」向$n的$l攻去</hiw>",
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"<hiw>$N举起$w,居高临下使一招「打草惊蛇」敲向$n的$l</hiw>",
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"<hiw>$N施出「拨狗朝天」,$w由下往上向$n撩去</hiw>"
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],
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use: function (me, target, lv) {
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var count = 3 + parseInt(lv / 100);
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if (count > 10) count = 10;
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this.suc_count = 0;
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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);
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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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attack_msg: this.attack_msgs.random()
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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 count = 3 + parseInt(lv / 100);
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if (count > 10) count = 10;
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return "快速对敌人攻击" + count + "次";
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}
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}
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};
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24
world/skill/gaibang/gaibangxinfa.js
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24
world/skill/gaibang/gaibangxinfa.js
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@@ -0,0 +1,24 @@
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this.inherits(SKILL);
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this.name = "丐帮心法";
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this.id = "gaibangxinfa";
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this.grade = 1;
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this.force_rad = 0.5;
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this.desc = "丐帮的入门心法";
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this.family = FAMILIES.GAIBANG;
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//"(\w+)"(.+?)"NOR"
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//<$1>$2</$1>
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this.can_enables = ["force"];
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this.query_enable_prop = function (lv) {
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return {
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force: {
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fy: lv+10,
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limit_mp: lv * 10,
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desc: "唯一:将你内力的50%转化为气血"
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}
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};
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}
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this.learn_condition = {
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skill: {
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force: 50
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}
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};
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60
world/skill/gaibang/huntianqigong.js
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60
world/skill/gaibang/huntianqigong.js
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@@ -0,0 +1,60 @@
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this.inherits(SKILL);
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this.name = "混天气功";
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this.id = "huntianqigong";
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this.grade = 3;
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this.force_rad = 0.7;
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this.desc = "丐帮的高级心法";
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this.family = FAMILIES.GAIBANG;
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//"(\w+)"(.+?)"NOR"
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//<$1>$2</$1>
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this.can_enables = ["force"];
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this.query_enable_prop = function (lv) {
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return {
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force: {
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gj: parseInt(lv * 1.2) + 10,
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con: parseInt(lv / 6) + 4,
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limit_mp: lv * 102,
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desc: "唯一:将你内力的70%转化为气血"
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}
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};
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}
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this.learn_condition = {
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skill: {
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force: 250
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}
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};
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this.pfm = {
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power:
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{
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name: "混元天罡",
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distime: 60000,
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enable_skill: "force",
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mp: 20,
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release_time: 0,
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use_type: 2,
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use: function (me, target, lv) {
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var time = 25000 + lv;
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if (time > 30000) time = 30000;
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var gj = 600 + lv * 2;
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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>");
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me.add_status({
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id: "force",
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name: "天罡",
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desc: "增加防御和攻击",
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prop: {
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fy: gj,
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gj: gj
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},
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duration: time
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});
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},
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query_desc: function (me, lv) {
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var time = (25000 + lv) / 1000;
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if (time > 30) time = 30;
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var gj = 600 + lv * 2;
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return time + "秒内,提升自身,攻击防御" + gj + "。";
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}
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}
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};
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69
world/skill/gaibang/jiaohuabangfa.js
Normal file
69
world/skill/gaibang/jiaohuabangfa.js
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@@ -0,0 +1,69 @@
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this.inherits(SKILL);
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this.name = "叫花棒法";
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this.id = "jiaohuabangfa";
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this.grade = 1;
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this.family = FAMILIES.GAIBANG;
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this.attack_actions = [
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"$N斜里冲前一步,身法诡异,手中$w急速横扫$n的$l",
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"$N忽然直身飞入半空,又忽的飞身扑下,$w攻向$n的$l",
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"$N原地一个后滚翻,身体向$n平飞过去,手中$w指向$n的$l",
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"$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",
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"$N向前顺势一滚,接着翻身跳起,手里$w斜向上击向$n的$l"
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];
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this.desc = "丐帮的入门棒法";
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//"(\w+)"(.+?)"NOR"
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//<$1>$2</$1>
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this.can_enables = ["club", "parry"];
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this.learn_condition = {
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max_mp:500,
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skill: {
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club: 50
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}
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};
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this.query_enable_prop = function (lv) {
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return {
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club: {
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gj: lv + 10
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},
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parry: {
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zj: lv + 10
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}
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};
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}
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this.pfm = {
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wu:
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{
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name: "绊字决",
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distime: 10000,
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enable_skill: "club",
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mp: 20,
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use: function (me, target, lv) {
