init: add workspace files
This commit is contained in:
185
world/skill/wudang/taijijian.js
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185
world/skill/wudang/taijijian.js
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this.inherits(SKILL);
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this.name = "太极剑法";
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this.id = "taijijian";
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this.grade = 4;
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this.first_title = "太极传人";
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this.family = FAMILIES.WUDANG;
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this.attack_actions = [
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"$N虚步提腰,一招「<HIM>蜻蜓点水</HIM>」,手中$w轻轻颤动,一剑剑点向$n的$l",
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"$N向前跨上一步,左手剑诀,右手$w使出一式「<YEL>指南针</YEL>」直刺$n的$l",
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"$N身形往右一挫,左手剑诀,右手$w使出一式「<WHT>大魁星</WHT>」刺向$n的$l",
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"$N双膝下沉,右手$w使出一式「<BLU>探海式</BLU>」,由下而上疾刺$n的$l",
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"$N一招「<HIW>燕子掠波</HIW>」,$w自上而下划出一个大弧,平平地向$n的$l挥去",
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"$N上身往左侧一拧,一招「<BLK>乌龙摆尾</BLK>」,右手$w反手向$n的$l挥去",
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"$N一招「<RED>右</RED>拦扫」,一招「<RED>左</RED>拦扫」,剑锋平指,一气呵成横扫$n的$l",
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"$N左腿提膝,手中$w斜指,一招「<HIC>宿鸟投林</HIC>」刺向$n的$l",
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"$N一招「<CYN>青龙出水</CYN>」,$w自下而上划出一个大弧,平平地挥向$n的$l",
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"$N使出「<RED>三</RED>环套<HIW>月</HIW>」,$w划出三个圆圈,剑锋直出,绵绵不断划向$n的$l",
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"$N一招「<MAG>风卷荷叶</MAG>」,$w轻灵地划出几个圆弧,迅速地向$n的$l挥去",
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"$N一招「<YEL>虎抱头</YEL>」,$w划出一个左低右高的大弧,斜斜地斩向$n的$l",
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"$N使出「<HIR>狮子摇头</HIR>」,$w由右向左划出一个大8字,将$n圈在其中",
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"$N左脚踏实,右脚虚点,一招「<HIW>仙人指路</HIW>」,右手$w带着一团剑花,逼向$n的$l",
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"$N轻轻跃起,一招「<CYN>野马跳涧</CYN>」,$w在半空中化为一圈银芒,落向$n的$l",
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"$N两腿前箭后弓,一招「<HIR>射雁式</HIR>」,右手$w直刺$n的$l",
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"$N一招「<WHT>小魁星</WHT>」,身形往左一挫,左手剑诀,右手$w平平地向$n的$l挥去",
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"$N猱身扑上,一招「<HIW>白猿献果</HIW>」,手中$w斜斜地向$n的$l挥去",
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"$N一招「<RED>迎风掸尘</RED>」,$w看似随意地一挥,$n却陡觉一股劲气迎面袭来。",
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"$N一招「<YEL>顺水推舟</YEL>」,$w自上而下划出一个大弧,平平地向$n的$l挥去。",
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"$N一招「<WHT>流星赶月</WHT>」,$w疾刺$n的$l",
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"$N突然盘蹲下身来,一招「<BLU>海底捞月</BLU>」,$w自下而上地向$n的$l挥去",
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"$N一招「<HIG>挑帘式</HIG>」,$w自下而上徐徐划出一个大弧,平平地向$n的$l挥去",
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"$N一招「<YEL>黄蜂入洞</YEL>」,$w自上而下划出一个大弧,平平地向$n的$l挥去",
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"$N一招「<WHT>大鹏展翅</WHT>」,身形跃起,右手$w刺向$n的$l",
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"$N一招「<BLK>车轮剑</BLK>」,$w化作一片银盘,平平地向$n的$l卷去",
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"$N左脚轻点地面,身形往前一扑,一招「<BLU>天马行空</BLU>」,$w向$n的$l挥去",
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"$N一招「<WHT>风扫梅花</WHT>」,身体跃在半空,手中$w扫向$n的$l",
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"$N一招「<HIC>却步抽剑</HIC>」,左脚跃步落地,$w回抽,反手勾向$n的$l",
