init: add workspace files
This commit is contained in:
196
world/skill/huashan/dugujiujian.js
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196
world/skill/huashan/dugujiujian.js
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this.inherits(SKILL);
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this.name = "独孤九剑";
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this.id = "dugujiujian";
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this.grade = 4;
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this.first_title = "九剑传人";
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this.family = FAMILIES.HUASHAN;
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this.attack_actions = [
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"但见$N挺身而上,$w一旋,一招仿佛泰山剑法的「<HIC>来鹤清泉</HIC>」直刺$n的$l!",
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"$N奇诡地向$n挥出「<RED>泉鸣芙蓉</RED>」、「<YEL>鹤翔紫盖</YEL>」、「<BLU>石廪书声</BLU>」、「<MAG>天柱云气</MAG>」及「<YEL>雁回祝融</YEL>」衡山五神剑!",
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"$N剑随身转,续而刺出十九剑,竟然是华山「<MAG>玉女十九剑</MAG>」,但奇的是这十九剑便如一招,手法之快,直是匪夷所思!",
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"$N剑势忽缓而不疏,剑意有余而不尽,化恒山剑法为一剑,向$n慢慢推去!",
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"$N剑意突焕气象森严,便似千军万马奔驰而来,长枪大戟,黄沙千里,尽括嵩山剑势击向$n的$l!",
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"却见$N身随剑走,左边一拐,右边一弯,剑招也是越转越加狠辣,竟化「<HIG>泰山十八盘</HIG>」为一剑攻向$n!",
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"$N剑招突变,使出衡山的「<HIC>一剑落九雁</HIC>」,削向$n的$l,怎知剑到中途,突然转向,大出$n意料之外!",
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"$N吐气开声,一招似是「<WHT>独劈华山</WHT>」,手中$w向下斩落,直劈向$n的$l!",
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"$N手中$w越转越快,使的居然是衡山的「<MAG>百变千幻云雾十三式</MAG>」,剑式有如云卷雾涌,旁观者不由得目为之眩!",
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"$N含笑抱剑,气势庄严,$w轻挥,尽融「达摩剑」为一式,闲舒地刺向$n!",
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"$N举起$w运使「太极剑」剑意,划出大大小小无数个圆圈,无穷无尽源源不绝地缠向$n!",
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"$N神声凝重,$w上劈下切左右横扫,挟雷霆万钧之势逼往$n,「伏摩剑」的剑意表露无遗!",
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"却见$N突然虚步提腰,使出酷似武当「<BLU>蜻蜓点水</BLU>」的一招!",
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"$N运剑如风,剑光霍霍中反攻$n的$l,尝试逼$n自守,剑招似是伏魔剑的「<RED>龙吞式</RED>」。",
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"$N突然运剑如狂,一手关外的「<YEL>乱披风剑法</YEL>」,猛然向$n周身乱刺乱削!",
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"$N突然一剑点向$n的$l,虽一剑却暗藏无数后着,$n手足无措,不知如何是好!",
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"$N剑挟刀势,大开大阖地乱砍一通,但招招皆击在$n攻势的破绽,迫得$n不得不守!",
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"$N反手横剑刺向$n的$l,这似有招似无招的一剑,威力竟然奇大,$n难以看清剑招来势!",
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"$N举剑狂挥,迅速无比地点向$n的$l,却令人看不出其所用是什么招式。",
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"$N随手一剑指向$n,落点正是$n的破绽所在,端的是神妙无伦,不可思议!",
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"$N脸上突现笑容,似乎已看破$n的武功招式,胸有成竹地一剑刺向$n的$l!",
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"$N将$w随手一摆,但见$n自己向$w撞将上来,神剑之威,实人所难测!"
