init: add workspace files
This commit is contained in:
83
world/skill/unarmed/baguaquan.js
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83
world/skill/unarmed/baguaquan.js
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@@ -0,0 +1,83 @@
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this.inherits(SKILL);
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this.name = "八卦拳";
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this.id = "baguaquan";
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this.grade = 2;
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this.attack_actions = [
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"$N双掌一错,使出「乾字决」,双拳一上一下对准$n的$l连拍三招",
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"$N绕着$n一转,满场游走,拳出如风,连绵不绝地击向$n,正是八卦拳中的「坤字决」",
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"$N使出一招「巽字决」,左拳虚击$n的前胸,一错身,右拳迅速横扫$n的太阳穴",
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"$N使一招「坎字决」左拳击出,不等招式使老,右拳已从左拳之底穿出,对准$n的$l「呼」地一拳",
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"$N使出一招「震字决」,身形一低,左手护顶,右手已迅雷不及掩耳的一拳击向$n的裆部",
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"$N左拳突然张开,拳开变掌,直击化为横扫,一招「兑字决」便往$n的$l招呼过去",
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"$N一招「离字决」,顿时幻出重重拳影,气势如虹,铺天盖地袭向$n全身",
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"$N微微一笑,手捏「艮字决」,飞身跃起,半空中一脚踢向$n面门,却是个虚招。说时迟那时快,只见$N一个倒翻,双拳已到了$n的$l"
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];
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this.desc = "以阴阳八卦为基础创造出来的一式拳法";
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//"(\w+)"(.+?)"NOR"
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//<$1>$2</$1>
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this.can_enables = ["unarmed"];
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this.learn_condition = {
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max_mp: 200,
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skill: {
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unarmed: 300
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}
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};
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this.slots = [
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{
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prop: 'bgq_mz',
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value: (lv) => 10,
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format: (val) => {
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return '震字诀命中增加10%';
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},
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},
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{
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prop: 'bgq_nl',
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value: (lv) => 5,
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format: (val) => {
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return '震字诀附加的内力增加5%';
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},
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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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mz: parseInt(lv * 1.2) + 20
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}
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};
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}
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this.pfm = {
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zhen:
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{
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name: "震字诀",
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distime: 20000,
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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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use: function (me, target, lv) {
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var t = 10 + parseInt(lv / 100);
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if (t > 20) t = 20;
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let mz = me.mz + me.mz * me.query_prop("bgq_mz") / 100;
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let add_mp = me.max_mp * t / 100;
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let is_nl = me.query_prop("bgq_nl");
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if (is_nl > 0) add_mp += me.max_mp * is_nl / 100;
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me.do_attack({
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target: target,
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gj: 1,
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attack_msg: "<hiy>只见$N跨立马步,双拳蓄力大喝一声向$n的胸前击去。</hiy>",
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damage_msg: "<hir>只听砰的一声,$N已经重重打中$p胸口,跟着喀喇喇几声,肋骨好像断了几根!</hir>",
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mz: mz,
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no_weapon: true,
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power_gj: add_mp
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});
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me.end_attack(target);
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},
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query_desc: function (me, lv) {
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var t = 10 + parseInt(lv / 100);
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if (t > 20) t = 20;
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return "对敌人造成你" + t + "%最大内力的伤害。";
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}
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}
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};
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135
world/skill/unarmed/changquan.js
