this.inherits(SKILL);
this.name = "劈石破玉拳";
this.id = "poyuquan";
this.grade = 1;
this.family = FAMILIES.HUASHAN;
this.attack_actions = [
"$N右脚立定、左脚虚点,一式「起手式」,左右手一高一低,击向$n的$l",
"$N左脚虚踏,全身右转,一招「石破天惊」,右拳猛地击向$n的$l",
"$N双手大开大阖,宽打高举,使一招「铁闩横门」,双拳向$n的$l打去",
"$N左掌圈花扬起,屈肘当胸,右手虎口朝上,一招「千斤坠地」打向$n的$l",
"$N使一招「傍花拂柳」,上身前探,双拳划了个半圈,击向$n的$l",
"$N双拳划弧,一记「金刚挚尾」,掌出如电,一下子切到$n的手上",
"$N施出「封闭手」,双拳拳出如风,同时打向$n头,胸,腹三处要害",
"$N左脚内扣,右腿曲坐,一式「粉石碎玉」,双拳齐齐捶向$n的胸口"
];
this.desc = "华山派拳脚功夫,原为劈石及破玉两路拳法绝学";
//"(\w+)"(.+?)"NOR"
//<$1>$2$1>
this.can_enables = ["unarmed", "parry"];
this.learn_condition = {
max_mp: 700,
skill: {
unarmed: 50
}
};
this.query_enable_prop = function (lv) {
return {
unarmed: {
gj: lv + 20
},
parry: {
zj: lv + 20
}
};
}
this.pfm = {
po:
{
name: "破玉",
distime: 16000,
enable_skill: "unarmed",
weapon_type: WEAPON_TYPE.UNARMED,
mp: 20,
use: function (me, target, lv) {
me.do_attack({
target: target,
gj: me.gj,
no_weapon: true,
attack_msg: "$N大喝一声,握紧的拳头蒙上一层淡淡的紫色雾气,闪电般重重的击向$n",
damage_msg: "只见$P的紫拳如同硬玉般砸得$p飞了出去,重重的摔在地上,吐血不止!",
miss_msg: "可是$p奋力闪避,硬生生的躲开了$P这一招。",
parry_msg: "可是$p奋力招架,硬生生的挡开了$P这一招。"
});
me.end_attack(target);
},
query_desc: function (me, lv) {
return "凝聚真气奋力一击,造成" + me.gj + "(+" + lv + ")(+" + (me.query_skill("zixiashengong", 0) * 2) + ")点伤害。";
}
},
pi: {
name: "劈石",
distime: 38000,
enable_skill: "unarmed",
weapon_type: WEAPON_TYPE.UNARMED,
mp: 25,
use: function (me, target, lv) {
let par = {
gj: me.gj,
mz: me.mz,
attack_msg: "$N沉腰立马,双拳凝聚千斤之力,一声怒喝使出「劈石」绝招,带着裂石之势砸向$n!\n",
miss_msg: "$n见势不妙,纵身急退,险险避开了$P势大力沉的劈石一击。",
parry_msg: "$n拼尽全力格挡,虽挡住了这一击,却被震得双臂发麻,气血翻涌。",
no_weapon: true
};
me.do_attack(par);
if (!par.is_dodge) {
let time = 5000 + parseInt(lv / 2);
if (time > 15000) time = 15000;
let fy = lv * 2 + 600;
target.add_status({
id: "pishi",
name: "劈石",
desc: "降低防御和招架",
downside: true,
prop: {
fy: -fy
},
duration: time
});
}
me.end_attack(target);
},
query_desc: function (me, lv) {
let time = Math.floor(5 + lv / 500);
if (time > 15) time = 15;
let fy = lv + 600;
return `劈石一击,命中后可降低目标${fy}点防御,持续${time}秒。`;
}
}
};