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];
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this.parry_actions = [
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"$n以攻为守,以进为退,凝神运气向$P猛攻快打地挥出方位大异的泰山「<MAG>快活三</MAG>」三剑。",
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"$n剑法突变,剑势伸缩不定,奔腾矫夭,逆使嵩山剑法的「<YEL>天外玉龙</YEL>」企图迫使$P变招。",
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"$n突然使出青城派松风剑法的「<RED>鸿飞冥冥</RED>」,可是方位却有所偏差,长剑对着$P一绞,企图突破$P的攻势!",
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"只见$n不退反进,身如飘风,诡异地一式「<HIW>天柱云气</HIW>」,动向无定不可捉摸地挡住了$P的进攻。",
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"$n不退反进,使出恒山剑招「<HIR>绵里藏针</HIR>」,森森剑气充溢四周!架开了$P的这招",
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"$n不闪不避,举剑闪电般使出「<BLU>叠翠浮青</BLU>」反削$P的$l。",
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"却见$n踏前一步,剑式斜指$N的右臂,想要使$N闪身而退。",
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"$n突然一剑点向$P的$l,虽一剑却暗藏无数后着,$P手足无措,慌忙撤手回防!",
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"$n挺剑一招象是「<HIW>白云出岫</HIW>」回刺$P的$l,企图将$P的攻势化解。"
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];
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this.desc = "为独孤求败所创,以无招胜有招的宗旨胜破天下武功。";
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this.attack_actions2 = [
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"<hiw>但见$N手中$w破空长吟,平平一剑刺向$n,毫无招式可言</hiw>",
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"<hiw>$N揉身欺近,轻描淡写间随意刺出一剑,简单之极,无招无式</hiw>",
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"<hiw>$N身法飘逸,神态怡然,剑意藏于胸中,手中$w随意挥洒而出,独孤九剑已到了收发自如的境界</hiw>",
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"<hiw>$N满场游走,东刺一剑,西刺一剑,令$n莫明其妙,分不出$N剑法的虚实!</hiw>",
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"<hiw>$N抱剑旋身,转到$n身后,杂乱无章地向$n刺出一剑,不知使的是什么剑法!</hiw>"
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];
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this.query_attack_action = function (me) {
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if (me.query_temp("weapon")) {
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return this.attack_actions2.random();
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}
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return this.attack_actions.random();
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}
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//"\s?\+\s?(\w+)\s?\+\s?"(.+?)"\s?\+\s?NOR\s?\+\s?"
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//<$1>$2</$1>
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this.can_enables = ["sword", "parry"];
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this.learn_condition = {
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max_mp: 10000,
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skill: {
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sword: 400
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}
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};
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this.query_prop = function (lv) {
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return {
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add_sh_per: 5 + parseInt(lv / 300)
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};
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}
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this.query_enable_prop = function (lv) {
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return {
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sword: {
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gj: lv * 2 + 10,
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gjsd: 200,
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bj_per: parseInt(lv / 500) + 2,
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mz: lv + 10
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},
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parry: {
