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>$2 this.can_enables = ["unarmed"]; this.learn_condition = { max_mp: 10000, skill: { unarmed: 400 } }; this.query_enable_prop = function (lv) { return { unarmed: { gj: parseInt(lv * 1.3) + 20, mz: parseInt(lv * 1.3) + 20, dex: parseInt(lv / 6) } }; } this.slots = [ { prop: 'jsys_ds', value: (lv) => 1, count: 1, format: (val) => { return '金龙升天命中后会解除对方的轻功增益'; } }, { prop: 'jsys_sh', value: (lv) => 5 + Math.floor(lv / 10), format: (val) => { return '金龙升天伤害增加' + val + "%"; } }, ]; this.pfm = { qian: { name: "金龙升天", distime: 26000, enable_skill: "unarmed", weapon_type: WEAPON_TYPE.UNARMED, mp: 20, use: function (me, target, lv) { var per = 100 + parseInt(lv / 100) + me.query_prop('jsys_sh'); var gj = me.gj * per / 100; me.send_room("$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"; } } };