150 lines
5.7 KiB
JavaScript
150 lines
5.7 KiB
JavaScript
this.inherits(SKILL);
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this.name = "千蛛万毒手";
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this.id = "qianzhuwandushou";
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this.grade = 3;
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this.attack_actions = [
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"$N身形一晃而至,一招「小鬼勾魂」,双掌带着一缕腥风拍向$n的前心",
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"$N身形化做一缕轻烟绕着$n急转,一招「天网恢恢」,双掌幻出无数掌影罩向$n",
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"$N大喝一声,一招「恶鬼推门」,单掌如巨斧开山带着一股腥风猛劈向$n的面门",
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"$N一声冷笑,一招「灵蛇九转」,身形一闪而至,一掌轻轻拍出,手臂宛若无骨,掌到中途竟连变九变,如鬼魅般印向$n的$l",
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"$N侧身向前,一招「地府阴风」,双掌连环拍出,一缕缕彻骨的寒气从掌心透出,将$n周围的空气都凝结了",
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"$N厉叫一声,身形忽的蜷缩如球,飞身撞向$n,一招「黄蜂吐刺」单掌如剑,直刺$n的心窝",
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"$N一个急旋,飞身纵起,半空中一式「毒龙摆尾」,反手击向$n的$l",
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"$N大喝一声,运起五毒神功,一招「毒火焚身」,刹那间全身毛发尽绿,一对碧绿的双爪闪电般的朝$n的$l抓去"
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];
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this.desc = "五毒教的千蛛万毒手";
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//"(\w+)"(.+?)"NOR"
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//<$1>$2</$1>
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this.can_enables = ["unarmed", "parry"];
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this.learn_condition = {
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max_mp: 8000,
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skill: {
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unarmed: 300,
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wudushengong: 300,
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}
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};
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this.query_prop = function (lv) {
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return {
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per: (-parseInt(lv / 300) - 1)
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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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unarmed: {
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gj: parseInt(lv * 1.5 + 20),
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mz: lv,
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str: parseInt(lv / 8),
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}, parry: {
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zj: parseInt(lv * 1.5 + 20),
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fy: 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: 'qzwds_cc',
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value: (lv, grade) => grade,
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format: (val) => {
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return '千蛛万毒毒发次数增加' + val + "次数";
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}
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},
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{
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prop: 'qzwds_sh',
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value: (lv) => 100 + Math.floor(lv / 10),
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format: (val) => {
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return '万蛊噬天在招架成功后使敌人受到的毒伤增加' + val + "%";
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}
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},
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];
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this.on_parry_over = function (me, target, par) {
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if (me.query_temp("wangu")) {
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var lv = me.query_skill("wudushengong", 0) + me.query_skill("qianzhuwandushou", 0);
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var gj = 200 + parseInt(lv * (lv / 1000 + 1));
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if (par.is_parry) {
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let val = me.query_prop('qzwds_sh');
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if (val > 0) {
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gj = gj * val / 100;
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}
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}
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target.send_combat("<red>毒气顺着$W侵入$N体内,$P感到全身一阵发麻。</red>\n");
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target.damage2(gj, me);
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me.end_attack(target);
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}
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}
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this.on_disenable = function (me, type) {
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if (type === "parry") {
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me.remove_status("wangu", true);
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}
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}
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this.pfm = {
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qian:
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{
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name: "千蛛万毒",
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distime: 36000,
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enable_skill: "unarmed",
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weapon_type: WEAPON_TYPE.UNARMED,
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mp: 20,
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use: function (me, target, lv) {
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if (me.do_attack({
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target: target,
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gj: me.gj,
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attack_msg: "<HIr>$N一声狞笑飞身纵起,凌空一指向$n的眉心点去。</HIr>",
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damage_msg: "<hir>只见一缕黑气从$N的指尖透出,只一闪就没入$n的眉心!</hir>",
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miss_msg: "<hig>可是$n早有准备,一个懒驴打滚,堪堪躲过了这一招。</hig>",
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parry_msg: "<hig>可是$n早有准备,一个懒驴打滚,堪堪躲过了这一招。</hig>"
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})) {
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var gj = parseInt(me.gj * (lv / 300) / 3);
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target.add_status({
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id: "unarmed",
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name: "千蛛万毒",
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desc: "你中了千蛛万毒手,每三秒减少" + gj + "气血",
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duration: 3000,
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duration_count: 4 + me.query_prop('qzwds_cc'),
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on_interval: function (player, count) {
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if (player.hp > 0) {
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player.damage2(gj, me);
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player.send_room("<hir>$N的千蛛万毒手发作了,全身一阵发麻。</hir>");
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if (player.fight_type)
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me.end_attack(player);
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else if (player.hp <= 0)
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player.hp = 1;
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}
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},
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downside: true
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});
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}
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me.end_attack(target);
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},
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query_desc: function (me, lv) {
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var gj = parseInt(me.gj * (lv / 300));
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return "将全身毒力集中在一点刺向敌人,命中后使敌人在12秒内持续受到" + gj + "点伤害。";
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}
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}, wan: {
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name: "万蛊噬天",
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distime: 60000,
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enable_skill: "parry",
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mp: 80,
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use: function (me, target, lv) {
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var msg = "<red>$N仰天一声长啸,强催内劲,全身竟浮现出隐隐碧绿之色。喝道:“万蛊噬天”。毒气弥漫,瞬间笼罩$P全身!</red>\n";
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me.send_room(msg);
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var time = 10000 + lv * 10;
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me.set_temp("wangu", 1, time);
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me.add_status({
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id: "wangu",
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name: "万蛊噬天",
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duration: time
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});
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},
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query_desc: function (me, lv) {
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var gj = lv + me.query_skill('wudushengong', 0);
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gj = 200 + parseInt(gj * (gj / 1000 + 1));
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var time = 10000 + lv * 10;
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return "毒气弥漫,笼罩全身," + (time / 1000) + "秒内在被敌人命中时候使敌人受到" + gj + "点伤害。";
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}
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}
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}; |