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"$N右腿半屈般蹲,一招「<WHT>如封似闭</WHT>」,剑尖虚指,转身撩向$n的$l",
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"$N回身拧腰,右手虚抱,一招「<HIY>拨云瞻日</HIY>」,$w中宫直进,刺向$n的$l"
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];
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this.desc = "由武当祖师张三丰所创,武当派不传之秘,太极三绝技之一";
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//"\+(\w+)\+"(.+?)"\+NOR\+"
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//<$1>$2</$1>
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this.learn_condition = {
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max_mp: 8900,
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skill: {
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sword: 300,
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taijishengong: 300
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}
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};
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this.can_enables = ["sword"];
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this.query_prop = function (lv) {
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return {
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int: 10 + parseInt(lv / 10),
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zj_per: parseInt(lv / 300) + 5
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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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sword: {
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gj: 20 + parseInt(lv * 1.3),
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mz: 20 + parseInt(lv * 1.2),
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zj: 20 + parseInt(lv * 0.8),
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desc: "攻击命中后会使敌方忙乱2秒,冷却10秒"
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}
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};
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}
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//当一次攻击结束后
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this.on_attack_over = function (me, target, par) {
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if (!par.is_dodge && !par.is_parry) {
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if (!me.query_temp("sk/taijijian/sword")) {
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me.send_room("<cyn>$n一招失势被$N的剑招所乱!</cyn>", target);
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target.add_status({
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id: "busy",
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is_busy: true,
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name: "忙乱",
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desc: "你处于忙乱状态,无法攻击,招架",
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duration: 2000,
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downside: true
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});
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me.set_temp("sk/taijijian/sword", 1, 10000);
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}
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}
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}
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this.pfm = {
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chan:
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{
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name: "缠字诀",
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distime: 20000,
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enable_skill: "sword",
