this.inherits(SKILL);
this.name = "伏魔杖";
this.id = "fumozhang";
this.grade = 5;
this.attack_actions = [
"$N使一招「黄牛转角」,手中$w自下而上,沉猛无比地向$n的小腹挑去",
"$N快步跨出,一招「野马追风」,左手平托$w,右掌猛推杖端,顶向$n的胸口",
"$N高举$w,一招「猛虎跳涧」,全身跃起,手中$w搂头盖顶地向$n击去。",
"$N一招「狮子摇头」,双手持杖如橹,对准$n猛地一搅,如同平地刮起一阵旋风",
"$N全身滚倒,$w盘地横飞,突出一招「大蟒翻身」,杖影把$n裹了起来",
"$N双手和十,躬身一招「胡僧托钵」,$w自肘弯飞出,拦腰向$n撞去",
"$N一招「慈航普渡」,$w如飞龙般自掌中跃出,直向$n的胸口穿入"
];
this.desc = "净念禅宗的杖法";
//"(\w+)"(.+?)"NOR"
//<$1>$2$1>
this.learn_condition = {
max_mp: 300,
skill: {
staff: 900,
}
}
this.can_enables = ["staff"];
this.query_enable_prop = function (lv) {
return {
staff: {
gj: parseInt(lv * 1.8) + 10,
mz: parseInt(lv * 1.8) + 10,
str: parseInt(lv / 3) + 10,
con: parseInt(lv / 3) + 10,
desc: "当你命中敌人后会降低敌人战斗属性1%,可叠加"
}
};
}
this.on_attack_over = function (me, target, par) {
if (!par.is_dodge && !par.is_parry) {
var lv = me.query_skill("fumozhang", 0);
lv = 5 + parseInt(lv / 100);
target.add_status({
id: "fmz",
name: "伏魔",
desc: "减少战斗属性",
duration: 6000,
downside: true,
count: 1,
prop: {
gj_per: -1,
mz_per: -1,
ds_per: -1,
zj_per: -1,
fy_per: -1
},
override: 1,
max_count: lv
});
}
}
this.pfm = {
fumo:
{
name: "罗汉伏魔",
distime: 20000,
enable_skill: "staff",
weapon_type: WEAPON_TYPE.STAFF,
mp: 20,
use: function (me, target, lv) {
me.send_room("$N大喝一声,手中$W杖端化出无数个圆圈,凝滞沉重,劈头盖脸向$n砸去\n", target);
var count = target.query_status("fmz");
if (!count) count = 1;
if (count > 15) count = 15;
if (me.do_attack({
target: target,
gj: me.gj + me.gj * 0.8 * count,
mz: me.mz
})) {
me.end_attack(target);
if (count > 5) {
}
}
target.remove_status("fmz", true);
},
query_desc: function (me, lv) {
return "罗汉伏魔,每层BUFF增加80%伤害";
}
}
};