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>$2 this.can_enables = ["whip"]; //this.on_learn = function (me) { // if (me.max_mp < 100) // return me.notify_fail("你的内力不够。"); // if (me.query_skill("sword", 1) < 60) // return me.notify_fail("你的基础不够,无法领会更高深的技巧。"); // if (me.query_skill("yunlongxinfa", 1) < 60) // return me.notify_fail("你的云龙心法等级不够,无法学习云龙剑。"); // return true; //} this.learn_condition = { max_mp: 100, skill: { whip: 100 } }; this.slots = [ { prop: 'qffc_ml', value: (lv) => 1000, format: (val) => { return '缠字诀忙乱时间增加1秒'; }, }, { prop: 'qffc_mz', value: (lv) => 20, format: (val) => { return '缠字诀命中判定下限增加20%'; }, }, ]; this.query_enable_prop = function (lv) { return { whip: { gj: parseInt(lv * 1 + 10), mz: lv } }; } this.pfm = { chan: { name: "缠字诀", distime: 30000, enable_skill: "whip", mp: 20, use: function (me, target, lv) { var time = Math.round(lv * 100 / 5); if (time < 2000) time == 2000; else if (time > 10000) time = 10000; time += me.query_prop('qffc_ml'); var msg = "$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。"; } } };