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>$2 this.can_enables = ["club"]; this.learn_condition = { max_mp: 5000, skill: { club: 300 } }; this.query_enable_prop = function (lv) { return { club: { gj: parseInt(lv * 1.5) + 100, str: parseInt(lv / 8), mz: parseInt(lv * 1.6) } }; } this.pfm = { chan: { name: "绊字决", distime: 20000, enable_skill: "club", mp: 20, release_time: 1800, use: function (me, target, lv) { var time = 3000 + lv * 5; var ds = 10 + parseInt(lv / 100); if (me.do_attack({ target: target, gj: me.gj, mz: me.mz, attack_msg: "$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"; } } };