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 = "神龙剑";
this.id = "shenlongjian";
this.grade = 1;
this.attack_actions = [
"$N使一式「<BLK>潮泛银海</BLK>」,手中$w疾挽漫天寒光隐夹风雷之声闪电般狂涌向$n的$l",
"$N错步上前使出「<RED>银雨飞花</RED>」,手中$w登时剑芒暴射宛如漫天瑞雪飞洒向$n的$l",
"$N手中$w一抖一招「<GRN>花影滨飞</GRN>」,$w犹如狂风扫落叶般急攻向$n的$l",
"$N手中$w锵啷啷长吟一声一式「<BLU>神龙寻食</BLU>」,$w头上脚下洒攻而下攻势之疾无以伦比向$n的$l",
"$N一式「<MAG>西风倒卷</MAG>」,手中$w将剑自下拖上端的无比毒辣使$n难断虚实无可躲避",
"$N手中$w,一式「<BLU>天罗地网</BLU>」,仿佛一面无形的黑网向$n的$l斜斜击出",
"$N一式「<HIR>日月失色</HIR>」,$w银光万道如江河倒泻剑芒绵绵无尽向$n的胸口递去",
"$N一式「<YEL>金针渡劫</YEL>」,$w形神合一把全部真气贯注剑身之上快如天光乍闪向$n刺去"
];
this.desc = "神龙教的剑法";
//<$1>$2</$1>
//<$1>$2</$1>
this.can_enables = ["sword"];
this.learn_condition = {
max_mp: 100,
skill: {
sword: 100
}
};
this.query_enable_prop = function (lv) {
return {
sword: {
gj: parseInt(lv + 10)
}
};
}
this.slots = [
{
prop: 'slj_busy',
value: (lv) => 1000,
format: (val) => {
return '神龙天降忙乱时间增加1秒';
},
},
{
prop: 'slj_hit',
value: (lv) => 1,
format: (val) => {
return '神龙天降攻击次数+1';
},
},
];
this.pfm = {
jiang:
{
name: "神龙天降",
distime: 10000,
enable_skill: "sword",
mp: 20,
use: function (me, target, lv) {
me.send_room("<CYN>$N后跃一步手捏剑决口中念念有词突然大喝一声「神龙天降」</CYN>", target);
var sh = me.do_attack({
target: target,
gj: me.gj,
mz: me.mz,
attack_msg: "<hiy>$N的剑法顿时变得诡异十分幻出朵朵剑花犹如数条金龙迅速向$n飞去</hiy>",
damage_msg: "<hir>$n试图避开剑招可全身僵硬不能动弹疑惑中已经身中数剑精神愈加恍惚起来</hir>",
miss_msg: "<CYN>$n顿感身体被制情知不妙立刻摄守神元终于突破对方控制。</CYN>",
parry_msg: "<CYN>$n顿感身体被制情知不妙立刻摄守神元终于突破对方控制。</CYN>"
});
let count = me.query_prop('slj_hit');
for (let i = 0; i < count; i++) {
me.do_attack({
target: target,
gj: me.gj,
mz: me.mz,
attack_before: "<hiw>紧跟着</hiw>",
});
}
me.end_attack(target);
if (sh > 0) {
target.add_status({
id: "busy",
name: "忙乱",
duration: 3000 + lv + me.query_prop('slj_busy'),
is_busy: true,
downside: true
});
}
},
query_desc: function (me, lv) {
var t = 3000 + lv;
return "诡异的剑法迷惑敌人,命中后对敌人造成伤害,并且使敌人忙乱" + t / 1000 + "秒。";
}
}
};

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this.inherits(SKILL);
this.name = "泰山剑法";
this.id = "taishanjianfa";
this.grade = 3;
this.attack_actions = [
"$N手中$w一晃向右滑出三步一招<HIB>「朗月无云」</HIB>,转过身来,身子微矮,$w向$n斜斜刺去",
"$N手中$w圈转一招<HIC>「峻岭横空」</HIC>去势奇疾,无数剑光刺向$n的$l",
"$N突然腰一弯挺$w向$n刺去这一剑力劲剑疾正是一招<HIC>「来鹤清泉」</HIC>",
"$N手中$w刷的一声反手砍向$n剑势圆润如意<HIY>「石关回马」</HIY>",
"$N展开剑势身随剑走左边一拐右边一弯越转越急。猛地$w剑光暴长一招<HIM>「泰山十八盘」</HIM>往$n$l刺去",
"$N手臂暴长手中$w豁豁展开刷刷两剑指向$n正是<GRN>「快活三里」</GRN>"
];
this.desc = "泰山派的剑法";
//<$1>$2</$1>
//<$1>$2</$1>
this.can_enables = ["sword"];
this.learn_condition = {
max_mp: 2000,
skill: {
sword: 200
}
};
this.query_enable_prop = function (lv) {
return {
sword: {
gj: parseInt(lv * 1.5) + 10,
mz: parseInt(lv * 1.3) + 10,
fy: parseInt(lv * 1.5) + 10,
}
};
}
this.slots = [
{
prop: "con",
value: lv => 1 + parseInt(lv / 10),
format: (val) => {
