this.inherits(SKILL); this.name = "伏魔杖"; this.id = "fumozhang"; this.grade = 5; this.attack_actions = [ "$N使一招「黄牛转角」,手中$w自下而上,沉猛无比地向$n的小腹挑去", "$N快步跨出,一招「野马追风」,左手平托$w,右掌猛推杖端,顶向$n的胸口", "$N高举$w,一招「猛虎跳涧」,全身跃起,手中$w搂头盖顶地向$n击去。", "$N一招「狮子摇头」,双手持杖如橹,对准$n猛地一搅,如同平地刮起一阵旋风", "$N全身滚倒,$w盘地横飞,突出一招「大蟒翻身」,杖影把$n裹了起来", "$N双手和十,躬身一招「胡僧托钵」,$w自肘弯飞出,拦腰向$n撞去", "$N一招「」,$w如飞龙般自掌中跃出,直向$n的胸口穿入" ]; this.desc = "净念禅宗的杖法"; //"(\w+)"(.+?)"NOR" //<$1>$2 this.learn_condition = { max_mp: 300, skill: { staff: 900, } } this.can_enables = ["staff"]; this.query_enable_prop = function (lv) { return { staff: { gj: parseInt(lv * 1.8) + 10, mz: parseInt(lv * 1.8) + 10, str: parseInt(lv / 3) + 10, con: parseInt(lv / 3) + 10, desc: "当你命中敌人后会降低敌人战斗属性1%,可叠加" } }; } this.on_attack_over = function (me, target, par) { if (!par.is_dodge && !par.is_parry) { var lv = me.query_skill("fumozhang", 0); lv = 5 + parseInt(lv / 100); target.add_status({ id: "fmz", name: "伏魔", desc: "减少战斗属性", duration: 6000, downside: true, count: 1, prop: { gj_per: -1, mz_per: -1, ds_per: -1, zj_per: -1, fy_per: -1 }, override: 1, max_count: lv }); } } this.pfm = { fumo: { name: "罗汉伏魔", distime: 20000, enable_skill: "staff", weapon_type: WEAPON_TYPE.STAFF, mp: 20, use: function (me, target, lv) { me.send_room("$N大喝一声,手中$W杖端化出无数个圆圈,凝滞沉重,劈头盖脸向$n砸去\n", target); var count = target.query_status("fmz"); if (!count) count = 1; if (count > 15) count = 15; if (me.do_attack({ target: target, gj: me.gj + me.gj * 0.8 * count, mz: me.mz })) { me.end_attack(target); if (count > 5) { } } target.remove_status("fmz", true); }, query_desc: function (me, lv) { return "罗汉伏魔,每层BUFF增加80%伤害"; } } };