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135
world/skill/unarmed/changquan.js
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@@ -0,0 +1,135 @@
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this.inherits(SKILL);
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this.name = "太祖长拳";
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this.id = "taizuchangquan";
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this.grade = 1;
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this.is_public = true;
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this.family = FAMILIES.GAIBANG;
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this.attack_actions = [
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"只见$N身形一矮,大喝声中一个『冲天炮』对准$n的鼻子呼地砸了过去",
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"$N左手一分,右拳运气,一招『拔草寻蛇』便往$n的$l招呼过去",
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"$N右拳在$n面门一晃,左掌使了个『叶底偷桃』往$n的$l狠命一抓",
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"$N步履一沉,左拳拉开,右拳带风,一招『黑虎掏心』势不可挡地击向$n$l",
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"只见$N拉开架式,一招『双风贯耳』使得虎虎有风。底下却飞起一脚踢向$n$l",
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"$N打得兴起,大喝一声:看我这招『龙虎相交』! \n左手往$n身后一抄,右拳便往$n面门砸了过去",
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"$N拉开后弓步,双掌使了个『如封似闭』往$n的$l一推",
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"只见$N运足气力,一连三拳击向$n$l,力道一拳高过一拳! \n这一招的名字还相当高雅,叫作『阳关三叠』",
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"$N往后一纵,就势使了个『老树盘根』,右腿扫向$n的$l",
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"$N一个转身,左掌护胸,右掌反手使了个『独劈华山』往$n当头一劈",
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"$N一招『双抄封天』,下半身右脚撇步上前,双手化掌,向前双抄上击$n的$l",
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"$N身体向前冲出,一式『冲步双掌』,双手先抱回腰际後,再向前以双撑掌直推而出",
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"$N全身原步右转,右手向右刁出,左手顺势护肩,『回首双刁』抓向$n的$l",
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"$N提起左腿,伸直右腿成独立步站定,『魁星踢斗』左腿顺势向前直蹬而出",
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"$N一招『进步冲捶』,上右步至左脚旁,双手以双冲拳向$n直击而出",
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"$N出一式『弓步冲打』,左脚向左跨出,身体尽量压低,拉回左手,右拳向前直击而出",
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"$N一式『拍案齐掌』,全身微向下坐,产生後拉之势,收左手,右手化掌向前直压而出",
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"$N保持原弓箭步站定不动,『燕子抄水』右掌原地翻掌,左手以反掌由右掌上方直穿而出",
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"$N出『扭步断肘』,右步跟前,成玉环步蹲定,顺势收回左手,右手向前以平肘直扣而出",
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"$N步法先右後左,连续上步,一式『双采冲捶』右拳向$n的$l直击而出",
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"$N拉回右手,左手化拳向前直击而出,同时『左冲右踢』右腿向前平踢而出",
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"$N右脚向前落步,成马步坐定,『马式挑打』在左手收回腰际,右拳向右直击而出",
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"$N一式『英雄独立』,右拳原地翻掌,左掌化刁手斜刁身后,全式一气呵成,瞬间完成",
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"$N一招『猛虎伏案』,右腿向前直铲而出,成伏虎步坐定,双手以反刁手刁定$n",
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"$N一招『魁星独立』伸直右腿,将重心坐於左脚上,随著拔起之势,右掌向$n直挑而出",
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"$N原势不动,一招『窜步偷心』快速窜前,提起右腿向前快踢,同时左掌向前平推而出",
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"$N向前一招『双龙探爪』,双手变掌为爪,先右後左,连续向$n的$l击出",
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"$N向前一窜,『猛虎出洞』将左刁手向後回勾,与右刁手同置身后再刁撇而出"
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];
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this.desc = "相传为宋太祖赵匡胤所创,以攻击迅猛直来直去为其特征,在江湖中颇有声誉";
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//"(\w+)"(.+?)"NOR"
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//<$1>$2</$1>
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this.can_enables = ["unarmed"];
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this.learn_condition = {
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max_mp: 200,
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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: lv * 1 + 20
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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: "tzcq_sh",
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value: lv => lv / 100,
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format: (val) => {
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return "太祖八式的伤害增加" + val + "%";
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}
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}, {
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prop: "tzcq_rt",
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value: lv => 25,
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format: (val) => {
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return "太祖八式的释放时间减少" + val + "%";
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}
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}
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];
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this.pfm = {
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zhen:
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{
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name: "太祖八式",
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distime: 16000,
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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: 8000,
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use: function (me, target, lv) {
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me.send_room("<hiy>只见$N跨立马步,稳定下盘,双拳有章有法的依次击向$n全身各处。</hiy>", target);
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target = null;
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var count = 0;
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var txt = ["一", "二", "三", "四", "五", "六", "七", "八"];
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let gj = me.gj + me.gj * me.query_prop('tzcq_sh') / 100;
