init: add workspace files

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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 = "太极剑法";
this.id = "taijijian";
this.grade = 4;
this.first_title = "太极传人";
this.family = FAMILIES.WUDANG;
this.attack_actions = [
"$N虚步提腰一招「<HIM>蜻蜓点水</HIM>」,手中$w轻轻颤动一剑剑点向$n的$l",
"$N向前跨上一步左手剑诀右手$w使出一式「<YEL>指南针</YEL>」直刺$n的$l",
"$N身形往右一挫左手剑诀右手$w使出一式「<WHT>大魁星</WHT>」刺向$n的$l",
"$N双膝下沉右手$w使出一式「<BLU>探海式</BLU>」,由下而上疾刺$n的$l",
"$N一招「<HIW>燕子掠波</HIW>」,$w自上而下划出一个大弧平平地向$n的$l挥去",
"$N上身往左侧一拧一招「<BLK>乌龙摆尾</BLK>」,右手$w反手向$n的$l挥去",
"$N一招「<RED>右</RED>拦扫」,一招「<RED>左</RED>拦扫」,剑锋平指,一气呵成横扫$n的$l",
"$N左腿提膝手中$w斜指一招「<HIC>宿鸟投林</HIC>」刺向$n的$l",
"$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$l",
"$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$l",
"$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$l挥去",
"$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$l",
"$N使出「<HIR>狮子摇头</HIR>」,$w由右向左划出一个大将$n圈在其中",
"$N左脚踏实右脚虚点一招「<HIW>仙人指路</HIW>」,右手$w带着一团剑花逼向$n的$l",
"$N轻轻跃起一招「<CYN>野马跳涧</CYN>」,$w在半空中化为一圈银芒落向$n的$l",
"$N两腿前箭后弓一招「<HIR>射雁式</HIR>」,右手$w直刺$n的$l",
"$N一招「<WHT>小魁星</WHT>」,身形往左一挫,左手剑诀,右手$w平平地向$n的$l挥去",
"$N猱身扑上一招「<HIW>白猿献果</HIW>」,手中$w斜斜地向$n的$l挥去",
"$N一招「<RED>迎风掸尘</RED>」,$w看似随意地一挥$n却陡觉一股劲气迎面袭来。",
"$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$l挥去。",
"$N一招「<WHT>流星赶月</WHT>」,$w疾刺$n的$l",
"$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$l挥去",
"$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$l挥去",
"$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$l挥去",
"$N一招「<WHT>大鹏展翅</WHT>」,身形跃起,右手$w刺向$n的$l",
"$N一招「<BLK>车轮剑</BLK>」,$w化作一片银盘平平地向$n的$l卷去",
"$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$l挥去",
"$N一招「<WHT>风扫梅花</WHT>」,身体跃在半空,手中$w扫向$n的$l",
"$N一招「<HIC>却步抽剑</HIC>」,左脚跃步落地,$w回抽反手勾向$n的$l",
"$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",
"$N回身拧腰右手虚抱一招「<HIY>拨云瞻日</HIY>」,$w中宫直进刺向$n的$l"
];
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";
//"\+(\w+)\+"(.+?)"\+NOR\+"
//<$1>$2</$1>
this.learn_condition = {
max_mp: 8900,
skill: {
sword: 300,
taijishengong: 300
}
};
this.can_enables = ["sword"];
this.query_prop = function (lv) {
return {
int: 10 + parseInt(lv / 10),
zj_per: parseInt(lv / 300) + 5
};
}
this.query_enable_prop = function (lv) {
return {
sword: {
gj: 20 + parseInt(lv * 1.3),
mz: 20 + parseInt(lv * 1.2),
zj: 20 + parseInt(lv * 0.8),
desc: "攻击命中后会使敌方忙乱2秒冷却10秒"
}
};
}
//当一次攻击结束后
this.on_attack_over = function (me, target, par) {
if (!par.is_dodge && !par.is_parry) {
if (!me.query_temp("sk/taijijian/sword")) {
me.send_room("<cyn>$n一招失势被$N的剑招所乱</cyn>", target);
target.add_status({
id: "busy",
is_busy: true,
name: "忙乱",
desc: "你处于忙乱状态,无法攻击,招架",
duration: 2000,
downside: true
});
me.set_temp("sk/taijijian/sword", 1, 10000);
}
}
}
this.pfm = {
chan:
{
name: "缠字诀",
distime: 20000,
enable_skill: "sword",
weapon_type: WEAPON_TYPE.SWORD,
release_time: 0,
mp: 10,
use: function (me, target, lv) {
var time = lv * 10 + 3000;
if (time > 15000) time = 15000;
me.send_room("<mag>$N使出太极剑【缠字决】$n一时之间手忙脚乱无法攻击</mag>", target);
target.add_status({
id: "busy",
name: "忙乱",
duration: time,
downside: true,
is_busy: true
}, me);
},
query_desc: function (me, lv) {
var time = lv * 10 + 3000;
if (time > 15000) time = 15000;
return "以连绵不绝的攻势迷惑敌人,使之无法脱身," + (time / 1000) + "秒内处于忙乱状态。";
}
},
lian:
{
name: "连字诀",
distime: 15000,
enable_skill: "sword",
weapon_type: WEAPON_TYPE.SWORD,
mp: 10,
use: function (me, target, lv) {
var per = parseInt(lv / 10) + 110;
if (per > 200) per = 200;
me.send_room("<mag>$N使出太极剑【连字决】身法突然加快</mag>", target);
for (var i = 0; i < 7; i++) {
me.do_attack({
target: target,
gj: me.gj,
mz: me.mz * per / 100,
attack_before: "紧跟着"
});
}
me.end_attack(target);
},
query_desc: function (me, lv) {
var count = parseInt(lv / 10) + 10;
if (count > 100) count = 100;
return "快速出剑瞬间对敌人快速攻击7次攻击中命中增加" + count + "%";
}
},
sui:
{
name: "随字决",
distime: 20000,
enable_skill: "sword",
weapon_type: WEAPON_TYPE.SWORD,
mp: 10,
release_time: 1000,
