init: add workspace files
This commit is contained in:
94
world/skill/staff/fumozhang.js
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94
world/skill/staff/fumozhang.js
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this.inherits(SKILL);
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this.name = "伏魔杖";
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this.id = "fumozhang";
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this.grade = 5;
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this.attack_actions = [
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"$N使一招「<YEL>黄牛转角</YEL>」,手中$w自下而上,沉猛无比地向$n的小腹挑去",
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"$N快步跨出,一招「<RED>野马追风</RED>」,左手平托$w,右掌猛推杖端,顶向$n的胸口",
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"$N高举$w,一招「<BLK>猛虎跳涧</BLK>」,全身跃起,手中$w搂头盖顶地向$n击去。",
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"$N一招「<HIY>狮子摇头</HIY>」,双手持杖如橹,对准$n猛地一搅,如同平地刮起一阵旋风",
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"$N全身滚倒,$w盘地横飞,突出一招「<HIC>大蟒翻身</HIC>」,杖影把$n裹了起来",
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"$N双手和十,躬身一招「<GRN>胡僧托钵</GRN>」,$w自肘弯飞出,拦腰向$n撞去",
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"$N一招「<RED>慈</red><YEL>航</yel><MAG>普<BLU>渡</blu>」,$w如飞龙般自掌中跃出,直向$n的胸口穿入"
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];
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this.desc = "净念禅宗的杖法";
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//"(\w+)"(.+?)"NOR"
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//<$1>$2</$1>
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this.learn_condition = {
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max_mp: 300,
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skill: {
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staff: 900,
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}
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}
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this.can_enables = ["staff"];
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this.query_enable_prop = function (lv) {
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return {
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staff: {
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gj: parseInt(lv * 1.8) + 10,
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mz: parseInt(lv * 1.8) + 10,
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str: parseInt(lv / 3) + 10,
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con: parseInt(lv / 3) + 10,
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desc: "当你命中敌人后会降低敌人战斗属性1%,可叠加"
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}
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};
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}
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this.on_attack_over = function (me, target, par) {
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if (!par.is_dodge && !par.is_parry) {
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var lv = me.query_skill("fumozhang", 0);
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lv = 5 + parseInt(lv / 100);
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target.add_status({
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id: "fmz",
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name: "伏魔",
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desc: "减少战斗属性",
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duration: 6000,
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downside: true,
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count: 1,
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prop: {
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gj_per: -1,
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mz_per: -1,
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ds_per: -1,
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zj_per: -1,
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fy_per: -1
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},
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override: 1,
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max_count: lv
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});
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}
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}
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this.pfm = {
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fumo:
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{
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name: "罗汉伏魔",
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distime: 20000,
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enable_skill: "staff",
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weapon_type: WEAPON_TYPE.STAFF,
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mp: 20,
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use: function (me, target, lv) {
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me.send_room("<hiy>$N大喝一声,手中$W杖端化出无数个圆圈,凝滞沉重,劈头盖脸向$n砸去</hiy>\n", target);
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var count = target.query_status("fmz");
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if (!count) count = 1;
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if (count > 15) count = 15;
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if (me.do_attack({
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target: target,
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gj: me.gj + me.gj * 0.8 * count,
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mz: me.mz
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})) {
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me.end_attack(target);
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if (count > 5) {
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}
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}
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target.remove_status("fmz", true);
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},
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query_desc: function (me, lv) {
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return "罗汉伏魔,每层BUFF增加80%伤害";
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}
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}
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};
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121
world/skill/staff/shedaoqigong.js
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121
world/skill/staff/shedaoqigong.js
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this.inherits(SKILL);
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this.name = "蛇岛奇功";
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this.id = "shedaoqigong";
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this.grade = 2
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this.attack_actions = [
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"$N使一招「<HIC>仙鹤梳翎</HIC>」手中$w一提,插向$n的$l",
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"$N使出「<HIY>灵蛇出洞</HIY>」,身形微弓,手中$w倏的向$n的$l戳去",
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"$N身子微曲,左足反踢,乘势转身,使一招「<HIM>贵妃回眸</HIM>」,右手$w已戳向$n$l",
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"$N使一式「<HIY>飞燕回翔</HIY>」,背对着$n,右足一勾,顺势在$w上一点,$w陡然向自己咽喉疾射.接着$N身子往下一缩,$w掠过其咽喉,急奔$n急射而来",
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"$N忽的在地上一个筋斗,使一招「<HIW>小怜横陈</HIW>」,从$n胯下钻过,手中$w直击$n"
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];
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this.parry_actions = [
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"$n大吼一声,使一招「<HIR>子胥举鼎</HIR>」,反手擒拿$N极泉要穴,使$P这招落空",
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"$n双腿一缩,似欲跪拜,一招「<HIB>鲁达拨柳</HIB>」,$P的劲力登时落空",
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"$n突然一个倒翻筋斗,一招「<HIC>狄青降龙</HIC>」,双腿一分,跨在肩头,双掌直击$N,将$P的力道尽行碰了回去"
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];
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this.desc = "神龙岛绝技,论威力不在化骨绵掌之下,可做为杖法,招架使用";
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//"(\w+)"(.+?)"NOR"
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//<$1>$2</$1>
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this.learn_condition = {
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max_mp: 300,
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skill: {
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force: 200,
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shenlongxinfa: 200
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}
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}
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this.can_enables = ["staff", "parry"];
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this.query_enable_prop = function (lv) {
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return {
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staff: {
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gj: lv + 10,
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str: Math.round(lv / 6)
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},
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parry: {
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zj: lv + 10,
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mz: lv + 10
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}
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};
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}
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this.slots = [
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{
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prop: 'sdqg_hxf',
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value: (lv) => 10,
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count: 2,
