this.inherits(SKILL);
this.name = "回风拂柳剑";
this.id = "huifengjian";
this.grade = 2;
this.family = FAMILIES.EMEI;
this.attack_actions = [
"$N剑尖剑芒暴长,一招「清风袭月」,手中$w自左下大开大阖,一剑向右上向$n的$l",
"$N长剑圈转,施一招「飘雪穿云」,手中$w平展下刺,一剑轻轻划过$n的$l",
"只见$N长剑轻灵跳动,剑随身长,右手$w猛地使出一式「千峰竞秀」刺向$n的$l",
"$N长剑下指,剑意流转,一招「万流归宗」直取$n的$l",
"$N剑芒吞吐,幻若灵蛇,手中$w使出一式「乌龙搅柱」,剑势曼妙非凡,刺向$n的$l",
"$N挥剑分击,剑势自胸前跃出,右手$w一式「进退龙游」,毫无留恋之势,刺向$n的$l",
"$N退步,左手剑指划转,腰部一扭,右手$w一记「天地鹤翔」自下而上刺向$n的$l"
];
this.desc = "峨眉派的入门剑法,剑法轻灵,如回风拂柳";
//"\+(\w+)\+"(.+?)"\+NOR\+"
//<$1>$2$1>
this.learn_condition = {
max_mp: 2000,
skill: {
sword: 200
}
};
this.can_enables = ["sword"];
this.query_enable_prop = function (lv) {
return {
sword: {
gj: 20 + parseInt(lv * 1.3),
mz: parseInt(lv * 1.3) + 20
}
};
}
this.pfm = {
mie:
{
name: "灭剑",
distime: 20000,
enable_skill: "sword",
weapon_type: WEAPON_TYPE.SWORD,
mp: 10,
release_time:0,
use: function (me, target, lv) {
var miss = "可是$p轻轻一笑,侧身右转,闪了开去";
if (me.do_attack({
attack_msg: "$N屈腕云剑,剑光如彩碟纷飞,幻出点点星光,右手$w陡然使出一式「灭剑」跃跃洒洒飘向$n",
target: target,
gj: me.gj,
mz: me.mz,
miss_msg: miss,
parry_msg: miss
})) {
var sh = 10 + parseInt(lv / 100);
target.add_status({
id: "damage",
duration: 10000,
name: "灭剑",
downside: true,
prop: {
diff_sh_per: -sh
}
});
}
me.end_attack(target);
},
query_desc: function (me, lv) {
var sh = 10 + parseInt(lv / 100);
return "对敌方造成伤害,并使对方在之后10秒内受到的伤害增加" + sh + "%";
}
} , jue:
{
name: "绝剑",
distime: 20000,
enable_skill: "sword",
weapon_type: WEAPON_TYPE.SWORD,
mp: 10,
release_time: 5000,
use: function (me, target, lv) {
var per = 10 + parseInt(lv / 100);
var sh = 100 + parseInt(lv / 10);
var miss = "可是$p轻轻一笑,侧身右转,伸出两指,正弹在$P的剑上,长剑在$p身侧划过,毫发无伤。";
me.do_attack({
attack_msg: "$N手中长剑剑芒跃动,剑光暴长,幻出死亡的色彩,剑尖渐渐逼近$n,$n看到漫天剑光,抽身后跃,只这一刹,漫天剑影化为一剑直刺$n前胸,快捷无伦!",
target: target,
gj: me.gj * sh/100,
mz: me.mz ,
miss_msg: miss,
parry_msg: miss,
diff_fy:per
})
me.end_attack(target);
},
query_desc: function (me, lv) {
var sh = 100 + parseInt(lv / 10);
var per = 10 + parseInt(lv / 100);
return "对敌方造成" + sh +"%攻击力无视对方"+per+"%防御的伤害";
}
}
};