this.inherits(SKILL); this.name = "天山六阳掌"; this.id = "liuyangzhang"; this.grade = 3; this.family = FAMILIES.XIAOYAO; this.attack_actions = [ "$N一招「落日熔金」,左掌叠于右掌之上,劈向$n", "$N一招「安禅制毒龙」,面色凝重,双掌轻飘飘地拍向$n", "$N一招「日斜归路晚霞明」,双掌幻化一片掌影,将$n笼罩于内。", "$N一招「阳关三叠」,向$n的$l连击三掌", "$N一招「阳春一曲和皆难」,只见一片掌影攻向$n", "$N双掌平挥,一招「云霞出海曙」击向$n", "$N一招「白日参辰现」,只见一片掌影攻向$n", "$N左掌虚晃,右掌一记「云霞出薛帷」击向$n的头部", "$N施出「青阳带岁除」,右手横扫$n的$l,左手攻向$n的胸口", "$N施出「阳歌天钧」,双掌同时击向$n的$l" ]; this.desc = "逍遥派的天山六阳掌,绝招生死符让人谈虎色变。"; //"(\w+)"(.+?)"NOR" //<$1>$2 this.can_enables = ["unarmed"]; this.learn_condition={ max_mp: 5000, skill: { unarmed: 300, beimingshengong:300 } }; this.query_enable_prop = function (lv) { return { unarmed: { gj: parseInt(lv * 1.2), mz: parseInt(lv), } }; } this.pfm = { zhong: { name: "生死符", distime: 30000, enable_skill: "unarmed", weapon_type: WEAPON_TYPE.UNARMED, mp: 20, release_time: 8000, use: function (me, target, lv) { var time = 12000 - lv; if (time < 10000) time = 10000; var fu = 10 + parseInt(lv / 100); if (fu > 40) fu = 40; var sh = me.do_attack({ target: target, attack_msg: "$N化水为冰,凝于掌中,轻飘飘地拍向$n。", miss_msg: "可是$p急忙闪在一旁,躲了开去。", no_parry:true, }); if (sh) { // target.do_kill(me); target.add_status({ id:"liuyang", duration: time, downside: true, name: "生死符", desc: "你被种了生死符,10秒后你的气血将减为1", no_clear:true, on_expire: function (p) { if (p.hp<=0) return; if (p.is_fighting(me)) { p.send_room("$N的生死符发作了,“哇”的一声,吐出一口殷红的鲜血"); if (p.hp > me.max_hp ) { p.damage(parseInt(me.hp * fu / 100),me); } else { p.add_hp(-p.hp + 1); } me.end_attack(p); } else { p.notify("由于失去" + me.name + "的真气牵引,你的生死符没有发作。"); } } }); me.end_attack(target); } }, query_desc: function (me, lv) { var time = 12000 - lv; if (time < 10000) time = 10000; var fu = 10 + parseInt(lv / 300); if (fu > 40) fu = 40; return "逆运真气将阳刚之气转为阴柔,化水为冰,命中敌人后" + (time / 1000) + "秒后爆发,如果你的最大气血大于敌方当前气血,敌人气血将降为1,否则将受到你当前气血" + fu+"%的伤害。不可招架"; } }, san: { name: "阳关三叠", distime: 12000, enable_skill: "unarmed", mp: 20, check: function (me, lv) { if (lv < 30) return false; return true; }, use_condition: "需要天山六阳掌等级30", use: function (me, target, lv) { me.send_room("$N长笑一声,双掌快速拍向$n,竟如惊涛骇浪般汹涌而去!", target); var mz = me.mz; var gj = me.gj; var sp = 150 + parseInt(lv / 30); var before = ""; for (var i = 0; i < 3; i++) { if (me.do_attack({ target: target, gj: gj, mz: mz, attack_before: before, no_weapon: true })) { gj = gj *sp/100; before = "$N长笑一声,运掌如风,掌力更加迅猛\n"; } else { mz = mz * sp / 100; before = "$N气随意转,掌风突变,化刚为柔,又如春风般无孔不入\n"; } } me.end_attack(target); }, query_desc: function (me, lv) { var sp = 50 + parseInt(lv / 30); return "以迅猛的掌力瞬间攻击对方三次,造成伤害后下次增加攻击" + sp + "%,否则增加" + sp +"%命中"; } }, po: { name: "白虹掌力", distime: 10000, enable_skill: "unarmed", mp: 20, use: function (me, target, lv) { lv = 10 + parseInt(lv / 100); if (lv > 20) lv = 20; me.do_attack({ attack_msg: "$N全身真气迸发,呼的一掌向$n头顶猛然贯落。", target: target, gj: me.gj, damage_msg: "$n慌忙抵挡,可已然不及,$N掌劲如洪水般涌入体内,接连震断数根肋骨。", mz: me.mz, power_gj: me.max_mp * lv / 100 }) me.end_attack(target); }, query_desc: function (me, lv) { lv = 10 + parseInt(lv / 100); if (lv > 20) lv = 20; var gj = parseInt(me.max_mp * lv / 100); return "提起全身真气对敌人造成你攻击力附加你最大内力" + lv + "%(" + gj + ")的伤害。"; } } };