this.inherits(SKILL); this.name = "泰山剑法"; this.id = "taishanjianfa"; this.grade = 3; this.attack_actions = [ "$N手中$w一晃,向右滑出三步,一招「朗月无云」,转过身来,身子微矮,$w向$n斜斜刺去", "$N手中$w圈转,一招「峻岭横空」去势奇疾,无数剑光刺向$n的$l", "$N突然腰一弯,挺$w向$n刺去,这一剑力劲剑疾,正是一招「来鹤清泉」", "$N手中$w刷的一声,反手砍向$n,剑势圆润如意:「石关回马」!", "$N展开剑势,身随剑走,左边一拐,右边一弯,越转越急。猛地$w剑光暴长,一招「泰山十八盘」往$n$l刺去", "$N手臂暴长,手中$w豁豁展开,刷刷两剑,指向$n,正是「快活三里」" ]; this.desc = "泰山派的剑法"; //<$1>$2 //<$1>$2 this.can_enables = ["sword"]; this.learn_condition = { max_mp: 2000, skill: { sword: 200 } }; this.query_enable_prop = function (lv) { return { sword: { gj: parseInt(lv * 1.5) + 10, mz: parseInt(lv * 1.3) + 10, fy: parseInt(lv * 1.5) + 10, } }; } this.slots = [ { prop: "con", value: lv => 1 + parseInt(lv / 10), format: (val) => { return "根骨:+" + val; } }, { prop: "tsjf_st", value: lv => 1, count: 1, format: (val) => { return "七星落长空任意命中后将使对方昏迷7秒"; } } ]; this.pfm = { jiang: { name: "七星落长空", distime: 22000, enable_skill: "sword", mp: 20, use: function (me, target, lv) { me.send_room("$N一招「七星落长空」挺$w向$n当胸刺去,剑光闪烁,$w发出嗡嗡之声,罩住了$n胸口“膻中”、“神藏”、“灵墟”、“神封”、“步廊”、“幽门”、“通谷”七处大穴", target); var count = 7; var per = 50 + parseInt(lv / 50); var p2 = 3 + parseInt(lv / 500); var mz = 0; for (var i = 0; i < count; i++) { if (me.do_attack({ target: target, gj: me.gj * per / 100, mz: me.mz })) mz++; } me.end_attack(target); if (mz) { if (me.query_prop('tsjf_st')) { target.add_status({ id: "faint", is_faint: true, duration: 7000, name: "昏迷", downside: true, finish_msg: "慢慢的$N又恢复了知觉...\n", start_msg: "$N只觉得眼前一黑,接着什么都不知道了。\n" }, me); } else { var name = "零一二三四五六七"[mz] + "落"; target.add_status({ id: "sword", name: name, desc: "降低你的躲闪和防御", duration: 10000, prop: { ds_per: -mz * p2, fy_per: -mz * p2 }, downside: true }, me); } } }, query_desc: function (me, lv) { var per = 50 + parseInt(lv / 50); var p2 = 3 + parseInt(lv / 500); return "瞬间七剑攻击敌方要穴,每剑造成" + per + "%伤害,每命中一剑减少敌人" + p2 + "%的躲闪和防御。"; } } };