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weapon_type: WEAPON_TYPE.SWORD,
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release_time: 0,
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mp: 10,
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use: function (me, target, lv) {
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var time = lv * 10 + 3000;
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if (time > 15000) time = 15000;
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me.send_room("<mag>$N使出太极剑【缠字决】,$n一时之间手忙脚乱,无法攻击</mag>", target);
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target.add_status({
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id: "busy",
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name: "忙乱",
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duration: time,
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downside: true,
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is_busy: true
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}, me);
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},
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query_desc: function (me, lv) {
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var time = lv * 10 + 3000;
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if (time > 15000) time = 15000;
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return "以连绵不绝的攻势迷惑敌人,使之无法脱身," + (time / 1000) + "秒内处于忙乱状态。";
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}
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},
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lian:
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{
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name: "连字诀",
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distime: 15000,
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enable_skill: "sword",
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weapon_type: WEAPON_TYPE.SWORD,
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mp: 10,
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use: function (me, target, lv) {
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var per = parseInt(lv / 10) + 110;
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if (per > 200) per = 200;
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me.send_room("<mag>$N使出太极剑【连字决】,身法突然加快</mag>", target);
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for (var i = 0; i < 7; i++) {
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me.do_attack({
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target: target,
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gj: me.gj,
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mz: me.mz * per / 100,
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attack_before: "紧跟着"
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});
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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 count = parseInt(lv / 10) + 10;
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if (count > 100) count = 100;
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return "快速出剑,瞬间对敌人快速攻击7次,攻击中命中增加" + count + "%";
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}
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},
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sui:
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{
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name: "随字决",
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distime: 20000,
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enable_skill: "sword",