return "根骨:+" + val;
}
},
{
prop: "tsjf_st",
value: lv => 1,
count: 1,
format: (val) => {
return "七星落长空任意命中后将使对方昏迷7秒";
}
}
];
this.pfm = {
jiang:
{
name: "七星落长空",
distime: 22000,
enable_skill: "sword",
mp: 20,
use: function (me, target, lv) {
me.send_room("<hir>$N一招「七星落长空」挺$w向$n当胸刺去剑光闪烁$w发出嗡嗡之声罩住了$n胸口“膻中”、“神藏”、“灵墟”、“神封”、“步廊”、“幽门”、“通谷”七处大穴</hir>", target);
var count = 7;
var per = 50 + parseInt(lv / 50);
var p2 = 3 + parseInt(lv / 500);
var mz = 0;
for (var i = 0; i < count; i++) {
if (me.do_attack({
target: target,
gj: me.gj * per / 100,
mz: me.mz
})) mz++;
}
me.end_attack(target);
if (mz) {
if (me.query_prop('tsjf_st')) {
target.add_status({
id: "faint",
is_faint: true,
duration: 7000,
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);
} else {
var name = "零一二三四五六七"[mz] + "落";
target.add_status({
id: "sword",
name: name,
desc: "降低你的躲闪和防御",
duration: 10000,
prop: {
ds_per: -mz * p2,
fy_per: -mz * p2
}, downside: true
}, me);
}
}
},
query_desc: function (me, lv) {
var per = 50 + parseInt(lv / 50);
var p2 = 3 + parseInt(lv / 500);
return "瞬间七剑攻击敌方要穴,每剑造成" + per + "%伤害,每命中一剑减少敌人" + p2 + "%的躲闪和防御。";
}
}
};

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this.inherits(SKILL);
this.name = "唐诗剑法";
this.id = "tangshijianfa";
this.grade = 1;
this.attack_actions = [
"$N手中$w自左上方斜劈向下跟着向后挺剑刺出一招<HIC>「孤鸿海上来,池潢不敢顾」</HIC>,手中$w更不回头一剑剑点向$n的$l。",
"$N退了两步$w大开大阖一声吆喝横削三剑一招<HIB>「哥翁喊上来,是横不敢过」</HIB>直刺$n的$l",
"突然间嗤嗤嗤三声,$N向$n连刺三剑一式<HIG>「俯听闻惊风,连山若波涛」</HIG>,剑刃在$n的$l边堪堪掠过$n只觉$l凉飕飕地大吃一惊急忙倒退。",
"$N手中$w递出一个虚招指向$n的左肩反手却使出一式<HIY>「落日照大旗,马鸣风萧萧」</HIY>,由下而上$w疾刺$n的$l",
"$N一招<HIW>「举头望明月,低头思故乡」</HIW>,身子前倾,忽地回剑斜削,手中$w平平地向$n的$l挥去",
"$N上身往左侧一拧一招<BLU>「长安一片月,万户捣衣声」</BLU>,右手$w反手向$n的$l挥去",
"$N左一招<MAG>「万国仰宗周」</MAG>,右一招<HIM>「衣冠拜冕旒」</HIM>,剑锋平指,一气呵成横扫$n的$l"
];
this.desc = "一招一诗句,据传共三十六首唐诗三十六路剑法套路,目前只留残缺版本";
//"(\w+)"(.+?)"NOR"
//<$1>$2</$1>
this.can_enables = ["sword"];
this.on_learn = function (me) {
if (me.max_mp < 100)
return me.notify_fail("你的内力不够。");
if (me.query_skill("sword", 1) < 30)
return me.notify_fail("你的基础不够,无法领会更高深的技巧。");
return true;
}
this.query_enable_prop = function (lv) {
return {
sword: {
ds: lv * 1 + 5
}
};
}
this.learn_condition = {
max_mp: 100,
skill: {
sword: 100
}
};
this.slots = [
{
prop: 'tsjf_cz',
value: (lv) => 2000,
format: (val) => {
return '躺尸出招时间减少2秒';
}
},
{
prop: 'tsjf_cd',
value: (lv) => 2000,
format: (val) => {
return '躺尸躺地时间减少2秒';
}
}
];
this.pfm = {
wu:
{
name: "躺尸",
distime: 20000,
enable_skill: "sword",
mp: 20,
release_time: 8000,
releasetime_key: 'tsjf_cz',
no_auto: true,
use: function (me, target, lv) {
me.send_room("\n$N大叫一声倒在地上挣扎了几下<HIR>死了</HIR>\n");
var exp = (me.exp || 0);
exp = exp * lv / 1000;
if (target.level > 5 || exp < (target.exp || 0)) {
return me.notify("<cyn>可惜" + target.name + "看破了你的企图。</cyn>\n");
