this.inherits(SKILL); this.name = "千蛛万毒手"; this.id = "qianzhuwandushou"; this.grade = 3; this.attack_actions = [ "$N身形一晃而至,一招「小鬼勾魂」,双掌带着一缕腥风拍向$n的前心", "$N身形化做一缕轻烟绕着$n急转,一招「天网恢恢」,双掌幻出无数掌影罩向$n", "$N大喝一声,一招「恶鬼推门」,单掌如巨斧开山带着一股腥风猛劈向$n的面门", "$N一声冷笑,一招「灵蛇九转」,身形一闪而至,一掌轻轻拍出,手臂宛若无骨,掌到中途竟连变九变,如鬼魅般印向$n的$l", "$N侧身向前,一招「地府阴风」,双掌连环拍出,一缕缕彻骨的寒气从掌心透出,将$n周围的空气都凝结了", "$N厉叫一声,身形忽的蜷缩如球,飞身撞向$n,一招「黄蜂吐刺」单掌如剑,直刺$n的心窝", "$N一个急旋,飞身纵起,半空中一式「毒龙摆尾」,反手击向$n的$l", "$N大喝一声,运起五毒神功,一招「毒火焚身」,刹那间全身毛发尽绿,一对碧绿的双爪闪电般的朝$n的$l抓去" ]; this.desc = "五毒教的千蛛万毒手"; //"(\w+)"(.+?)"NOR" //<$1>$2 this.can_enables = ["unarmed", "parry"]; this.learn_condition = { max_mp: 8000, skill: { unarmed: 300, wudushengong: 300, } }; this.query_prop = function (lv) { return { per: (-parseInt(lv / 300) - 1) }; } this.query_enable_prop = function (lv) { return { unarmed: { gj: parseInt(lv * 1.5 + 20), mz: lv, str: parseInt(lv / 8), }, parry: { zj: parseInt(lv * 1.5 + 20), fy: lv, } }; } this.slots = [ { prop: 'qzwds_cc', value: (lv, grade) => grade, format: (val) => { return '千蛛万毒毒发次数增加' + val + "次数"; } }, { prop: 'qzwds_sh', value: (lv) => 100 + Math.floor(lv / 10), format: (val) => { return '万蛊噬天在招架成功后使敌人受到的毒伤增加' + val + "%"; } }, ]; this.on_parry_over = function (me, target, par) { if (me.query_temp("wangu")) { var lv = me.query_skill("wudushengong", 0) + me.query_skill("qianzhuwandushou", 0); var gj = 200 + parseInt(lv * (lv / 1000 + 1)); if (par.is_parry) { let val = me.query_prop('qzwds_sh'); if (val > 0) { gj = gj * val / 100; } } target.send_combat("毒气顺着$W侵入$N体内,$P感到全身一阵发麻。\n"); target.damage2(gj, me); me.end_attack(target); } } this.on_disenable = function (me, type) { if (type === "parry") { me.remove_status("wangu", true); } } this.pfm = { qian: { name: "千蛛万毒", distime: 36000, enable_skill: "unarmed", weapon_type: WEAPON_TYPE.UNARMED, mp: 20, use: function (me, target, lv) { if (me.do_attack({ target: target, gj: me.gj, attack_msg: "$N一声狞笑飞身纵起,凌空一指向$n的眉心点去。", damage_msg: "只见一缕黑气从$N的指尖透出,只一闪就没入$n的眉心!", miss_msg: "可是$n早有准备,一个懒驴打滚,堪堪躲过了这一招。", parry_msg: "可是$n早有准备,一个懒驴打滚,堪堪躲过了这一招。" })) { var gj = parseInt(me.gj * (lv / 300) / 3); target.add_status({ id: "unarmed", name: "千蛛万毒", desc: "你中了千蛛万毒手,每三秒减少" + gj + "气血", duration: 3000, duration_count: 4 + me.query_prop('qzwds_cc'), on_interval: function (player, count) { if (player.hp > 0) { player.damage2(gj, me); player.send_room("$N的千蛛万毒手发作了,全身一阵发麻。"); if (player.fight_type) me.end_attack(player); else if (player.hp <= 0) player.hp = 1; } }, downside: true }); } me.end_attack(target); }, query_desc: function (me, lv) { var gj = parseInt(me.gj * (lv / 300)); return "将全身毒力集中在一点刺向敌人,命中后使敌人在12秒内持续受到" + gj + "点伤害。"; } }, wan: { name: "万蛊噬天", distime: 60000, enable_skill: "parry", mp: 80, use: function (me, target, lv) { var msg = "$N仰天一声长啸,强催内劲,全身竟浮现出隐隐碧绿之色。喝道:“万蛊噬天”。毒气弥漫,瞬间笼罩$P全身!\n"; me.send_room(msg); var time = 10000 + lv * 10; me.set_temp("wangu", 1, time); me.add_status({ id: "wangu", name: "万蛊噬天", duration: time }); }, query_desc: function (me, lv) { var gj = lv + me.query_skill('wudushengong', 0); gj = 200 + parseInt(gj * (gj / 1000 + 1)); var time = 10000 + lv * 10; return "毒气弥漫,笼罩全身," + (time / 1000) + "秒内在被敌人命中时候使敌人受到" + gj + "点伤害。"; } } };