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var p = 50 + lv;
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if (me.do_attack({
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target: target,
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attack_msg: "<hic>$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>",
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gj: me.gj ,
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mz: me.mz
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})) {
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me.end_attack(target);
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target.add_status({
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id: "ban",
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name: "绊倒",
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duration: lv * 10 + 2000,
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prop: {
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ds:-p
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},
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downside: true,
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desc:"你的躲闪降低了"
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});
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}
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},
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query_desc: function (me, lv) {
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var p = 50+lv;
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return "攻击敌方下三路,命中后减少对方"+p+"躲闪。";
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}
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}
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};
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173
world/skill/gaibang/xianglongzhang.js
Normal file
173
world/skill/gaibang/xianglongzhang.js
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@@ -0,0 +1,173 @@
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this.inherits(SKILL);
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this.name = "降龙十八掌";
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this.id = "xianglongzhang";
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this.grade = 4;
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this.family = FAMILIES.GAIBANG;
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this.first_title = "丐帮副帮主";
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this.attack_actions = [
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"$N双掌平平提到胸前,神色沉重的缓缓施出「亢龙有悔」推向$n",
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"$N突然身形飞起,双掌居高临下一招「飞龙在天」拍向$n的$l",
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"$N右掌一招「见龙在田」,迅捷无比地劈向$n的$l",
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"$N双掌施出一招「鸿渐于陆」,隐隐带着风声拍向$n的$l",
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"$N左掌聚成拳状,右掌一招「潜龙勿用」缓缓推向$n的$l",
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"$N施出一招「利涉大川」,右掌插腰,左掌劈向$n的$l",
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"$N使出「突如其来」,右掌从不可能的角度向$n的$l推出",
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"$N大吼一声,双掌使出「震惊百里」,不顾一切般击向$n",
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"$N使出降龙十八掌之「或跃在渊」,向$n的$l连续拍出数掌",
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"$N身形滑动,双掌使一招「双龙取水」一前一后按向$n的$l",
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"$N使出「鱼跃于渊」,身形飞起,双掌并在一起向$n的$l劈下",
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"$N双掌立起,使出降龙十八掌中的「时乘六龙」向$n连砍六下",
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"$N使出「密云不雨」,左掌封住$n的退路,右掌斜斜地劈向$l",
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"$N使出降龙十八掌一势「损则有孚」,双掌软绵绵地拍向$n的$l",
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"$N脚下一转,突然欺到$n身前,一招「龙战于野」拍向$n的$l",
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"却见$N门户大开,蓦地施出一招「履霜冰至」向$n的$l劈去",
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"$N嗔目大喝,使出「羝羊触蕃」,双掌由下往上击向$n的$l",
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"$N左掌护胸,右掌使一招「神龙摆尾」上下晃动着击向$n的$l"
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];
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this.desc = "丐帮的降龙十八掌,至刚至猛,威震天下";
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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: 20000,
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skill: {
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unarmed: 500
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}
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};
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this.query_prop = function (lv) {
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return {
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gj_per: 5 + parseInt(lv / 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: lv * 2 + 5,
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str: parseInt(lv / 6) + 20,
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mz: parseInt(lv * 1.2) + 20
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},
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parry: {
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zj: lv * 2 + 5,
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fy: lv * 2 + 100
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}
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};
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}
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this.pfm = {
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qi:
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{
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name: "降龙",
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distime: 30000,
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enable_skill: "unarmed",
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mp: 30,
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release_time: 0,
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use: function (me, target, lv) {
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var time = 2000 + lv * 5;
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if (time > 8000) time = 8000;
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var is_parry = false;
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var sh = me.do_attack({
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target: target,
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gj: me.gj,
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mz: me.mz, no_weapon: true,
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attack_msg: "<hiy>$N大喝一声,双掌齐出,如怒潮般汹涌般向$p当胸猛击过去。</hiy>",
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damage_msg: "<hir>只听砰的一声,$N已经重重打中$p胸口,跟着喀喇喇几声,肋骨好像断了几根!</hir>",
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on_parry: function (t, ispa) {
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is_parry = ispa;
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if (ispa)
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this.damage_msg = "<hir>$n慌乱中匆忙招架,后续掌力却如怒潮狂涌而至,$p心口一甜,喷出一口鲜血。</hir>";
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return false;
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},
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miss_msg: "<hic>$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>"
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});
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if (sh && !is_parry) {
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target.add_status({
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id: "unarmed",
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duration: time,
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name: "降龙",
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downside: true,
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is_rash: true,
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desc: "你无法躲闪"
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}, me);
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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 time = 2000 + lv * 5;
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if (time > 8000) time = 8000;
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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。";
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}
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}, shiba: {
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||||
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||||
name: "十八掌",
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distime: 30000,
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||||
enable_skill: "unarmed",
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mp: 30,
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msgs: [
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"<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",
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||||
"<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$l",
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||||
"<hig>-----见龙在田-----</hig>\n$N右掌一招「见龙在田」,迅捷无比地劈向$n的$l",
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||||
"<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$l",
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||||
"<hic>-----潜龙勿用-----</hic>\n$N左掌聚成拳状,右掌一招「潜龙勿用」缓缓推向$n的$l",
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||||
"<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: $this.msgs[i],
|
||||
no_weapon: true
|
||||
})) {
|
||||
gj = gj * lv / 100;
|
||||
}
|
||||
me.end_attack(target);
|
||||
if (!me.enemy.length) {
|
||||
me.is_rash = 0;
|
||||
return false;
|
||||
}
|
||||
if (i >= 17) me.is_rash = 0;
|
||||
},
|
||||
time,
|
||||
18
|
||||
);
|
||||
},
|
||||
query_desc: function (me, lv) {
|
||||
var lv1 = 5 + parseInt(lv / 500);
|
||||
if (lv1 > 9) lv1 = 9;
|
||||
var time = (12000 - lv * 2) / 1000;
|
||||
if (time < 8) time = 8;
|
||||
return time + "秒内将十八掌全部打出,掌力会越来越凶猛,每命中一掌增加伤害" + lv1 + "%,攻击中自身无法躲闪";
|
||||
}
|
||||
}
|
||||
};
|
||||
56
world/skill/gaibang/xiaoyaoyou.js
Normal file
56
world/skill/gaibang/xiaoyaoyou.js
Normal file
@@ -0,0 +1,56 @@
|
||||
this.inherits(SKILL);
|
||||
this.name = "逍遥游";
|
||||
this.id = "xiaoyaoyou";
|
||||
this.grade = 2;
|
||||
this.family = FAMILIES.GAIBANG;
|
||||
this.dodge_actions = [
|
||||
"$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。";
|
||||
}
|
||||
}
|
||||
};
|
||||
Reference in New Issue
Block a user