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zj: lv * 2 + 10,
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fy: lv,
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desc: "招架敌人招式后立刻反击敌人"
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}
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};
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}
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this.parry_msg2 = [
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"<hir>$N趁机向前一剑刺向$n的$l,端的是神妙无伦,不可思议</hir>",
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"<hir>$n见招式被破,一时慌乱被$N趁虚欺上随手一剑刺向$p</hir>",
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"<hir>$N以攻为守,以进为退,挺剑一招象是「白云出岫」回刺$p的$l</hir>"
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];
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this.on_parry_over = function (me, target, par) {
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if (par.is_parry) {
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if (!me.query_temp("sk_dugu_parry")) {
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me.do_attack({
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target: target,
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attack_msg: this.parry_msg2.random(),
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gj: me.gj / 3 + me.random(me.gj / 3),
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mz: me.mz
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});
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me.end_attack(target);
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me.set_temp("sk_dugu_parry", 1, 7000);
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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: "无招",
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distime: 20000,
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enable_skill: "sword",
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mp: 20,
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release_time: 0,
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use: function (me, target, lv) {
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var time = lv * 10 + 5000;
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if (time > 15000) time = 15000;
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me.send_room("<him>$N凝神聚气,挥洒手中兵器,进入无招无我,剑心通明境界!\n</him>", target);
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me.add_status({
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id: "weapon",
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name: "无招",
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duration: time,
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prop: {
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gjsd_per: 100,
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gj: lv,
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mz: lv
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}
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});
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me.set_temp("weapon", 1, time);
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me.reauto_attack();
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},
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query_desc: function (me, lv) {
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var time = lv * 10 + 5000;
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if (time > 15000) time = 15000;
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return "独孤九剑之无招胜有招," + (time / 1000) + "秒内你的招式无迹可寻使敌人难以破解,出招速度加快到极限,增加" + lv + "攻击," + lv + "命中。";
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}
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}, pojian:
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{
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name: "破字诀",
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distime: 10000,
