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wsmud/world/skill/emei/yitianjianfa.js
2026-05-26 16:41:20 +08:00

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this.inherits(SKILL);
this.name = "倚天剑法";
this.id = "yitianjianfa";
this.grade = 4;
this.first_title = "倚天传人";
this.family = FAMILIES.EMEI;
this.attack_actions = [
"$N剑尖剑芒暴长一招「倚天寒芒」手中$w大开大阖剑芒直刺$n的$l",
"$N剑芒吞吐单手$w一招「翻江倒海」剑势曼妙剑光直逼向$n的$l",
"$N一式「神剑佛威」屈腕云剑剑光如彩碟纷飞幻出点点星光飘向$n",
"$N挥剑分击剑势自胸前跃出$w一式「群邪辟易」毫无留恋之势刺向$n",
"$N左手剑指划转腰部一扭右手$w一记「荡妖除魔」自下而上刺向$n的$l",
"$N脸色凝重凝重缓缓举起$w突然跃起身剑合一使出一招“倚天不出”手中$w由下至上划出一条美丽的弧线刺向$n的$l",
"$N反身跃起双手握剑举至头顶使出倚天剑法奥义“谁与争锋”这看似简简单单的一剑而厚重的剑气直奔$n的$l而去"
];
this.desc = "峨眉派祖师郭襄在得到倚天剑后自创的一式剑法,招式狠辣,不留余地。";
//"\+(\w+)\+"(.+?)"\+NOR\+"
//<$1>$2</$1>
this.can_enables = ["sword"];
this.query_prop = function (lv) {
return {
diff_fy_per: 5 + parseInt(lv / 300)
};
}
this.learn_condition = {
max_mp: 10000,
skill: {
sword: 500
}
};
this.query_enable_prop = function (lv) {
return {
sword: {
gj: 30 + parseInt(lv * 1.8),
mz: parseInt(lv * 1.8) + 20,
desc: "命中敌人后会使敌方防御减少1%可叠加最高20层"
}
};
}
this.on_attack_over = function (me, target, par) {
if (!par.is_dodge && !par.is_parry) {
target.add_status({
id: "fumo",
name: "伏魔",
desc: "你的防御减少了",
max_count: 20,
prop: {
fy_per: -1
},
duration: 5000,
count: 1,
downside: true,
override: 1
});
}
}
this.pfm = {
yi:
{
name: "倚天剑决",
distime: 20000,
enable_skill: "sword",
weapon_type: WEAPON_TYPE.SWORD,
mp: 10,
use: function (me, target, lv) {
me.send_room("<HIY>$N长啸一声武林至尊、宝刀屠龙。号令天下莫敢不从。倚天不出谁与争锋 </hiy>\n <HIR>顿时风云变色,$N手中舞出漫天剑光........ \n<HIR>");
var str = ["<HIC>-----拔云见日!----- </HIC>\n", "<BLU>-----星河在天!-----</BLU> \n", "<HIY>-----倚天不出!----- </HIY>\n", "<HIR>-----谁与争锋!-----</HIR> \n"];
var gj = me.gj;
lv = parseInt(120 + (lv / 50));
// var max = 0;
for (var i = 0; i < 4; i++) {
if (me.do_attack({
target: target,
attack_before: str[i],
gj: gj
})) {
// max++;
gj = gj * lv / 100;
}
}
// me.send_room("<HIR>$N暗念倚天剑决身法陡然加快</HIR>");
me.end_attack(target);
},
query_desc: function (me, lv) {
lv = parseInt(20 + (lv / 50));
return "倚天剑决瞬间攻击4次当前一次攻击命中后下次攻击伤害增加" + lv + "%";
}
}, hao:
{
name: "号令天下",
distime: 30000,
enable_skill: "sword",
weapon_type: WEAPON_TYPE.SWORD,
mp: 10,
use: function (me, target, lv) {
var per = 10 + parseInt(lv / 50);
var count = target.query_status("fumo");
if (!count) count = 1;
per = 100 + per * count;
if (me.do_attack({
attack_msg: "<HIR>$N面容肃穆高举$W, 顿时剑光暴长,手中$W化作漫天剑光直射$n。<HIR>",
target: target,
mz: me.mz * per / 100,
gj: me.gj * per / 100
})) {
target.clear_downside(false);
}
if (count >= 1) target.remove_status("fumo", true);
// me.send_room("<HIR>$N暗念倚天剑决身法陡然加快</HIR>");
me.end_attack(target);
},
query_desc: function (me, lv) {
var per = 10 + parseInt(lv / 50);
return "对敌人造成伤害,每层伏魔增加" + per + "%伤害和命中,命中后伏魔重置,驱除对方的有益状态";
}
}
};