init: add workspace files
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96
world/skill/whip/yunlongbian.js
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96
world/skill/whip/yunlongbian.js
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@@ -0,0 +1,96 @@
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this.inherits(SKILL);
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this.name = "云龙鞭法";
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this.id = "yunlongbian";
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this.grade = 1;
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this.attack_actions = [
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"$N单手一扬,一招「开天辟地」,手中$w抖得笔直,对准$n当头罩下",
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"$N身形一转,一招「龙腾四海」,手中$w如矫龙般腾空一卷,猛地击向$n太阳穴",
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"$N唰的一抖长鞭,一招「矫龙出水」,手中$w抖得笔直,刺向$n双眼",
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"$N力贯鞭梢,一招「破云见日」,手中$w舞出满天鞭影,排山倒海般扫向$n全身",
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"$N运气于腕,一招「开山裂石」,手中$w象一根铜棍般直击向$n",
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"$N单臂一挥,一招「玉带围腰」,手中$w直击向$n腰肋",
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"$N高高跃起,一招「大漠孤烟」,手中$w笔直向$n当头罩下"
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];
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this.desc = "云龙门";
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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: 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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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.slots = [
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{
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prop: 'ylbf_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: 'ylbf_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.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('ylbf_ml');
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let add = me.mz * me.query_prop('ylbf_mz') / 100;
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let rad_mz = me.mz - add;
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var msg = "<hic>$N使出云龙鞭法「缠」字诀,连挥长鞭企图把$n的全身缠住</hic>\n";
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if (add + me.random(rad_mz) > target.ds / 2) {
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msg += "结果$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 "以诡异刁钻的鞭法缠住敌人,使敌人" + time + "秒内处于忙乱状态,期间无法攻击,招架";
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}
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}
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};
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