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weapon_type: WEAPON_TYPE.SWORD,
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mp: 10,
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release_time: 1000,
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use: function (me, target, lv) {
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var time = 3000 + lv * 10;
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var gj = 100 + parseInt(lv / 5);
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var per = 10 + parseInt(lv / 200);
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if (me.do_attack({
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target: target,
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gj: me.gj * gj / 100,
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mz: me.mz,
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attack_msg: "<him>$N快速挥动$W,四周真气涌动化为数个大小太极,向$n刺去</him>",
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damage_msg: "<hir>只见$n被剑气击中,真气紊乱,感觉眼前的景物似幻似真,几乎要站立不住</hir>"
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})) {
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target.add_status({
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id: "sui",
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name: "太极",
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downside: true,
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desc: "你的命中和躲闪降低了",
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duration: time,
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prop: {
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mz_per: -per,
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ds_per: -per
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},
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finish_msg: "<cyn>$N从太极剑的影响中恢复过来。</cyn>",
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}, me);
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me.end_attack(target);
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}
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},
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query_desc: function (me, lv) {
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var time = 3000 + lv * 10;
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var gj = 100 + parseInt(lv / 5);
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var per = 10 + parseInt(lv / 200);
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return "造成" + gj + "%攻击力的伤害,命中后使对方在" + (time / 1000) + "秒内降低" + per + "%命中和躲闪";
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}
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}
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};
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118
world/skill/wudang/taijiquan.js
Normal file
118
world/skill/wudang/taijiquan.js
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@@ -0,0 +1,118 @@
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this.inherits(SKILL);
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this.name = "太极拳";
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this.id = "taijiquan";
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this.family = FAMILIES.WUDANG;
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this.grade = 3;
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this.attack_actions = ["$N使一招「<YEL>揽雀尾</YEL>」,双手划了个半圈,按向$n的$l",
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"$N使一招「<RED>单鞭</RED>」,右手收置肋下,左手向外挥出,劈向$n的$l",
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"$N左手回收,右手由钩变掌,由右向左,使一招「<HIB>提手上式</HIB>」,向$n的$l打去",
