this.inherits(SKILL);
this.name = "秋风拂尘";
this.id = "qiufengfuchen";
this.grade = 1;
this.attack_actions = [
"$N端坐不动,一招「秋风拂叶」,手中$w带着一股劲风,击向$n的脸颊",
"$N单臂一挥,一招「玉带围腰」,手中$w直绕向$n的身后",
"$N身形一转,一招「流云断川」,手中$w如矫龙般腾空一卷,猛地向$n劈头打下",
"$N力贯尘梢,一招「春风化雨」,手中$w舞出满天幻影,排山倒海般扫向$n全身",
"$N忽的向前一跃,一招「野马分鬃」,手中$w分击$n左右",
"$N慢步上前,一招「竹影扫阶」,手中$w缓缓罩向$n前胸"
];
this.desc = "古墓派李莫愁扬名天下的武功。";
//"(\w+)"(.+?)"NOR"
//<$1>$2$1>
this.can_enables = ["whip"];
//this.on_learn = function (me) {
// if (me.max_mp < 100)
// return me.notify_fail("你的内力不够。");
// if (me.query_skill("sword", 1) < 60)
// return me.notify_fail("你的基础不够,无法领会更高深的技巧。");
// if (me.query_skill("yunlongxinfa", 1) < 60)
// return me.notify_fail("你的云龙心法等级不够,无法学习云龙剑。");
// return true;
//}
this.learn_condition = {
max_mp: 100,
skill: {
whip: 100
}
};
this.slots = [
{
prop: 'qffc_ml',
value: (lv) => 1000,
format: (val) => {
return '缠字诀忙乱时间增加1秒';
},
},
{
prop: 'qffc_mz',
value: (lv) => 20,
format: (val) => {
return '缠字诀命中判定下限增加20%';
},
},
];
this.query_enable_prop = function (lv) {
return {
whip: {
gj: parseInt(lv * 1 + 10),
mz: lv
}
};
}
this.pfm = {
chan:
{
name: "缠字诀",
distime: 30000,
enable_skill: "whip",
mp: 20,
use: function (me, target, lv) {
var time = Math.round(lv * 100 / 5);
if (time < 2000) time == 2000;
else if (time > 10000) time = 10000;
time += me.query_prop('qffc_ml');
var msg = "$N使出秋风尘法「缠」字诀,拂尘连挥企图把$n的全身缠住。";
let mz = me.mz + me.mz * me.query_prop('qffc_mz') / 100;
if (me.random(mz) > target.ds / 2) {
msg += "结果$p被$P攻了个措手不及!\n";
target.add_status({
id: "busy",
is_busy: true,
duration: time,
name: "忙乱",
downside: true
}, me);
} else {
msg += "可是$p看破了$P的企图,并没有上当。\n";
}
me.send_room(msg, target);
},
query_desc: function (me, lv) {
var time = Math.round(lv / 50);
if (time < 2) time == 2;
else if (time > 10) time = 10;
return "如秋风扫叶般,快速挥动佛尘牵制敌人,使敌人" + time + "秒内处于忙乱状态。";
}
}
};