this.inherits(SKILL);
this.name = "金蛇游身掌";
this.id = "jinshezhang";
this.grade = 3;
this.attack_actions = [
"$N双掌一错,一招「千蛇出洞」幻出漫天掌影拢向$n的$l",
"$N暴喝一声,双掌连环推出,一招「大沼龙蛇」强劲的掌风直扑$n的$l",
"$N双掌纷飞,一招「双蛇抢珠」直取$n的$l",
"$N提气缠身游走,一招「游走式」,森森掌风无孔不入般地击向$n的$l",
"$N盘身错步,双掌平推,凝神聚气,一招「盘身式」拍向$n的$l",
"$N左掌立于胸前,右掌推出,一招「金蛇吐衅」击向$n$l",
"$N使出「金蛇翻身咬」,身形凌空飞起,从空中当头向$n的$l出掌攻击",
"$N使出一招「杯弓蛇影」,左掌化虚为实击向$n的$l",
"$N左掌画了个圈圈,右掌推出,一招「金蛇缠丝手」击向$n$l",
"$N使出「灵蛇游八方」,身形散作八处同时向$n的$l出掌攻击",
"$N使出金蛇游身掌法「金蛇探头」,如鬼魅般欺至$n身前,一掌拍向$n的$l"
];
this.desc = "金蛇郎君所创的一门掌法";
//"(\w+)"(.+?)"NOR"
//<$1>$2$1>
this.can_enables = ["unarmed"];
this.learn_condition = {
max_mp: 10000,
skill: {
unarmed: 400
}
};
this.query_enable_prop = function (lv) {
return {
unarmed: {
gj: parseInt(lv * 1.3) + 20,
mz: parseInt(lv * 1.3) + 20,
dex: parseInt(lv / 6)
}
};
}
this.slots = [
{
prop: 'jsys_ds',
value: (lv) => 1,
count: 1,
format: (val) => {
return '金龙升天命中后会解除对方的轻功增益';
}
},
{
prop: 'jsys_sh',
value: (lv) => 5 + Math.floor(lv / 10),
format: (val) => {
return '金龙升天伤害增加' + val + "%";
}
},
];
this.pfm = {
qian:
{
name: "金龙升天",
distime: 26000,
enable_skill: "unarmed",
weapon_type: WEAPON_TYPE.UNARMED,
mp: 20,
use: function (me, target, lv) {
var per = 100 + parseInt(lv / 100) + me.query_prop('jsys_sh');
var gj = me.gj * per / 100;
me.send_room("$N内气上提,全身拔起,一招「金龙升天」,双掌凌空朝$n拍下\n", target);
if (me.do_attack({
target: target,
gj: gj,
mz: me.mz,
damage_msg: "$n全身都被笼罩在掌力之下,避无可避,一掌被拍了个正着,只觉四肢无力,动弹不得",
no_weapon: true
})) {
if (me.query_prop('jsys_ds'))
target.remove_status('dodge');
target.add_status({
id: "rash",
name: "定身",
desc: "你无法躲闪",
duration: 8000,
is_rash: true,
downside: true
}, me);
}
me.end_attack(target);
},
query_desc: function (me, lv) {
var per = 100 + parseInt(lv / 100);
return "对敌人造成你攻击力" + per + "%的伤害,命中后使敌人在8秒内无法闪避";
}
}
};