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

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this.inherits(SKILL);
this.name = "金蛇游身掌";
this.id = "jinshezhang";
this.grade = 3;
this.attack_actions = [
"$N双掌一错一招「千蛇出洞」幻出漫天掌影拢向$n的$l",
"$N暴喝一声双掌连环推出一招「大沼龙蛇」强劲的掌风直扑$n的$l",
"$N双掌纷飞一招「双蛇抢珠」直取$n的$l",
"$N提气缠身游走一招「游走式」森森掌风无孔不入般地击向$n的$l",
"$N盘身错步双掌平推凝神聚气一招「盘身式」拍向$n的$l",
"$N左掌立于胸前右掌推出一招「金蛇吐衅」击向$n$l",
"$N使出「金蛇翻身咬」身形凌空飞起从空中当头向$n的$l出掌攻击",
"$N使出一招「杯弓蛇影」左掌化虚为实击向$n的$l",
"$N左掌画了个圈圈右掌推出一招「金蛇缠丝手」击向$n$l",
"$N使出「灵蛇游八方」身形散作八处同时向$n的$l出掌攻击",
"$N使出金蛇游身掌法「金蛇探头」如鬼魅般欺至$n身前一掌拍向$n的$l"
];
this.desc = "金蛇郎君所创的一门掌法";
//"(\w+)"(.+?)"NOR"
//<$1>$2</$1>
this.can_enables = ["unarmed"];
this.learn_condition = {
max_mp: 10000,
skill: {
unarmed: 400
}
};
this.query_enable_prop = function (lv) {
return {
unarmed: {
gj: parseInt(lv * 1.3) + 20,
mz: parseInt(lv * 1.3) + 20,
dex: parseInt(lv / 6)
}
};
}
this.slots = [
{
prop: 'jsys_ds',
value: (lv) => 1,
count: 1,
format: (val) => {
return '金龙升天命中后会解除对方的轻功增益';
}
},
{
prop: 'jsys_sh',
value: (lv) => 5 + Math.floor(lv / 10),
format: (val) => {
return '金龙升天伤害增加' + val + "%";
}
},
];
this.pfm = {
qian:
{
name: "金龙升天",
distime: 26000,
enable_skill: "unarmed",
weapon_type: WEAPON_TYPE.UNARMED,
mp: 20,
use: function (me, target, lv) {
var per = 100 + parseInt(lv / 100) + me.query_prop('jsys_sh');
var gj = me.gj * per / 100;
me.send_room("<hiy>$N内气上提全身拔起一招「金龙升天」双掌凌空朝$n拍下\n</hiy>", target);
if (me.do_attack({
target: target,
gj: gj,
mz: me.mz,
damage_msg: "<hir>$n全身都被笼罩在掌力之下避无可避一掌被拍了个正着只觉四肢无力动弹不得</hir>",
no_weapon: true
})) {
if (me.query_prop('jsys_ds'))
target.remove_status('dodge');
target.add_status({
id: "rash",
name: "定身",
desc: "你无法躲闪",
duration: 8000,
is_rash: true,
downside: true
}, me);
}
me.end_attack(target);
},
query_desc: function (me, lv) {
var per = 100 + parseInt(lv / 100);
return "对敌人造成你攻击力" + per + "%的伤害命中后使敌人在8秒内无法闪避";
}
}
};