init: add workspace files

This commit is contained in:
2026-05-26 16:41:20 +08:00
commit f4f2393f72
1041 changed files with 67405 additions and 0 deletions

View File

@@ -0,0 +1,81 @@
this.inherits(SKILL);
this.name = "穿心掌";
this.id = "chuanxinzhang";
this.grade = 2;
this.family = FAMILIES.SHASHOU;
this.attack_actions = [
"$N使出一招「破山刀」运掌如飞招招直打$n的$l",
"$N使出一招「碎石手」双掌急运内力带着凛冽的掌风直拍$n的$l",
"$N惨然一声长啸一招「摄魄掌」双掌猛然击下直扑$n的要脉",
"$N骨骼暴响双臂忽然暴长数尺一招「追魂掌」直直攻向$n的$l",
"$N施展出一招「撩阴掌」双掌缤纷拍出陡然间双掌已至$n跟前"
];
this.desc = "杀手楼的拳脚功夫,出招阴狠毒辣";
//"(\w+)"(.+?)"NOR"
//<$1>$2</$1>
this.can_enables = ["unarmed", "parry"];
this.learn_condition = {
max_mp: 2000,
skill: {
unarmed: 100
}
};
this.query_enable_prop = function (lv) {
return {
unarmed: {
gj: parseInt(lv * 1.2) + 20,
bj_per: 1 + parseInt(lv / 300)
}, parry: {
zj: parseInt(lv * 1.2) + 20,
dex: parseInt(lv / 7) + 2
}
};
}
this.pfm = {
chuan:
{
name: "掌心雷",
distime: 30000,
enable_skill: "unarmed",
weapon_type: WEAPON_TYPE.UNARMED,
mp: 20,
release_time: 0,
use: function (me, target, lv) {
var p = 100 + parseInt(lv / 100);
var t = 6000 + lv;
if (t > 10000) t = 10000;
var iscirt = false;
me.do_attack({
target: target,
gj: me.gj * p / 100,
attack_msg: "<hir>$N暗藏真气于掌心一招「掌心雷」闪烁着雷光直贯$n</hir>",
mz: me.mz,
cirt: function (t, part) {
iscirt = me.crit(t, part, me.bj);
return iscirt;
},
no_weapon: true
});
if (iscirt) {
target.add_status({
id: "faint",
is_faint: true,
duration: t,
no_weapon: true,
name: "昏迷", downside: true,
finish_msg: "<hiy>慢慢的$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 p = 100 + parseInt(lv / 100);
var t = 6 + parseInt(lv / 1000);
if (t > 10) t = 10;
return "对敌人造成" + p + "%攻击力的伤害,如果暴击则昏迷对方" + t + "秒";
}
}
};

View File

@@ -0,0 +1,53 @@
this.inherits(SKILL);
this.name = "飞刀";
this.id = "feidao";
this.grade = 1;
this.family = FAMILIES.SHASHOU;
this.desc = "杀手楼的入门暗器武功";
//<$1>$2</$1>
//<$1>$2</$1>
this.can_enables = ["throwing"];
this.learn_condition = {
max_mp: 200,
skill: {
throwing: 100
}
};
this.query_enable_prop = function (lv) {
return {
throwing: {
gj: parseInt(lv * 1.1) + 4
}
};
}
this.pfm = {
jiang:
{
name: "又见飞刀",
distime: 4500,
enable_skill: "throwing",
release_time: 1000,
mp: 20,
use: function (me, target, lv) {
var msg = "<hic>$N手中$T寒光一闪幻化出一道重影射向$n</hic>";
me.send_room(msg, target);
for (var i = 0; i < 2; i++) {
me.do_attack({
target: target,
attack_msg: "",
gj: me.gj,
mz: me.mz,
no_append: true,
is_throwing: true
});
}
me.end_attack(target);
},
query_desc: function (me, lv) {
return "使用连续两把飞刀攻击敌人";
}
}
};

