this.inherits(SKILL);
this.name = "打狗棒";
this.id = "dagoubang";
this.grade = 3;
this.attack_actions = [
"$N使出一招「棒打双犬」,手中$w化作两道青光砸向$n的$l",
"$N手中$w左右晃动,一招「拨草寻蛇」向$n的$l攻去",
"$N举起$w,居高临下使一招「打草惊蛇」敲向$n的$l",
"$N施出「拨狗朝天」,$w由下往上向$n撩去"
];
this.desc = "丐帮的打狗棒法";
this.family = FAMILIES.GAIBANG;
//"(\w+)"(.+?)"NOR"
//<$1>$2$1>
this.can_enables = ["club"];
this.learn_condition = {
max_mp: 5000,
skill: {
club: 300
}
};
this.query_enable_prop = function (lv) {
return {
club: {
gj: parseInt(lv * 1.5) + 100,
str: parseInt(lv / 8),
mz: parseInt(lv * 1.6)
}
};
}
this.pfm = {
chan:
{
name: "绊字决",
distime: 20000,
enable_skill: "club",
mp: 20,
release_time: 1800,
use: function (me, target, lv) {
var time = 3000 + lv * 5;
var ds = 10 + parseInt(lv / 100);
if (me.do_attack({
target: target,
gj: me.gj,
mz: me.mz,
attack_msg: "$N使出打狗棒法「绊」字诀,棒头在地下连点,连绵不绝地挑向$n的小腿和脚踝。"
})) {
var time = parseInt((6000 + lv * 2));
if (time > 10000) time = 10000;
target.add_status({
id: "busy",
duration: time,
name: "绊字诀",
is_busy: true,
downside: true
}, me);
me.end_attack(target);
}
},
query_desc: function (me, lv) {
var time = parseInt((6000 + lv * 2) / 1000);
if (time > 10) time = 10;
var ds = 10 + parseInt(lv / 100);
return "攻击敌方下路,命中后使对方忙乱" + time + "秒。";
}
}, wu: {
name: "天下无狗",
distime: 20000,
enable_skill: "club",
mp: 20,
attack_msgs: [
"$N使出一招「棒打双犬」,手中$w化作两道青光砸向$n的$l",
"$N手中$w左右晃动,一招「拨草寻蛇」向$n的$l攻去",
"$N举起$w,居高临下使一招「打草惊蛇」敲向$n的$l",
"$N施出「拨狗朝天」,$w由下往上向$n撩去"
],
use: function (me, target, lv) {
var count = 3 + parseInt(lv / 100);
if (count > 10) count = 10;
this.suc_count = 0;
me.send_room("$N手中青光一闪,响起阵阵风声,手中$W犹若千百根相似,层层叠叠将$n笼罩。\n", target);
for (var i = 0; i < count; i++) {
me.do_attack({
target: target,
gj: me.gj,
mz: me.mz,
attack_msg: this.attack_msgs.random()
});
}
me.end_attack(target);
},
query_desc: function (me, lv) {
var count = 3 + parseInt(lv / 100);
if (count > 10) count = 10;
return "快速对敌人攻击" + count + "次";
}
}
};