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enable_skill: "parry",
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mp: 20,
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use: function (me, target, lv) {
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var weap = target.query_weapon();
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if (!weap || weap.weapon_type === WEAPON_TYPE.NONE) return me.notify("对方没有兵刃,你不用担心。");
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me.send_room("<HIC>$N举剑画弧,默潜独孤九剑之「破字诀」, 绵绵剑意,漫天铺地袭向$n</HIC>", target);
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if (lv * 2 + me.random(me.mz) > target.ds && (!target.attack_skill || target.attack_skill.id !== 'dugujiujian4')) {
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me.send_room("<hir>$n顿时觉得眼前一花,手腕一麻,手中$i脱手而出!\n</hir>", target);
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target.unequip(weap, true, 12000);
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} else {
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me.send_room("<cyn>可是$n看破了$N的剑路,抽身后退,使$N的「破字诀」没有起到作用。\n</cyn>", target);
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}
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},
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query_desc: function (me, lv) {
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return "独孤九剑之破字诀,卸下对方兵刃,技能等级越高成功率越高。";
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}
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}, poqi:
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{
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name: "破气诀",
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distime: 30000,
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enable_skill: "sword",
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mp: 20,
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use: function (me, target, lv) {
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var sh = me.do_attack({
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target: target,
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attack_msg: "<hib>$N施出独孤九剑「破气式」,手中$W中攻直进,遥指$n的气海要穴。</hib>",
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miss_msg: "<CYN>可$n深知$N这招的厉害,当即向后横移数尺,躲闪开来。</CYN>",
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no_parry: true,
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damaga_msg: "<hir>$n被$N一剑划过气门,登感一阵锥心的刺痛,全身真气源源而泻!</hir>"
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});
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if (sh) {
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target.add_mp(-lv * 10);
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var time = 3000 + lv * 5;
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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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is_busy: true,
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name: "忙乱",
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downside: true,
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desc: "你处于忙乱状态,无法攻击,招架",
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duration: time
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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 = 3000 + lv * 5;
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if (time > 10000) time = 10000;
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return "独孤九剑之破气式,精准攻击敌方气海要穴,无法招架,命中后减少敌人" + (lv * 10) + "的内力,并使敌人忙乱" + (time / 1000) + "秒。";
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}
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}
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};
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30
world/skill/huashan/feiyanhuixiang.js
Normal file
30
world/skill/huashan/feiyanhuixiang.js
Normal file
@@ -0,0 +1,30 @@
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this.inherits(SKILL);
