this.inherits(SKILL); this.name = "擒龙手"; this.id = "qinlong"; this.attack_actions = [ "$N五指成爪,真气凝聚指尖,一招「龙爪探渊」直取$n的$l", "$N身形一闪,左爪虚晃,右爪「擒龙拿珠」猛扣$n的双目", "$N爪风呼啸,一式「锁龙缠腕」缠向$n的手腕,势要扣住脉门", "$N脚下踏动方位,双爪如影随形,「游龙戏爪」分袭$n双肩", "$N猛然欺近,爪尖泛着寒光,「猛龙探爪」直插$n的胸口", "$N爪势陡然加快,一招「惊龙回首」反撩$n的后心", "$N双臂交错,爪影层层叠叠,「群龙乱舞」罩向$n全身", "$N深吸一口气,单爪蓄力后猛地弹出,「飞龙出洞」击向$n的$l", "$N爪势陡沉,一式「龙爪捞月」反扣$n的脚踝 ", "$N身形跃起,双爪自上而下,「降龙攫顶」抓向$n的头颅 ", "$N爪风带着破空之声,「怒龙裂石」猛劈$n的l", "$N手腕翻转,爪尖转向内侧,「灵龙绕指」缠向$n的臂膀", "$N突然变招,爪势由刚转柔,「缠龙锁喉」扣向$n的脖颈", "$N双爪交替出击,一招「双龙夺宝」分取$n的左右$l", "$N爪力暗藏螺旋劲,「绞龙碎骨」抓向$n的关节 ", "$N虚踏一步,爪势如电,「捷龙追影」直追$n的$l", "$N收爪蓄力,猛地爆发,「擒龙归位」锁向$n的要害 " ]; this.desc = "曾经的少林绝技,在前朝覆灭后就随之消失了"; this.grade = 2; this.can_enables = ["unarmed"]; this.learn_condition = { max_mp: 10000, skill: { unarmed: 500 } }; this.query_enable_prop = function (lv) { return { unarmed: { mz: parseInt(lv * 1.5) + 20, dex: parseInt(lv / 8) + 3 } }; } this.slots = [ { prop: 'qlz_sh', value: (lv) => 100, format: (val) => { return '锁龙伤害增加100%'; }, }, { prop: 'qlz_cd', value: (lv) => Math.min(50, lv / 200), format: (val) => { return '锁龙绝招冷却时间减少' + val + '%'; }, }, { prop: 'qlz_hm', value: (lv) => 1, grade: 4, format: (val) => { return '锁龙触发后将使对方昏迷'; }, }, ]; this.pfm = { suo: { name: "锁龙", distime: 32000, enable_skill: "unarmed", weapon_type: WEAPON_TYPE.UNARMED, distime_per_key: 'qlz_cd', mp: 30, use: function (me, target, lv) { var time = 8000; let gj = me.gj * (100 + lv / 10 + me.query_prop('qlz_sh')) / 100; me.do_attack({ target: target, attack_msg: "$N双手如铁钳扣住$n的肩骨,真气顺势侵入$p经脉", gj: gj, mz: me.mz, no_weapon: true }); me.end_attack(target); let dex1 = me.dex ?? 20; let dex2 = target.dex ?? 20; let is_add = dex1 + dex2 * me.query_prop('dex') > dex2 + dex2 * target.query_prop('dex'); if (is_add) { if (me.query_prop('qlz_hm')) { target.add_status({ id: "faint", is_faint: true, duration: time, name: "昏迷", downside: true, finish_msg: "慢慢的$N又恢复了知觉...\n", start_msg: "$N只觉得眼前一黑,接着什么都不知道了。\n" }, me); } else { target.add_status({ id: "busy", name: "忙乱", duration: time, downside: true, is_busy: true }, me); } } }, query_desc: function (me, lv) { let sh = 100 + lv / 10; return "对敌人造成" + sh + "%攻击力的伤害,如果身法出色则忙乱对方8秒"; } } };