this.inherits(SKILL); this.name = "漫天花雨"; this.id = "mantianhuayu"; this.grade = 4; this.family = FAMILIES.SHASHOU; this.attack_actions = [ "$N双手一晃,一招「千变万化」,手中的$w幻出万道金光,如一条金龙般飞向$n的$l", "$N右手一抖,一道金光冒出,正是一招「奇诡莫测」,抢先飞向$n的$l", "$N突然旋身,$w在旋转中化作「银轮割风」,边缘泛着锐光,既封退路又取$l", "$N掌心一翻,$w悄然滑出,一招「无声夺命」,不见破空之声却已抵近$n$l", "$N手腕轻抖,$w骤然化作「飞星追影」,一道冷光划破虚空,直取$n$l要害", "$N指尖一弹,$w化作「流光穿云」,破风之声忽强忽弱,轨迹飘忽难测地缠向$n$l" ]; this.desc = "杀手楼的暗器武功,使用的时候如漫天星光而得名"; //<$1>$2 //<$1>$2 this.can_enables = ["throwing", "sword"]; this.learn_condition = { max_mp: 200, skill: { throwing: 300 } }; this.query_prop = function (lv) { return { bj_per: 5 + parseInt(lv / 300) }; } this.query_enable_prop = function (lv) { return { throwing: { gj: parseInt(lv * 1.4) + 4, mz: parseInt(lv * 1.4) + 4, mz_per: parseInt(lv / 500) + 1 }, sword: { gj: parseInt(lv * 1.4) + 4, mz: parseInt(lv * 1.4) + 4, bj_per: 8, } }; } this.pfm = { luo: { name: "落花", distime: 18000, // enable_skill: "throwing", mp: 20, use: function (me, target, lv, type) { let is_throwing = type !== 'sword'; if (is_throwing) me.send_room("$N手中$T一抖,幻出万点星光,如朵朵落花般撒向$n", target); else me.send_room("$N手中$W一抖,幻出万点星光,如朵朵落花般撒向$n", target); var count = 1 + parseInt(me.bj / 5); if (count > 10) count = 10; for (var i = 0; i < count; i++) { me.do_attack({ target: target, attack_msg: "", gj: me.gj, mz: me.mz, no_append: true, is_throwing: is_throwing }); } me.end_attack(target); }, query_desc: function (me, lv) { return "漫天暗器攻击敌人,每5%暴击增加一次攻击,最多10次"; } }, wu: { name: "定影", distime: 30000, enable_skill: "throwing", mp: 20, release_time: 0, use: function (me, target, lv) { var time = 5000 + parseInt(lv * 10 / 3); if (time > 15000) time = 15000; me.do_attack({ target: target, gj: me.gj, mz: me.mz, attack_msg: "$N手中青光冒出,一瞬间$T已飞向$n化作点点星光笼罩$p周身大穴!" }) var ds = 10 + parseInt(lv / 100); target.add_status({ id: "rash", name: "定影", duration: time, is_rash: true, downside: true }, me); me.end_attack(target); }, query_desc: function (me, lv) { var time = 5 + parseInt(lv / 300); if (time > 15) time = 15; return "使用暗器攻击敌人,如果命中则使敌人定身" + time + "秒"; } } };