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var time = this.query_releasetime(me, lv);
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time -= time * me.query_prop('tzcq_rt') / 100;
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if (time > 80) {
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me.is_rash = time;
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me.call_interval(
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function () {
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if (!me.is_fighting()) return false;
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target = me.query_enemy();
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me.do_attack({
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target: target,
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gj: gj,
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mz: me.mz,
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attack_before: "<hiy>第" + txt[count] + "式</hiy>\n",
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no_weapon: true
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});
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count++;
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if (!me.end_attack(target)) {
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return false;
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}
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},
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time / 8,
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8,
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function () {
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me.is_rash = 0;
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}
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);
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} else {
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target = me.query_enemy();
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for (let i = 0; i < 8; i++) {
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me.do_attack({
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target: target,
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gj: gj,
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mz: me.mz,
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attack_before: "<hiy>第" + txt[i] + "式</hiy>\n",
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no_weapon: true
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});
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}
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me.end_attack(target);
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}
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},
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query_desc: function (me, lv) {
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var t = this.query_releasetime(me, lv);
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return "跨立马步,稳定下盘,放弃防御专注进攻," + Math.floor(t / 100) / 10 + "秒内快速出拳8次,攻击期间你无法躲闪";
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}
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}
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};
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91
world/skill/unarmed/dashouyin.js
Normal file
91
world/skill/unarmed/dashouyin.js
Normal file
@@ -0,0 +1,91 @@
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this.inherits(SKILL);
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this.name = "密宗大手印";
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this.id = "dashouyin";
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this.grade = 1;
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this.attack_actions = [
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"$N使出一招<HIC>「莲花合掌印」</HIC>,双掌合十,直直撞向$n的前胸",
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"$N使出一招<HIW>「合掌观音印」</HIW>,飞身跃起,双手如勾,抓向$n的$l",
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"$N使出一招<HIY>「准提佛母印」</HIY>,运力于指,直取$n的$l",
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"$N使出一招<HIR>「红阎婆罗印」</HIR>,怒吼一声,一掌当头拍向$n的$l",
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"$N使出一招<HIG>「药师佛根本印」</HIG>,猛冲向前,掌如游龙般攻向$n",
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"$N使出一招<HIM>「威德金刚印」</HIM>,伏身疾进,双掌自下扫向$n的$l",
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"$N使出一招<HIB>「上乐金刚印」</HIB>,飞身横跃,双掌前后击出,抓向$n的咽喉",
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"$N使出一招<HIW>「六臂智慧印」</HIW>,顿时劲气弥漫,天空中出现无数掌影打向$n的$l"
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];
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this.desc = "密宗大手印,需要密宗心法支持。";
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//"(\w+)"(.+?)"NOR"
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//<$1>$2</$1>
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this.can_enables = ["unarmed"];
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this.learn_condition = {
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max_mp: 500,
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skill: {
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unarmed: 50
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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: lv * 1 + 20
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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: 'dsy_sh1',
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value: (lv) => 1,
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count: 2,
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format: (val) => {
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return '金刚印每10级密宗大手印附加1%攻击力伤害';
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},
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},
