this.inherits(SKILL); this.name = "太极剑法"; this.id = "taijijian"; this.grade = 4; this.first_title = "太极传人"; this.family = FAMILIES.WUDANG; this.attack_actions = [ "$N虚步提腰,一招「蜻蜓点水」,手中$w轻轻颤动,一剑剑点向$n的$l", "$N向前跨上一步,左手剑诀,右手$w使出一式「指南针」直刺$n的$l", "$N身形往右一挫,左手剑诀,右手$w使出一式「大魁星」刺向$n的$l", "$N双膝下沉,右手$w使出一式「探海式」,由下而上疾刺$n的$l", "$N一招「燕子掠波」,$w自上而下划出一个大弧,平平地向$n的$l挥去", "$N上身往左侧一拧,一招「乌龙摆尾」,右手$w反手向$n的$l挥去", "$N一招「拦扫」,一招「拦扫」,剑锋平指,一气呵成横扫$n的$l", "$N左腿提膝,手中$w斜指,一招「宿鸟投林」刺向$n的$l", "$N一招「青龙出水」,$w自下而上划出一个大弧,平平地挥向$n的$l", "$N使出「环套」,$w划出三个圆圈,剑锋直出,绵绵不断划向$n的$l", "$N一招「风卷荷叶」,$w轻灵地划出几个圆弧,迅速地向$n的$l挥去", "$N一招「虎抱头」,$w划出一个左低右高的大弧,斜斜地斩向$n的$l", "$N使出「狮子摇头」,$w由右向左划出一个大8字,将$n圈在其中", "$N左脚踏实,右脚虚点,一招「仙人指路」,右手$w带着一团剑花,逼向$n的$l", "$N轻轻跃起,一招「野马跳涧」,$w在半空中化为一圈银芒,落向$n的$l", "$N两腿前箭后弓,一招「射雁式」,右手$w直刺$n的$l", "$N一招「小魁星」,身形往左一挫,左手剑诀,右手$w平平地向$n的$l挥去", "$N猱身扑上,一招「白猿献果」,手中$w斜斜地向$n的$l挥去", "$N一招「迎风掸尘」,$w看似随意地一挥,$n却陡觉一股劲气迎面袭来。", "$N一招「顺水推舟」,$w自上而下划出一个大弧,平平地向$n的$l挥去。", "$N一招「流星赶月」,$w疾刺$n的$l", "$N突然盘蹲下身来,一招「海底捞月」,$w自下而上地向$n的$l挥去", "$N一招「挑帘式」,$w自下而上徐徐划出一个大弧,平平地向$n的$l挥去", "$N一招「黄蜂入洞」,$w自上而下划出一个大弧,平平地向$n的$l挥去", "$N一招「大鹏展翅」,身形跃起,右手$w刺向$n的$l", "$N一招「车轮剑」,$w化作一片银盘,平平地向$n的$l卷去", "$N左脚轻点地面,身形往前一扑,一招「天马行空」,$w向$n的$l挥去", "$N一招「风扫梅花」,身体跃在半空,手中$w扫向$n的$l", "$N一招「却步抽剑」,左脚跃步落地,$w回抽,反手勾向$n的$l", "$N右腿半屈般蹲,一招「如封似闭」,剑尖虚指,转身撩向$n的$l", "$N回身拧腰,右手虚抱,一招「拨云瞻日」,$w中宫直进,刺向$n的$l" ]; this.desc = "由武当祖师张三丰所创,武当派不传之秘,太极三绝技之一"; //"\+(\w+)\+"(.+?)"\+NOR\+" //<$1>$2 this.learn_condition = { max_mp: 8900, skill: { sword: 300, taijishengong: 300 } }; this.can_enables = ["sword"]; this.query_prop = function (lv) { return { int: 10 + parseInt(lv / 10), zj_per: parseInt(lv / 300) + 5 }; } this.query_enable_prop = function (lv) { return { sword: { gj: 20 + parseInt(lv * 1.3), mz: 20 + parseInt(lv * 1.2), zj: 20 + parseInt(lv * 0.8), desc: "攻击命中后会使敌方忙乱2秒,冷却10秒" } }; } //当一次攻击结束后 this.on_attack_over = function (me, target, par) { if (!par.is_dodge && !par.is_parry) { if (!me.query_temp("sk/taijijian/sword")) { me.send_room("$n一招失势被$N的剑招所乱!", target); target.add_status({ id: "busy", is_busy: true, name: "忙乱", desc: "你处于忙乱状态,无法攻击,招架", duration: 2000, downside: true }); me.set_temp("sk/taijijian/sword", 1, 10000); } } } this.pfm = { chan: { name: "缠字诀", distime: 20000, enable_skill: "sword", weapon_type: WEAPON_TYPE.SWORD, release_time: 0, mp: 10, use: function (me, target, lv) { var time = lv * 10 + 3000; if (time > 15000) time = 15000; me.send_room("$N使出太极剑【缠字决】,$n一时之间手忙脚乱,无法攻击", target); target.add_status({ id: "busy", name: "忙乱", duration: time, downside: true, is_busy: true }, me); }, query_desc: function (me, lv) { var time = lv * 10 + 3000; if (time > 15000) time = 15000; return "以连绵不绝的攻势迷惑敌人,使之无法脱身," + (time / 1000) + "秒内处于忙乱状态。"; } }, lian: { name: "连字诀", distime: 15000, enable_skill: "sword", weapon_type: WEAPON_TYPE.SWORD, mp: 10, use: function (me, target, lv) { var per = parseInt(lv / 10) + 110; if (per > 200) per = 200; me.send_room("$N使出太极剑【连字决】,身法突然加快", target); for (var i = 0; i < 7; i++) { me.do_attack({ target: target, gj: me.gj, mz: me.mz * per / 100, attack_before: "紧跟着" }); } me.end_attack(target); }, query_desc: function (me, lv) { var count = parseInt(lv / 10) + 10; if (count > 100) count = 100; return "快速出剑,瞬间对敌人快速攻击7次,攻击中命中增加" + count + "%"; } }, sui: { name: "随字决", distime: 20000, enable_skill: "sword", weapon_type: WEAPON_TYPE.SWORD, mp: 10, release_time: 1000, use: function (me, target, lv) { var time = 3000 + lv * 10; var gj = 100 + parseInt(lv / 5); var per = 10 + parseInt(lv / 200); if (me.do_attack({ target: target, gj: me.gj * gj / 100, mz: me.mz, attack_msg: "$N快速挥动$W,四周真气涌动化为数个大小太极,向$n刺去", damage_msg: "只见$n被剑气击中,真气紊乱,感觉眼前的景物似幻似真,几乎要站立不住" })) { target.add_status({ id: "sui", name: "太极", downside: true, desc: "你的命中和躲闪降低了", duration: time, prop: { mz_per: -per, ds_per: -per }, finish_msg: "$N从太极剑的影响中恢复过来。", }, me); me.end_attack(target); } }, query_desc: function (me, lv) { var time = 3000 + lv * 10; var gj = 100 + parseInt(lv / 5); var per = 10 + parseInt(lv / 200); return "造成" + gj + "%攻击力的伤害,命中后使对方在" + (time / 1000) + "秒内降低" + per + "%命中和躲闪"; } } };