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$1>
this.can_enables = ["unarmed", "parry"];
this.learn_condition = {
max_mp: 8000,
skill: {
unarmed: 300,
wudushengong: 300,
}
};
this.query_prop = function (lv) {
return {
per: (-parseInt(lv / 300) - 1)
};
}
this.query_enable_prop = function (lv) {
return {
unarmed: {
gj: parseInt(lv * 1.5 + 20),
mz: lv,
str: parseInt(lv / 8),
}, parry: {
zj: parseInt(lv * 1.5 + 20),
fy: lv,
}
};
}
this.slots = [
{
prop: 'qzwds_cc',
value: (lv, grade) => grade,
format: (val) => {
return '千蛛万毒毒发次数增加' + val + "次数";
}
},
{
prop: 'qzwds_sh',
value: (lv) => 100 + Math.floor(lv / 10),
format: (val) => {
return '万蛊噬天在招架成功后使敌人受到的毒伤增加' + val + "%";
}
},
];
this.on_parry_over = function (me, target, par) {
if (me.query_temp("wangu")) {
var lv = me.query_skill("wudushengong", 0) + me.query_skill("qianzhuwandushou", 0);
var gj = 200 + parseInt(lv * (lv / 1000 + 1));
if (par.is_parry) {
let val = me.query_prop('qzwds_sh');
if (val > 0) {
gj = gj * val / 100;
}
}
target.send_combat("毒气顺着$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。";
}
}
};