init: add workspace files
This commit is contained in:
62
world/skill/shaolin/damojian.js
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62
world/skill/shaolin/damojian.js
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@@ -0,0 +1,62 @@
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this.inherits(SKILL);
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this.name = "达摩剑";
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this.id = "damojian";
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this.grade = 2;
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this.family = FAMILIES.SHAOLIN;
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this.attack_actions = [
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"$N使一式<MAG>「万事随缘往」</MAG>,手中$w嗡嗡微振,幻成一条疾光刺向$n的$l",
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"$N错步上前,使出<HIC>「来去若梦行」</HIC>,剑意若有若无,$w淡淡地向$n的$l挥去",
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"$N一式<YEL>「浮世沧桑远」</YEL>,纵身飘开数尺,运发剑气,手中$w遥摇指向$n的$l",
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"$N纵身轻轻跃起,一式<BLU>「轮回法舟轻」</BLU>,剑光如轮疾转,霍霍斩向$n的$l",
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"$N手中$w中宫直进,一式<HIW>「水月通禅寂」</HIW>,无声无息地对准$n的$l刺出一剑",
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"$N手中$w斜指苍天,剑芒吞吐,一式<HIM>「鱼龙听梵音」</HIM>,对准$n的$l斜斜击出",
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"$N左指凌空虚点,右手$w逼出丈许雪亮剑芒,一式<GRN>「千里一苇去」</GRN>刺向$n的$l",
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"$N合掌跌坐,一式<HIG>「禅心顿自明」</HIG>,$w自怀中跃出,如疾电般射向$n的胸口"
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];
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this.desc = "少林寺七十二绝技之达摩剑";
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//<$1>$2</$1>
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//<$1>$2</$1>
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this.can_enables = ["sword"];
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this.learn_condition = {
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max_mp: 2000,
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skill: {
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sword: 200
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}
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};
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this.query_enable_prop = function (lv) {
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return {
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sword: {
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gj: lv + 10,
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str: parseInt(lv / 10) + 2,
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mz: lv+10,
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}
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};
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}
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this.pfm = {
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jiang:
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{
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name: "三绝剑",
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distime: 10000,
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enable_skill: "sword",
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mp: 20,
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use: function (me, target, lv) {
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me.send_room("<hic>$N使出达摩剑的绝技「达摩三绝剑」,身法陡然加快!</hic>", target);
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var count = 3;
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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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});
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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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return "达摩剑之三绝剑,瞬间出招3次。";
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}
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}
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};
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26
world/skill/shaolin/hunyuanyiqi.js
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26
world/skill/shaolin/hunyuanyiqi.js
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@@ -0,0 +1,26 @@
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this.inherits(SKILL);
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this.name = "混元一气";
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this.id = "hunyuanyiqi";
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this.grade = 1;
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this.force_rad = 0.55;
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this.desc = "少林寺的内功心法";
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this.family = FAMILIES.SHAOLIN;
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//"(\w+)"(.+?)"NOR"
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//<$1>$2</$1>
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this.can_enables = ["force"];
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this.learn_condition = {
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skill: {
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force: 50
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}
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};
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this.query_enable_prop = function (lv) {
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return {
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force: {
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max_hp: lv ,
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fy: lv + 5,
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limit_mp: lv * 20,
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desc: "唯一:将你内力的55%转化为气血"
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}
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};
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}
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109
world/skill/shaolin/ranmudao.js
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109
world/skill/shaolin/ranmudao.js
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@@ -0,0 +1,109 @@
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this.inherits(SKILL);
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this.name = "燃木刀法";
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this.id = "ranmudao";
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this.grade = 3;
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this.family = FAMILIES.SHAOLIN;
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this.attack_actions = [
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"$N面带微笑,一招<HIR>「烈火烧身」</HIR>,举$w对着$n连砍了八八六十四刀,刀气纵横,迅雷不可挡",