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this.name = "飞燕回翔";
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this.id = "feiyanhuixiang";
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this.grade = 1;
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this.family = FAMILIES.HUASHAN;
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this.dodge_actions = [
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"但是$n身形飘忽,轻轻一纵,一招「乳燕投林」,举重若轻的避开这一击。",
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"$n身随意转,一式「雪花飞舞」,倏地往一旁飘开数尺,避过了这一招。",
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"可是$n侧身一让,使出「柳絮轻飘」,$N这一招扑了个空。",
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"却见$n足不点地,一招「腾云驾雾」,身形滴溜溜一转,往旁闪开数尺,躲了开去。",
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"$n左脚一点右脚背,身形往上一拔,一招「一鹤冲天」,轻轻巧巧地避开了这一招。"
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];
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this.desc = "华山派轻功身法,招式如飞燕般灵动不可捉摸。";
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//"(\w+)"(.+?)"NOR"
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//<$1>$2</$1>
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this.can_enables = ["dodge"];
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this.learn_condition = {
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max_mp: 500,
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skill: {
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dodge: 60
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}
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};
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this.query_enable_prop = function (lv) {
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return {
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dodge: {
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ds: lv + 5
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}
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};
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}
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59
world/skill/huashan/huashanjianfa.js
Normal file
59
world/skill/huashan/huashanjianfa.js
Normal file
@@ -0,0 +1,59 @@
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this.inherits(SKILL);
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this.name = "华山剑法";
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this.id = "huashanjianfa";
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this.grade = 1;
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this.is_public=true;
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this.family = FAMILIES.HUASHAN;
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this.attack_actions = [
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"$N一招「白云出岫」,手中$w点向$n的$l",
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"$N使出「有凤来仪」,$w闪烁不定,刺向$n的$l",
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"$N一招「天绅倒悬」,$w自上而下划出一个大弧,向$n劈砍下去",
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"$N向前跨上一步,手中$w使出「白虹贯日」直刺$n的$l",
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"$N手中的$w一晃,使出「苍松迎客」直刺$n的$l"
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];
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this.desc = "华山派的基础剑法";
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//<$1>$2</$1>
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//<$1>$2</$1>
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this.can_enables = ["sword"];
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this.learn_condition = {
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max_mp: 1000,
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skill: {
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sword: 50
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}
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};
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this.query_enable_prop = function(lv) {