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{
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prop: 'dsy_sh2',
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value: (lv) => 1,
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count: 2,
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format: (val) => {
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return '金刚印每10级密宗心法附加1%攻击力伤害';
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},
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},
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];
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this.pfm = {
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zhen:
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{
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name: "金刚印",
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distime: 16000,
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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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use: function (me, target, lv) {
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var lv2 = me.query_skill("mizongxinfa", 0);
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var gj = lv + lv2;
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let per = me.query_prop('dsy_sh1');
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if (per > 0) {
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if (per > 2) per = 2;
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gj = gj + me.gj * lv * per / 1000;
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}
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per = me.query_prop('dsy_sh2');
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if (per > 0) {
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if (per > 2) per = 2;
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gj = gj + me.gj * lv2 * per / 1000;
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}
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me.do_attack({
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target: target,
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gj: me.gj + gj,
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mz: me.mz,
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attack_msg: "<HIY>面容庄重,单手携着劲风朝$n猛然拍出,正是密宗绝学「金刚印」</hiy>",
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damage_msg: "<HIR>结果$p招架不及,被$P这一下打得七窍生烟,吐血连连。</hir>",
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miss_msg: "<cyn>可是$p不慌不忙,一闪身躲开了$P的金刚印。</cyn>",
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parry_msg: "<cyn>可是$p不慌不忙,巧妙的架开了$P的金刚印。</cyn>",
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no_weapon: true
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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 gj = lv + me.query_skill("mizongxinfa", 0);
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return "默运密宗心法,双手结印,对敌人造成自身攻击力附加" + gj + "(密宗大手印等级+密宗心法等级)的伤害。";
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}
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}
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};
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60
world/skill/unarmed/fuhuquan.js
Normal file
60
world/skill/unarmed/fuhuquan.js
Normal file
@@ -0,0 +1,60 @@
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this.inherits(SKILL);
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this.name = "伏虎拳";
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this.id = "fuhuquan";
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this.grade = 1;
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this.is_public=true;
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this.family = FAMILIES.SHAOLIN;
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this.attack_actions = [
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"$N并举双拳,使出一招「灌顶」,当头砸向$n的$l",
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||||
"$N使出一招「解苦」,身形一低,左手护顶,右手一拳击向$n的裆部",
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"$N使出一招「颦眉」,左拳虚击$n的前胸,一错身,右拳横扫$n的太阳穴 ",
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||||
"$N神形怪异,使一招「嗔恚」,双拳上下击向$n的$l",
|
||||
"$N使出一招「静寂」,双拳交错,缓缓击出,劲气直指$n的$l ",
|
||||
"$N微微一笑,使出一式「妙音」,双拳前后击出,直取$n的左胸 ",
|
||||
"$N使出一招「明心」,全身疾转,双拳横扫$n的$l",
|
||||
"$N飞身一跃,使出一招「制胜」,一拳猛击$n咽喉"
|
||||
];
|
||||
this.desc = "少林七十二绝技之一,拳法威猛,非臂力高强不可练习";
|
||||
//"(\w+)"(.+?)"NOR"
|
||||
//<$1>$2</$1>
|
||||
this.can_enables = ["unarmed"];
|
||||
this.learn_condition = {
|
||||
max_mp: 500,
|
||||
skill: {
|
||||
unarmed: 50
|
||||
}
|
||||
};
|
||||
this.query_enable_prop = function (lv) {
|
||||
return {
|
||||
unarmed: {
|
||||
gj: lv * 1 + 10,
|
||||
max_hp: lv + 100
|
||||
}
|
||||
};
|
||||
}
|
||||
this.pfm = {
|
||||
zhen:
|
||||
{
|
||||
name: "罗汉伏虎",
|
||||
distime: 10000,
|
||||
enable_skill: "unarmed",
|
||||
mp: 20,
|
||||
use: function (me, target, lv) {
|
||||
|
||||
var t = parseInt(me.str * 5 + lv / 30);
|
||||
me.do_attack({
|
||||
target: target,
|
||||
gj: me.gj * t / 100,
|
||||
attack_msg: "<hiw>$N步成弓形,大喝一声施出绝招「<hig>伏虎式</hig>」,一拳猛地击向$n。</hiw>",
|
||||
mz: me.mz,
|
||||
no_weapon: true
|
||||
});
|
||||
me.end_attack(target);
|
||||
},
|
||||
query_desc: function (me, lv) {
|
||||
var t = parseInt(me.str * 5 + lv / 20);
|
||||
return "使出全身力气迅猛一击造成"+t+"%攻击力的伤害,先天臂力越高,造成的伤害越大,";
|
||||
}
|
||||
}
|
||||
};
|
||||
71
world/skill/unarmed/houquan.js
Normal file
71
world/skill/unarmed/houquan.js
Normal file
@@ -0,0 +1,71 @@
|
||||
this.inherits(SKILL);
|
||||
this.name = "猴拳";
|
||||
this.id = "houquan";
|
||||
this.grade = 1;
|
||||
|
||||
this.attack_actions = [
|
||||
"$N单腿微曲,忽的向前扑出,一式「仙猴摘桃」,二爪直出,抓向$n的双眼",
|
||||
"$N左手虚晃,一式「灵猴攀枝」,右手直击,反扣$n的肩井大穴",
|
||||
"$N忽然缩成一团,使一式「八方幻影」,双掌无形无定,一爪抓向$n的胸口",
|
||||