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"$N运起内功一招<GRN>「点木生火」</GRN>,$w上带着无比劲气,划了一个大弧,从上而下劈向$n的$l",
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"$N手臂一沉,一招<HIM>「张弓望月」</HIM>,双手持$w划出一道雪亮刀光,接着拦腰反切,砍向$n的$l",
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"$N挥舞$w上劈下撩,左挡右开,使出一招<RED>「烈火腾云」</RED>,卷起阵阵刀风,齐齐罩向$n",
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"$N一招<MAG>「火中取栗」</MAG>,左脚跃步落地,手中$w单刀往前,挟着炙热的风声劈向$n的$l",
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"$N腾空而起,半空中一招<HIW>「玉石俱焚」</HIW>,手中$w挥出满天流光般的刀影,向$n的全身卷去"
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];
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this.desc = "少林寺七十二绝技之燃木刀法";
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//"(\w+)"(.+?)"NOR"
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//<$1>$2</$1>
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this.can_enables = ["blade", "parry"];
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this.learn_condition = {
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max_mp: 1000,
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skill: {
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blade: 300
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}
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};
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this.query_enable_prop = function (lv) {
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return {
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blade: {
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gj: parseInt(lv * 1.4 + 10),
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str: parseInt(lv / 5),
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mz: parseInt(lv * 0.9 + 10),
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desc: "燃木真焰:你的攻击会附加你的防御力数值的伤害"
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},
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parry: {
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zj: parseInt(lv * 1.3 + 10),
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fy: parseInt(lv * 1.3 + 10),
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max_hp: 1000 + lv * 5,
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}
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};
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}
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this.on_attack = function (me, target) {
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me.send_combat("<red>$n被烈焰划过,身上一道焦黑</red>", target);
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return me.fy;
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}
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this.on_parry_over = function (me, target, par) {
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let sh = me.query_temp("sk_ranmu");
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if (sh) {
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if (par.is_parry) sh = sh * 2;
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target.send_combat("<HIR>$n的护体真气灼伤了$N的真元!!</HIR>", me);
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target.damage2(sh, me);
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me.end_attack(target);
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}
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}
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this.pfm = {
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hu:
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{
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name: "护体真焰",
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distime: 30000,
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// enable_skill: "parry",
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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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me.send_room("<HIR>$N仰天怒吼,全身登时腾起滔天烈焰。\n</HIR>", target);
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var time = 8000 + lv * 5;
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if (time > 200000) time = 200000;
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let add_fy = lv * 2 + 500;
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me.set_temp("sk_ranmu", add_fy, time);
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me.add_status({
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id: "weapon",
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name: "真焰",
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desc: "增加你的防御",
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duration: time,
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prop: {
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fy: add_fy
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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 time = 8000 + lv * 5;
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if (time > 200000) time = 200000;
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let add_fy = (lv * 2 + 500);
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return "真焰护体,增加你" + add_fy + "的防御,被敌人命中后对敌人造成" + add_fy + "的伤害。";
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}
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}, fen: {
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name: "焚尽八荒",
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distime: 20000,
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enable_skill: "blade",
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weapon_type: WEAPON_TYPE.BLADE,
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mp: 20,
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use: function (me, target, lv) {
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lv = 50 + parseInt(lv / 20);
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me.send_room("<HIy>$N双手持刀,对天咆哮,所施正是燃木刀法绝学「焚尽八荒」。霎时呼啸声大作,但见一股澎湃无比的罡劲至$N刀间涌出,云贯向$n而去</HIy>", target);
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var count = 8;
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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 * lv / 100,
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mz: me.mz,
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attack_msg: "<hir>一道罡气燃烧着熊熊烈焰向$n呼啸而去</hir>"
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});
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}
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me.end_attack(target);
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},
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query_desc: function (me, lv) {
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lv = 50 + parseInt(lv / 20);