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return {
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sword: {
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gj: lv + 10
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}
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};
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}
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this.pfm = {
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jiang:
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{
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name: "剑掌五连环",
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distime: 10000,
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enable_skill: "sword",
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mp: 20,
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release_time:10000,
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use: function(me, target, lv) {
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me.send_room("<CYN>$N使出华山派绝技「剑掌五连环」,身法陡然加快!</CYN>", target);
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var count = 5;
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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_before: "紧跟着"
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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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||||
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return "华山剑法之剑掌五连环,瞬间出招5次,收招较慢。";
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||||
}
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||||
}
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||||
};
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29
world/skill/huashan/huashanquanfa.js
Normal file
29
world/skill/huashan/huashanquanfa.js
Normal file
@@ -0,0 +1,29 @@
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this.inherits(SKILL);
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this.name = "华山拳法";
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||||
this.id = "huashanquanfa";
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||||
this.grade = 1;
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||||
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||||
this.family = FAMILIES.HUASHAN;
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||||
this.attack_actions = [
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||||
"$N使一招「云里乾坤」左拳击出,不等招式使老,右拳已从左拳之底穿出,对准$n的$l「呼」地一拳",
|
||||
"$N左拳突然张开,拳开变掌,直击化为横扫,一招「雾里看花」便往$n的$l招呼过去",
|
||||
"$N步履一沉,左拳虚晃一招,右拳使出「梅花弄影」击向$n$l",
|
||||
"$N两手虎口相对,往内一圈,一招「金鼓齐鸣」往$n的$l击出"
|
||||
];
|
||||
this.desc = "华山派的入门拳法";
|
||||
//"(\w+)"(.+?)"NOR"
|
||||
//<$1>$2</$1>
|
||||
this.can_enables = ["unarmed"];
|
||||
this.learn_condition = {
|
||||
max_mp: 500,
|
||||
skill: {
|
||||
unarmed: 50
|
||||
}
|
||||
};
|
||||
this.query_enable_prop = function (lv) {
|
||||
return {
|
||||
unarmed: {
|
||||
gj: parseInt(lv * 1.1 + 20)
|
||||
}
|
||||
};
|
||||
}
|
||||
24
world/skill/huashan/huashanxinfa.js
Normal file
24
world/skill/huashan/huashanxinfa.js
Normal file
@@ -0,0 +1,24 @@
|
||||
this.inherits(SKILL);
|
||||
this.name = "华山心法";
|
||||
this.id = "huashanxinfa";
|
||||
this.grade = 1;
|
||||
this.force_rad = 0.5;
|
||||
this.desc = "华山派的入门心法";
|
||||
this.family = FAMILIES.HUASHAN;
|
||||
//"(\w+)"(.+?)"NOR"
|
||||
//<$1>$2</$1>
|
||||
this.can_enables = ["force"];
|
||||
this.query_enable_prop = function (lv) {
|
||||
return {
|
||||
force: {
|
||||
max_hp: lv,
|
||||
limit_mp: lv * 10,
|
||||
desc: "唯一:将你内力的50%转化为气血"
|
||||
}
|
||||
};
|
||||
}
|
||||
this.learn_condition = {
|
||||
skill: {
|
||||
force: 50
|
||||
}
|
||||
};
|
||||
115
world/skill/huashan/kuangfengkuaijian.js
Normal file
115
world/skill/huashan/kuangfengkuaijian.js
Normal file
@@ -0,0 +1,115 @@
|
||||
this.inherits(SKILL);
|
||||
this.name = "狂风快剑";
|