View File

@@ -0,0 +1,111 @@
this.inherits(SKILL);
this.name = "漫天花雨";
this.id = "mantianhuayu";
this.grade = 4;
this.family = FAMILIES.SHASHOU;
this.attack_actions = [
"$N双手一晃一招「千变万化」手中的$w幻出万道金光如一条金龙般飞向$n的$l",
"$N右手一抖一道金光冒出正是一招「奇诡莫测」抢先飞向$n的$l",
"$N突然旋身$w在旋转中化作「银轮割风」边缘泛着锐光既封退路又取$l",
"$N掌心一翻$w悄然滑出一招「无声夺命」不见破空之声却已抵近$n$l",
"$N手腕轻抖$w骤然化作「飞星追影」一道冷光划破虚空直取$n$l要害",
"$N指尖一弹$w化作「流光穿云」破风之声忽强忽弱轨迹飘忽难测地缠向$n$l"
];
this.desc = "杀手楼的暗器武功,使用的时候如漫天星光而得名";
//<$1>$2</$1>
//<$1>$2</$1>
this.can_enables = ["throwing", "sword"];
this.learn_condition = {
max_mp: 200,
skill: {
throwing: 300
}
};
this.query_prop = function (lv) {
return {
bj_per: 5 + parseInt(lv / 300)
};
}
this.query_enable_prop = function (lv) {
return {
throwing: {
gj: parseInt(lv * 1.4) + 4,
mz: parseInt(lv * 1.4) + 4,
mz_per: parseInt(lv / 500) + 1
},
sword: {
gj: parseInt(lv * 1.4) + 4,
mz: parseInt(lv * 1.4) + 4,
bj_per: 8,
}
};
}
this.pfm = {
luo:
{
name: "落花",
distime: 18000,
// enable_skill: "throwing",
mp: 20,
use: function (me, target, lv, type) {
let is_throwing = type !== 'sword';
if (is_throwing)
me.send_room("<hiy>$N手中$T一抖幻出万点星光如朵朵落花般撒向$n</hiy>", target);
else
me.send_room("<hiy>$N手中$W一抖幻出万点星光如朵朵落花般撒向$n</hiy>", target);
var count = 1 + parseInt(me.bj / 5);
if (count > 10) count = 10;
for (var i = 0; i < count; i++) {
me.do_attack({
target: target,
attack_msg: "",
gj: me.gj,
mz: me.mz,
no_append: true,
is_throwing: is_throwing
});
}
me.end_attack(target);
},
query_desc: function (me, lv) {
return "漫天暗器攻击敌人每5%暴击增加一次攻击最多10次";
}
},
wu:
{
name: "定影",
distime: 30000,
enable_skill: "throwing",
mp: 20,
release_time: 0,
use: function (me, target, lv) {
var time = 5000 + parseInt(lv * 10 / 3);
if (time > 15000) time = 15000;
me.do_attack({
target: target,
gj: me.gj,
mz: me.mz,
attack_msg: "<hiy>$N手中青光冒出一瞬间$T已飞向$n化作点点星光笼罩$p周身大穴</hiy>"
})
var ds = 10 + parseInt(lv / 100);
target.add_status({
id: "rash",
name: "定影",
duration: time,
is_rash: true,
downside: true
}, me);
me.end_attack(target);
},
query_desc: function (me, lv) {
var time = 5 + parseInt(lv / 300);
if (time > 15) time = 15;
return "使用暗器攻击敌人,如果命中则使敌人定身" + time + "秒";
}
}
};

View File

@@ -0,0 +1,110 @@
this.inherits(SKILL);
this.name = "杀生决";
this.id = "shashengjue";
this.grade = 3;
this.force_rad = 0.55;
this.family = FAMILIES.SHASHOU;
this.desc = "杀手楼的高级内功";
//"(\w+)"(.+?)"NOR"
//<$1>$2</$1>
this.can_enables = ["force"];
this.learn_condition = {
skill: {
force: 300
}
};
this.query_enable_prop = function (lv) {
return {
force: {
gj: lv * 1.5 + 2,
bj_per: parseInt(lv / 300) + 1,
limit_mp: lv * 105,
desc: "唯一将你内力的55%转化为气血"
}
};
}
this.pfm = {
power:
{
name: "斩杀",
distime: 30000,
enable_skill: "force",
mp: 20,
release_time: 0,
use: function (me, target, lv) {
var time = 10000 + lv * 5;
if (time > 20000) time = 20000;
var gj = 10 + parseInt(lv / 100);
me.send_room("<hir>$N默运杀生决全身黑气笼罩仅剩双眼一片血红有如杀神降世\n</hir>", target);
me.add_status({
id: "force",
name: "杀神",
desc: "你的攻击增加",
duration: time,
prop: {
gj_per: gj
}
});
},
query_desc: function (me, lv) {
var gj = 10 + parseInt(lv / 100);
var time = 10000 + lv * 5;
if (time > 20000) time = 20000;
return "全力战斗," + (time / 1000) + "秒内增加自己" + gj + "%攻击力";
}
}, tuoli: {
name: "隐杀",
distime: 45000,
enable_skill: "force",
mp: 0,
release_time: 0,
no_auto: true,
allow_busy: true,
use: function (me, target, lv) {
if (me.is_rash) return me.notify('你现在无法使用轻功身法。');
if (!me.environment.exits)
return me.notify('这里无法逃脱。');
var list = Object.keys(me.environment.exits);
// for (var dir in me.environment.exits) {
// list.push(dir);
// }
if (!list.length) return me.notify('这里无法逃脱。');
let func = YS_ROOMS[me.environment.path];
if (func && func(me, list) === false) return;
me.send_room("\n<blk>$N的身形一闪渐渐模糊不见了。<blk>\n");
me.end_fight();
me.do_command("go", list.random());
// if (!me.is_in("yz/leitai/leitai") && !me.is_in("yz/leitai/biwu")) {
// me.end_fight();
// }
},
query_desc: function (me, lv) {
var gj = 10 + parseInt(lv / 300);
var nl = 3000 + lv * 4;
if (nl > 15000) nl = 15000;
return "脱离战斗,迅速隐入其他房间";
}
}
};
const YS_ROOMS = {
"yz/leitai/leitai": function (me) {
me.send_room("\n<blk>$N的身形一闪渐渐模糊不见了。<blk>\n");
},
'wudao/ta': function (me, list) {
let lv = me.query_temp('wd_level', 0);
if (lv >= 89) {
list.length = 1;
list[0] = 'out';
}
}
};

