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";
}
}
};