this.inherits(SKILL);
this.name = "太极剑法";
this.id = "taijijian";
this.grade = 4;
this.first_title = "太极传人";
this.family = FAMILIES.WUDANG;
this.attack_actions = [
"$N虚步提腰,一招「蜻蜓点水」,手中$w轻轻颤动,一剑剑点向$n的$l",
"$N向前跨上一步,左手剑诀,右手$w使出一式「指南针」直刺$n的$l",
"$N身形往右一挫,左手剑诀,右手$w使出一式「大魁星」刺向$n的$l",
"$N双膝下沉,右手$w使出一式「探海式」,由下而上疾刺$n的$l",
"$N一招「燕子掠波」,$w自上而下划出一个大弧,平平地向$n的$l挥去",
"$N上身往左侧一拧,一招「乌龙摆尾」,右手$w反手向$n的$l挥去",
"$N一招「右拦扫」,一招「左拦扫」,剑锋平指,一气呵成横扫$n的$l",
"$N左腿提膝,手中$w斜指,一招「宿鸟投林」刺向$n的$l",
"$N一招「青龙出水」,$w自下而上划出一个大弧,平平地挥向$n的$l",
"$N使出「三环套月」,$w划出三个圆圈,剑锋直出,绵绵不断划向$n的$l",
"$N一招「风卷荷叶」,$w轻灵地划出几个圆弧,迅速地向$n的$l挥去",
"$N一招「虎抱头」,$w划出一个左低右高的大弧,斜斜地斩向$n的$l",
"$N使出「狮子摇头」,$w由右向左划出一个大8字,将$n圈在其中",
"$N左脚踏实,右脚虚点,一招「仙人指路」,右手$w带着一团剑花,逼向$n的$l",
"$N轻轻跃起,一招「野马跳涧」,$w在半空中化为一圈银芒,落向$n的$l",
"$N两腿前箭后弓,一招「射雁式」,右手$w直刺$n的$l",
"$N一招「小魁星」,身形往左一挫,左手剑诀,右手$w平平地向$n的$l挥去",
"$N猱身扑上,一招「白猿献果」,手中$w斜斜地向$n的$l挥去",
"$N一招「迎风掸尘」,$w看似随意地一挥,$n却陡觉一股劲气迎面袭来。",
"$N一招「顺水推舟」,$w自上而下划出一个大弧,平平地向$n的$l挥去。",
"$N一招「流星赶月」,$w疾刺$n的$l",
"$N突然盘蹲下身来,一招「海底捞月」,$w自下而上地向$n的$l挥去",
"$N一招「挑帘式」,$w自下而上徐徐划出一个大弧,平平地向$n的$l挥去",
"$N一招「黄蜂入洞」,$w自上而下划出一个大弧,平平地向$n的$l挥去",
"$N一招「大鹏展翅」,身形跃起,右手$w刺向$n的$l",
"$N一招「车轮剑」,$w化作一片银盘,平平地向$n的$l卷去",
"$N左脚轻点地面,身形往前一扑,一招「天马行空」,$w向$n的$l挥去",
"$N一招「风扫梅花」,身体跃在半空,手中$w扫向$n的$l",
"$N一招「却步抽剑」,左脚跃步落地,$w回抽,反手勾向$n的$l",
"$N右腿半屈般蹲,一招「如封似闭」,剑尖虚指,转身撩向$n的$l",
"$N回身拧腰,右手虚抱,一招「拨云瞻日」,$w中宫直进,刺向$n的$l"
];
this.desc = "由武当祖师张三丰所创,武当派不传之秘,太极三绝技之一";
//"\+(\w+)\+"(.+?)"\+NOR\+"
//<$1>$2$1>
this.learn_condition = {
max_mp: 8900,
skill: {
sword: 300,
taijishengong: 300
}
};
this.can_enables = ["sword"];
this.query_prop = function (lv) {
return {
int: 10 + parseInt(lv / 10),
zj_per: parseInt(lv / 300) + 5
};
}
this.query_enable_prop = function (lv) {
return {
sword: {
gj: 20 + parseInt(lv * 1.3),
mz: 20 + parseInt(lv * 1.2),
zj: 20 + parseInt(lv * 0.8),
desc: "攻击命中后会使敌方忙乱2秒,冷却10秒"
}
};
}
//当一次攻击结束后
this.on_attack_over = function (me, target, par) {
if (!par.is_dodge && !par.is_parry) {
if (!me.query_temp("sk/taijijian/sword")) {
me.send_room("$n一招失势被$N的剑招所乱!", target);
target.add_status({
id: "busy",
is_busy: true,
name: "忙乱",
desc: "你处于忙乱状态,无法攻击,招架",
duration: 2000,
downside: true
});
me.set_temp("sk/taijijian/sword", 1, 10000);
}
}
}
this.pfm = {
chan:
{
name: "缠字诀",
distime: 20000,
enable_skill: "sword",
weapon_type: WEAPON_TYPE.SWORD,
release_time: 0,
mp: 10,
use: function (me, target, lv) {
var time = lv * 10 + 3000;
if (time > 15000) time = 15000;
me.send_room("$N使出太极剑【缠字决】,$n一时之间手忙脚乱,无法攻击", target);
target.add_status({
id: "busy",
name: "忙乱",
duration: time,
downside: true,
is_busy: true
}, me);
},
query_desc: function (me, lv) {
var time = lv * 10 + 3000;
if (time > 15000) time = 15000;
return "以连绵不绝的攻势迷惑敌人,使之无法脱身," + (time / 1000) + "秒内处于忙乱状态。";
}
},
lian:
{
name: "连字诀",
distime: 15000,
enable_skill: "sword",
weapon_type: WEAPON_TYPE.SWORD,
mp: 10,
use: function (me, target, lv) {
var per = parseInt(lv / 10) + 110;
if (per > 200) per = 200;
me.send_room("$N使出太极剑【连字决】,身法突然加快", target);
for (var i = 0; i < 7; i++) {
me.do_attack({
target: target,
gj: me.gj,
mz: me.mz * per / 100,
attack_before: "紧跟着"
});
}
me.end_attack(target);
},
query_desc: function (me, lv) {
var count = parseInt(lv / 10) + 10;
if (count > 100) count = 100;
return "快速出剑,瞬间对敌人快速攻击7次,攻击中命中增加" + count + "%";
}
},
sui:
{
name: "随字决",
distime: 20000,
enable_skill: "sword",
weapon_type: WEAPON_TYPE.SWORD,
mp: 10,
release_time: 1000,
use: function (me, target, lv) {
var time = 3000 + lv * 10;
var gj = 100 + parseInt(lv / 5);
var per = 10 + parseInt(lv / 200);
if (me.do_attack({
target: target,
gj: me.gj * gj / 100,
mz: me.mz,
attack_msg: "$N快速挥动$W,四周真气涌动化为数个大小太极,向$n刺去",
damage_msg: "只见$n被剑气击中,真气紊乱,感觉眼前的景物似幻似真,几乎要站立不住"
})) {
target.add_status({
id: "sui",
name: "太极",
downside: true,
desc: "你的命中和躲闪降低了",
duration: time,
prop: {
mz_per: -per,
ds_per: -per
},
finish_msg: "$N从太极剑的影响中恢复过来。",
}, me);
me.end_attack(target);
}
},
query_desc: function (me, lv) {
var time = 3000 + lv * 10;
var gj = 100 + parseInt(lv / 5);
var per = 10 + parseInt(lv / 200);
return "造成" + gj + "%攻击力的伤害,命中后使对方在" + (time / 1000) + "秒内降低" + per + "%命中和躲闪";
}
}
};