"$N猛吸一口气,一弯腰,使一式「水中揽月」,双爪疾扣向$n的小腹",
|
||||
"$N猛的向上高高跃起,一式「落地摘星」,居高临下,一爪罩向$n的头骨"
|
||||
];
|
||||
this.desc = "拳术中象形拳的一种,因模仿猴子的各种动作而得名。";
|
||||
//"(\w+)"(.+?)"NOR"
|
||||
//<$1>$2</$1>
|
||||
this.can_enables = ["unarmed"];
|
||||
this.learn_condition = {
|
||||
max_mp: 500,
|
||||
skill: {
|
||||
unarmed: 50
|
||||
}
|
||||
};
|
||||
this.query_enable_prop = function (lv) {
|
||||
return {
|
||||
unarmed: {
|
||||
gj: lv * 1 + 5
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
this.slots = [
|
||||
{
|
||||
prop: 'hq_sh',
|
||||
value: (lv) => 10 + Math.floor(lv / 50),
|
||||
format: (val) => {
|
||||
return '寸劲附加攻击力增加' + val + "%";
|
||||
},
|
||||
},
|
||||
{
|
||||
prop: 'hq_rt',
|
||||
value: (lv) => 1000,
|
||||
format: (val) => {
|
||||
return '寸劲的释放时间减少1秒';
|
||||
},
|
||||
}
|
||||
];
|
||||
this.pfm = {
|
||||
chan:
|
||||
{
|
||||
name: "寸劲",
|
||||
distime: 7000,
|
||||
enable_skill: "unarmed",
|
||||
releasetime_key: "hq_rt",
|
||||
mp: 20,
|
||||
use: function (me, target, lv) {
|
||||
var gj = me.gj + lv + 100;
|
||||
gj = gj + me.query_prop('hq_sh') * me.gj / 100;
|
||||
me.do_attack({
|
||||
target: target,
|
||||
gj: gj,
|
||||
mz: me.mz,
|
||||
attck_msg: "<hiy>$N默运内力,积蓄力量,企图在攻击的瞬间以内力震伤$n</hiy>"
|
||||
});
|
||||
me.end_attack(target);
|
||||
},
|
||||
query_desc: function (me, lv) {
|
||||
var gj = lv + 100;
|
||||
return "在近距离攻击即将完成的瞬间,突然爆发,造成基本攻击附加" + gj + "的伤害。";
|
||||
}
|
||||
}
|
||||
};
|
||||
112
world/skill/unarmed/huagumianzhang.js
Normal file
112
world/skill/unarmed/huagumianzhang.js
Normal file
@@ -0,0 +1,112 @@
|
||||
this.inherits(SKILL);
|
||||
this.name = "化骨绵掌";
|
||||
this.id = "huagumianzhang";
|
||||
this.grade = 2;
|
||||
|
||||
this.attack_actions = [
|
||||
"身形微晃,一招<HIB>「长恨深入骨」</HIB>,十指如戟,插向$n的双肩锁骨",
|
||||
"$N出手如风,十指微微抖动,一招<HIB>「素手裂红裳」</HIB>抓向$n的前胸",
|
||||
"$N双手忽隐忽现,一招<HIB>「长风吹落尘」</HIB>,鬼魅般地抓向$n的肩头",
|
||||
"$N左手当胸画弧,右手疾出,一招<HIB>「明月映流沙」</HIB>,猛地抓向$n的额头",
|
||||
"$N使一招<HIB>「森然动四方」</HIB>,激起漫天的劲风,撞向$n",
|
||||
"$N面无表情,双臂忽左忽右地疾挥,使出<HIB>「黯黯侵骨寒」</HIB>,十指忽伸忽缩,迅猛无比地袭向$n全身各处大穴",
|
||||
"$N使出<HIB>「黄沙飘惊雨」</HIB>,蓦然游身而上,绕着$n疾转数圈,$n正眼花缭乱间,$N已悄然停在$n身后,右手划出一道光圈,接着右手冲出光圈猛抓$n的后背",
|
||||
"$N突然双手平举,$n一呆,正在猜测间,便见$N嗖的一下将双手收回胸前,接着一招<HIB>「白骨无限寒」</HIB>,五指如钩,直抓向$n的腰间"
|
||||
];
|
||||
this.desc = "蛇岛神龙教绝技,以掌为主,运转舒展,动作连绵不断,劲力阴毒无比";
|
||||
|
||||
this.can_enables = ["unarmed"];
|
||||
this.learn_condition = {
|
||||
max_mp: 1000,
|
||||
skill: {
|
||||
unarmed: 100
|
||||
}
|
||||
};
|
||||
this.query_enable_prop = function (lv) {
|
||||
return {
|
||||
unarmed: {
|
||||
gj: lv + 5,
|
||||
desc: "暴击后使敌人中毒,每3秒损失" + (lv + 10) + "气血"
|
||||
}
|
||||
};
|
||||
}
|
||||
this.on_attack_over = function (me, target, par) {
|
||||
if (!par.is_dodge && !par.is_parry && par.iscirt) {
|
||||
me.send_room("<hib>一股阴寒的掌力顺着$N的手掌侵入$n,$p不由得打了个冷颤。</hib>", target);
|
||||
var lv = me.query_skill("huagumianzhang", 0) + 10;
|
||||
lv += me.gj * me.query_prop('hgmz_ds') / 100;
|
||||
var count = 4 + me.query_prop('hgmz_ds2');
|
||||
target.add_status({
|
||||
id: "miandu",
|
||||
name: "绵毒",
|
||||
desc: "你被化骨绵掌击中,劲气侵入体内,每三秒减少气血" + lv,
|
||||
duration: 3000,
|
||||
duration_count: count,
|
||||
on_interval: function (p) {
|
||||
if (p.hp > 0) {
|
||||
p.send_room("<blu>$N的化骨绵掌发作了,脸色发青。</blu>");
|
||||
p.damage(lv, me);
|
||||
if (p.hp < 0) p.hp = 1;
|
||||
}
|
||||
},
|
||||
downside: true,
|
||||
override: 2
|
||||
});
|
||||
}
|
||||
}
|
||||
this.slots = [
|
||||
{
|
||||
prop: 'hgmz_ds',
|
||||
value: (lv) => 30,
|
||||
format: (val) => {
|
||||
return '使敌人中毒的伤害附加30%攻击力的伤害';
|
||||
},
|
||||
},
|
||||
{
|
||||
prop: 'hgmz_ds2',
|
||||
value: (lv) => 1,
|
||||
format: (val) => {
|
||||
return '暴击后使敌人中毒的持续次数+1';
|
||||
},
|
||||
},
|
||||
];
|
||||
this.pfm = {
|
||||
hua:
|
||||
{
|
||||
name: "化骨",
|
||||
distime: 7000,
|
||||
enable_skill: "unarmed",
|
||||
mp: 20,
|
||||
use: function (me, target, lv) {
|
||||
var sh = me.do_attack({
|
||||
attack_msg: "<mag>$N掌出如风,轻轻拍向$n的肩头。</mag>",
|
||||
target: target,
|
||||
gj: me.gj,
|
||||
no_append: true,
|
||||
damage_msg: "<hir>结果只听扑的一声,$p被$P一掌拍中,只觉得全身暖洋洋的,感到有点轻飘无力。</hir>"
|
||||
});
|
||||
|
||||
if (sh > 0) {
|
||||
var str = 10 + Math.round(lv / 5);
|
||||
target.add_status({
|
||||
id: "huagu",
|
||||
name: "化骨",
|
||||
desc: "你被化骨绵掌击中了",
|
||||
prop: {
|
||||
str: -str
|
||||
},
|
||||
duration: 10000 + lv * 10,
|
||||
downside: true,
|
||||
override: 1
|
||||
});
|
||||
}
|
||||
me.end_attack(target);
|
||||
|
||||
},
|
||||
query_desc: function (me, lv) {
|
||||
var gj = 10 + Math.round(lv / 5);
|
||||
var t = 10000 + lv * 10;
|
||||
return "使用化骨绵掌的阴柔掌力,使敌人骨骼其软如绵,浑身无力,在" + (t / 1000) + "秒内减少" + gj + "点臂力。";
|
||||
}
|
||||
}
|
||||
};
|
||||
67
world/skill/unarmed/jingangquan.js
Normal file
67
world/skill/unarmed/jingangquan.js
Normal file
@@ -0,0 +1,67 @@
|
||||
this.inherits(SKILL);
|
||||
this.name = "大力金刚拳";
|
||||
this.id = "jingangquan";
|
||||
this.grade = 2;
|
||||
|
||||
this.family = FAMILIES.SHAOLIN;
|
||||
this.attack_actions = [
|
||||
"$N盘膝而坐,二手合十,一式<HIC>「莲花座」</HIC>,双拳蓄势而发,击向$n的$l",
|
||||
"$N一式<HIR>「烈火锥」</HIR>,双掌轮流下击,拳势如焰,吡啪爆响",
|
||||
"$N腾空飞起,一式<HIG>「八方雨」</HIG>,双手双腿齐出,令$n无可躲藏",
|
||||
"$N双掌虚含,掌缘下沉,一式<HIM>「掌心雷」</HIM>,缓缓向$n推出",
|
||||
"$N一臂前伸,一臂后指,一式<HIB>「五指山」</HIB>,攻向$n的身前身后",
|
||||
"$N一式<HIW>「观音渡」</HIW>,两手十指虚点$n的全身三十六道要穴",
|
||||
"$N两目内视,双手内笼,一式<HIY>「天龙唱」</HIY>,四面八方响起震人心魄的龙吟",
|
||||
"$N似笑非笑,双拳无形无定,一式「如来笑」,骤然击向$n的前胸"
|
||||
];
|
||||
this.desc = "少林寺七十二绝技之大力金刚拳";
|
||||
//"(\w+)"(.+?)"NOR"
|
||||
//<$1>$2</$1>
|
||||
this.can_enables = ["unarmed","parry"];
|
||||
this.learn_condition = {
|
||||
max_mp: 1000,
|
||||
skill: {
|
||||
unarmed: 140
|
||||
}
|
||||
};
|
||||
this.query_enable_prop = function (lv) {
|
||||
return {
|
||||
unarmed: {
|
||||
gj: lv * 1 + 20,
|
||||
str:parseInt(lv/8)+1
|
||||
},
|
||||
parry: {
|
||||
zj: parseInt(lv * 1.2) + 20,
|
||||
fy: lv + 4
|
||||
}
|
||||
};
|
||||
