this.inherits(SKILL);
this.name = "倚天剑法";
this.id = "yitianjianfa";
this.grade = 4;
this.first_title = "倚天传人";
this.family = FAMILIES.EMEI;
this.attack_actions = [
"$N剑尖剑芒暴长,一招「倚天寒芒」,手中$w大开大阖,剑芒直刺$n的$l",
"$N剑芒吞吐,单手$w一招「翻江倒海」,剑势曼妙,剑光直逼向$n的$l",
"$N一式「神剑佛威」,屈腕云剑,剑光如彩碟纷飞,幻出点点星光飘向$n",
"$N挥剑分击,剑势自胸前跃出,$w一式「群邪辟易」,毫无留恋之势,刺向$n",
"$N左手剑指划转,腰部一扭,右手$w一记「荡妖除魔」自下而上刺向$n的$l",
"$N脸色凝重凝重,缓缓举起$w,突然跃起身剑合一,使出一招“倚天不出”,手中$w由下至上划出一条美丽的弧线刺向$n的$l",
"$N反身跃起,双手握剑举至头顶使出倚天剑法奥义“谁与争锋”,这看似简简单单的一剑,而厚重的剑气直奔$n的$l而去"
];
this.desc = "峨眉派祖师郭襄在得到倚天剑后自创的一式剑法,招式狠辣,不留余地。";
//"\+(\w+)\+"(.+?)"\+NOR\+"
//<$1>$2$1>
this.can_enables = ["sword"];
this.query_prop = function (lv) {
return {
diff_fy_per: 5 + parseInt(lv / 300)
};
}
this.learn_condition = {
max_mp: 10000,
skill: {
sword: 500
}
};
this.query_enable_prop = function (lv) {
return {
sword: {
gj: 30 + parseInt(lv * 1.8),
mz: parseInt(lv * 1.8) + 20,
desc: "命中敌人后会使敌方防御减少1%,可叠加最高20层"
}
};
}
this.on_attack_over = function (me, target, par) {
if (!par.is_dodge && !par.is_parry) {
target.add_status({
id: "fumo",
name: "伏魔",
desc: "你的防御减少了",
max_count: 20,
prop: {
fy_per: -1
},
duration: 5000,
count: 1,
downside: true,
override: 1
});
}
}
this.pfm = {
yi:
{
name: "倚天剑决",
distime: 20000,
enable_skill: "sword",
weapon_type: WEAPON_TYPE.SWORD,
mp: 10,
use: function (me, target, lv) {
me.send_room("$N长啸一声:武林至尊、宝刀屠龙。号令天下,莫敢不从。倚天不出,谁与争锋 !\n 顿时风云变色,$N手中舞出漫天剑光........ \n");
var str = ["-----拔云见日!----- \n", "-----星河在天!----- \n", "-----倚天不出!----- \n", "-----谁与争锋!----- \n"];
var gj = me.gj;
lv = parseInt(120 + (lv / 50));
// var max = 0;
for (var i = 0; i < 4; i++) {
if (me.do_attack({
target: target,
attack_before: str[i],
gj: gj
})) {
// max++;
gj = gj * lv / 100;
}
}
// me.send_room("$N暗念倚天剑决,身法陡然加快!");
me.end_attack(target);
},
query_desc: function (me, lv) {
lv = parseInt(20 + (lv / 50));
return "倚天剑决,瞬间攻击4次,当前一次攻击命中后,下次攻击伤害增加" + lv + "%";
}
}, hao:
{
name: "号令天下",
distime: 30000,
enable_skill: "sword",
weapon_type: WEAPON_TYPE.SWORD,
mp: 10,
use: function (me, target, lv) {
var per = 10 + parseInt(lv / 50);
var count = target.query_status("fumo");
if (!count) count = 1;
per = 100 + per * count;
if (me.do_attack({
attack_msg: "$N面容肃穆,高举$W, 顿时剑光暴长,手中$W化作漫天剑光直射$n。",
target: target,
mz: me.mz * per / 100,
gj: me.gj * per / 100
})) {
target.clear_downside(false);
}
if (count >= 1) target.remove_status("fumo", true);
// me.send_room("$N暗念倚天剑决,身法陡然加快!");
me.end_attack(target);
},
query_desc: function (me, lv) {
var per = 10 + parseInt(lv / 50);
return "对敌人造成伤害,每层伏魔增加" + per + "%伤害和命中,命中后伏魔重置,驱除对方的有益状态";
}
}
};