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 = "八卦拳";
this.id = "baguaquan";
this.grade = 2;
this.attack_actions = [
"$N双掌一错使出「乾字决」双拳一上一下对准$n的$l连拍三招",
"$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」",
"$N使出一招「巽字决」左拳虚击$n的前胸一错身右拳迅速横扫$n的太阳穴",
"$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",
"$N使出一招「震字决」身形一低左手护顶右手已迅雷不及掩耳的一拳击向$n的裆部",
"$N左拳突然张开拳开变掌直击化为横扫一招「兑字决」便往$n的$l招呼过去",
"$N一招「离字决」顿时幻出重重拳影气势如虹铺天盖地袭向$n全身",
"$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"
];
this.desc = "以阴阳八卦为基础创造出来的一式拳法";
//"(\w+)"(.+?)"NOR"
//<$1>$2</$1>
this.can_enables = ["unarmed"];
this.learn_condition = {
max_mp: 200,
skill: {
unarmed: 300
}
};
this.slots = [
{
prop: 'bgq_mz',
value: (lv) => 10,
format: (val) => {
return '震字诀命中增加10%';
},
},
{
prop: 'bgq_nl',
value: (lv) => 5,
format: (val) => {
return '震字诀附加的内力增加5%';
},
}
];
this.query_enable_prop = function (lv) {
return {
unarmed: {
gj: parseInt(lv * 1.2) + 20,
mz: parseInt(lv * 1.2) + 20
}
};
}
this.pfm = {
zhen:
{
name: "震字诀",
distime: 20000,
enable_skill: "unarmed",
weapon_type: WEAPON_TYPE.UNARMED,
mp: 20,
use: function (me, target, lv) {
var t = 10 + parseInt(lv / 100);
if (t > 20) t = 20;
let mz = me.mz + me.mz * me.query_prop("bgq_mz") / 100;
let add_mp = me.max_mp * t / 100;
let is_nl = me.query_prop("bgq_nl");
if (is_nl > 0) add_mp += me.max_mp * is_nl / 100;
me.do_attack({
target: target,
gj: 1,
attack_msg: "<hiy>只见$N跨立马步双拳蓄力大喝一声向$n的胸前击去。</hiy>",
damage_msg: "<hir>只听砰的一声,$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>",
mz: mz,
no_weapon: true,
power_gj: add_mp
});
me.end_attack(target);
},
query_desc: function (me, lv) {
var t = 10 + parseInt(lv / 100);
if (t > 20) t = 20;
return "对敌人造成你" + t + "%最大内力的伤害。";
}
}
};