||||
this.id = "kuangfengkuaijian";
|
||||
this.grade = 3;
|
||||
this.family = FAMILIES.HUASHAN;
|
||||
|
||||
this.attack_actions = [
|
||||
"$N纵身跃起手中$w轻挥,斩向$n后颈",
|
||||
"$N手中$w连话三个弧形,向$n的右臂齐肩斩落",
|
||||
"$N轻吁一声,刷刷刷刷四剑,向$n胸,腹,腰,肩四处连刺",
|
||||
"$N仰天一声清啸,斜行向前,$w横削直击,迅捷无比,击向$n的$l"
|
||||
|
||||
];
|
||||
this.dodge_actions = [
|
||||
"$n一式<HIY>「巨鹏亮翅」</HIY>,两臂鹏举如翼,在剌剌风声中,从$N头顶横跃而过。",
|
||||
"$n一式<HIC>「风送紫霞」</HIC>,如一阵清风,舒缓地闪过了$N的凌厉攻势。",
|
||||
"$n一式<HIB>「燕回朝阳」</HIB>,轻盈地一跃,一转眼间便绕到了$N的身后。",
|
||||
"$n一式<HIY>「却别苍松」</HIY>,一转身间,向后飘出近一丈远",
|
||||
"$n一式<HIM>「旭日初升」</HIM>,全身笔直,拔地而起,在半空中一转,已落到几丈远的地方。",
|
||||
"$n一式<HIY>「金雁横空」</HIY>,身体如一只金雁般行云流水地滑出丈余。",
|
||||
"$n一式<HIW>「晚月朗星」</HIW>,双脚点地,全身化为一道白影,急速绕着$N打了几转。",
|
||||
"$n一式<GRN>「幻眼云湮」</GRN>,身形陡地变得飘忽不定,令$N无法看清。",
|
||||
"$n一式<HIM>「苍龙盘岭」</HIM>,宛若一条矫矢苍龙,围着$N急速地盘旋了几圈。"
|
||||
];
|
||||
this.desc = "华山派的剑宗的立宗剑法,以快闻名";
|
||||
//<$1>$2</$1>
|
||||
//<$1>$2</$1>
|
||||
this.can_enables = ["sword", "dodge"];
|
||||
this.learn_condition = {
|
||||
max_mp: 3000,
|
||||
skill: {
|
||||
sword: 300
|
||||
}
|
||||
};
|
||||
|
||||
this.query_enable_prop = function (lv) {
|
||||
return {
|
||||
sword: {
|
||||
gj: parseInt(lv * 1.5 + 10),
|
||||
gjsd: 250,
|
||||
mz: parseInt(lv * 1.5 + 10)
|
||||
}, dodge: {
|
||||
ds: parseInt(lv * 1.4 + 6),
|
||||
gjsd: 250
|
||||
}
|
||||
};
|
||||
}
|
||||
this.on_attack_over = function (me, target, par) {
|
||||
let kf_count = me.query_temp("kuangfeng");
|
||||
if (kf_count) {
|
||||
me.send_room("<hir>$N一击奏效,手中快剑如狂风般继续攻来</hir>\n");
|
||||
var isMIss = false;
|
||||
|
||||
var per = 10 - parseInt(me.query_skill('kuangfengkuaijian', 0) / 100);
|
||||
if (per < 3) per = 3;
|
||||
|
||||
let mz = me.mz;
|
||||
mz = parseInt(mz - mz * (kf_count - 1) * per / 100);
|
||||
if (mz < 0) mz = 0;
|
||||
|
||||
for (var i = 0; i < 3; i++) {
|
||||
if (!me.do_attack({
|
||||
target: target,
|
||||
gj: me.gj,
|
||||
mz: mz,
|
||||
no_append: true
|
||||
})) {
|
||||
isMIss = true;
|
||||
}
|
||||
}
|
||||
if (isMIss) {
|
||||
me.send_room("<hic>$N一击未能奏效,收招后退</hic>");
|
||||
me.remove_temp("kuangfeng");
|
||||
} else {
|
||||
me.set_temp("kuangfeng", kf_count + 1, 5000);
|
||||
}
|
||||
if (par.is_dodge || par.is_parry) me.end_attack(target);
|
||||
}
|
||||
}
|
||||
this.pfm = {
|
||||
duoming:
|
||||
{
|
||||
name: "夺命连环",
|
||||
distime: 20000,
|
||||
enable_skill: "sword",
|
||||
mp: 20,
|
||||
use: function (me, target, lv) {
|
||||
if (me.query_temp('kuangfeng')) return me.notify("你的夺命连环还没释放完。");
|
||||
|
||||
me.send_room("<hir>$N一声清啸,手中$W犹如狂风般劈头向$n刺去。</hir>\n", target);
|
||||
var isMIss = false;
|
||||
for (var i = 0; i < 3; i++) {
|
||||
if (!me.do_attack({
|
||||
target: target,
|
||||
gj: me.gj,
|
||||
mz: me.mz,
|
||||
no_append: true
|
||||
})) {
|
||||
isMIss = true;
|
||||
}
|
||||
}
|
||||
if (isMIss) {
|
||||
me.send_room("<hic>$N一击未能奏效,收招后退</hic>");
|
||||
} else {
|
||||
me.set_temp("kuangfeng", 1, 5000);
|
||||
}
|
||||
me.end_attack(target);
|
||||
},
|
||||
query_desc: function (me, lv) {
|
||||
var per = 10 - parseInt(lv / 100);
|
||||
if (per < 3) per = 3;
|
||||
return "夺命连环三仙剑是剑宗狂风剑法的精髓,瞬间攻出三剑,如果三剑全部命中" + (me.gjsd / 1000) + "秒后会继续触发夺命连环但是命中会降低" + per + "%";
|
||||
}
|
||||
}
|
||||
};
|
||||
104
world/skill/huashan/poyuquan.js
Normal file
104
world/skill/huashan/poyuquan.js
Normal file
@@ -0,0 +1,104 @@
|
||||
this.inherits(SKILL);
|
||||
this.name = "劈石破玉拳";
|
||||
this.id = "poyuquan";
|
||||
this.grade = 1;
|
||||
|
||||
this.family = FAMILIES.HUASHAN;
|
||||
this.attack_actions = [
|
||||
"$N右脚立定、左脚虚点,一式「起手式」,左右手一高一低,击向$n的$l",
|
||||
"$N左脚虚踏,全身右转,一招「石破天惊」,右拳猛地击向$n的$l",
|
||||
"$N双手大开大阖,宽打高举,使一招「铁闩横门」,双拳向$n的$l打去",
|
||||
"$N左掌圈花扬起,屈肘当胸,右手虎口朝上,一招「千斤坠地」打向$n的$l",
|
||||
"$N使一招「傍花拂柳」,上身前探,双拳划了个半圈,击向$n的$l",
|
||||
"$N双拳划弧,一记「金刚挚尾」,掌出如电,一下子切到$n的手上",
|
||||
"$N施出「封闭手」,双拳拳出如风,同时打向$n头,胸,腹三处要害",
|
||||
"$N左脚内扣,右腿曲坐,一式「粉石碎玉」,双拳齐齐捶向$n的胸口"
|
||||
];
|
||||
this.desc = "华山派拳脚功夫,原为劈石及破玉两路拳法绝学";
|
||||
//"(\w+)"(.+?)"NOR"
|
||||
