this.inherits(SKILL);
this.name = "天山六阳掌";
this.id = "liuyangzhang";
this.grade = 3;
this.family = FAMILIES.XIAOYAO;
this.attack_actions = [
"$N一招「落日熔金」,左掌叠于右掌之上,劈向$n",
"$N一招「安禅制毒龙」,面色凝重,双掌轻飘飘地拍向$n",
"$N一招「日斜归路晚霞明」,双掌幻化一片掌影,将$n笼罩于内。",
"$N一招「阳关三叠」,向$n的$l连击三掌",
"$N一招「阳春一曲和皆难」,只见一片掌影攻向$n",
"$N双掌平挥,一招「云霞出海曙」击向$n",
"$N一招「白日参辰现」,只见一片掌影攻向$n",
"$N左掌虚晃,右掌一记「云霞出薛帷」击向$n的头部",
"$N施出「青阳带岁除」,右手横扫$n的$l,左手攻向$n的胸口",
"$N施出「阳歌天钧」,双掌同时击向$n的$l"
];
this.desc = "逍遥派的天山六阳掌,绝招生死符让人谈虎色变。";
//"(\w+)"(.+?)"NOR"
//<$1>$2$1>
this.can_enables = ["unarmed"];
this.learn_condition={
max_mp: 5000,
skill: {
unarmed: 300,
beimingshengong:300
}
};
this.query_enable_prop = function (lv) {
return {
unarmed: {
gj: parseInt(lv * 1.2),
mz: parseInt(lv),
}
};
}
this.pfm = {
zhong:
{
name: "生死符",
distime: 30000,
enable_skill: "unarmed",
weapon_type: WEAPON_TYPE.UNARMED,
mp: 20,
release_time: 8000,
use: function (me, target, lv) {
var time = 12000 - lv;
if (time < 10000) time = 10000;
var fu = 10 + parseInt(lv / 100);
if (fu > 40) fu = 40;
var sh = me.do_attack({
target: target,
attack_msg: "$N化水为冰,凝于掌中,轻飘飘地拍向$n。",
miss_msg: "可是$p急忙闪在一旁,躲了开去。",
no_parry:true,
});
if (sh) {
// target.do_kill(me);
target.add_status({
id:"liuyang",
duration: time,
downside: true,
name: "生死符",
desc: "你被种了生死符,10秒后你的气血将减为1",
no_clear:true,
on_expire: function (p) {
if (p.hp<=0) return;
if (p.is_fighting(me)) {
p.send_room("$N的生死符发作了,“哇”的一声,吐出一口殷红的鲜血。");
if (p.hp > me.max_hp ) {
p.damage(parseInt(me.hp * fu / 100),me);
}
else {
p.add_hp(-p.hp + 1);
}
me.end_attack(p);
} else {
p.notify("由于失去" + me.name + "的真气牵引,你的生死符没有发作。");
}
}
});
me.end_attack(target);
}
},
query_desc: function (me, lv) {
var time = 12000 - lv;
if (time < 10000) time = 10000;
var fu = 10 + parseInt(lv / 300);
if (fu > 40) fu = 40;
return "逆运真气将阳刚之气转为阴柔,化水为冰,命中敌人后" + (time / 1000) + "秒后爆发,如果你的最大气血大于敌方当前气血,敌人气血将降为1,否则将受到你当前气血" + fu+"%的伤害。不可招架";
}
}, san: {
name: "阳关三叠",
distime: 12000,
enable_skill: "unarmed",
mp: 20,
check: function (me, lv) {
if (lv < 30) return false;
return true;
},
use_condition: "需要天山六阳掌等级30",
use: function (me, target, lv) {
me.send_room("$N长笑一声,双掌快速拍向$n,竟如惊涛骇浪般汹涌而去!", target);
var mz = me.mz;
var gj = me.gj;
var sp = 150 + parseInt(lv / 30);
var before = "";
for (var i = 0; i < 3; i++) {
if (me.do_attack({
target: target,
gj: gj,
mz: mz,
attack_before: before, no_weapon: true
})) {
gj = gj *sp/100;
before = "$N长笑一声,运掌如风,掌力更加迅猛\n";
} else {
mz = mz * sp / 100;
before = "$N气随意转,掌风突变,化刚为柔,又如春风般无孔不入\n";
}
}
me.end_attack(target);
},
query_desc: function (me, lv) {
var sp = 50 + parseInt(lv / 30);
return "以迅猛的掌力瞬间攻击对方三次,造成伤害后下次增加攻击" + sp + "%,否则增加" + sp +"%命中";
}
}, po: {
name: "白虹掌力",
distime: 10000,
enable_skill: "unarmed",
mp: 20,
use: function (me, target, lv) {
lv = 10 + parseInt(lv / 100);
if (lv > 20) lv = 20;
me.do_attack({
attack_msg: "$N全身真气迸发,呼的一掌向$n头顶猛然贯落。",
target: target,
gj: me.gj,
damage_msg: "$n慌忙抵挡,可已然不及,$N掌劲如洪水般涌入体内,接连震断数根肋骨。",
mz: me.mz,
power_gj: me.max_mp * lv / 100
})
me.end_attack(target);
},
query_desc: function (me, lv) {
lv = 10 + parseInt(lv / 100);
if (lv > 20) lv = 20;
var gj = parseInt(me.max_mp * lv / 100);
return "提起全身真气对敌人造成你攻击力附加你最大内力" + lv + "%(" + gj + ")的伤害。";
}
}
};