this.inherits(SKILL); this.name = "武当长拳"; this.id = "wudangchangquan"; this.grade = 1; this.family = FAMILIES.WUDANG; this.attack_actions = [ "$N力灌右臂,一招「七星手」,一拳直出打向$n的$l", "$N身行前探,闪身跨奔$n身侧,一招「推手」,向$n的$l推去", "$N双臂微曲,身行晃动,一招「一条鞭」守中带攻打向$n的$l", "$N马步扎稳,左手虚晃,右手握拳一式「直击」迅猛打向$n的胸口", "$N施出「雁回头」,纵身跃向空中,双手同时击向$n的$l", "$N双臂回环,身行微微后仰,一招「井栏」,缠向$n的双手" ]; this.desc = "武当派入门拳脚功夫"; //"(\w+)"(.+?)"NOR" //<$1>$2 this.can_enables = ["unarmed"]; this.query_enable_prop = function (lv) { return { unarmed: { gj: lv + 7 } }; } this.learn_condition = { max_mp: 500, skill: { unarmed: 50 } }; this.pfm = { bao: { name: "虎抱头", distime: 16000, enable_skill: "unarmed", weapon_type: WEAPON_TYPE.UNARMED, mp: 10, release_time: 0, use: function (me, target, lv) { var sh = me.do_attack({ target: target, attack_msg: "$N身行前探,双手抱环向$n推去", damage_msg:"$n一时大意,被$P内劲牵引,不由得一个趔趄。" }); if (sh) { 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: 3000 + lv * 4, downside:true },me); } me.end_attack(target); }, query_desc: function (me, lv) { var lv = 3000 + lv * 4; return "命中敌人后,使敌人忙乱"+(lv/1000)+"秒,无法攻击,招架"; } } };