//<$1>$2</$1>
|
||||
this.can_enables = ["unarmed", "parry"];
|
||||
this.learn_condition = {
|
||||
max_mp: 700,
|
||||
skill: {
|
||||
unarmed: 50
|
||||
}
|
||||
};
|
||||
this.query_enable_prop = function (lv) {
|
||||
return {
|
||||
unarmed: {
|
||||
gj: lv + 20
|
||||
},
|
||||
parry: {
|
||||
zj: lv + 20
|
||||
}
|
||||
};
|
||||
}
|
||||
this.pfm = {
|
||||
po:
|
||||
{
|
||||
name: "破玉",
|
||||
distime: 16000,
|
||||
enable_skill: "unarmed",
|
||||
weapon_type: WEAPON_TYPE.UNARMED,
|
||||
mp: 20,
|
||||
use: function (me, target, lv) {
|
||||
me.do_attack({
|
||||
target: target,
|
||||
gj: me.gj,
|
||||
no_weapon: true,
|
||||
attack_msg: "<HIY>$N大喝一声,握紧的拳头蒙上一层淡淡的紫色雾气,闪电般重重的击向$n</HIY>",
|
||||
damage_msg: "<hir>只见$P的紫拳如同硬玉般砸得$p飞了出去,重重的摔在地上,吐血不止!</hir>",
|
||||
miss_msg: "<hic>可是$p奋力闪避,硬生生的躲开了$P这一招。</hic>",
|
||||
parry_msg: "<hic>可是$p奋力招架,硬生生的挡开了$P这一招。</hic>"
|
||||
});
|
||||
me.end_attack(target);
|
||||
},
|
||||
query_desc: function (me, lv) {
|
||||
return "凝聚真气奋力一击,造成" + me.gj + "<hir>(+" + lv + ")</hir><mag>(+" + (me.query_skill("zixiashengong", 0) * 2) + ")</mag>点伤害。";
|
||||
}
|
||||
},
|
||||
pi: {
|
||||
name: "劈石",
|
||||
distime: 38000,
|
||||
enable_skill: "unarmed",
|
||||
weapon_type: WEAPON_TYPE.UNARMED,
|
||||
mp: 25,
|
||||
use: function (me, target, lv) {
|
||||
let par = {
|
||||
gj: me.gj,
|
||||
mz: me.mz,
|
||||
attack_msg: "<HIR>$N沉腰立马,双拳凝聚千斤之力,一声怒喝使出「劈石」绝招,带着裂石之势砸向$n!</HIR>\n",
|
||||
|
||||
miss_msg: "<hic>$n见势不妙,纵身急退,险险避开了$P势大力沉的劈石一击。</hic>",
|
||||
parry_msg: "<hic>$n拼尽全力格挡,虽挡住了这一击,却被震得双臂发麻,气血翻涌。</hic>",
|
||||
no_weapon: true
|
||||
};
|
||||
me.do_attack(par);
|
||||
if (!par.is_dodge) {
|
||||
let time = 5000 + parseInt(lv / 2);
|
||||
if (time > 15000) time = 15000;
|
||||
let fy = lv * 2 + 600;
|
||||
target.add_status({
|
||||
id: "pishi",
|
||||
name: "劈石",
|
||||
desc: "降低防御和招架",
|
||||
downside: true,
|
||||
prop: {
|
||||
fy: -fy
|
||||
},
|
||||
duration: time
|
||||
});
|
||||
|
||||
}
|
||||
me.end_attack(target);
|
||||
|
||||
},
|
||||
query_desc: function (me, lv) {
|
||||
let time = Math.floor(5 + lv / 500);
|
||||
if (time > 15) time = 15;
|
||||
let fy = lv + 600;
|
||||
return `劈石一击,命中后可降低目标${fy}点防御,持续${time}秒。`;
|
||||
}
|
||||
}
|
||||
};
|
||||
63
world/skill/huashan/zixiashengong.js
Normal file
63
world/skill/huashan/zixiashengong.js
Normal file
@@ -0,0 +1,63 @@
|
||||
this.inherits(SKILL);
|
||||
this.name = "紫霞神功";
|
||||
this.id = "zixiashengong";
|
||||
this.grade = 3;
|
||||
this.force_rad = 0.6;
|
||||
this.family = FAMILIES.HUASHAN;
|
||||
this.desc = "华山派的内功心法,气宗的立派根本,以修炼时身上紫气环绕而得名";
|
||||
//"(\w+)"(.+?)"NOR"
|
||||
//<$1>$2</$1>
|
||||
this.can_enables = ["force"];
|
||||
this.learn_condition = {
|
||||
max_mp: 300,
|
||||
skill: {
|
||||
force: 300
|
||||
}
|
||||
};
|
||||
|
||||
this.query_enable_prop = function (lv) {
|
||||
return {
|
||||
force: {
|
||||
gj: parseInt(lv * 1.3) + 10,
|
||||
mz: parseInt(lv * 1.2) + 10,
|
||||
limit_mp: lv * 100,
|
||||
desc: "唯一:将你内力的60%转化为气血"
|
||||
}
|
||||
};
|
||||
}
|
||||
this.pfm = {
|
||||
xi:
|
||||
{
|
||||
name: "紫气东来",
|
||||
distime: 60000,
|
||||
enable_skill: "force",
|
||||
mp: 20,
|
||||
release_time: 0,
|
||||
use_type: 2,
|
||||
use: function (me, target, lv) {
|
||||
|
||||
var gj = 10 + parseInt(lv / 100);
|
||||
var time = 20000 + lv * 10;
|
||||
var mz = lv + 30;
|
||||
me.send_room("<mag>$N微一凝神,运起紫霞神功,周身紫气萦绕。</mag>", target);
|
||||
me.add_status({
|
||||
id: "force",
|
||||
name: "紫气东来",
|
||||
desc: "使用紫霞神功提升战力,增加你的伤害",
|
||||
duration: time,
|
||||
prop: {
|
||||
add_sh_per: gj,
|
||||
mz: mz
|
||||
},
|
||||
finish_msg: "$N的紫霞神功运行完毕,将内力收回丹田。",
|
||||
});
|
||||
|
||||
},
|
||||
query_desc: function (me, lv) {
|
||||
var gj = 10 + parseInt(lv / 100);
|
||||
var mz = lv + 30;
|
||||
var time = 20000 + lv * 10;
|
||||
return "使用紫霞神功提升战力,增加你的伤害" + gj + "%,命中增加" + mz + ",持续" + (time / 1000) + "秒";
|
||||
}
|
||||
}
|
||||
};
|
||||
Reference in New Issue
Block a user