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

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this.inherits(SKILL);
this.name = "伏魔杖";
this.id = "fumozhang";
this.grade = 5;
this.attack_actions = [
"$N使一招「<YEL>黄牛转角</YEL>」,手中$w自下而上沉猛无比地向$n的小腹挑去",
"$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",
"$N高举$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。",
"$N一招「<HIY>狮子摇头</HIY>」,双手持杖如橹,对准$n猛地一搅如同平地刮起一阵旋风",
"$N全身滚倒$w盘地横飞突出一招「<HIC>大蟒翻身</HIC>」,杖影把$n裹了起来",
"$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",
"$N一招「<RED>慈</red><YEL>航</yel><MAG>普<BLU>渡</blu>」,$w如飞龙般自掌中跃出直向$n的胸口穿入"
];
this.desc = "净念禅宗的杖法";
//"(\w+)"(.+?)"NOR"
//<$1>$2</$1>
this.learn_condition = {
max_mp: 300,
skill: {
staff: 900,
}
}
this.can_enables = ["staff"];
this.query_enable_prop = function (lv) {
return {
staff: {
gj: parseInt(lv * 1.8) + 10,
mz: parseInt(lv * 1.8) + 10,
str: parseInt(lv / 3) + 10,
con: parseInt(lv / 3) + 10,
desc: "当你命中敌人后会降低敌人战斗属性1%,可叠加"
}
};
}
this.on_attack_over = function (me, target, par) {
if (!par.is_dodge && !par.is_parry) {
var lv = me.query_skill("fumozhang", 0);
lv = 5 + parseInt(lv / 100);
target.add_status({
id: "fmz",
name: "伏魔",
desc: "减少战斗属性",
duration: 6000,
downside: true,
count: 1,
prop: {
gj_per: -1,
mz_per: -1,
ds_per: -1,
zj_per: -1,
fy_per: -1
},
override: 1,
max_count: lv
});
}
}
this.pfm = {
fumo:
{
name: "罗汉伏魔",
distime: 20000,
enable_skill: "staff",
weapon_type: WEAPON_TYPE.STAFF,
mp: 20,
use: function (me, target, lv) {
me.send_room("<hiy>$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);
var count = target.query_status("fmz");
if (!count) count = 1;
if (count > 15) count = 15;
if (me.do_attack({
target: target,
gj: me.gj + me.gj * 0.8 * count,
mz: me.mz
})) {
me.end_attack(target);
if (count > 5) {
}
}
target.remove_status("fmz", true);
},
query_desc: function (me, lv) {
return "罗汉伏魔每层BUFF增加80%伤害";
}
}
};

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this.inherits(SKILL);
this.name = "蛇岛奇功";
this.id = "shedaoqigong";
this.grade = 2
this.attack_actions = [
"$N使一招「<HIC>仙鹤梳翎</HIC>」手中$w一提插向$n的$l",
"$N使出「<HIY>灵蛇出洞</HIY>」,身形微弓,手中$w倏的向$n的$l戳去",
"$N身子微曲,左足反踢,乘势转身,使一招「<HIM>贵妃回眸</HIM>」,右手$w已戳向$n$l",
"$N使一式「<HIY>飞燕回翔</HIY>」,背对着$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$n急射而来",
"$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$n"
];
this.parry_actions = [
"$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",
"$n双腿一缩,似欲跪拜,一招「<HIB>鲁达拨柳</HIB>」,$P的劲力登时落空",
"$n突然一个倒翻筋斗,一招「<HIC>狄青降龙</HIC>」,双腿一分,跨在肩头,双掌直击$N将$P的力道尽行碰了回去"
];
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";
//"(\w+)"(.+?)"NOR"
//<$1>$2</$1>
this.learn_condition = {
max_mp: 300,
skill: {
force: 200,
shenlongxinfa: 200
}
}
this.can_enables = ["staff", "parry"];
this.query_enable_prop = function (lv) {
return {
staff: {
gj: lv + 10,
str: Math.round(lv / 6)
},
parry: {
zj: lv + 10,
mz: lv + 10
}
};
}
this.slots = [
{
prop: 'sdqg_hxf',
value: (lv) => 10,
count: 2,
format: (val) => {
return '吼仙法每层附加10%攻击力的伤害';
},
},
{
prop: 'sdqg_count',
