this.inherits(SKILL); this.name = "穿心掌"; this.id = "chuanxinzhang"; this.grade = 2; this.family = FAMILIES.SHASHOU; this.attack_actions = [ "$N使出一招「破山刀」,运掌如飞,招招直打$n的$l", "$N使出一招「碎石手」,双掌急运内力,带着凛冽的掌风直拍$n的$l", "$N惨然一声长啸,一招「摄魄掌」,双掌猛然击下,直扑$n的要脉", "$N骨骼暴响,双臂忽然暴长数尺,一招「追魂掌」直直攻向$n的$l", "$N施展出一招「撩阴掌」,双掌缤纷拍出,陡然间双掌已至$n跟前" ]; this.desc = "杀手楼的拳脚功夫,出招阴狠毒辣"; //"(\w+)"(.+?)"NOR" //<$1>$2 this.can_enables = ["unarmed", "parry"]; this.learn_condition = { max_mp: 2000, skill: { unarmed: 100 } }; this.query_enable_prop = function (lv) { return { unarmed: { gj: parseInt(lv * 1.2) + 20, bj_per: 1 + parseInt(lv / 300) }, parry: { zj: parseInt(lv * 1.2) + 20, dex: parseInt(lv / 7) + 2 } }; } this.pfm = { chuan: { name: "掌心雷", distime: 30000, enable_skill: "unarmed", weapon_type: WEAPON_TYPE.UNARMED, mp: 20, release_time: 0, use: function (me, target, lv) { var p = 100 + parseInt(lv / 100); var t = 6000 + lv; if (t > 10000) t = 10000; var iscirt = false; me.do_attack({ target: target, gj: me.gj * p / 100, attack_msg: "$N暗藏真气于掌心,一招「掌心雷」闪烁着雷光直贯$n", mz: me.mz, cirt: function (t, part) { iscirt = me.crit(t, part, me.bj); return iscirt; }, no_weapon: true }); if (iscirt) { target.add_status({ id: "faint", is_faint: true, duration: t, no_weapon: true, name: "昏迷", downside: true, finish_msg: "慢慢的$N又恢复了知觉...\n", start_msg: "$N只觉得眼前一黑,接着什么都不知道了。\n" }, me); } me.end_attack(target); }, query_desc: function (me, lv) { var p = 100 + parseInt(lv / 100); var t = 6 + parseInt(lv / 1000); if (t > 10) t = 10; return "对敌人造成" + p + "%攻击力的伤害,如果暴击则昏迷对方" + t + "秒"; } } };