init: add workspace files
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81
world/skill/shashou/chuanxinzhang.js
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81
world/skill/shashou/chuanxinzhang.js
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this.inherits(SKILL);
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this.name = "穿心掌";
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this.id = "chuanxinzhang";
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this.grade = 2;
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this.family = FAMILIES.SHASHOU;
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this.attack_actions = [
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"$N使出一招「破山刀」,运掌如飞,招招直打$n的$l",
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"$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",
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"$N惨然一声长啸,一招「摄魄掌」,双掌猛然击下,直扑$n的要脉",
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"$N骨骼暴响,双臂忽然暴长数尺,一招「追魂掌」直直攻向$n的$l",
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"$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"
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];
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this.desc = "杀手楼的拳脚功夫,出招阴狠毒辣";
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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: 2000,
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skill: {
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unarmed: 100
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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: parseInt(lv * 1.2) + 20,
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bj_per: 1 + parseInt(lv / 300)
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}, parry: {
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zj: parseInt(lv * 1.2) + 20,
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dex: parseInt(lv / 7) + 2
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}
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};
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}
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this.pfm = {
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chuan:
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{
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name: "掌心雷",
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distime: 30000,
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enable_skill: "unarmed",
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weapon_type: WEAPON_TYPE.UNARMED,
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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 p = 100 + parseInt(lv / 100);
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var t = 6000 + lv;
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if (t > 10000) t = 10000;
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var iscirt = false;
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me.do_attack({
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target: target,
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gj: me.gj * p / 100,
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attack_msg: "<hir>$N暗藏真气于掌心,一招「掌心雷」闪烁着雷光直贯$n</hir>",
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mz: me.mz,
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cirt: function (t, part) {
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iscirt = me.crit(t, part, me.bj);
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return iscirt;
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},
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no_weapon: true
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});
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if (iscirt) {
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target.add_status({
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id: "faint",
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is_faint: true,
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duration: t,
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no_weapon: true,
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name: "昏迷", downside: true,
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finish_msg: "<hiy>慢慢的$N又恢复了知觉...</hiy>\n",
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start_msg: "<hir>$N只觉得眼前一黑,接着什么都不知道了。</hir>\n"
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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 p = 100 + parseInt(lv / 100);
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var t = 6 + parseInt(lv / 1000);
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if (t > 10) t = 10;
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return "对敌人造成" + p + "%攻击力的伤害,如果暴击则昏迷对方" + t + "秒";
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}
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}
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};
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