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>$2 this.learn_condition = { max_mp: 2000, skill: { sword: 200 } }; this.can_enables = ["sword"]; this.query_enable_prop = function (lv) { return { sword: { gj: 20 + parseInt(lv * 1.3), mz: parseInt(lv * 1.3) + 20 } }; } this.pfm = { mie: { name: "灭剑", distime: 20000, enable_skill: "sword", weapon_type: WEAPON_TYPE.SWORD, mp: 10, release_time:0, use: function (me, target, lv) { var miss = "可是$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"; } } };