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"$N双手划弧,右手向上,左手向下,使一招「<WHT>白鹤亮翅</WHT>」,分击$n的面门和$l",
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"$N左手由胸前向下,身体微转,划了一个大圈,使一招「<HIR>搂膝拗步</HIR>」,击向$n的$l",
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"$N左手由下上挑,右手内合,使一招「<HIG>手挥琵琶</HIG>」,向$n的$l打去",
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"$N左手变掌横于胸前,右拳由肘下穿出,一招「<HIY>肘底看锤</HIY>」,锤向$n的$l",
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"$N左脚前踏半步,右手使一招「<HIB>海底针</HIB>」,指由下向$n的$l戳去",
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"$N一招「<HIM>闪通臂</HIM>」,左脚一个弓箭步,右手上举向外撇出,向$n的$l挥去",
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"$N两手由相对,转而向左上右下分别挥出,右手使一招「<HIC>斜飞式</HIC>」,挥向$n的$l",
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"$N左手虚按,右手使一招「<HIW>白蛇吐信</HIW>」,向$n的$l插去",
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"$N双手握拳,向前向后划弧,一招「<BLK>双峰贯耳</BLK>」打向$n的$l",
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"$N左手虚划,右手一记「<RED>勾裆锤</RED>」击向$n的裆部",
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"$N施出「<GRN>伏虎式</GRN>」,右手击向$n的$l,左手攻向$n的裆部",
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"$N由臂带手,在面前缓缓划过,使一招「<YEL>云手</YEL>」,挥向$n的$l",
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"$N左腿收起,右手使一招「<BLU>金鸡独立</BLU>」,向$n的$l击去",
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"$N右手由钩变掌,双手掌心向上,右掌向前推出一招「<MAG>高探马</MAG>」",
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"$N右手使一式招「<CYN>玉女穿梭</CYN>」,扑身向$n的$l插去",
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"$N右手经腹前经左肋向前撇出,使一招「<WHT>反身撇锤</WHT>」,向$n的$l锤去",
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"$N左手虚按,右腿使一招「<HIR>转身蹬腿</HIR>」,向$n的$l踢去",
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"$N左手向上划弧拦出,右手使一招「<HIG>搬拦锤</HIG>」,向$n的$l锤去",
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"$N使一招「<HIY>栽锤</HIY>」,左手搂左膝,右手向下锤向$n的$l",
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"$N双手先抱成球状,忽地分开右手上左手下,一招「<HIB>野马分鬃</HIB>」,向$n的$l和面门打去",
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"$N左手由胸前向下,右臂微曲,使一招「<HIM>抱虎归山</HIM>」,向$n的$l推去",
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"$N双手经下腹划弧交于胸前,成十字状,一式「<HIC>十字手</HIC>」,向$n的$l打去",
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"$N左脚踏一个虚步,双手交叉成十字拳,一招「<HIW>进步七星</HIW>」,向$n的$l锤去",
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"$N身体向后腾出,左手略直,右臂微曲,使一招「<BLK>倒撵猴</BLK>」,向$n的$l和面门打去",
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"$N双手伸开,以腰为轴,整个上身划出一个大圆弧,\n一招「<RED>转身摆莲</RED>」,将$n浑身上下都笼罩在重重掌影之中",
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"$N双手握拳,右手缓缓收至耳际,左手缓缓向前推出,\n拳意如箭,一招「<GRN>弯弓射虎</GRN>」,直奔$n心窝而去",
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"$N双手在胸前翻掌,由腹部向前向上推出,一招「<YEL>如封似闭</YEL>」,一股劲风直逼$n"
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];
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this.parry_actions = [
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"$p眼见$P$w攻到,当即使出一招「揽雀尾」,右脚实,左脚虚,运起“挤”字诀,粘连粘随,右掌已搭住$P左腕,横劲发出。$N身不由主的向前一冲,跨出两步,方始站定。",
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"不料$p双手一圈,如抱太极,一股雄浑无比的力道组成了一个旋涡,只带得$P在原地急转七八下。",
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"$p「双风贯耳」,连消带打,双手成圆形击出,随即左圈右圈,一个圆圈跟着一个圆圈,大圈、小圈、平圈、立圈、正圈、斜圈,一个个太极圆圈发出,登时便套得$P跌跌撞撞,身不由主的立足不稳。",
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"$p使出一招「云手」,左手高,右手低,一个圆圈已将$P$w套住。",
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"$p觉气息微窒,当下一招「斜飞势」,将$P$w引偏。",
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"$p吸一口气,体内真气流转,右掌挥出,一拒一迎,将$P的力道尽行碰了回去。",
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"$p双掌一翻,使出一招「云手」,双掌柔到了极处,空明若虚,将$P$w的急劲尽数化去。",
