this.inherits(SKILL); this.name = "毒蛇攻击"; this.id = "dushegongji"; this.grade = 1; this.family = FAMILIES.MONSTER; this.attack_actions = [ "$N张嘴朝$n的$l咬去", "$N往$n的$l狠狠的扑了过去", "$N猛的扑向$n的$l", "$N扑上来张嘴往$n的$l咬去" ]; this.desc = "毒蛇攻击方式,会中毒"; //"(\w+)"(.+?)"NOR" //<$1>$2 this.can_enables = ["bite"]; this.query_enable_prop = function (lv) { return { bite: { gj: lv, mz: lv, ds: lv, desc: "你的攻击有可能让对方中毒" } }; } this.on_attack_over = function (me, target, par) { if (!par.is_dodge && !par.is_parry) { var lv = me.query_skill("dushegongji", 0); var sh = parseInt((lv / 10) + 10); if (this.random(lv) > 100) { target.add_status({ id: "shedu", name: "蛇毒", desc: "你中了蛇毒,每三秒减少" + sh + "气血", duration: 3000, duration_count: 4, on_interval: function (me, count) { me.from_attack(sh * count, 999999, null, "$N觉得被蛇咬中的地方一阵发麻。"); }, downside: true, override: 1 }); } } }