this.inherits(SKILL); this.name = "临济十二庄"; this.id = "linjizhuang"; this.grade = 3; this.force_rad = 0.7; this.desc = "峨眉派内功心法"; this.family = FAMILIES.EMEI, //"(\w+)"(.+?)"NOR" //<$1>$2 this.can_enables = ["force"]; this.learn_condition = { max_mp: 2000, skill: { force: 200 } }; this.query_enable_prop = function (lv) { return { force: { max_hp: lv * 11, fy: lv, fy_per: 3 + parseInt(lv / 300), limit_mp: lv * 103, desc: "唯一:将你内力的70%转化为气血" } }; } this.pfm = { xi: { name: "鹤翔庄", distime: 60000, enable_skill: "force", mp: 20, use_type: 2, release_time: 0, use: function (me, target, lv) { var gj = parseInt(lv / 300) + 10; me.notify("你暗运龙鹤两庄,启天门,闭地户,聚精成力,顿觉气力倍增。"); me.add_status({ id: "force", name: "鹤翔", on_interval: function (me) { if (me.hp > 0) { hp = me.do_recover(me.max_hp * gj / 100); if (hp > 0) me.notify("你恢复了" + hp + "点气血。"); } }, duration_count: 5, duration: 2000 }); }, query_desc: function (me, lv) { var gj = parseInt(lv / 300) + 10; return "每两秒内恢复你" + gj + "%气血,持续5次"; } }, huifu: { name: "游龙庄", distime: 20000, enable_skill: "force", mp: 20, release_time: 0, allow_busy: true, use: function (me, target, lv) { var gj = parseInt(me.gj * (lv / 5 + 100) / 100) + 2000; me.send_room("$N宝相庄严,双手合十,天地间的真气如游龙般汇聚而来。"); var ts = me.team || [me]; for (var i = 0; i < ts.length; i++) { var x = ts[i]; if (x.hp > 0 && me.is_here(x)) { gj = x.do_recover(gj); if (gj > 0) x.notify("你恢复了" + gj + "点气血。"); if (x.is_busy) { x.remove_status("busy"); // me.reauto_attack(); x.send_room("梵音暮鼓,真气游龙,一时间$N心如明镜,再无杂念。\n"); } } } }, query_desc: function (me, lv) { var gj = parseInt(me.gj * (lv / 5 + 100) / 100) + 2000; return "战斗中恢复自己和附近队友" + gj + "点气血,并消除队友的忙乱状态。"; } } //, power: { // name: "幽冥庄", // distime: 300000, // enable_skill: "force", // mp: 20, // release_time: 0, // no_auto: true, // use_type: 1, // use: function (me, target, lv) { // me.send_room("$N凝聚幽冥二气,口宣佛号: 阿弥陀佛!如鬼神之音,贯通两界! "); // var items = me.environment.items; // var hf = 30 + parseInt(lv / 15); // if (hf > 100) hf = 100; // for (var i = 0; i < items.length; i++) { // if (items[i].otype == "corpse") { // var player = items[i].from; // if (player && player.hp <= 0) { // player.hp = parseInt(player.max_hp*hf/100); // player.mp = parseInt(player.max_mp * hf / 100); // player.notify('{type:"die",relive:true}'); // player.moveto(me.environment, null, "" + player.name + "复活了。"); // items[i].from=null; // } // } // } // }, // query_desc: function (me, lv) { // return "沟通幽冥之力,唤回游离在天地间的灵魂,使附近玩家复活(需剃度)。"; // } // } };