this.inherits(SKILL);
this.name = "泰山剑法";
this.id = "taishanjianfa";
this.grade = 3;
this.attack_actions = [
"$N手中$w一晃,向右滑出三步,一招「朗月无云」,转过身来,身子微矮,$w向$n斜斜刺去",
"$N手中$w圈转,一招「峻岭横空」去势奇疾,无数剑光刺向$n的$l",
"$N突然腰一弯,挺$w向$n刺去,这一剑力劲剑疾,正是一招「来鹤清泉」",
"$N手中$w刷的一声,反手砍向$n,剑势圆润如意:「石关回马」!",
"$N展开剑势,身随剑走,左边一拐,右边一弯,越转越急。猛地$w剑光暴长,一招「泰山十八盘」往$n$l刺去",
"$N手臂暴长,手中$w豁豁展开,刷刷两剑,指向$n,正是「快活三里」"
];
this.desc = "泰山派的剑法";
//<$1>$2$1>
//<$1>$2$1>
this.can_enables = ["sword"];
this.learn_condition = {
max_mp: 2000,
skill: {
sword: 200
}
};
this.query_enable_prop = function (lv) {
return {
sword: {
gj: parseInt(lv * 1.5) + 10,
mz: parseInt(lv * 1.3) + 10,
fy: parseInt(lv * 1.5) + 10,
}
};
}
this.slots = [
{
prop: "con",
value: lv => 1 + parseInt(lv / 10),
format: (val) => {
return "根骨:+" + val;
}
},
{
prop: "tsjf_st",
value: lv => 1,
count: 1,
format: (val) => {
return "七星落长空任意命中后将使对方昏迷7秒";
}
}
];
this.pfm = {
jiang:
{
name: "七星落长空",
distime: 22000,
enable_skill: "sword",
mp: 20,
use: function (me, target, lv) {
me.send_room("$N一招「七星落长空」挺$w向$n当胸刺去,剑光闪烁,$w发出嗡嗡之声,罩住了$n胸口“膻中”、“神藏”、“灵墟”、“神封”、“步廊”、“幽门”、“通谷”七处大穴", target);
var count = 7;
var per = 50 + parseInt(lv / 50);
var p2 = 3 + parseInt(lv / 500);
var mz = 0;
for (var i = 0; i < count; i++) {
if (me.do_attack({
target: target,
gj: me.gj * per / 100,
mz: me.mz
})) mz++;
}
me.end_attack(target);
if (mz) {
if (me.query_prop('tsjf_st')) {
target.add_status({
id: "faint",
is_faint: true,
duration: 7000,
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);
} else {
var name = "零一二三四五六七"[mz] + "落";
target.add_status({
id: "sword",
name: name,
desc: "降低你的躲闪和防御",
duration: 10000,
prop: {
ds_per: -mz * p2,
fy_per: -mz * p2
}, downside: true
}, me);
}
}
},
query_desc: function (me, lv) {
var per = 50 + parseInt(lv / 50);
var p2 = 3 + parseInt(lv / 500);
return "瞬间七剑攻击敌方要穴,每剑造成" + per + "%伤害,每命中一剑减少敌人" + p2 + "%的躲闪和防御。";
}
}
};