this.inherits(SKILL); this.name = "倚天剑法"; this.id = "yitianjianfa"; this.grade = 4; this.first_title = "倚天传人"; this.family = FAMILIES.EMEI; this.attack_actions = [ "$N剑尖剑芒暴长,一招「倚天寒芒」,手中$w大开大阖,剑芒直刺$n的$l", "$N剑芒吞吐,单手$w一招「翻江倒海」,剑势曼妙,剑光直逼向$n的$l", "$N一式「神剑佛威」,屈腕云剑,剑光如彩碟纷飞,幻出点点星光飘向$n", "$N挥剑分击,剑势自胸前跃出,$w一式「群邪辟易」,毫无留恋之势,刺向$n", "$N左手剑指划转,腰部一扭,右手$w一记「荡妖除魔」自下而上刺向$n的$l", "$N脸色凝重凝重,缓缓举起$w,突然跃起身剑合一,使出一招“倚天不出”,手中$w由下至上划出一条美丽的弧线刺向$n的$l", "$N反身跃起,双手握剑举至头顶使出倚天剑法奥义“谁与争锋”,这看似简简单单的一剑,而厚重的剑气直奔$n的$l而去" ]; this.desc = "峨眉派祖师郭襄在得到倚天剑后自创的一式剑法,招式狠辣,不留余地。"; //"\+(\w+)\+"(.+?)"\+NOR\+" //<$1>$2 this.can_enables = ["sword"]; this.query_prop = function (lv) { return { diff_fy_per: 5 + parseInt(lv / 300) }; } this.learn_condition = { max_mp: 10000, skill: { sword: 500 } }; this.query_enable_prop = function (lv) { return { sword: { gj: 30 + parseInt(lv * 1.8), mz: parseInt(lv * 1.8) + 20, desc: "命中敌人后会使敌方防御减少1%,可叠加最高20层" } }; } this.on_attack_over = function (me, target, par) { if (!par.is_dodge && !par.is_parry) { target.add_status({ id: "fumo", name: "伏魔", desc: "你的防御减少了", max_count: 20, prop: { fy_per: -1 }, duration: 5000, count: 1, downside: true, override: 1 }); } } this.pfm = { yi: { name: "倚天剑决", distime: 20000, enable_skill: "sword", weapon_type: WEAPON_TYPE.SWORD, mp: 10, use: function (me, target, lv) { me.send_room("$N长啸一声:武林至尊、宝刀屠龙。号令天下,莫敢不从。倚天不出,谁与争锋 !\n 顿时风云变色,$N手中舞出漫天剑光........ \n"); var str = ["-----拔云见日!----- \n", "-----星河在天!----- \n", "-----倚天不出!----- \n", "-----谁与争锋!----- \n"]; var gj = me.gj; lv = parseInt(120 + (lv / 50)); // var max = 0; for (var i = 0; i < 4; i++) { if (me.do_attack({ target: target, attack_before: str[i], gj: gj })) { // max++; gj = gj * lv / 100; } } // me.send_room("$N暗念倚天剑决,身法陡然加快!"); me.end_attack(target); }, query_desc: function (me, lv) { lv = parseInt(20 + (lv / 50)); return "倚天剑决,瞬间攻击4次,当前一次攻击命中后,下次攻击伤害增加" + lv + "%"; } }, hao: { name: "号令天下", distime: 30000, enable_skill: "sword", weapon_type: WEAPON_TYPE.SWORD, mp: 10, use: function (me, target, lv) { var per = 10 + parseInt(lv / 50); var count = target.query_status("fumo"); if (!count) count = 1; per = 100 + per * count; if (me.do_attack({ attack_msg: "$N面容肃穆,高举$W, 顿时剑光暴长,手中$W化作漫天剑光直射$n。", target: target, mz: me.mz * per / 100, gj: me.gj * per / 100 })) { target.clear_downside(false); } if (count >= 1) target.remove_status("fumo", true); // me.send_room("$N暗念倚天剑决,身法陡然加快!"); me.end_attack(target); }, query_desc: function (me, lv) { var per = 10 + parseInt(lv / 50); return "对敌人造成伤害,每层伏魔增加" + per + "%伤害和命中,命中后伏魔重置,驱除对方的有益状态"; } } };