init: add workspace files
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173
world/skill/gaibang/xianglongzhang.js
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173
world/skill/gaibang/xianglongzhang.js
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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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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$l",
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"<hiy>-----突如其来-----</hiy>\n$N使出「突如其来」,右掌从不可能的角度向$n的$l推出",
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"<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",
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"<hiy>-----或跃在渊-----</hiy>\n$N使出降龙十八掌之「或跃在渊」,向$n的$l连续拍出数掌",
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"<hiz>-----双龙取水-----</hiz>\n$N身形滑动,双掌使一招「双龙取水」一前一后按向$n的$l",
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"<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$l劈下",
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"<hiz>-----时乘六龙-----</hiz>\n$N双掌立起,使出降龙十八掌中的「时乘六龙」向$n连砍六下",
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"<hio>-----密云不雨-----</hio>\n$N使出「密云不雨」,左掌封住$n的退路,右掌斜斜地劈向$l",
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"<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$l",
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"<hio>-----龙战于野-----</hio>\n$N脚下一转,突然欺到$n身前,一招「龙战于野」拍向$n的$l",
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"<hir>-----履霜冰至-----</hir>\n却见$N门户大开,蓦地施出一招「履霜冰至」向$n的$l劈去",
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"<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$l",
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"<hir>-----神龙摆尾-----</hir>\n$N左掌护胸,右掌使一招「神龙摆尾」上下晃动着击向$n的$l"
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], query_releasetime: function (me, lv) {
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lv = lv || me.query_skill("xianglongzhang", 0);
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var t = 12000 - lv * 2;
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if (t <= 8000) return 8000;
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return t;
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},
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use: function (me, target, lv) {
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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");
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me.is_rash = 12000 - lv * 2;
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if (me.is_rash < 8000) me.is_rash = 8000;
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var time = parseInt(me.is_rash / 18);
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var gj = me.gj;
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lv = 105 + parseInt(lv / 500);
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if (lv > 109) lv = 109;
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var $this = this;
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me.call_interval(
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function (i) {
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target = me.query_enemy();
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if (!target) {
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me.is_rash = 0;
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return false;
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}
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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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attack_msg: $this.msgs[i],
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no_weapon: true
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})) {
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gj = gj * lv / 100;
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}
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me.end_attack(target);
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if (!me.enemy.length) {
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me.is_rash = 0;
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return false;
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}
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if (i >= 17) me.is_rash = 0;
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},
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time,
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18
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);
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},
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query_desc: function (me, lv) {
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var lv1 = 5 + parseInt(lv / 500);
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if (lv1 > 9) lv1 = 9;
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var time = (12000 - lv * 2) / 1000;
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if (time < 8) time = 8;
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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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}
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}
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};
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