init: add workspace files
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94
world/skill/whip/qiufengfuchen.js
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94
world/skill/whip/qiufengfuchen.js
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this.inherits(SKILL);
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this.name = "秋风拂尘";
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this.id = "qiufengfuchen";
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this.grade = 1;
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this.attack_actions = [
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"$N端坐不动,一招<HIC>「秋风拂叶」</HIC>,手中$w带着一股劲风,击向$n的脸颊",
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"$N单臂一挥,一招<HIW>「玉带围腰」</HIW>,手中$w直绕向$n的身后",
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"$N身形一转,一招<HIB>「流云断川」</HIB>,手中$w如矫龙般腾空一卷,猛地向$n劈头打下",
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"$N力贯尘梢,一招<HIG>「春风化雨」</HIG>,手中$w舞出满天幻影,排山倒海般扫向$n全身",
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"$N忽的向前一跃,一招<HIY>「野马分鬃」</HIY>,手中$w分击$n左右",
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"$N慢步上前,一招<GRN>「竹影扫阶」</GRN>,手中$w缓缓罩向$n前胸"
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];
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this.desc = "古墓派李莫愁扬名天下的武功。";
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//"(\w+)"(.+?)"NOR"
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//<$1>$2</$1>
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this.can_enables = ["whip"];
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//this.on_learn = function (me) {
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// if (me.max_mp < 100)
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// return me.notify_fail("你的内力不够。");
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// if (me.query_skill("sword", 1) < 60)
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// return me.notify_fail("你的基础不够,无法领会更高深的技巧。");
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// if (me.query_skill("yunlongxinfa", 1) < 60)
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// return me.notify_fail("你的云龙心法等级不够,无法学习云龙剑。");
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// return true;
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//}
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this.learn_condition = {
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max_mp: 100,
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skill: {
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whip: 100
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}
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};
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this.slots = [
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{
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prop: 'qffc_ml',
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value: (lv) => 1000,
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format: (val) => {
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return '缠字诀忙乱时间增加1秒';
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},
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},
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{
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prop: 'qffc_mz',
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value: (lv) => 20,
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format: (val) => {
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return '缠字诀命中判定下限增加20%';
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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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whip: {
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gj: parseInt(lv * 1 + 10),
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mz: lv
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}
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};
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}
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this.pfm = {
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chan:
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{
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name: "缠字诀",
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distime: 30000,
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enable_skill: "whip",
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mp: 20,
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use: function (me, target, lv) {
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var time = Math.round(lv * 100 / 5);
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if (time < 2000) time == 2000;
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else if (time > 10000) time = 10000;
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time += me.query_prop('qffc_ml');
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var msg = "<hic>$N使出秋风尘法「缠」字诀,拂尘连挥企图把$n的全身缠住。</hic>";
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let mz = me.mz + me.mz * me.query_prop('qffc_mz') / 100;
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if (me.random(mz) > target.ds / 2) {
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msg += "结果$p被$P攻了个措手不及!\n";
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target.add_status({
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id: "busy",
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is_busy: true,
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duration: time,
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name: "忙乱",
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downside: true
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}, me);
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} else {
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msg += "可是$p看破了$P的企图,并没有上当。\n";
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}
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me.send_room(msg, target);
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},
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query_desc: function (me, lv) {
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var time = Math.round(lv / 50);
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if (time < 2) time == 2;
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else if (time > 10) time = 10;
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return "如秋风扫叶般,快速挥动佛尘牵制敌人,使敌人" + time + "秒内处于忙乱状态。";
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}
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}
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};
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