this.inherits(SKILL); this.name = "云龙鞭法"; this.id = "yunlongbian"; this.grade = 1; this.attack_actions = [ "$N单手一扬,一招「开天辟地」,手中$w抖得笔直,对准$n当头罩下", "$N身形一转,一招「龙腾四海」,手中$w如矫龙般腾空一卷,猛地击向$n太阳穴", "$N唰的一抖长鞭,一招「矫龙出水」,手中$w抖得笔直,刺向$n双眼", "$N力贯鞭梢,一招「破云见日」,手中$w舞出满天鞭影,排山倒海般扫向$n全身", "$N运气于腕,一招「开山裂石」,手中$w象一根铜棍般直击向$n", "$N单臂一挥,一招「玉带围腰」,手中$w直击向$n腰肋", "$N高高跃起,一招「大漠孤烟」,手中$w笔直向$n当头罩下" ]; this.desc = "云龙门"; //"(\w+)"(.+?)"NOR" //<$1>$2 this.can_enables = ["whip"]; //this.on_learn = function (me) { // if (me.max_mp < 100) // return me.notify_fail("你的内力不够。"); // if (me.query_skill("sword", 1) < 60) // return me.notify_fail("你的基础不够,无法领会更高深的技巧。"); // if (me.query_skill("yunlongxinfa", 1) < 60) // return me.notify_fail("你的云龙心法等级不够,无法学习云龙剑。"); // return true; //} this.learn_condition = { max_mp: 100, skill: { whip: 50 } }; this.query_enable_prop = function (lv) { return { whip: { gj: parseInt(lv * 1 + 10), mz: lv } }; } this.slots = [ { prop: 'ylbf_ml', value: (lv) => 1000, format: (val) => { return '缠字诀忙乱时间增加1秒'; }, }, { prop: 'ylbf_mz', value: (lv) => 20, format: (val) => { return '缠字诀命中判定下限增加20%'; }, } ]; this.pfm = { chan: { name: "缠字诀", distime: 30000, enable_skill: "whip", mp: 20, use: function (me, target, lv) { var time = Math.round(lv * 100 / 5) if (time < 2000) time = 2000; else if (time > 10000) time = 10000; time += me.query_prop('ylbf_ml'); let add = me.mz * me.query_prop('ylbf_mz') / 100; let rad_mz = me.mz - add; var msg = "$N使出云龙鞭法「缠」字诀,连挥长鞭企图把$n的全身缠住\n"; if (add + me.random(rad_mz) > target.ds / 2) { msg += "结果$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 "以诡异刁钻的鞭法缠住敌人,使敌人" + time + "秒内处于忙乱状态,期间无法攻击,招架"; } } };