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"$p当即双掌一扬,迎着$w接去,待得手掌与$P$w将触未触之际,施出「揽雀尾式」,将$w轻轻拢住,脚下“金鸡独立式”,左足关地,右足悬空,全身急转,宛似一枚陀螺。",
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"就在这电光石火的一瞬之间,$p身子一弓,正是「白鹤亮翅」的前半招,$P的劲力登时落空。",
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];
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this.can_enables = ["unarmed", "parry"];
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this.query_enable_prop = function (lv) {
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return {
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unarmed: {
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gj: parseInt(lv * 1.3 + 5),
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mz: parseInt(lv * 1.3 + 5),
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str: parseInt(lv / 8)
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}, parry: {
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zj: parseInt(lv * 1.6 + 20),
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fy: lv * 2 + 10,
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max_hp: lv * 10,
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desc: "当你成功招架后,立刻反击敌人,8秒冷却"
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}
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};
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}
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this.learn_condition = {
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max_mp: 1000,
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skill: {
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unarmed: 300,
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taijishengong: 100
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}
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};
|
||||
this.on_parry_over = function (me, target, par) {
|
||||
if (par.is_parry) {
|
||||
if (!me.query_temp("sk_taijiquan")) {
|
||||
me.do_attack({
|
||||
target: target,
|
||||
attack_msg: "<hiy>$N化守为攻,双手一推一放,顺着$n的攻击把劲气引向$p!</hiy>",
|
||||
no_append: true,
|
||||
no_append_target: true,
|
||||
no_weapon: true
|
||||
|
||||
});
|
||||
me.end_attack(target);
|
||||
me.set_temp("sk_taijiquan", 1, 8000);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
this.pfm = {
|
||||
zhen:
|
||||
{
|
||||
name: "震字决",
|
||||
distime: 15000,
|
||||
weapon_type: WEAPON_TYPE.UNARMED,
|
||||
enable_skill: "unarmed",
|
||||
mp: 20,
|
||||
use: function (me, target, lv) {
|
||||
lv = 10 + parseInt(lv / 100);
|
||||
if (lv > 20) lv = 20;
|
||||
me.do_attack({
|
||||
attack_msg: "<hiy>$N默运神功,使出太极拳「震」字诀,企图以内力震伤$n。</hiy>",
|
||||
target: target,
|
||||
gj: me.gj,
|
||||
damage_msg: "<red>结果$n被$N以内力一震,胸口有如受到一记重锤,连退了五六步!</red>",
|
||||
mz: me.mz,
|
||||
no_weapon: true,
|
||||
power_gj: me.max_mp * lv / 100
|
||||
})
|
||||
me.end_attack(target);
|
||||
},
|
||||
query_desc: function (me, lv) {
|
||||
|
||||
lv = 10 + parseInt(lv / 100);
|
||||
if (lv > 20) lv = 20;
|
||||
var gj = parseInt(me.max_mp * lv / 100);
|
||||
return "以内力震伤敌人,造成你攻击力附加你最大内力" + lv + "%(" + gj + ")的伤害。";
|
||||
}
|
||||
}
|
||||
};
|
||||
67
world/skill/wudang/taijishengong.js
Normal file
67
world/skill/wudang/taijishengong.js
Normal file
@@ -0,0 +1,67 @@
|
||||
this.inherits(SKILL);
|
||||
this.name = "太极神功";
|
||||
this.id = "taijishengong";
|
||||
this.family = "武当派";
|
||||
this.can_enables = ["force"];
|
||||
this.family = FAMILIES.WUDANG;
|
||||
this.grade = 3;
|
||||
this.force_rad = 0.8;
|
||||
this.learn_condition = {
|
||||
max_mp: 500,
|
||||
skill: {
|
||||
force: 300
|
||||
}
|
||||
};
|
||||