View File

@@ -0,0 +1,31 @@
this.inherits(SKILL);
this.name = "杀手步法";
this.id = "shashoubufa";
this.grade = 1;
this.family = FAMILIES.SHASHOU;
this.dodge_actions = [
"只见$n一招「蟾飞九天」身体向上笔直地纵起丈余躲过了$N这一招",
"但是$n一个使出「蛙鸣震天」身形飘忽轻轻一纵早已避开",
"$n一招「蛙入稻田」身行随意转倏地往一旁挪开了三尺避过了这一招",
"可是$n一个「蟾蜍扑虫」侧身一让$N这一招扑了个空",
"却见$n「蟾翻白肚」足不点地往旁窜开数尺躲了开去",
"$n身形一招「金蟾归月」身形微晃有惊无险地避开了$N这一招"
];
this.desc = "杀手楼的入门轻功身法";
//"(\w+)"(.+?)"NOR"
//<$1>$2</$1>
this.can_enables = ["dodge"];
this.learn_condition = {
max_mp: 200,
skill: {
dodge: 50
}
};
this.query_enable_prop = function (lv) {
return {
dodge: {
ds: parseInt(lv ) + 100
}
};
}

View File

@@ -0,0 +1,24 @@
this.inherits(SKILL);
this.name = "杀手心法";
this.id = "shashouxinfa";
this.grade = 1;
this.force_rad = 0.55;
this.desc = "杀手楼的入门心法";
this.family = FAMILIES.SHASHOU;
//"(\w+)"(.+?)"NOR"
//<$1>$2</$1>
this.can_enables = ["force"];
this.query_enable_prop = function (lv) {
return {
force: {
gj: 1 + lv,
limit_mp: lv * 10,
desc: "唯一将你内力的55%转化为气血"
}
};
}
this.learn_condition = {
skill: {
force: 50
}
};

View File

@@ -0,0 +1,59 @@
this.inherits(SKILL);
this.name = "踏雪寻梅";
this.id = "taxuexunmei";
this.grade = 3;
this.family = FAMILIES.SHASHOU;
this.dodge_actions = [
"$n一式「华发寻春喜见梅」身子掣忽一转$N只觉的眼前一花失去了目标。",
"$n一式「一株临路雪倍堆」双脚点地身子突然拔高了丈许缓缓飘落在$N身后。",
"$n一式「凤城南陌他年忆」身行一晃顿时无数条身影一下子出现在$N的面前。",
"$n一式「香杳难随驿使来」飘然向后一退躲开$N的凌厉攻势。"
];
this.desc = "踏雪寻梅是杀手楼一种特别厉害的上乘轻功,即使穿着铁鞋踩在雪上,也不会留下一点脚印。";
//"(\w+)"(.+?)"NOR"
//<$1>$2</$1>
this.can_enables = ["dodge"];
this.learn_condition = {
max_mp: 1000,
skill: {
dodge: 200
}
};
this.query_enable_prop = function (lv) {
return {
dodge: {
ds: parseInt(lv * 1.4) + 200,
mz: parseInt(lv * 1.4) + 200
}
};
}
this.pfm = {
power:
{
name: "无痕",
distime: 45000,
enable_skill: "dodge",
mp: 30,
release_time: 0,
no_auto: true,
use: function (me, target, lv) {
var gj = 3000 + lv*5;
if (gj > 10000) gj = 10000;
me.send_room("<hiw>$N身体急转化为一道白光虚幻不定的出现在$N的周围\n</hiw>", target);
me.add_status({
id: "dodge",
name: "无痕",
desc: "你无法被控制",
duration: gj,
ig_control: gj
});
},
query_desc: function (me, lv) {
var gj = 3 + parseInt(lv / 200);
if (gj > 10) gj = 10;
return gj+"秒内免疫控制";
}
}
};