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format: (val) => {
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return '吼仙法每层附加10%攻击力的伤害';
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},
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},
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{
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prop: 'sdqg_count',
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value: (lv) => 1,
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count: 3,
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format: (val) => {
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return '唱仙法可叠加层数+1';
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},
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},
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];
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this.pfm = {
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chang:
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{
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name: "唱仙法",
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distime: 3000,
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enable_skill: "parry",
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mp: 10,
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use: function (me, target, lv) {
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var add = parseInt(lv / 10) + 1;
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var time = 5000 + lv * 10;
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if (time > 20000) time = 20000;
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me.send_room("<hir>只听$N口中念念有词,顷刻之间内力大涨!</hir>");
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me.add_status({
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id: "parry",
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name: "唱仙法",
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duration: time,
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prop: {
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gj: add,
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fy: add,
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mz: add,
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ds: add,
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zj: add
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},
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override: 1,
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max_count: 10 + me.query_prop('sdqg_count')
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});
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},
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query_desc: function (me, lv) {
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var add = parseInt(lv / 10) + 1;
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var time = 5000 + lv * 10;
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return "蛇岛奇功之唱仙法" + (time / 1000) + "秒增加你的攻击,防御,命中,躲闪,招架" + add + ",可叠加最多10层";
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}
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},
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hou:
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{
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name: "吼仙法",
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distime: 20000,
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enable_skill: "parry",
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mp: 10,
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use: function (me, target, lv) {
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var count = me.query_status("parry");
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if (!count) return me.notify_fail("<hic>你深深地吸一囗气,想吼一嗓子,结果又憋了回去。</hic>");
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let gj = me.gj * me.query_prop('sdqg_hxf') / 100;
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me.do_attack({
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target: target,
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gj: lv * count + gj,
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attack_msg: "<hiy>$N深深地吸一囗气,忽然仰天长啸,高声狂叫:不死神龙,唯我不败!</hiy>",
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damage_msg: "<hir>$n只觉脑中一阵剧痛,金星乱冒,犹如有万条金龙在眼前舞动。</hir>",
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dodge_msg: "<cyn>$n哈哈一笑,飘身跃开,让$N这一吼全然落空。</cyn>",
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no_parry: true
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});
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me.remove_status("parry", true);
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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 "蛇岛奇功之吼仙法,将你的唱仙法积累的力量一次性释放出去,每层造成" + lv + "伤害,无法招架";
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}
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}
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};
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80
world/skill/staff/wuchangzhang.js
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80
world/skill/staff/wuchangzhang.js
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@@ -0,0 +1,80 @@
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this.inherits(SKILL);
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this.name = "无常杖";
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this.id = "wuchangzhang";
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this.grade = 2
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this.attack_actions = [
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"$N微一躬身,一招<HIG>「庸人自扰」</HIG>,$w带着刺耳的吱吱声,擦地扫向$n的脚踝",
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"$N一招<HIM>「想入非非」</HIM>,右手托住杖端,左掌居中一击,令其凭惯性倒向$n的肩头",
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"$N一招<HIR>「六神不安」</HIR>,举起$w乒乒乓乓地满地乱敲,让$n左闪右避,狼狈不堪",
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"$N一招<HIY>「面无人色」</HIY>,举起$w,呆呆地盯了一会,突然猛地一杖打向$n的$l",
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"$N将$w顶住自己的胸膛,一端指向$n,一招<HIB>「心惊肉跳」</HIB>,大声叫喊着冲向$n",
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"$N一招<HIC>「行尸走肉」</HIC>,全身僵直,蹦跳着持杖前行,冷不防举杖拦腰向$n劈去",
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"$N面带戚色,一招<HIM>「饮恨吞声」</HIM>,趁$n说话间,一杖向$n张大的嘴巴捅了过去",
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"$N一招<HIW>「力不从心」</HIW>,假意将$w摔落地上,待$n行来,一脚勾起,击向$n的$l",
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"$N伏地装死,一招<HIG>「穷途没路」</HIG>,一个翻滚,身下$w往横里打出,挥向$n的裆部",
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"$N一招<HIR>「呆若木鸡」</HIR>,身不动,脚不移,$w却直飞半空,不偏不倚地砸向$n的$l",
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"$N高举$w,一招<HIG>「人鬼殊途」</HIG>,身形如鬼魅般飘出,对准$n的天灵盖一杖打下",
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"$N一招<HIB>「我入地狱」</HIB>,单腿独立,$w舞成千百根相似,根根砸向$n全身各处要害"
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];
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this.desc = "少林寺七十二绝技之无常杖";
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//"(\w+)"(.+?)"NOR"
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//<$1>$2</$1>
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this.learn_condition = {
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max_mp: 3000,
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skill: {
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staff: 200
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}
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}
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this.can_enables = ["staff", "parry"];
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this.query_enable_prop = function (lv) {
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return {
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staff: {
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gj: lv + 10,
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str: Math.round(lv / 6)
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},
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parry: {
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zj: lv + 5,
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fy: lv + 10
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}
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};
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}
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this.slots = [
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{
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prop: 'wcz_gcd',
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value: (lv) => 2000,
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format: (val) => {
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return '无常五化绝招释放时间减少2秒';
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},
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}
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];
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this.pfm = {
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chang:
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{
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name: "无常五化",
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distime: 6000,
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enable_skill: "staff",
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weapon_type: WEAPON_TYPE.STAFF,
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releasetime_key: 'wcz_gcd',
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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("<hiy>$N将手中的$W一荡,化作无数杖影扫向$n</hiy>", 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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return "无常杖之无常五化,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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Block a user