this.inherits(SKILL); this.name = "猴拳"; this.id = "houquan"; this.grade = 1; this.attack_actions = [ "$N单腿微曲,忽的向前扑出,一式「仙猴摘桃」,二爪直出,抓向$n的双眼", "$N左手虚晃,一式「灵猴攀枝」,右手直击,反扣$n的肩井大穴", "$N忽然缩成一团,使一式「八方幻影」,双掌无形无定,一爪抓向$n的胸口", "$N猛吸一口气,一弯腰,使一式「水中揽月」,双爪疾扣向$n的小腹", "$N猛的向上高高跃起,一式「落地摘星」,居高临下,一爪罩向$n的头骨" ]; this.desc = "拳术中象形拳的一种,因模仿猴子的各种动作而得名。"; //"(\w+)"(.+?)"NOR" //<$1>$2 this.can_enables = ["unarmed"]; this.learn_condition = { max_mp: 500, skill: { unarmed: 50 } }; this.query_enable_prop = function (lv) { return { unarmed: { gj: lv * 1 + 5 } }; } this.slots = [ { prop: 'hq_sh', value: (lv) => 10 + Math.floor(lv / 50), format: (val) => { return '寸劲附加攻击力增加' + val + "%"; }, }, { prop: 'hq_rt', value: (lv) => 1000, format: (val) => { return '寸劲的释放时间减少1秒'; }, } ]; this.pfm = { chan: { name: "寸劲", distime: 7000, enable_skill: "unarmed", releasetime_key: "hq_rt", mp: 20, use: function (me, target, lv) { var gj = me.gj + lv + 100; gj = gj + me.query_prop('hq_sh') * me.gj / 100; me.do_attack({ target: target, gj: gj, mz: me.mz, attck_msg: "$N默运内力,积蓄力量,企图在攻击的瞬间以内力震伤$n" }); me.end_attack(target); }, query_desc: function (me, lv) { var gj = lv + 100; return "在近距离攻击即将完成的瞬间,突然爆发,造成基本攻击附加" + gj + "的伤害。"; } } };