value: (lv) => 1,
count: 3,
format: (val) => {
return '唱仙法可叠加层数+1';
},
},
];
this.pfm = {
chang:
{
name: "唱仙法",
distime: 3000,
enable_skill: "parry",
mp: 10,
use: function (me, target, lv) {
var add = parseInt(lv / 10) + 1;
var time = 5000 + lv * 10;
if (time > 20000) time = 20000;
me.send_room("<hir>只听$N口中念念有词顷刻之间内力大涨</hir>");
me.add_status({
id: "parry",
name: "唱仙法",
duration: time,
prop: {
gj: add,
fy: add,
mz: add,
ds: add,
zj: add
},
override: 1,
max_count: 10 + me.query_prop('sdqg_count')
});
},
query_desc: function (me, lv) {
var add = parseInt(lv / 10) + 1;
var time = 5000 + lv * 10;
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";
}
},
hou:
{
name: "吼仙法",
distime: 20000,
enable_skill: "parry",
mp: 10,
use: function (me, target, lv) {
var count = me.query_status("parry");
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>");
let gj = me.gj * me.query_prop('sdqg_hxf') / 100;
me.do_attack({
target: target,
gj: lv * count + gj,
attack_msg: "<hiy>$N深深地吸一囗气忽然仰天长啸高声狂叫不死神龙唯我不败</hiy>",
damage_msg: "<hir>$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>",
dodge_msg: "<cyn>$n哈哈一笑飘身跃开让$N这一吼全然落空。</cyn>",
no_parry: true
});
me.remove_status("parry", true);
me.end_attack(target);
},
query_desc: function (me, lv) {
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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this.inherits(SKILL);
this.name = "无常杖";
this.id = "wuchangzhang";
this.grade = 2
this.attack_actions = [
"$N微一躬身一招<HIG>「庸人自扰」</HIG>$w带着刺耳的吱吱声擦地扫向$n的脚踝",
"$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$n的肩头",
"$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",
"$N一招<HIY>「面无人色」</HIY>,举起$w呆呆地盯了一会突然猛地一杖打向$n的$l",
"$N将$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",
"$N一招<HIC>「行尸走肉」</HIC>,全身僵直,蹦跳着持杖前行,冷不防举杖拦腰向$n劈去",
"$N面带戚色一招<HIM>「饮恨吞声」</HIM>,趁$n说话间一杖向$n张大的嘴巴捅了过去",
"$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",
"$N伏地装死一招<HIG>「穷途没路」</HIG>,一个翻滚,身下$w往横里打出挥向$n的裆部",
"$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$l",
"$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",
"$N一招<HIB>「我入地狱」</HIB>,单腿独立,$w舞成千百根相似根根砸向$n全身各处要害"
];
this.desc = "少林寺七十二绝技之无常杖";
//"(\w+)"(.+?)"NOR"
//<$1>$2</$1>
this.learn_condition = {
max_mp: 3000,
skill: {
staff: 200
}
}
this.can_enables = ["staff", "parry"];
this.query_enable_prop = function (lv) {
return {
staff: {
gj: lv + 10,
str: Math.round(lv / 6)
},
parry: {
zj: lv + 5,
fy: lv + 10
}
};
}
this.slots = [
{
prop: 'wcz_gcd',
value: (lv) => 2000,
format: (val) => {
return '无常五化绝招释放时间减少2秒';
},
}
];
this.pfm = {
chang:
{
name: "无常五化",
distime: 6000,
enable_skill: "staff",
weapon_type: WEAPON_TYPE.STAFF,
releasetime_key: 'wcz_gcd',
mp: 20,
release_time: 10000,
use: function (me, target, lv) {
me.send_room("<hiy>$N将手中的$W一荡化作无数杖影扫向$n</hiy>", target);
var count = 5;
for (var i = 0; i < count; i++) {
me.do_attack({
target: target,
gj: me.gj,
mz: me.mz,
attack_before: "紧跟着"
});
}
me.end_attack(target);
},
query_desc: function (me, lv) {
return "无常杖之无常五化瞬间出招5次收招较慢。";
}
}
};