init: add workspace files
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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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