196 lines
9.8 KiB
JavaScript
196 lines
9.8 KiB
JavaScript
this.inherits(SKILL);
|
||
this.name = "独孤九剑";
|
||
this.id = "dugujiujian";
|
||
this.grade = 4;
|
||
this.first_title = "九剑传人";
|
||
this.family = FAMILIES.HUASHAN;
|
||
this.attack_actions = [
|
||
"但见$N挺身而上,$w一旋,一招仿佛泰山剑法的「<HIC>来鹤清泉</HIC>」直刺$n的$l!",
|
||
"$N奇诡地向$n挥出「<RED>泉鸣芙蓉</RED>」、「<YEL>鹤翔紫盖</YEL>」、「<BLU>石廪书声</BLU>」、「<MAG>天柱云气</MAG>」及「<YEL>雁回祝融</YEL>」衡山五神剑!",
|
||
"$N剑随身转,续而刺出十九剑,竟然是华山「<MAG>玉女十九剑</MAG>」,但奇的是这十九剑便如一招,手法之快,直是匪夷所思!",
|
||
"$N剑势忽缓而不疏,剑意有余而不尽,化恒山剑法为一剑,向$n慢慢推去!",
|
||
"$N剑意突焕气象森严,便似千军万马奔驰而来,长枪大戟,黄沙千里,尽括嵩山剑势击向$n的$l!",
|
||
"却见$N身随剑走,左边一拐,右边一弯,剑招也是越转越加狠辣,竟化「<HIG>泰山十八盘</HIG>」为一剑攻向$n!",
|
||
"$N剑招突变,使出衡山的「<HIC>一剑落九雁</HIC>」,削向$n的$l,怎知剑到中途,突然转向,大出$n意料之外!",
|
||
"$N吐气开声,一招似是「<WHT>独劈华山</WHT>」,手中$w向下斩落,直劈向$n的$l!",
|
||
"$N手中$w越转越快,使的居然是衡山的「<MAG>百变千幻云雾十三式</MAG>」,剑式有如云卷雾涌,旁观者不由得目为之眩!",
|
||
"$N含笑抱剑,气势庄严,$w轻挥,尽融「达摩剑」为一式,闲舒地刺向$n!",
|
||
"$N举起$w运使「太极剑」剑意,划出大大小小无数个圆圈,无穷无尽源源不绝地缠向$n!",
|
||
"$N神声凝重,$w上劈下切左右横扫,挟雷霆万钧之势逼往$n,「伏摩剑」的剑意表露无遗!",
|
||
"却见$N突然虚步提腰,使出酷似武当「<BLU>蜻蜓点水</BLU>」的一招!",
|
||
"$N运剑如风,剑光霍霍中反攻$n的$l,尝试逼$n自守,剑招似是伏魔剑的「<RED>龙吞式</RED>」。",
|
||
"$N突然运剑如狂,一手关外的「<YEL>乱披风剑法</YEL>」,猛然向$n周身乱刺乱削!",
|
||
"$N突然一剑点向$n的$l,虽一剑却暗藏无数后着,$n手足无措,不知如何是好!",
|
||
"$N剑挟刀势,大开大阖地乱砍一通,但招招皆击在$n攻势的破绽,迫得$n不得不守!",
|
||
"$N反手横剑刺向$n的$l,这似有招似无招的一剑,威力竟然奇大,$n难以看清剑招来势!",
|
||
"$N举剑狂挥,迅速无比地点向$n的$l,却令人看不出其所用是什么招式。",
|
||
"$N随手一剑指向$n,落点正是$n的破绽所在,端的是神妙无伦,不可思议!",
|
||
"$N脸上突现笑容,似乎已看破$n的武功招式,胸有成竹地一剑刺向$n的$l!",
|
||
"$N将$w随手一摆,但见$n自己向$w撞将上来,神剑之威,实人所难测!"
