104 lines
3.7 KiB
JavaScript
104 lines
3.7 KiB
JavaScript
this.inherits(SKILL);
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this.name = "泰山剑法";
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this.id = "taishanjianfa";
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this.grade = 3;
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this.attack_actions = [
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"$N手中$w一晃,向右滑出三步,一招<HIB>「朗月无云」</HIB>,转过身来,身子微矮,$w向$n斜斜刺去",
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"$N手中$w圈转,一招<HIC>「峻岭横空」</HIC>去势奇疾,无数剑光刺向$n的$l",
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"$N突然腰一弯,挺$w向$n刺去,这一剑力劲剑疾,正是一招<HIC>「来鹤清泉」</HIC>",
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"$N手中$w刷的一声,反手砍向$n,剑势圆润如意:<HIY>「石关回马」</HIY>!",
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"$N展开剑势,身随剑走,左边一拐,右边一弯,越转越急。猛地$w剑光暴长,一招<HIM>「泰山十八盘」</HIM>往$n$l刺去",
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"$N手臂暴长,手中$w豁豁展开,刷刷两剑,指向$n,正是<GRN>「快活三里」</GRN>"
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];
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this.desc = "泰山派的剑法";
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//<$1>$2</$1>
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//<$1>$2</$1>
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this.can_enables = ["sword"];
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this.learn_condition = {
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max_mp: 2000,
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skill: {
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sword: 200
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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: parseInt(lv * 1.5) + 10,
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mz: parseInt(lv * 1.3) + 10,
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fy: parseInt(lv * 1.5) + 10,
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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: "con",
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value: lv => 1 + parseInt(lv / 10),
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format: (val) => {
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return "根骨:+" + val;
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}
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},
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{
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prop: "tsjf_st",
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value: lv => 1,
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count: 1,
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format: (val) => {
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return "七星落长空任意命中后将使对方昏迷7秒";
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}
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}
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];
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this.pfm = {
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jiang:
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{
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name: "七星落长空",
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distime: 22000,
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enable_skill: "sword",
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mp: 20,
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use: function (me, target, lv) {
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me.send_room("<hir>$N一招「七星落长空」挺$w向$n当胸刺去,剑光闪烁,$w发出嗡嗡之声,罩住了$n胸口“膻中”、“神藏”、“灵墟”、“神封”、“步廊”、“幽门”、“通谷”七处大穴</hir>", target);
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var count = 7;
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var per = 50 + parseInt(lv / 50);
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var p2 = 3 + parseInt(lv / 500);
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var mz = 0;
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for (var i = 0; i < count; i++) {
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if (me.do_attack({
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target: target,
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gj: me.gj * per / 100,
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mz: me.mz
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})) mz++;
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}
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me.end_attack(target);
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if (mz) {
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if (me.query_prop('tsjf_st')) {
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target.add_status({
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id: "faint",
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is_faint: true,
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duration: 7000,
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name: "昏迷", downside: true,
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finish_msg: "<hiy>慢慢的$N又恢复了知觉...</hiy>\n",
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start_msg: "<hir>$N只觉得眼前一黑,接着什么都不知道了。</hir>\n"
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}, me);
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} else {
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var name = "零一二三四五六七"[mz] + "落";
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target.add_status({
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id: "sword",
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name: name,
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desc: "降低你的躲闪和防御",
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duration: 10000,
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prop: {
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ds_per: -mz * p2,
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fy_per: -mz * p2
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}, downside: true
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}, me);
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}
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}
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},
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query_desc: function (me, lv) {
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var per = 50 + parseInt(lv / 50);
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var p2 = 3 + parseInt(lv / 500);
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return "瞬间七剑攻击敌方要穴,每剑造成" + per + "%伤害,每命中一剑减少敌人" + p2 + "%的躲闪和防御。";
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}
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}
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}; |