}
|
||||
this.pfm = {
|
||||
zhen:
|
||||
{
|
||||
name: "怒目金刚",
|
||||
distime: 30000,
|
||||
enable_skill: "unarmed",
|
||||
weapon_type: WEAPON_TYPE.UNARMED,
|
||||
mp: 20,
|
||||
use: function (me, target, lv) {
|
||||
var gj = lv * 10 + 10000;
|
||||
|
||||
me.add_status({
|
||||
id: "unarmed",
|
||||
name: "金刚",
|
||||
start_msg: "<hiy>$N大喝一声,全身肌肉鼓起,犹如怒目金刚,臂力陡然增加!</hiy>",
|
||||
desc: "大力金刚拳之怒目金刚,增加你的臂力",
|
||||
duration: gj,
|
||||
prop: {
|
||||
str: parseInt(lv / 10 + 5)
|
||||
}
|
||||
});
|
||||
},
|
||||
query_desc: function (me, lv) {
|
||||
var gj = (lv * 10 + 10000)/1000;
|
||||
var dex = parseInt(lv / 10 + 5);
|
||||
return "大力金刚拳之怒目金刚,在"+gj+"秒内增加你"+dex+"臂力。";
|
||||
}
|
||||
}
|
||||
};
|
||||
94
world/skill/unarmed/jinshezhang.js
Normal file
94
world/skill/unarmed/jinshezhang.js
Normal file
@@ -0,0 +1,94 @@
|
||||
this.inherits(SKILL);
|
||||
this.name = "金蛇游身掌";
|
||||
this.id = "jinshezhang";
|
||||
this.grade = 3;
|
||||
|
||||
this.attack_actions = [
|
||||
"$N双掌一错,一招「千蛇出洞」幻出漫天掌影拢向$n的$l",
|
||||
"$N暴喝一声,双掌连环推出,一招「大沼龙蛇」强劲的掌风直扑$n的$l",
|
||||
"$N双掌纷飞,一招「双蛇抢珠」直取$n的$l",
|
||||
"$N提气缠身游走,一招「游走式」,森森掌风无孔不入般地击向$n的$l",
|
||||
"$N盘身错步,双掌平推,凝神聚气,一招「盘身式」拍向$n的$l",
|
||||
"$N左掌立于胸前,右掌推出,一招「金蛇吐衅」击向$n$l",
|
||||
"$N使出「金蛇翻身咬」,身形凌空飞起,从空中当头向$n的$l出掌攻击",
|
||||
"$N使出一招「杯弓蛇影」,左掌化虚为实击向$n的$l",
|
||||
"$N左掌画了个圈圈,右掌推出,一招「金蛇缠丝手」击向$n$l",
|
||||
"$N使出「灵蛇游八方」,身形散作八处同时向$n的$l出掌攻击",
|
||||
"$N使出金蛇游身掌法「金蛇探头」,如鬼魅般欺至$n身前,一掌拍向$n的$l"
|
||||
];
|
||||
this.desc = "金蛇郎君所创的一门掌法";
|
||||
//"(\w+)"(.+?)"NOR"
|
||||
//<$1>$2</$1>
|
||||
this.can_enables = ["unarmed"];
|
||||
this.learn_condition = {
|
||||
max_mp: 10000,
|
||||
skill: {
|
||||
unarmed: 400
|
||||
}
|
||||
};
|
||||
this.query_enable_prop = function (lv) {
|
||||
return {
|
||||
unarmed: {
|
||||
gj: parseInt(lv * 1.3) + 20,
|
||||
mz: parseInt(lv * 1.3) + 20,
|
||||
dex: parseInt(lv / 6)
|
||||
}
|
||||
};
|
||||
}
|
||||
this.slots = [
|
||||
{
|
||||
prop: 'jsys_ds',
|
||||
value: (lv) => 1,
|
||||
count: 1,
|
||||
format: (val) => {
|
||||
return '金龙升天命中后会解除对方的轻功增益';
|
||||
}
|
||||
},
|
||||
{
|
||||
prop: 'jsys_sh',
|
||||
value: (lv) => 5 + Math.floor(lv / 10),
|
||||
format: (val) => {
|
||||
return '金龙升天伤害增加' + val + "%";
|
||||
}
|
||||
},
|
||||
];
|
||||
this.pfm = {
|
||||
qian:
|
||||
{
|
||||
name: "金龙升天",
|
||||
distime: 26000,
|
||||
enable_skill: "unarmed",
|
||||
weapon_type: WEAPON_TYPE.UNARMED,
|
||||
mp: 20,
|
||||
use: function (me, target, lv) {
|
||||
|
||||
var per = 100 + parseInt(lv / 100) + me.query_prop('jsys_sh');
|
||||
var gj = me.gj * per / 100;
|
||||
me.send_room("<hiy>$N内气上提,全身拔起,一招「金龙升天」,双掌凌空朝$n拍下\n</hiy>", target);
|
||||
if (me.do_attack({
|
||||
target: target,
|
||||
gj: gj,
|
||||
mz: me.mz,
|
||||
damage_msg: "<hir>$n全身都被笼罩在掌力之下,避无可避,一掌被拍了个正着,只觉四肢无力,动弹不得</hir>",
|
||||
no_weapon: true
|
||||
})) {
|
||||
if (me.query_prop('jsys_ds'))
|
||||
target.remove_status('dodge');
|
||||
target.add_status({
|
||||
id: "rash",
|
||||
name: "定身",
|
||||
desc: "你无法躲闪",
|
||||
duration: 8000,
|
||||
is_rash: true,
|
||||
downside: true
|
||||
}, me);
|
||||
}
|
||||
me.end_attack(target);
|
||||
},
|
||||
query_desc: function (me, lv) {
|
||||
|
||||
var per = 100 + parseInt(lv / 100);
|
||||
return "对敌人造成你攻击力" + per + "%的伤害,命中后使敌人在8秒内无法闪避";
|
||||
}
|
||||
}
|
||||
};
|
||||
88
world/skill/unarmed/liuyunzhang.js
Normal file
88
world/skill/unarmed/liuyunzhang.js
Normal file
@@ -0,0 +1,88 @@
|
||||
this.inherits(SKILL);
|
||||
this.name = "流云掌";
|
||||
this.id = "liuyunzhang";
|
||||
this.grade = 2;
|
||||
|
||||
this.attack_actions = [
|
||||
"$N使一招「天马行空」,右掌一翻,向$n的$l拍去",
|
||||
"$N使一招「探手截流」,右手斜出,劈向$n的$l",
|
||||
"$N双手带风,一式「风吹云散」,掌力浑厚,击向$n的$l",
|
||||
"$N双手微抬,左右齐出,一招「云深雾锁」,已将$n$l笼罩",
|
||||
"$N双掌翻腾,掌风凌厉,一式「云雾缭绕」,飘然不定,击向$n$l",
|
||||
"$N双掌拍出,一式「顺流逆流」,掌法一快一慢,向$n的$l打去",
|
||||
"$N快步向前,身法陡快,一招「行云流水」,掌风已到$n$l",
|
||||
"$N双掌下垂,似是无力,但又猛然加快,似攻非攻,一式「流水无情」使出,双掌已到$n$l"
|
||||
];
|
||||
this.desc = "流云掌法的绝招,乃是以快速的身法及掌法连出虚招将对手困住";
|
||||
//"(\w+)"(.+?)"NOR"
|
||||
//<$1>$2</$1>
|
||||
this.can_enables = ["unarmed"];
|
||||
this.learn_condition = {
|
||||
max_mp: 500,
|
||||
skill: {
|
||||
unarmed: 50
|
||||
}
|
||||
};
|
||||
this.query_enable_prop = function (lv) {
|
||||
return {
|
||||
unarmed: {
|
||||
gj: parseInt(lv * 1.2) + 5,
|
||||
gjsd: 200,
|
||||
mz: parseInt(lv * 1.3) + 5
|
||||
}
|
||||
};
|
||||
}
|
||||
this.slots = [
|
||||
{
|
||||
prop: 'lyz_sh',
|
||||
value: (lv) => 10,
|
||||
count: 2,
|
||||
format: (val) => {
|
||||
return '排山倒海附加的伤害增加10%';
|
||||
}
|
||||
},
|
||||
{
|
||||
prop: 'lyz_gs',
|
||||
value: (lv) => 10,
|
||||
format: (val) => {
|
||||
return '排云附加的攻速提高10%';
|
||||
}
|
||||
},
|
||||
];
|
||||
|
||||
this.pfm = {
|
||||
chan:
|
||||
{
|
||||
name: "排山倒海",
|
||||
distime: 18000,
|
||||
enable_skill: "unarmed",
|
||||
mp: 20,
|
||||
use: function (me, target, lv) {
|
||||
var gj = 200 + parseInt(lv / 10) + me.query_prop('lyz_sh');
|
||||
|
||||
if (me.do_attack({
|
||||
target: target,
|
||||
gj: me.gj * gj / 100,
|
||||
mz: me.mz,
|
||||
no_weapon: true,
|
||||
attck_msg: "<hiy>$N运转真气,将内力注于掌风之中,双掌猛然拍向$n,气势宏大,犹如排山倒海。</hiy>"
|
||||
})) {
|
||||
me.add_status({
|
||||
id: "unarmed",
|
||||
name: "排云",
|
||||
desc: "增加你的攻速",
|
||||
duration: 8000 + lv * 2,
|
||||
prop: {
|
||||
gjsd_per: 25 + me.query_prop('lyz_gs')
|
||||
}
|
||||
});
|
||||
}
|
||||
me.end_attack(target);
|
||||
},
|
||||
query_desc: function (me, lv) {
|
||||
var gj = 200 + parseInt(lv / 10);
|
||||
return "将体内雄浑的内力运于掌风,攻向敌人,对敌人造成" + gj
|
||||
+ "%的伤害,命中后提高自己的攻击速度25%。";
|
||||
}
|
||||
}
|
||||
};
|
||||
150
world/skill/unarmed/qianzhuwandushou.js
Normal file
150
world/skill/unarmed/qianzhuwandushou.js
Normal file
@@ -0,0 +1,150 @@
|
||||
this.inherits(SKILL);
|
||||
this.name = "千蛛万毒手";
|
||||
this.id = "qianzhuwandushou";
|
||||
this.grade = 3;
|
||||
|
||||
this.attack_actions = [
|
||||