|
||
|
||
];
|
||
this.parry_actions = [
|
||
"$n以攻为守,以进为退,凝神运气向$P猛攻快打地挥出方位大异的泰山「<MAG>快活三</MAG>」三剑。",
|
||
"$n剑法突变,剑势伸缩不定,奔腾矫夭,逆使嵩山剑法的「<YEL>天外玉龙</YEL>」企图迫使$P变招。",
|
||
"$n突然使出青城派松风剑法的「<RED>鸿飞冥冥</RED>」,可是方位却有所偏差,长剑对着$P一绞,企图突破$P的攻势!",
|
||
"只见$n不退反进,身如飘风,诡异地一式「<HIW>天柱云气</HIW>」,动向无定不可捉摸地挡住了$P的进攻。",
|
||
"$n不退反进,使出恒山剑招「<HIR>绵里藏针</HIR>」,森森剑气充溢四周!架开了$P的这招",
|
||
"$n不闪不避,举剑闪电般使出「<BLU>叠翠浮青</BLU>」反削$P的$l。",
|
||
"却见$n踏前一步,剑式斜指$N的右臂,想要使$N闪身而退。",
|
||
"$n突然一剑点向$P的$l,虽一剑却暗藏无数后着,$P手足无措,慌忙撤手回防!",
|
||
"$n挺剑一招象是「<HIW>白云出岫</HIW>」回刺$P的$l,企图将$P的攻势化解。"
|
||
];
|
||
this.desc = "为独孤求败所创,以无招胜有招的宗旨胜破天下武功。";
|
||
|
||
this.attack_actions2 = [
|
||
"<hiw>但见$N手中$w破空长吟,平平一剑刺向$n,毫无招式可言</hiw>",
|
||
"<hiw>$N揉身欺近,轻描淡写间随意刺出一剑,简单之极,无招无式</hiw>",
|
||
"<hiw>$N身法飘逸,神态怡然,剑意藏于胸中,手中$w随意挥洒而出,独孤九剑已到了收发自如的境界</hiw>",
|
||
"<hiw>$N满场游走,东刺一剑,西刺一剑,令$n莫明其妙,分不出$N剑法的虚实!</hiw>",
|
||
"<hiw>$N抱剑旋身,转到$n身后,杂乱无章地向$n刺出一剑,不知使的是什么剑法!</hiw>"
|
||
];
|
||
this.query_attack_action = function (me) {
|
||
if (me.query_temp("weapon")) {
|
||
return this.attack_actions2.random();
|
||
}
|
||
return this.attack_actions.random();
|
||
}
|
||
//"\s?\+\s?(\w+)\s?\+\s?"(.+?)"\s?\+\s?NOR\s?\+\s?"
|
||
//<$1>$2</$1>
|
||
this.can_enables = ["sword", "parry"];
|
||
this.learn_condition = {
|
||
max_mp: 10000,
|
||
skill: {
|
||
sword: 400
|
||
}
|
||
};
|
||
|
||
this.query_prop = function (lv) {
|
||
return {
|
||
add_sh_per: 5 + parseInt(lv / 300)
|
||
};
|
||
}
|
||
this.query_enable_prop = function (lv) {
|
||
return {
|
||
sword: {
|
||
gj: lv * 2 + 10,
|
||
gjsd: 200,
|
||
bj_per: parseInt(lv / 500) + 2,
|
||
mz: lv + 10
|
||
},
|
||
parry: {
|
||
zj: lv * 2 + 10,
|
||
fy: lv,
|
||
desc: "招架敌人招式后立刻反击敌人"
|
||
}
|
||
};
|
||
}
|
||
this.parry_msg2 = [
|
||
"<hir>$N趁机向前一剑刺向$n的$l,端的是神妙无伦,不可思议</hir>",
|
||
"<hir>$n见招式被破,一时慌乱被$N趁虚欺上随手一剑刺向$p</hir>",
|
||
"<hir>$N以攻为守,以进为退,挺剑一招象是「白云出岫」回刺$p的$l</hir>"
|
||
];
|
||
this.on_parry_over = function (me, target, par) {
|
||
if (par.is_parry) {
|
||
if (!me.query_temp("sk_dugu_parry")) {
|
||
me.do_attack({
|
||
target: target,
|
||
attack_msg: this.parry_msg2.random(),
|
||
gj: me.gj / 3 + me.random(me.gj / 3),
|
||
mz: me.mz
|
||
});
|
||
me.end_attack(target);
|
||
me.set_temp("sk_dugu_parry", 1, 7000);
|
||
}
|
||
}
|
||
}
|
||
this.pfm = {
|
||
wu:
|
||
{
|
||
name: "无招",
|
||
distime: 20000,
|
||
enable_skill: "sword",
|
||
mp: 20,
|
||
release_time: 0,