use: function (me, target, lv) {
var time = 3000 + lv * 10;
var gj = 100 + parseInt(lv / 5);
var per = 10 + parseInt(lv / 200);
if (me.do_attack({
target: target,
gj: me.gj * gj / 100,
mz: me.mz,
attack_msg: "<him>$N快速挥动$W四周真气涌动化为数个大小太极向$n刺去</him>",
damage_msg: "<hir>只见$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>"
})) {
target.add_status({
id: "sui",
name: "太极",
downside: true,
desc: "你的命中和躲闪降低了",
duration: time,
prop: {
mz_per: -per,
ds_per: -per
},
finish_msg: "<cyn>$N从太极剑的影响中恢复过来。</cyn>",
}, me);
me.end_attack(target);
}
},
query_desc: function (me, lv) {
var time = 3000 + lv * 10;
var gj = 100 + parseInt(lv / 5);
var per = 10 + parseInt(lv / 200);
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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this.inherits(SKILL);
this.name = "太极拳";
this.id = "taijiquan";
this.family = FAMILIES.WUDANG;
this.grade = 3;
this.attack_actions = ["$N使一招「<YEL>揽雀尾</YEL>」,双手划了个半圈,按向$n的$l",
"$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",
"$N左手回收右手由钩变掌由右向左使一招「<HIB>提手上式</HIB>」,向$n的$l打去",
"$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",
"$N左手由胸前向下身体微转划了一个大圈使一招「<HIR>搂膝拗步</HIR>」,击向$n的$l",
"$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",
"$N左手变掌横于胸前右拳由肘下穿出一招「<HIY>肘底看锤</HIY>」,锤向$n的$l",
"$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",
"$N一招「<HIM>闪通臂</HIM>」,左脚一个弓箭步,右手上举向外撇出,向$n的$l挥去",
"$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",
"$N左手虚按右手使一招「<HIW>白蛇吐信</HIW>」,向$n的$l插去",
"$N双手握拳向前向后划弧一招「<BLK>双峰贯耳</BLK>」打向$n的$l",
"$N左手虚划右手一记「<RED>勾裆锤</RED>」击向$n的裆部",
"$N施出「<GRN>伏虎式</GRN>」,右手击向$n的$l左手攻向$n的裆部",
"$N由臂带手在面前缓缓划过使一招「<YEL>云手</YEL>」,挥向$n的$l",
"$N左腿收起右手使一招「<BLU>金鸡独立</BLU>」,向$n的$l击去",
"$N右手由钩变掌双手掌心向上右掌向前推出一招「<MAG>高探马</MAG>」",
"$N右手使一式招「<CYN>玉女穿梭</CYN>」,扑身向$n的$l插去",
"$N右手经腹前经左肋向前撇出使一招「<WHT>反身撇锤</WHT>」,向$n的$l锤去",
"$N左手虚按右腿使一招「<HIR>转身蹬腿</HIR>」,向$n的$l踢去",
"$N左手向上划弧拦出右手使一招「<HIG>搬拦锤</HIG>」,向$n的$l锤去",
"$N使一招「<HIY>栽锤</HIY>」,左手搂左膝,右手向下锤向$n的$l",
"$N双手先抱成球状忽地分开右手上左手下一招「<HIB>野马分鬃</HIB>」,向$n的$l和面门打去",
"$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",
"$N双手经下腹划弧交于胸前成十字状一式「<HIC>十字手</HIC>」,向$n的$l打去",
"$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",
"$N身体向后腾出左手略直右臂微曲使一招「<BLK>倒撵猴</BLK>」,向$n的$l和面门打去",
"$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$n浑身上下都笼罩在重重掌影之中",
"$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$n心窝而去",
"$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$n"
];
this.parry_actions = [
"$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。",
"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。",
"$p「双风贯耳」连消带打双手成圆形击出随即左圈右圈一个圆圈跟着一个圆圈大圈、小圈、平圈、立圈、正圈、斜圈一个个太极圆圈发出登时便套得$P跌跌撞撞身不由主的立足不稳。",
"$p使出一招「云手」左手高右手低一个圆圈已将$P$w套住。",
"$p觉气息微窒当下一招「斜飞势」将$P$w引偏。",
"$p吸一口气体内真气流转右掌挥出一拒一迎将$P的力道尽行碰了回去。",
"$p双掌一翻使出一招「云手」双掌柔到了极处空明若虚将$P$w的急劲尽数化去。",
"$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。",
"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。",
];
this.can_enables = ["unarmed", "parry"];
this.query_enable_prop = function (lv) {
return {
unarmed: {
gj: parseInt(lv * 1.3 + 5),
mz: parseInt(lv * 1.3 + 5),
str: parseInt(lv / 8)
}, parry: {
zj: parseInt(lv * 1.6 + 20),
fy: lv * 2 + 10,
max_hp: lv * 10,
desc: "当你成功招架后立刻反击敌人8秒冷却"
}
};
}
this.learn_condition = {
max_mp: 1000,
skill: {
unarmed: 300,
taijishengong: 100
}
};
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。";
}
}
};

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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 + "%";
}
}
};

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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);
}
}

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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";
}
}
};

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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。";
}
}
};

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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
}
};