"$N身形一晃而至,一招「小鬼勾魂」,双掌带着一缕腥风拍向$n的前心",
|
||||
"$N身形化做一缕轻烟绕着$n急转,一招「天网恢恢」,双掌幻出无数掌影罩向$n",
|
||||
"$N大喝一声,一招「恶鬼推门」,单掌如巨斧开山带着一股腥风猛劈向$n的面门",
|
||||
"$N一声冷笑,一招「灵蛇九转」,身形一闪而至,一掌轻轻拍出,手臂宛若无骨,掌到中途竟连变九变,如鬼魅般印向$n的$l",
|
||||
"$N侧身向前,一招「地府阴风」,双掌连环拍出,一缕缕彻骨的寒气从掌心透出,将$n周围的空气都凝结了",
|
||||
"$N厉叫一声,身形忽的蜷缩如球,飞身撞向$n,一招「黄蜂吐刺」单掌如剑,直刺$n的心窝",
|
||||
"$N一个急旋,飞身纵起,半空中一式「毒龙摆尾」,反手击向$n的$l",
|
||||
"$N大喝一声,运起五毒神功,一招「毒火焚身」,刹那间全身毛发尽绿,一对碧绿的双爪闪电般的朝$n的$l抓去"
|
||||
];
|
||||
this.desc = "五毒教的千蛛万毒手";
|
||||
//"(\w+)"(.+?)"NOR"
|
||||
//<$1>$2</$1>
|
||||
this.can_enables = ["unarmed", "parry"];
|
||||
this.learn_condition = {
|
||||
max_mp: 8000,
|
||||
skill: {
|
||||
unarmed: 300,
|
||||
wudushengong: 300,
|
||||
}
|
||||
};
|
||||
this.query_prop = function (lv) {
|
||||
return {
|
||||
per: (-parseInt(lv / 300) - 1)
|
||||
};
|
||||
}
|
||||
this.query_enable_prop = function (lv) {
|
||||
return {
|
||||
unarmed: {
|
||||
gj: parseInt(lv * 1.5 + 20),
|
||||
mz: lv,
|
||||
str: parseInt(lv / 8),
|
||||
}, parry: {
|
||||
zj: parseInt(lv * 1.5 + 20),
|
||||
fy: lv,
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
this.slots = [
|
||||
{
|
||||
prop: 'qzwds_cc',
|
||||
value: (lv, grade) => grade,
|
||||
format: (val) => {
|
||||
return '千蛛万毒毒发次数增加' + val + "次数";
|
||||
}
|
||||
},
|
||||
{
|
||||
prop: 'qzwds_sh',
|
||||
value: (lv) => 100 + Math.floor(lv / 10),
|
||||
format: (val) => {
|
||||
return '万蛊噬天在招架成功后使敌人受到的毒伤增加' + val + "%";
|
||||
}
|
||||
},
|
||||
];
|
||||
this.on_parry_over = function (me, target, par) {
|
||||
if (me.query_temp("wangu")) {
|
||||
var lv = me.query_skill("wudushengong", 0) + me.query_skill("qianzhuwandushou", 0);
|
||||
var gj = 200 + parseInt(lv * (lv / 1000 + 1));
|
||||
if (par.is_parry) {
|
||||
let val = me.query_prop('qzwds_sh');
|
||||
if (val > 0) {
|
||||
gj = gj * val / 100;
|
||||
}
|
||||
}
|
||||
target.send_combat("<red>毒气顺着$W侵入$N体内,$P感到全身一阵发麻。</red>\n");
|
||||
target.damage2(gj, me);
|
||||
me.end_attack(target);
|
||||
}
|
||||
}
|
||||
this.on_disenable = function (me, type) {
|
||||
if (type === "parry") {
|
||||
me.remove_status("wangu", true);
|
||||
}
|
||||
}
|
||||
this.pfm = {
|
||||
qian:
|
||||
{
|
||||
name: "千蛛万毒",
|
||||
distime: 36000,
|
||||
enable_skill: "unarmed",
|
||||
weapon_type: WEAPON_TYPE.UNARMED,
|
||||
mp: 20,
|
||||
use: function (me, target, lv) {
|
||||
if (me.do_attack({
|
||||
target: target,
|
||||
gj: me.gj,
|
||||
attack_msg: "<HIr>$N一声狞笑飞身纵起,凌空一指向$n的眉心点去。</HIr>",
|
||||
damage_msg: "<hir>只见一缕黑气从$N的指尖透出,只一闪就没入$n的眉心!</hir>",
|
||||
miss_msg: "<hig>可是$n早有准备,一个懒驴打滚,堪堪躲过了这一招。</hig>",
|
||||
parry_msg: "<hig>可是$n早有准备,一个懒驴打滚,堪堪躲过了这一招。</hig>"
|
||||
})) {
|
||||
|
||||
var gj = parseInt(me.gj * (lv / 300) / 3);
|
||||
target.add_status({
|
||||
id: "unarmed",
|
||||
name: "千蛛万毒",
|
||||
desc: "你中了千蛛万毒手,每三秒减少" + gj + "气血",
|
||||
duration: 3000,
|
||||
duration_count: 4 + me.query_prop('qzwds_cc'),
|
||||
on_interval: function (player, count) {
|
||||
if (player.hp > 0) {
|
||||
player.damage2(gj, me);
|
||||
player.send_room("<hir>$N的千蛛万毒手发作了,全身一阵发麻。</hir>");
|
||||
if (player.fight_type)
|
||||
me.end_attack(player);
|
||||
else if (player.hp <= 0)
|
||||
player.hp = 1;
|
||||
}
|
||||
},
|
||||
downside: true
|
||||
});
|
||||
}
|
||||
me.end_attack(target);
|
||||
},
|
||||
query_desc: function (me, lv) {
|
||||
var gj = parseInt(me.gj * (lv / 300));
|
||||
return "将全身毒力集中在一点刺向敌人,命中后使敌人在12秒内持续受到" + gj + "点伤害。";
|
||||
}
|
||||
}, wan: {
|
||||
name: "万蛊噬天",
|
||||
distime: 60000,
|
||||
enable_skill: "parry",
|
||||
mp: 80,
|
||||
use: function (me, target, lv) {
|
||||
var msg = "<red>$N仰天一声长啸,强催内劲,全身竟浮现出隐隐碧绿之色。喝道:“万蛊噬天”。毒气弥漫,瞬间笼罩$P全身!</red>\n";
|
||||
me.send_room(msg);
|
||||
var time = 10000 + lv * 10;
|
||||
me.set_temp("wangu", 1, time);
|
||||
me.add_status({
|
||||
id: "wangu",
|
||||
name: "万蛊噬天",
|
||||
duration: time
|
||||
});
|
||||
},
|
||||
query_desc: function (me, lv) {
|
||||
var gj = lv + me.query_skill('wudushengong', 0);
|
||||
gj = 200 + parseInt(gj * (gj / 1000 + 1));
|
||||
|
||||
var time = 10000 + lv * 10;
|
||||
return "毒气弥漫,笼罩全身," + (time / 1000) + "秒内在被敌人命中时候使敌人受到" + gj + "点伤害。";
|
||||
}
|
||||
|
||||
}
|
||||
};
|
||||
118
world/skill/unarmed/qinlong.js
Normal file
118
world/skill/unarmed/qinlong.js
Normal file
@@ -0,0 +1,118 @@
|
||||
this.inherits(SKILL);
|
||||
this.name = "擒龙手";
|
||||
this.id = "qinlong";
|
||||
this.attack_actions = [
|
||||
"$N五指成爪,真气凝聚指尖,一招「龙爪探渊」直取$n的$l",
|
||||
"$N身形一闪,左爪虚晃,右爪「擒龙拿珠」猛扣$n的双目",
|
||||
"$N爪风呼啸,一式「锁龙缠腕」缠向$n的手腕,势要扣住脉门",
|
||||
"$N脚下踏动方位,双爪如影随形,「游龙戏爪」分袭$n双肩",
|
||||
"$N猛然欺近,爪尖泛着寒光,「猛龙探爪」直插$n的胸口",
|
||||
"$N爪势陡然加快,一招「惊龙回首」反撩$n的后心",
|
||||
"$N双臂交错,爪影层层叠叠,「群龙乱舞」罩向$n全身",
|
||||
"$N深吸一口气,单爪蓄力后猛地弹出,「飞龙出洞」击向$n的$l",
|
||||
"$N爪势陡沉,一式「龙爪捞月」反扣$n的脚踝 ",
|
||||
"$N身形跃起,双爪自上而下,「降龙攫顶」抓向$n的头颅 ",
|
||||
"$N爪风带着破空之声,「怒龙裂石」猛劈$n的l",
|
||||
"$N手腕翻转,爪尖转向内侧,「灵龙绕指」缠向$n的臂膀",
|
||||
"$N突然变招,爪势由刚转柔,「缠龙锁喉」扣向$n的脖颈",
|
||||
"$N双爪交替出击,一招「双龙夺宝」分取$n的左右$l",
|
||||
"$N爪力暗藏螺旋劲,「绞龙碎骨」抓向$n的关节 ",
|
||||
"$N虚踏一步,爪势如电,「捷龙追影」直追$n的$l",
|
||||
"$N收爪蓄力,猛地爆发,「擒龙归位」锁向$n的要害 "
|
||||
];
|
||||
|
||||
this.desc = "曾经的少林绝技,在前朝覆灭后就随之消失了";
|
||||
this.grade = 2;
|
||||
this.can_enables = ["unarmed"];
|
||||
this.learn_condition = {
|
||||
max_mp: 10000,
|
||||
skill: {
|
||||
unarmed: 500
|
||||
}
|
||||
};
|
||||
this.query_enable_prop = function (lv) {
|
||||
return {
|
||||
unarmed: {
|
||||
mz: parseInt(lv * 1.5) + 20,
|
||||
dex: parseInt(lv / 8) + 3
|
||||
}
|
||||
};
|
||||
}
|
||||
this.slots = [
|
||||
{
|
||||
prop: 'qlz_sh',
|
||||
value: (lv) => 100,
|
||||
format: (val) => {
|
||||
return '锁龙伤害增加100%';
|
||||
},
|
||||
},
|
||||
{
|
||||
prop: 'qlz_cd',
|
||||
value: (lv) => Math.min(50, lv / 200),
|
||||
format: (val) => {
|
||||
return '锁龙绝招冷却时间减少' + val + '%';
|
||||
},
|
||||
},
|
||||
{
|
||||
prop: 'qlz_hm',
|
||||
value: (lv) => 1,
|
||||
grade: 4,
|
||||
format: (val) => {
|
||||
return '锁龙触发后将使对方昏迷';