this.query_enable_prop = function (lv) {
|
||||
return {
|
||||
force: {
|
||||
max_hp: lv * 10,
|
||||
limit_mp: lv *104,
|
||||
desc: "唯一:将你内力的80%转化为气血"
|
||||
}
|
||||
};
|
||||
}
|
||||
this.pfm = {
|
||||
tu:
|
||||
{
|
||||
name: "真武除邪",
|
||||
distime: 60000,
|
||||
enable_skill: "force",
|
||||
mp: 20,
|
||||
use_type: 2,
|
||||
release_time: 0,
|
||||
use: function (me, target, lv) {
|
||||
me.send_room("<hiy>$N闭目凝神,心如点转,双手抱环划破虚空,周身灵气如指引般汇聚在$P周身,一阴一阳仿若真灵护体。</hiy>");
|
||||
|
||||
var diff = 30 + parseInt(lv / 300);
|
||||
var time = lv * 10 + 20000;
|
||||
if (time > 30000) time = 30000;
|
||||
me.add_status({
|
||||
id: "force",
|
||||
name: "真武除邪",
|
||||
desc: "太极神功之真武除邪增加你的气血,招架和伤害减免",
|
||||
duration: time,
|
||||
prop: {
|
||||
diff_sh_per2: diff,
|
||||
zj_per: diff,
|
||||
max_hp: lv * 10
|
||||
}, on_expire: function (p) {
|
||||
if (p.hp > p.max_hp) {
|
||||
p.hp = p.max_hp;
|
||||
p.notify_hp();
|
||||
}
|
||||
|
||||
}
|
||||
});
|
||||
me.hp += lv * 10;
|
||||
me.notify_hp();
|
||||
},
|
||||
query_desc: function (me, lv) {
|
||||
var diff = 30 + parseInt(lv /300);
|
||||
var qx = lv * 10;
|
||||
var time = lv * 10 + 20000;
|
||||
if (time > 30000) time = 30000;
|
||||
return "将太极真气运转周身,"+(time/1000)+"秒内增加你" + qx + "气血,招架增加" + diff + "%,受到的伤害减少" + diff + "%";
|
||||
}
|
||||
}
|
||||
};
|
||||
49
world/skill/wudang/tiyunzong.js
Normal file
49
world/skill/wudang/tiyunzong.js
Normal file
@@ -0,0 +1,49 @@
|
||||
this.inherits(SKILL);
|
||||
this.name = "梯云纵";
|
||||
this.id = "tiyunzong";
|
||||
this.family = FAMILIES.WUDANG;
|
||||
this.grade = 2;
|
||||
this.dodge_actions = [
|
||||
"只见$n一招「<WHT>白鹤冲天</wht>」,身体向上笔直地纵起丈余,躲过了$N这一招。",
|
||||
"$n一个「<RED>鹞子翻身</RED>」,向后纵出数丈之远,避开了$N的凌厉攻势。",
|
||||
"$n使出「<MAG>大鹏展翅</MAG>」,向一旁飘然纵出,轻轻着地。",
|
||||
"但是$n一招「<WHT>白鹤冲天</wht>」身形飘忽,轻轻一纵,早已避开。",
|
||||
"$n身随意转,一招「<RED>鹞子翻身</RED>」倏地往一旁挪开了三尺,避过了这一招。",
|
||||
"可是$n一招「<MAG>大鹏展翅</MAG>」侧身一让,$N这一招扑了个空。",
|
||||
"却见$n足不点地一招「<MAG>大鹏展翅</MAG>」,往旁窜开数尺,躲了开去。",
|
||||
"$n身形微晃,一招「<RED>鹞子翻身</RED>」有惊无险地避开了$N这一招。",
|
||||
];
|
||||
//"\s?\+\s?(\w+)\s?\+\s?"(.+?)"\s?\+\s?NOR\s?\+\s?"
|
||||
this.learn_condition = {
|
||||
max_mp: 1000,
|
||||
skill: {
|
||||
dodge: 200
|
||||
}
|
||||
};
|
||||
this.can_enables = ["dodge"];
|
||||
this.query_enable_prop = function (lv) {
|
||||
return {
|
||||
dodge: {
|
||||
ds: parseInt(lv * 1.5 + 5),
|
||||
|
||||
desc: "当成功躲闪对方攻击时增加" + lv + "躲闪,可叠加"
|
||||
}
|
||||
};
|
||||
}
|
||||
this.on_dodge_over = function (me, target, par) {
|
||||
if (par.is_dodge && !me.query_temp("tiyunzong")) {
|
||||
var lv = me.query_skill("tiyunzong", 0);
|
||||
me.add_status({
|
||||
id: "dodge",
|
||||
name: "梯云纵",
|
||||
desc: "梯云纵之纵字诀,增加你的躲闪",
|
||||
prop: {
|
||||
ds: lv
|
||||
},
|
||||
duration: 5000,
|
||||
override: 1,
|
||||
max_count: 10
|
||||
});
|
||||
me.set_temp("tiyunzong", 1, me.random(8000) + lv);
|
||||
}
|
||||
}
|
||||
65
world/skill/wudang/wudangchangquan.js
Normal file
65
world/skill/wudang/wudangchangquan.js
Normal file
@@ -0,0 +1,65 @@
|
||||
this.inherits(SKILL);
|
||||
this.name = "武当长拳";
|
||||
this.id = "wudangchangquan";
|
||||
this.grade = 1;
|
||||
|
||||
this.family = FAMILIES.WUDANG;
|
||||
this.attack_actions = [
|
||||
"$N力灌右臂,一招「七星手」,一拳直出打向$n的$l",
|
||||
"$N身行前探,闪身跨奔$n身侧,一招「推手」,向$n的$l推去",
|
||||
"$N双臂微曲,身行晃动,一招「一条鞭」守中带攻打向$n的$l",
|
||||
"$N马步扎稳,左手虚晃,右手握拳一式「直击」迅猛打向$n的胸口",
|
||||
"$N施出「雁回头」,纵身跃向空中,双手同时击向$n的$l",
|
||||
"$N双臂回环,身行微微后仰,一招「井栏」,缠向$n的双手"
|
||||
];
|
||||
this.desc = "武当派入门拳脚功夫";
|
||||
//"(\w+)"(.+?)"NOR"
|
||||
//<$1>$2</$1>
|
||||
this.can_enables = ["unarmed"];
|
||||
this.query_enable_prop = function (lv) {
|
||||
return {
|
||||
unarmed: {
|
||||
gj: lv + 7
