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>$2 this.can_enables = ["unarmed", "parry"]; this.learn_condition = { max_mp: 700, skill: { unarmed: 50 } }; this.query_enable_prop = function (lv) { return { unarmed: { gj: lv + 20 }, parry: { zj: lv + 20 } }; } this.pfm = { po: { name: "破玉", distime: 16000, enable_skill: "unarmed", weapon_type: WEAPON_TYPE.UNARMED, mp: 20, use: function (me, target, lv) { me.do_attack({ target: target, gj: me.gj, no_weapon: true, attack_msg: "$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。`; } } };