}
if (me.environment && me.environment.path) {
me.end_fight();
}
let time = 8000 - me.query_prop('tsjf_cd');
if (time < 2000) time = 2000;
me.clear_status();
me.add_status({
id: "busy",
is_busy: true,
name: "装死",
desc: "你处于忙乱状态,无法攻击,招架",
duration: time
}, me);
},
query_desc: function (me, lv) {
return "躺下装死,敌人将放弃对你的进攻";
}
}
}

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this.inherits(SKILL);
this.name = "云龙剑";
this.id = "yunlongjian";
this.grade = 2;
this.attack_actions = [
"$N使一式<GRN>「悠悠顺自然」</GRN>,手中$w嗡嗡微振幻成一条白光刺向$n的$l",
"$N错步上前使出<HIC>「来去若梦行」</HIC>,剑意若有若无,$w淡淡地向$n的$l挥去",
"$N一式<HIB>「志当存高远」</HIB>,纵身飘开数尺,运发剑气,手中$w遥摇指向$n的$l",
"$N纵身轻轻跃起一式<HIW>「表里俱澄澈」</HIW>,剑光如水,一泻千里,洒向$n全身",
"$N手中$w中宫直进一式<BLU>「随风潜入夜」</BLU>,无声无息地对准$n的$l刺出一剑",
"$N手中$w一沉一式<HIG>「润物细无声」</HIG>,无声无息地滑向$n的$l",
"$N手中$w斜指苍天剑芒吞吐一式<HIY>「云龙听梵音」</HIY>,对准$n的$l斜斜击出",
"$N左指凌空虚点右手$w逼出丈许雪亮剑芒一式<RED>「万里一点红」</RED>刺向$n的咽喉",
"$N合掌跌坐一式<MAG>「我心化云龙」</MAG>$w自怀中跃出如疾电般射向$n的胸口",
"$N呼的一声拔地而起一式<HIY>「日月与同辉」</HIY>$w幻出万道光影将$n团团围住",
"$N随风轻轻飘落一式<GRN>「清风知我意」</GRN>,手中$w平指缓缓拍向$n脸颊"
];
this.desc = "天地会看家本领,其特殊攻击法威力奇大,堪称武林一绝。学习需要云龙心法支持。";
//"(\w+)"(.+?)"NOR"
//<$1>$2</$1>
this.can_enables = ["sword"];
//this.on_learn = function (me) {
// if (me.max_mp < 100)
// return me.notify_fail("你的内力不够。");
// if (me.query_skill("sword", 1) < 60)
// return me.notify_fail("你的基础不够,无法领会更高深的技巧。");
// if (me.query_skill("yunlongxinfa", 1) < 60)
// return me.notify_fail("你的云龙心法等级不够,无法学习云龙剑。");
// return true;
//}
this.learn_condition = {
max_mp: 1000,
skill: {
sword: 200
}
};
this.query_enable_prop = function (lv) {
return {
sword: {
gj: parseInt(lv * 1.1 + 10),
mz: lv
}
};
}
this.slots = [
{
prop: "ylj_sh",
value: lv => 30 + lv / 100,
count: 2,
format: (val) => {
return "云龙三现的伤害增加" + val + "%";
}
}, {
prop: "ylj_mz",
value: lv => 30 + lv / 100,
count: 2,
format: (val) => {
return "云龙三现增加命中" + val + "%";
}
}
];
this.pfm = {
wu:
{
name: "云龙三现",
distime: 10000,
enable_skill: "sword",
mp: 20,
check: function (me, lv) {
if (lv < 30) return false;
return true;
},
use: function (me, target, lv) {
var per = 50 + parseInt(lv / 10);
var mz = 100 + parseInt(per / 3);
if (mz > 150) mz = 150;
per += me.query_prop('ylj_sh');
mz += me.query_prop('ylj_mz');
me.send_room("<hir>$N长笑一声随手一抖$W竟嗡嗡作响宛若龙吟一般。\n突然间剑光一闪旁人只听“哧哧”几声轻响 $N已在一瞬间向$n刺了三剑快的异乎寻常</hir>", target);
for (var i = 0; i < 3; i++) {
me.do_attack({
target: target,
gj: me.gj * per / 100,
mz: me.mz * mz / 100,
attack_before: "紧跟着"
});
}
me.end_attack(target);
},
query_desc: function (me, lv) {
var per = 50 + parseInt(lv / 10);
var mz = parseInt(per / 3);
if (mz > 150) mz = 150;
per += me.query_prop('ylj_sh');
mz += me.query_prop('ylj_mz');
return "快速出剑攻击敌人出其不意,配合云龙心法如龙吟般声响减少敌人躲闪几率,每次攻击增加命中" + mz + "%,对敌人造成自身攻击力" + per + "%的伤害。";
}
}
};