this.inherits(SKILL); this.name = "中平枪法"; this.id = "zhongpingqiang"; this.grade = 3; this.attack_actions = [ "$N双手一别,尽力前伸,使出一招「中平无敌」,手中$w平平直出,刺向$n的$l", "$N手中$w盘旋回转,风响阵阵,屈身下蹲,反手一招「夜叉探海」自下向$n的$l刺去", "$N举起$w,抖出一朵枪花,一招「灵蛇出洞」向$n分心扎去", "$N一招「反身拿枪」,手中$w划个小圈消去$n的后招,而后$w微抬,指向$n的$l" ]; this.desc = ""; //"(\w+)"(.+?)"NOR" //<$1>$2 this.can_enables = ["club", "parry"]; this.learn_condition = { max_mp: 10000, skill: { club: 500 } }; this.query_enable_prop = function (lv) { return { club: { gj: parseInt(lv * 1.8) + 5, mz: parseInt(lv * 1.7) + 5 }, parry: { zj: parseInt(lv * 1.5) + 5, fy: parseInt(lv * 1.5) + 5 } }; } this.slots = [ { prop: "zpqf_cc", value: lv => 10 + lv / 500, format: (val) => { return "突击命中后无视对方防御" + val + "%"; } }, { prop: "zpqf_mz", value: lv => 1, count: 1, format: (val) => { return "回马枪刺出后无法躲闪"; } } ]; this.pfm = { lian: { name: "突击", distime: 10000, enable_skill: "club", mp: 20, use: function (me, target, lv) { var per = 100 + parseInt(lv / 10); var diff_fy = me.query_prop('zpqf_cc'); me.do_attack({ target: target, attack_msg: "$N身形突进,手中$W犹如灵蛇出洞,快速向$n刺去", gj: me.gj * per / 100, mz: me.mz, diff_fy: diff_fy }); me.end_attack(target); }, query_desc: function (me, lv) { var per = 200 + parseInt(lv / 5); if (per > 500) per = 500; return "对敌人造成" + per + "%攻击力的伤害"; } }, hui: { name: "回马枪", distime: 20000, enable_skill: "club", mp: 20, use: function (me, target, lv) { var per = 150 + parseInt(lv / 20); if (per > 200) per = 200; if (me.do_attack({ target: target, gj: me.gj, mz: me.mz * per / 100, no_dodge: me.query_prop('zpqf_mz') > 0, attack_msg: "$N突然反身疾退,$n正疑惑发愣间,却见$N骤然转身,施展出「回马枪」刺向傻不楞登的$n" })) { per = 100 + parseInt(lv / 10); me.do_attack({ target: target, attack_msg: "$N身形突进,手中$W犹如灵蛇出洞,快速向$n刺去", gj: me.gj * per / 100, mz: me.mz }); } me.end_attack(target); }, query_desc: function (me, lv) { var per = 50 + parseInt(lv / 50); if (per > 100) per = 100; return "攻击出其不意,增加你" + per + "%的命中,对敌人快速攻击,如果命中则对敌人再发起一次突击。"; } } };