|
||
use: function (me, target, lv) {
|
||
var time = lv * 10 + 5000;
|
||
if (time > 15000) time = 15000;
|
||
me.send_room("<him>$N凝神聚气,挥洒手中兵器,进入无招无我,剑心通明境界!\n</him>", target);
|
||
me.add_status({
|
||
id: "weapon",
|
||
name: "无招",
|
||
duration: time,
|
||
prop: {
|
||
gjsd_per: 100,
|
||
gj: lv,
|
||
mz: lv
|
||
}
|
||
});
|
||
me.set_temp("weapon", 1, time);
|
||
me.reauto_attack();
|
||
|
||
},
|
||
query_desc: function (me, lv) {
|
||
|
||
var time = lv * 10 + 5000;
|
||
if (time > 15000) time = 15000;
|
||
return "独孤九剑之无招胜有招," + (time / 1000) + "秒内你的招式无迹可寻使敌人难以破解,出招速度加快到极限,增加" + lv + "攻击," + lv + "命中。";
|
||
}
|
||
}, pojian:
|
||
{
|
||
name: "破字诀",
|
||
distime: 10000,
|
||
enable_skill: "parry",
|
||
mp: 20,
|
||
use: function (me, target, lv) {
|
||
var weap = target.query_weapon();
|
||
if (!weap || weap.weapon_type === WEAPON_TYPE.NONE) return me.notify("对方没有兵刃,你不用担心。");
|
||
me.send_room("<HIC>$N举剑画弧,默潜独孤九剑之「破字诀」, 绵绵剑意,漫天铺地袭向$n</HIC>", target);
|
||
|
||
if (lv * 2 + me.random(me.mz) > target.ds && (!target.attack_skill || target.attack_skill.id !== 'dugujiujian4')) {
|
||
me.send_room("<hir>$n顿时觉得眼前一花,手腕一麻,手中$i脱手而出!\n</hir>", target);
|
||
target.unequip(weap, true, 12000);
|
||
} else {
|
||
me.send_room("<cyn>可是$n看破了$N的剑路,抽身后退,使$N的「破字诀」没有起到作用。\n</cyn>", target);
|
||
}
|
||
},
|
||
query_desc: function (me, lv) {
|
||
|
||
return "独孤九剑之破字诀,卸下对方兵刃,技能等级越高成功率越高。";
|
||
}
|
||
}, poqi:
|
||
{
|
||
name: "破气诀",
|
||
distime: 30000,
|
||
enable_skill: "sword",
|
||
mp: 20,
|
||
use: function (me, target, lv) {
|
||
var sh = me.do_attack({
|
||
target: target,
|
||
attack_msg: "<hib>$N施出独孤九剑「破气式」,手中$W中攻直进,遥指$n的气海要穴。</hib>",
|
||
miss_msg: "<CYN>可$n深知$N这招的厉害,当即向后横移数尺,躲闪开来。</CYN>",
|
||
no_parry: true,
|
||
damaga_msg: "<hir>$n被$N一剑划过气门,登感一阵锥心的刺痛,全身真气源源而泻!</hir>"
|
||
});
|
||
if (sh) {
|
||
target.add_mp(-lv * 10);
|
||
var time = 3000 + lv * 5;
|
||
if (time > 10000) time = 10000;
|
||
target.add_status({
|
||
id: "busy",
|
||
is_busy: true,
|
||
name: "忙乱",
|
||
downside: true,
|
||
desc: "你处于忙乱状态,无法攻击,招架",
|
||
duration: time
|
||
}, me);
|
||
}
|
||
me.end_attack(target);
|
||
},
|
||
query_desc: function (me, lv) {
|
||
var time = 3000 + lv * 5;
|
||
if (time > 10000) time = 10000;
|
||
return "独孤九剑之破气式,精准攻击敌方气海要穴,无法招架,命中后减少敌人" + (lv * 10) + "的内力,并使敌人忙乱" + (time / 1000) + "秒。";
|
||
}
|
||
}
|
||
}; |