|
||||
},
|
||||
},
|
||||
];
|
||||
this.pfm = {
|
||||
suo:
|
||||
{
|
||||
name: "锁龙",
|
||||
distime: 32000,
|
||||
enable_skill: "unarmed",
|
||||
weapon_type: WEAPON_TYPE.UNARMED,
|
||||
distime_per_key: 'qlz_cd',
|
||||
mp: 30,
|
||||
use: function (me, target, lv) {
|
||||
var time = 8000;
|
||||
let gj = me.gj * (100 + lv / 10 + me.query_prop('qlz_sh')) / 100;
|
||||
|
||||
|
||||
me.do_attack({
|
||||
target: target,
|
||||
attack_msg: "<hic>$N双手如铁钳扣住$n的肩骨,真气顺势侵入$p经脉</hic>",
|
||||
gj: gj,
|
||||
mz: me.mz,
|
||||
no_weapon: true
|
||||
});
|
||||
me.end_attack(target);
|
||||
let dex1 = me.dex ?? 20;
|
||||
let dex2 = target.dex ?? 20;
|
||||
let is_add = dex1 + dex2 * me.query_prop('dex') >
|
||||
dex2 + dex2 * target.query_prop('dex');
|
||||
if (is_add) {
|
||||
if (me.query_prop('qlz_hm')) {
|
||||
target.add_status({
|
||||
id: "faint",
|
||||
is_faint: true,
|
||||
duration: time,
|
||||
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 {
|
||||
target.add_status({
|
||||
id: "busy",
|
||||
name: "忙乱",
|
||||
duration: time,
|
||||
downside: true,
|
||||
is_busy: true
|
||||
}, me);
|
||||
}
|
||||
}
|
||||
},
|
||||
query_desc: function (me, lv) {
|
||||
let sh = 100 + lv / 10;
|
||||
return "对敌人造成" + sh + "%攻击力的伤害,如果身法出色则忙乱对方8秒";
|
||||
}
|
||||
}
|
||||
};
|
||||
78
world/skill/unarmed/tianchangzhang.js
Normal file
78
world/skill/unarmed/tianchangzhang.js
Normal file
@@ -0,0 +1,78 @@
|
||||
this.inherits(SKILL);
|
||||
this.name = "天长掌法";
|
||||
this.id = "tianchangzhang";
|
||||
this.grade = 3;
|
||||
|
||||
this.attack_actions = [
|
||||
"$N使一招<GRN>「青山隐隐」</GRN>,双手划了个半圈,按向$n的$l",
|
||||
"$N使一招<MAG>「云霞出海」</MAG>,左手轻轻一挥,劈向$n的$l",
|
||||
"$N右手掌心向外,由右向左,使一招<CYN>「星河鹭起」</CYN>,向$n的$l打去",
|
||||
"$N使一招<HIM>「彩舟云淡」</HIM>,分击$n的胸口和$l",
|
||||
"$N使一招<HIB>「月照幽林」</HIB>,左右掌同时击出,在空中突然左右掌方向互变",
|
||||
"$N左手不住晃动,右掌一招<HIW>「白日参辰」</HIW>,向$n的$l打去",
|
||||
"$N左手变掌为啄,右掌立掌如刀,一招<HIY>「鹤舞白沙」</HIY>,劈向$n的$l",
|
||||
"$N左脚退后半步,右掌使一招<HIC>「水天一色」</HIC>,横挥向$n",
|
||||
"$N一招<CYN>「月华流照」</CYN>,左掌先发而后至,右掌后发而先至",
|
||||
"$N双掌缩入袖中,双袖飞起扫向$n的$l,却是一招<HIR>「嫦娥奔月」</HIR>,仪态潇洒",
|
||||
];
|
||||
this.desc = "恒山派绝学掌法";
|
||||
//"(\w+)"(.+?)"NOR"
|
||||
//<$1>$2</$1>
|
||||
this.can_enables = ["unarmed"];
|
||||
this.learn_condition = {
|
||||
max_mp: 10000,
|
||||
skill: {
|
||||
unarmed: 450
|
||||
}
|
||||
};
|
||||
this.query_enable_prop = function (lv) {
|
||||
return {
|
||||
unarmed: {
|
||||
gj: parseInt(lv * 1.2) + 20,
|
||||
fy: parseInt(lv * 1.3) + 20,
|
||||
max_hp: lv * 10
|
||||
}
|
||||
};
|
||||
}
|
||||
this.slots = [
|
||||
{
|
||||
prop: 'str',
|
||||
value: (lv) => 1 + Math.floor(lv / 10),
|
||||
format: (val) => {
|
||||
return '臂力:+' + val;
|
||||
}
|
||||
},
|
||||
{
|
||||
prop: 'tcz_sh',
|
||||
value: (lv) => 1 + Math.floor(lv / 20),
|
||||
format: (val) => {
|
||||
return '天长叠掌附加的伤害增加' + val + "%";
|
||||
}
|
||||
},
|
||||
];
|
||||
this.pfm = {
|
||||
chan:
|
||||
{
|
||||
name: "天长叠掌",
|
||||
distime: 20000,
|
||||
enable_skill: "unarmed",
|
||||
mp: 20,
|
||||
use: function (me, target, lv) {
|
||||
var per = 100 + parseInt(lv / 5) + me.query_prop('tcz_sh');
|
||||
var per2 = 100 + parseInt(lv / 50);
|
||||
|
||||
me.do_attack({
|
||||
target: target,
|
||||
gj: me.gj * per / 100,
|
||||
mz: me.mz * per2 / 100,
|
||||
attack_msg: "<hic>$N施展天长叠掌,左右双掌忽前忽后,掌影重重向$n拍去</hic>",
|
||||
no_weapon: true
|
||||
});
|
||||
me.end_attack(target);
|
||||
},
|
||||
query_desc: function (me, lv) {
|
||||
var per = 100 + parseInt(lv / 5);
|
||||
return "攻击敌人造成" + per + "%的伤害,等级越高命中越高";
|
||||
}
|
||||
}
|
||||
};
|
||||
81
world/skill/unarmed/yingzhuagong.js
Normal file
81
world/skill/unarmed/yingzhuagong.js
Normal file
@@ -0,0 +1,81 @@
|
||||
this.inherits(SKILL);
|
||||
this.name = "鹰爪功";
|
||||
this.id = "yingzhuagong";
|
||||
this.grade = 2;
|
||||
|
||||
this.attack_actions = [
|
||||
"$N全身拔地而起,半空中一个筋斗,一式「苍鹰袭兔」,迅猛地抓向$n的$l",
|
||||
"$N单腿直立,双臂平伸,一式「雄鹰展翅」,双爪一前一后拢向$n的$l",
|
||||
"$N一式「拔翅横飞」,全身向斜里平飞,右腿一绷,双爪搭向$n的肩头",
|
||||
"$N双爪交错上举,使一式「迎风振翼」,一拔身,分别袭向$n左右腋空门",
|
||||
"$N全身滚动上前,一式「飞龙献爪」,右爪突出,鬼魅般抓向$n的胸口",
|
||||
"$N伏地滑行,一式「拨云瞻日」,上手袭向膻中大穴,下手反抓$n的裆部",
|
||||
"$N左右手掌爪互逆,一式「搏击长空」,无数道劲气破空而出,迅疾无比地击向$n",
|
||||
"$N腾空高飞三丈,一式「鹰扬万里」,天空中顿时显出一个巨灵爪影,缓缓罩向$n"
|
||||
];
|
||||
this.desc = "明教的拳脚功夫";
|
||||
//"(\w+)"(.+?)"NOR"
|
||||
//<$1>$2</$1>
|
||||
this.can_enables = ["unarmed", "parry"];
|
||||
this.learn_condition = {
|
||||
max_mp: 1000,
|
||||
skill: {
|
||||
unarmed: 100
|
||||
}
|
||||
};
|
||||
this.query_enable_prop = function (lv) {
|
||||
return {
|
||||
unarmed: {
|
||||
gj: lv * 1 + 10,
|
||||
mz: lv + 100
|
||||
},
|
||||
parry: {
|
||||
zj: lv + 10,
|
||||
max_hp: lv * 8 + 100
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
this.slots = [
|
||||
{
|
||||
prop: 'yzg_sh',
|
||||
value: (lv) => 10 + Math.floor(lv / 50),
|
||||
format: (val) => {
|
||||
return '赤血爪附加的伤害增加' + val + '%';
|
||||
},
|
||||
},
|
||||
{
|
||||
prop: 'yzg_mz',
|
||||
value: (lv) => 10 + Math.floor(lv / 50),
|
||||
format: (val) => {
|
||||
return '赤血爪附加的命中增加' + val + '%';
|
||||
},
|
||||
},
|
||||
];
|
||||
this.pfm = {
|
||||
zhen:
|
||||
{
|
||||
name: "赤血爪",
|
||||
distime: 10000,
|
||||
enable_skill: "unarmed",
|
||||
mp: 20,
|
||||
use: function (me, target, lv) {
|
||||
|
||||
var t = 100 + parseInt(lv / 20) + me.query_prop('yzg_sh')
|
||||
me.do_attack({
|
||||
target: target,
|
||||
gj: me.gj * t / 100,
|
||||
attack_msg: "<hiy>$N运转真气,双手忽成爪行,施出绝招「<HIR>赤血爪</HIR>」,迅猛无比地抓向$n<hiy>",
|
||||
mz: me.mz * (200 + me.query_prop('yzg_mz')) / 100,
|
||||
damage_msg: "<HIR>但见$N双爪划过,$n已闪避不及,胸口被$N抓出十条血痕。</hir>",
|
||||
no_weapon: true
|
||||
});
|
||||
me.end_attack(target);
|
||||
},
|
||||
query_desc: function (me, lv) {
|
||||
var t = 100 + parseInt(lv / 20);
|
||||
|
||||
return "使出全身力气迅猛一击造成" + t + "%攻击力的伤害,命中增加100%";
|
||||
}
|
||||
}
|
||||
};
|
||||
Reference in New Issue
Block a user