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return "燃木刀法绝学「焚尽八荒」,瞬间用罡气攻击敌方8次,每次攻击造成" + lv + "%伤害";
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}
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}
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};
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58
world/skill/shaolin/shaolinshenfa.js
Normal file
58
world/skill/shaolin/shaolinshenfa.js
Normal file
@@ -0,0 +1,58 @@
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this.inherits(SKILL);
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this.name = "少林身法";
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this.id = "shaolinshenfa";
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this.family = FAMILIES.SHAOLIN;
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this.grade = 1;
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this.dodge_actions = [
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"$n一式「<HIG>一苇渡江</HIG>」,前后脚脚尖脚跟相靠,身体如行云流水般滑出丈余。",
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"$n一式「<WHT>雨燕掠波</WHT>」,双臂前伸,全身贴地平飞,顿时闪过了$N的凌厉攻势。",
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"$n一式「<CYN>移步换形</CYN>」,足不动,手不抬,一转眼间便绕到了$N的身后。",
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"$n一式「<MAG>分身化影</MAG>」,一转身间,四面八方飘动着无数个$n的身影,令$N手无足措。",
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"$n一式「<HIY>孤骛落日</HIY>」,全身笔直,拔地而起,在半空中一转,已落到几丈远的地方",
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"$n一式「<BLU>鸿雁双飞</BLU>」,两臂鹏举如翼,在剌剌风声中,从$N头顶横跃而过。",
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"$n一式「<RED>苍龙出水</RED>」,双脚点地,全身化为一道白影,急速绕着$N打了几转。",
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"$n一式「<HIR>稚凤归巢</HIR>」,身体如陀螺般急转,气流形成一个个漩涡,令$N陷身其间,动弹不得。",
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];
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this.can_enables = ["dodge"];
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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 + 30
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}
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};
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}
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this.learn_condition = {
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max_mp: 800,
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skill: {
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dodge:50
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}
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};
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this.pfm = {
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lingbo:
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{
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name: "一苇渡江",
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distime: 30000,
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enable_skill: "dodge",
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mp: 20,
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use: function (me, target, lv) {
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var gj = lv * 10+10000;
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me.add_status({
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id: "dodge",
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name: "一苇渡江",
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start_msg: "<hiy>$N足尖轻点地面,施展一苇渡江,凌空跃起,身形顿时变得轻松自如。</hiy>",
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desc: "少林身法之一苇渡江,增加你身法",
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duration: gj,
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prop: {
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dex: parseInt(lv / 10 + 5)
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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 gj = lv * 10 + 10000;
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var dex = parseInt(lv / 10 + 5);
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return "少林身法之一苇渡江," + (gj / 1000) + "秒内增加你" + dex + "身法。";
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}
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}
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};
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135
world/skill/shaolin/yijinjing.js
Normal file
135
world/skill/shaolin/yijinjing.js
Normal file
@@ -0,0 +1,135 @@
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this.inherits(SKILL);
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this.name = "易筋经";
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this.id = "yijinjing";
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this.grade = 4;
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this.force_rad = 0.75;
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this.family = FAMILIES.SHAOLIN;
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this.desc = "少林寺的高级内功心法,为少林寺镇寺之宝";
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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.learn_condition = {
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max_mp: 1000,
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skill: {
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force: 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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diff_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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force: {
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max_hp: lv * 20,
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fy: parseInt(lv * 2 + 5),
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limit_mp: lv * 150,
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desc: "唯一:将你内力的75%转化为气血"
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}
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};
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}
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this.pfm = {
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foguang:
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{
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name: "佛光守护",
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distime: 30000,
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enable_skill: "force",
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mp: 20,
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use_type: 2,
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release_time: 0,
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use: function (me, target, lv) {
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me.send_room("<hiy>只听$N高呼佛号,运起佛光普照,霎那间全身竟犹如镀金一般,发出灿灿金光。</hiy>");
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var tm = me.team || [me];
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for (var i = 0; i < tm.length; i++) {