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this.inherits(SKILL);
this.name = "太祖长拳";
this.id = "taizuchangquan";
this.grade = 1;
this.is_public = true;
this.family = FAMILIES.GAIBANG;
this.attack_actions = [
"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",
"$N左手一分右拳运气一招『拔草寻蛇』便往$n的$l招呼过去",
"$N右拳在$n面门一晃左掌使了个『叶底偷桃』往$n的$l狠命一抓",
"$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",
"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$l",
"$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",
"$N拉开后弓步双掌使了个『如封似闭』往$n的$l一推",
"只见$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』",
"$N往后一纵就势使了个『老树盘根』右腿扫向$n的$l",
"$N一个转身左掌护胸右掌反手使了个『独劈华山』往$n当头一劈",
"$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",
"$N身体向前冲出一式『冲步双掌』双手先抱回腰际後再向前以双撑掌直推而出",
"$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",
"$N提起左腿伸直右腿成独立步站定『魁星踢斗』左腿顺势向前直蹬而出",
"$N一招『进步冲捶』上右步至左脚旁双手以双冲拳向$n直击而出",
"$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",
"$N一式『拍案齐掌』全身微向下坐产生後拉之势收左手右手化掌向前直压而出",
"$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",
"$N出『扭步断肘』右步跟前成玉环步蹲定顺势收回左手右手向前以平肘直扣而出",
"$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",
"$N拉回右手左手化拳向前直击而出同时『左冲右踢』右腿向前平踢而出",
"$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",
"$N一式『英雄独立』右拳原地翻掌左掌化刁手斜刁身后全式一气呵成瞬间完成",
"$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$n",
"$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$n直挑而出",
"$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",
"$N向前一招『双龙探爪』双手变掌为爪先右後左连续向$n的$l击出",
"$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"
];
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";
//"(\w+)"(.+?)"NOR"
//<$1>$2</$1>
this.can_enables = ["unarmed"];
this.learn_condition = {
max_mp: 200,
skill: {
unarmed: 100
}
};
this.query_enable_prop = function (lv) {
return {
unarmed: {
gj: lv * 1 + 20
}
};
}
this.slots = [
{
prop: "tzcq_sh",
value: lv => lv / 100,
format: (val) => {
return "太祖八式的伤害增加" + val + "%";
}
}, {
prop: "tzcq_rt",
value: lv => 25,
format: (val) => {
return "太祖八式的释放时间减少" + val + "%";
}
}
];
this.pfm = {
zhen:
{
name: "太祖八式",
distime: 16000,
enable_skill: "unarmed",
weapon_type: WEAPON_TYPE.UNARMED,
mp: 20,
release_time: 8000,
use: function (me, target, lv) {
me.send_room("<hiy>只见$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);
target = null;
var count = 0;
var txt = ["一", "二", "三", "四", "五", "六", "七", "八"];
let gj = me.gj + me.gj * me.query_prop('tzcq_sh') / 100;
var time = this.query_releasetime(me, lv);
time -= time * me.query_prop('tzcq_rt') / 100;
if (time > 80) {
me.is_rash = time;
me.call_interval(
function () {
if (!me.is_fighting()) return false;
target = me.query_enemy();
me.do_attack({
target: target,
gj: gj,
mz: me.mz,
attack_before: "<hiy>第" + txt[count] + "式</hiy>\n",
no_weapon: true
});
count++;
if (!me.end_attack(target)) {
return false;
}
},
time / 8,
8,
function () {
me.is_rash = 0;
}
);
} else {
target = me.query_enemy();
for (let i = 0; i < 8; i++) {
me.do_attack({
target: target,
gj: gj,
mz: me.mz,
attack_before: "<hiy>第" + txt[i] + "式</hiy>\n",
no_weapon: true
});
}
me.end_attack(target);
}
},
query_desc: function (me, lv) {
var t = this.query_releasetime(me, lv);
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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this.inherits(SKILL);
this.name = "密宗大手印";
this.id = "dashouyin";
this.grade = 1;
this.attack_actions = [
"$N使出一招<HIC>「莲花合掌印」</HIC>,双掌合十,直直撞向$n的前胸",
"$N使出一招<HIW>「合掌观音印」</HIW>,飞身跃起,双手如勾,抓向$n的$l",
"$N使出一招<HIY>「准提佛母印」</HIY>,运力于指,直取$n的$l",
"$N使出一招<HIR>「红阎婆罗印」</HIR>,怒吼一声,一掌当头拍向$n的$l",
"$N使出一招<HIG>「药师佛根本印」</HIG>,猛冲向前,掌如游龙般攻向$n",
"$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",
"$N使出一招<HIB>「上乐金刚印」</HIB>,飞身横跃,双掌前后击出,抓向$n的咽喉",
"$N使出一招<HIW>「六臂智慧印」</HIW>,顿时劲气弥漫,天空中出现无数掌影打向$n的$l"
];
this.desc = "密宗大手印,需要密宗心法支持。";
//"(\w+)"(.+?)"NOR"
//<$1>$2</$1>
this.can_enables = ["unarmed"];
this.learn_condition = {
max_mp: 500,
skill: {
unarmed: 50
}
};
this.query_enable_prop = function (lv) {
return {
unarmed: {
gj: lv * 1 + 20
}
};
}
this.slots = [
{
prop: 'dsy_sh1',
value: (lv) => 1,
count: 2,
format: (val) => {
return '金刚印每10级密宗大手印附加1%攻击力伤害';
},
},
{
prop: 'dsy_sh2',
value: (lv) => 1,
count: 2,
format: (val) => {
return '金刚印每10级密宗心法附加1%攻击力伤害';
},
},
];
this.pfm = {
zhen:
{
name: "金刚印",
distime: 16000,
enable_skill: "unarmed",
weapon_type: WEAPON_TYPE.UNARMED,
mp: 20,
use: function (me, target, lv) {
var lv2 = me.query_skill("mizongxinfa", 0);
var gj = lv + lv2;
let per = me.query_prop('dsy_sh1');
if (per > 0) {
if (per > 2) per = 2;
gj = gj + me.gj * lv * per / 1000;
}
per = me.query_prop('dsy_sh2');
if (per > 0) {
if (per > 2) per = 2;
gj = gj + me.gj * lv2 * per / 1000;
}
me.do_attack({
target: target,
gj: me.gj + gj,
mz: me.mz,
attack_msg: "<HIY>面容庄重,单手携着劲风朝$n猛然拍出正是密宗绝学「金刚印」</hiy>",
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>",
miss_msg: "<cyn>可是$p不慌不忙一闪身躲开了$P的金刚印。</cyn>",
parry_msg: "<cyn>可是$p不慌不忙巧妙的架开了$P的金刚印。</cyn>",
no_weapon: true
});
me.end_attack(target);
},
query_desc: function (me, lv) {
var gj = lv + me.query_skill("mizongxinfa", 0);
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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this.inherits(SKILL);
this.name = "伏虎拳";
this.id = "fuhuquan";
this.grade = 1;
this.is_public=true;
this.family = FAMILIES.SHAOLIN;
this.attack_actions = [
"$N并举双拳使出一招「灌顶」当头砸向$n的$l",
"$N使出一招「解苦」身形一低左手护顶右手一拳击向$n的裆部",
"$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 ",
"$N神形怪异使一招「嗔恚」双拳上下击向$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,";
}
}
};

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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。";
}
}
};

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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。";
}
}
};

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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。";
}
}
};

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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";
}
}
};

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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%。";
}
}
};

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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。";
}
}
};

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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";
}
}
};

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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";
}
}
};

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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%";
}
}
};