this.inherits(SKILL);
this.name = "漫天花雨";
this.id = "mantianhuayu";
this.grade = 4;
this.family = FAMILIES.SHASHOU;
this.attack_actions = [
"$N双手一晃,一招「千变万化」,手中的$w幻出万道金光,如一条金龙般飞向$n的$l",
"$N右手一抖,一道金光冒出,正是一招「奇诡莫测」,抢先飞向$n的$l",
"$N突然旋身,$w在旋转中化作「银轮割风」,边缘泛着锐光,既封退路又取$l",
"$N掌心一翻,$w悄然滑出,一招「无声夺命」,不见破空之声却已抵近$n$l",
"$N手腕轻抖,$w骤然化作「飞星追影」,一道冷光划破虚空,直取$n$l要害",
"$N指尖一弹,$w化作「流光穿云」,破风之声忽强忽弱,轨迹飘忽难测地缠向$n$l"
];
this.desc = "杀手楼的暗器武功,使用的时候如漫天星光而得名";
//<$1>$2$1>
//<$1>$2$1>
this.can_enables = ["throwing", "sword"];
this.learn_condition = {
max_mp: 200,
skill: {
throwing: 300
}
};
this.query_prop = function (lv) {
return {
bj_per: 5 + parseInt(lv / 300)
};
}
this.query_enable_prop = function (lv) {
return {
throwing: {
gj: parseInt(lv * 1.4) + 4,
mz: parseInt(lv * 1.4) + 4,
mz_per: parseInt(lv / 500) + 1
},
sword: {
gj: parseInt(lv * 1.4) + 4,
mz: parseInt(lv * 1.4) + 4,
bj_per: 8,
}
};
}
this.pfm = {
luo:
{
name: "落花",
distime: 18000,
// enable_skill: "throwing",
mp: 20,
use: function (me, target, lv, type) {
let is_throwing = type !== 'sword';
if (is_throwing)
me.send_room("$N手中$T一抖,幻出万点星光,如朵朵落花般撒向$n", target);
else
me.send_room("$N手中$W一抖,幻出万点星光,如朵朵落花般撒向$n", target);
var count = 1 + parseInt(me.bj / 5);
if (count > 10) count = 10;
for (var i = 0; i < count; i++) {
me.do_attack({
target: target,
attack_msg: "",
gj: me.gj,
mz: me.mz,
no_append: true,
is_throwing: is_throwing
});
}
me.end_attack(target);
},
query_desc: function (me, lv) {
return "漫天暗器攻击敌人,每5%暴击增加一次攻击,最多10次";
}
},
wu:
{
name: "定影",
distime: 30000,
enable_skill: "throwing",
mp: 20,
release_time: 0,
use: function (me, target, lv) {
var time = 5000 + parseInt(lv * 10 / 3);
if (time > 15000) time = 15000;
me.do_attack({
target: target,
gj: me.gj,
mz: me.mz,
attack_msg: "$N手中青光冒出,一瞬间$T已飞向$n化作点点星光笼罩$p周身大穴!"
})
var ds = 10 + parseInt(lv / 100);
target.add_status({
id: "rash",
name: "定影",
duration: time,
is_rash: true,
downside: true
}, me);
me.end_attack(target);
},
query_desc: function (me, lv) {
var time = 5 + parseInt(lv / 300);
if (time > 15) time = 15;
return "使用暗器攻击敌人,如果命中则使敌人定身" + time + "秒";
}
}
};