this.inherits(OBJ); this.set({ unit: "粒", name: "突破丹", grade: 1, desc: "快速突破你的技能,消耗你的潜能使你的某项不高于突破丹品质的技能增加1-5级", value: 1000 }); this.transable = true; this.on_use = function (me) { me.notify("你吞下一粒突破丹。") if (!(me.pot > 0)) return me.notify("你的潜能不够,好像没什么效果。"); var list = []; for (var sk in me.skills) { var base_skill = SKILL.get(sk); if (base_skill && base_skill.type != SKILL_TYPES.KNOWLEDGE && base_skill.grade <= this.grade) { list.push(base_skill); } } var skillbase = list.random(); if (!skillbase) return me.notify("你还没有学会可以突破的技能。"); var needexp = 0; var level = this.random(15); if (level > 13) level = 5; else if (level > 11) level = 4; else if (level > 8) level = 3; else if (level > 4) level = 2; else level = 1; var now_lv = me.skills[skillbase.id].level; while (level) { needexp += skillbase.level_exp(now_lv + level, me); level--; } if (needexp > me.pot) return me.notify("你的潜能不够,好像没什么效果。"); skillbase.add_exp(me, needexp); me.pot -= needexp; } const VALUES = [1000, 1000, 10000, 20000, 50000, 100000, 100000]; this.on_create = function (path, par) { if (!par) { this.path = "drug/skill2#1"; return; } par = par.substr(1); var lv = parseInt(par); if (!(lv > 0 && lv <= 5)) { lv = 1; this.path = "drug/skill2#1"; } this.grade = lv ? lv : 1; this.value = VALUES[this.grade]; }