|
||||
}
|
||||
};
|
||||
}
|
||||
this.learn_condition = {
|
||||
max_mp: 500,
|
||||
skill: {
|
||||
unarmed: 50
|
||||
}
|
||||
};
|
||||
this.pfm = {
|
||||
bao:
|
||||
{
|
||||
name: "虎抱头",
|
||||
distime: 16000,
|
||||
enable_skill: "unarmed",
|
||||
weapon_type: WEAPON_TYPE.UNARMED,
|
||||
mp: 10,
|
||||
release_time: 0,
|
||||
use: function (me, target, lv) {
|
||||
var sh = me.do_attack({
|
||||
target: target,
|
||||
attack_msg: "<hic>$N身行前探,双手抱环向$n推去</hic>",
|
||||
damage_msg:"<hir>$n一时大意,被$P内劲牵引,不由得一个趔趄。</hir>"
|
||||
});
|
||||
if (sh) {
|
||||
target.add_status({
|
||||
id: "busy",
|
||||
is_busy: true,
|
||||
name: "忙乱",
|
||||
desc: "你处于忙乱状态,无法攻击,招架",
|
||||
duration: 3000 + lv * 4,
|
||||
downside:true
|
||||
|
||||
},me);
|
||||
}
|
||||
me.end_attack(target);
|
||||
},
|
||||
query_desc: function (me, lv) {
|
||||
var lv = 3000 + lv * 4;
|
||||
return "命中敌人后,使敌人忙乱"+(lv/1000)+"秒,无法攻击,招架";
|
||||
}
|
||||
}
|
||||
};
|
||||
62
world/skill/wudang/wudangjianfa.js
Normal file
62
world/skill/wudang/wudangjianfa.js
Normal file
@@ -0,0 +1,62 @@
|
||||
this.inherits(SKILL);
|
||||
this.name = "武当剑法";
|
||||
this.id = "wudangjianfa";
|
||||
this.grade = 1;
|
||||
|
||||
this.family = FAMILIES.WUDANG;
|
||||
this.attack_actions = [
|
||||
"$N身体左转,左手剑指,两腿屈膝,右前臂内旋,剑尖前端一寸处短促抖腕发力,一招<HIB>「飞燕入林」</HIB>,手中$w轻轻颤动,一剑自上而下扎向$n的$l",
|
||||
"$N身形不动,右前臂外旋,剑刃上崩,立马左腿左弓步,一招<HIG>「青龙吐水」</HIG>,手中$w向前下反刺,一剑指向$n的$l",
|
||||
"$N左脚向前一步,蹬地跳起,身体腾空疾速左转,右手$w先向前刺,随转体变向,使出一式<MAG>「凤凰挚窝」</MAG>,剑光如匹练般泄向$n的$l",
|
||||
"$N碎步急进,提剑沿剑身方向疾速上崩,一招<HIW>「白蛇吐信」</HIW>直取$n的$l",
|
||||
"$N平剑斜洗,臂圆剑直,双脚交替弧形迈进,右手$w使出一式<HIC>「玉女穿梭」</HIC>,剑锋往来运转如梭,连绵不绝刺向$n的$l",
|
||||
"$N屈腕抬臂,剑由前向后上方抽带,挺起中平剑奋勇向前,右手$w使出一式<HIY>「仙人指路」</HIY>刺向$n的$l",
|
||||
"$N左撤步,抱剑当胸,挥剑做圆环形,正反搅动,右手$w一式<HIG>「怀中抱月」</HIG>,剑意圆润,刺向$n的$l",
|
||||
"$N侧身退步,左手剑指划转,腰部一扭,上体后仰,右手$w一记<HIM>「反身朝阳」</HIM>自下上撩指向$n的$l"
|
||||
|
||||
];
|
||||
this.desc = "武当派的入门剑法";
|
||||
//<$1>$2</$1>
|
||||
//<$1>$2</$1>
|
||||
this.can_enables = ["sword"];
|
||||
this.learn_condition = {
|
||||
max_mp: 900,
|
||||
skill: {
|
||||
sword: 50
|
||||
}
|
||||
};
|
||||
this.query_enable_prop = function (lv) {
|
||||
return {
|
||||
sword: {
|
||||
gj: parseInt(lv + 10)
|
||||
}
|
||||
};
|
||||
}
|
||||
this.pfm = {
|
||||
san:
|
||||
{
|
||||
name: "三环套月",
|
||||
distime: 10000,
|
||||
enable_skill: "sword",
|
||||
mp: 10,
|
||||
use: function (me, target, lv) {
|
||||
var per = 70 + parseInt(lv / 10);
|
||||
me.send_room("<hiw>凝神聚气,手中$W回转,划出一个闪亮的剑圈,套向$n而去。</hiw>", target);
|
||||
for (var i = 0; i < 3; i++) {
|
||||
me.do_attack({
|
||||
target: target,
|
||||
gj: me.gj * per/100,
|
||||
mz: me.mz ,
|
||||
attack_before: "紧跟着"
|
||||
});
|
||||
}
|
||||
me.end_attack(target);
|
||||
|
||||
},
|
||||
query_desc: function (me, lv) {
|
||||
var per = 70 + parseInt(lv /10);
|
||||
|
||||
return "连环三剑,如柔丝缠身,连绵不绝,每剑对敌人造成" + per + "%的伤害。";
|
||||
}
|
||||
}
|
||||
};
|
||||
25
world/skill/wudang/wudangxinfa.js
Normal file
25
world/skill/wudang/wudangxinfa.js
Normal file
@@ -0,0 +1,25 @@
|
||||
this.inherits(SKILL);
|
||||
this.name = "武当心法";
|
||||
this.id = "wudangxinfa";
|
||||
this.grade = 1;
|
||||
this.force_rad = 0.6;
|
||||
this.desc = "武当派的入门心法";
|
||||
this.family = FAMILIES.WUDANG;
|
||||
//"(\w+)"(.+?)"NOR"
|
||||
//<$1>$2</$1>
|
||||
this.can_enables = ["force"];
|
||||
this.query_enable_prop = function (lv) {
|
||||
return {
|
||||
force: {
|
||||
max_hp: lv*2+120,
|
||||
limit_mp: lv * 10,
|
||||
desc: "唯一:将你内力的60%转化为气血"
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
this.learn_condition = {
|
||||
skill: {
|
||||
force: 50
|
||||
}
|
||||
};
|
||||
Reference in New Issue
Block a user