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if (tm[i].hp > 0 && tm[i].is_here(me)) {
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tm[i].add_status({
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id: "foguang",
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name: "佛光普照",
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desc: "易筋经之佛光普照增加你的气血,防御",
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||||
duration: lv + 10000,
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||||
prop: {
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||||
max_hp: lv * 10,
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||||
fy: lv
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||||
}
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||||
});
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||||
tm[i].do_recover(lv * 10);
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||||
}
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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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||||
return "召唤佛光守护,增加你和你队友的气血" + (lv * 10) + ",防御" + lv + "。";
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||||
}
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||||
},
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||||
roar:
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||||
{
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||||
name: "狮子吼",
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||||
distime: 30000,
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||||
enable_skill: "force",
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||||
mp: 20,
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||||
use_type: 2,
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||||
release_time: 1000,
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||||
use: function (me, target, lv) {
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||||
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||||
me.send_room("<hiy>$N深深地吸一囗气,真力迸发,发出一声惊天动地的巨吼。</hiy>");
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||||
if (!me.enemy) return false;
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||||
var list = [];
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||||
var time = lv * 10 + 2000;
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||||
if (time > 7000) time = 7000;
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||||
for (let x of me.enemy) {
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||||
if (x.hp > 0) {
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||||
list.push(x);
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||||
}
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||||
}
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||||
if (!list.length) return false;
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||||
for (var i = 0; i < list.length; i++) {
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||||
var x = list[i];
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||||
x.notify("你觉得眼前一阵金星乱冒,耳朵痛得像是要裂开一样。");
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||||
x.damage(me.max_mp / 10);
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||||
if (x.max_mp < me.max_mp) {
|
||||
x.add_status({
|
||||
id: "faint",
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||||
is_faint: true,
|
||||
duration: time,
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||||
name: "昏迷", downside: true,
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||||
finish_msg: "<hiy>慢慢的$N又恢复了知觉...</hiy>\n",
|
||||
start_msg: "<hir>$N只觉得眼前一黑,接着什么都不知道了...</hir>\n"
|
||||
});
|
||||
}
|
||||
me.end_attack(x);
|
||||
}
|
||||
},
|
||||
query_desc: function (me, lv) {
|
||||
var time = lv * 10 + 2000;
|
||||
if (time > 7000) time = 7000;
|
||||
return "深深地吸一囗气,真力迸发,发出一声惊天动地的巨吼,对附近敌人造成你最大内力10%(" + (me.max_mp / 10) + ")的伤害,如果敌人最大内力小于你的内力将昏迷" + (time / 1000) + "秒。";
|
||||
}
|
||||
}, zhao:
|
||||
{
|
||||
name: "金刚罩",
|
||||
distime: 40000,
|
||||
enable_skill: "force",
|
||||
mp: 20,
|
||||
use_type: 2,
|
||||
release_time: 0,
|
||||
use: function (me, target, lv) {
|
||||
var lv = 30 + parseInt(lv / 100);
|
||||
me.send_room("<hiy>$N高呼佛号,全身真气鼓动,犹如金铸之钟,坚不可摧。</hiy>");
|
||||
me.add_status({
|
||||
id: "force",
|
||||
name: "金刚罩",
|
||||
desc: "大幅减少你受到的伤害",
|
||||
duration: 10000,
|
||||
prop: {
|
||||
diff_sh_per2: lv
|
||||
}
|
||||
});
|
||||
|
||||
},
|
||||
query_desc: function (me, lv) {
|
||||
var lv = 30 + parseInt(lv / 100);
|
||||
return "减少你受到的伤害,10秒内增加" + lv + "%伤害减免。";
|
||||
}
|
||||
}
|
||||
};
|
||||
70
world/skill/shaolin/yizhichan.js
Normal file
70
world/skill/shaolin/yizhichan.js
Normal file
@@ -0,0 +1,70 @@
|
||||
this.inherits(SKILL);
|
||||
this.name = "一指禅";
|
||||
this.id = "yizhichan";
|
||||
this.grade = 3;
|
||||
this.family = FAMILIES.SHAOLIN;
|
||||
|
||||
this.attack_actions = [
|
||||
"$N双指并拢,一式<HIY>「佛恩济世」</HIY>,和身而上,左右手一前一后戳向$n的胸腹间",
|
||||
"$N左掌护胸,一式<HIY>「佛光普照」</HIY>,右手中指前后划了个半弧,猛地一甩,疾点$n的$l",
|
||||
"$N身形闪动,一式<HIY>「佛门广渡」</HIY>,双手食指端部各射出一道青气,射向$n的全身要穴",
|
||||
"$N盘膝跌坐,一式<HIY>「佛法无边」</HIY>,左手握拳托肘,右手拇指直立,遥遥对着$n一捺"
|
||||
];
|
||||
this.desc = "少林寺七十二绝技之一指禅";
|
||||
//"(\w+)"(.+?)"NOR"
|
||||
//<$1>$2</$1>
|
||||
this.can_enables = ["unarmed"];
|
||||
this.learn_condition = {
|
||||
max_mp: 8000,
|
||||
skill: {
|
||||
unarmed: 300
|
||||
}
|
||||
};
|
||||
this.query_enable_prop = function (lv) {
|
||||
return {
|
||||
unarmed: {
|
||||
gj: parseInt(lv * 1.5) + 20,
|
||||
str: parseInt(lv / 5) + 1,
|
||||
mz: parseInt(lv * 0.8 + 3)
|
||||
}
|
||||
};
|
||||
}
|
||||
this.pfm = {
|
||||
zhen:
|
||||
{
|
||||
name: "惊魔一指",
|
||||
distime: 30000,
|
||||
enable_skill: "unarmed",
|
||||
weapon_type: WEAPON_TYPE.UNARMED,
|
||||
mp: 20,
|
||||
use: function (me, target, lv) {
|
||||
var time = (lv * 5 + 2000);
|
||||
if (time > 10000) time = 10000;
|
||||
var sh = me.do_attack({
|
||||
target: target,
|
||||
gj: me.gj,
|
||||
mz: me.mz, no_weapon: true,
|
||||
attack_msg: "<hiy>$N大喝一声,中指按出,一股锐利的杀气攻向$n,气势恢宏之极!</hiy>",
|
||||
damage_msg: "<hir>只见$p躲闪不及,被$P这一指正戳在胸前,不由得连声惨叫,胸口鲜血直流!</hir>",
|
||||
|
||||
miss_msg: "<cyn>可是$p身法颇为灵活,轻轻一退将这道剑气化解于无形。</cyn>"
|
||||
});
|
||||
if (sh ) {
|
||||
target.add_status({
|
||||
id: "faint",
|
||||
is_faint: true,
|
||||
duration: time,
|
||||
name: "昏迷", downside: true,
|
||||
finish_msg: "<hiy>慢慢的$N又恢复了知觉...</hiy>\n",
|
||||
start_msg: "<hir>$N只觉得眼前一黑,接着什么都不知道了...</hir>\n"
|
||||
}, me);
|
||||
}
|
||||
me.end_attack(target);
|
||||
},
|
||||
query_desc: function (me, lv) {
|
||||
var time = (lv * 5 + 2000);
|
||||
if (time > 10000) time = 10000;
|
||||
return "一指禅之惊魔一指,运用无形剑气攻击敌人,命中后昏迷" + time/1000+"秒。";
|
||||
}
|
||||
}
|
||||
};
|
||||
Reference in New Issue
Block a user