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

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this.inherits(SKILL);
this.name = "千蛛万毒手";
this.id = "qianzhuwandushou";
this.grade = 3;
this.attack_actions = [
"$N身形一晃而至一招「小鬼勾魂」双掌带着一缕腥风拍向$n的前心",
"$N身形化做一缕轻烟绕着$n急转一招「天网恢恢」双掌幻出无数掌影罩向$n",
"$N大喝一声一招「恶鬼推门」单掌如巨斧开山带着一股腥风猛劈向$n的面门",
"$N一声冷笑一招「灵蛇九转」身形一闪而至一掌轻轻拍出手臂宛若无骨掌到中途竟连变九变如鬼魅般印向$n的$l",
"$N侧身向前一招「地府阴风」双掌连环拍出一缕缕彻骨的寒气从掌心透出将$n周围的空气都凝结了",
"$N厉叫一声身形忽的蜷缩如球飞身撞向$n一招「黄蜂吐刺」单掌如剑直刺$n的心窝",
"$N一个急旋飞身纵起半空中一式「毒龙摆尾」反手击向$n的$l",
"$N大喝一声运起五毒神功一招「毒火焚身」刹那间全身毛发尽绿一对碧绿的双爪闪电般的朝$n的$l抓去"
];
this.desc = "五毒教的千蛛万毒手";
//"(\w+)"(.+?)"NOR"
//<$1>$2</$1>
this.can_enables = ["unarmed", "parry"];
this.learn_condition = {
max_mp: 8000,
skill: {
unarmed: 300,
wudushengong: 300,
}
};
this.query_prop = function (lv) {
return {
per: (-parseInt(lv / 300) - 1)
};
}
this.query_enable_prop = function (lv) {
return {
unarmed: {
gj: parseInt(lv * 1.5 + 20),
mz: lv,
str: parseInt(lv / 8),
}, parry: {
zj: parseInt(lv * 1.5 + 20),
fy: lv,
}
};
}
this.slots = [
{
prop: 'qzwds_cc',
value: (lv, grade) => grade,
format: (val) => {
return '千蛛万毒毒发次数增加' + val + "次数";
}
},
{
prop: 'qzwds_sh',
value: (lv) => 100 + Math.floor(lv / 10),
format: (val) => {
return '万蛊噬天在招架成功后使敌人受到的毒伤增加' + val + "%";
}
},
];
this.on_parry_over = function (me, target, par) {
if (me.query_temp("wangu")) {
var lv = me.query_skill("wudushengong", 0) + me.query_skill("qianzhuwandushou", 0);
var gj = 200 + parseInt(lv * (lv / 1000 + 1));
if (par.is_parry) {
let val = me.query_prop('qzwds_sh');
if (val > 0) {
gj = gj * val / 100;
}
}
target.send_combat("<red>毒气顺着$W侵入$N体内$P感到全身一阵发麻。</red>\n");
target.damage2(gj, me);
me.end_attack(target);
}
}
this.on_disenable = function (me, type) {
if (type === "parry") {
me.remove_status("wangu", true);
}
}
this.pfm = {
qian:
{
name: "千蛛万毒",
distime: 36000,
enable_skill: "unarmed",
weapon_type: WEAPON_TYPE.UNARMED,
mp: 20,
use: function (me, target, lv) {
if (me.do_attack({
target: target,
gj: me.gj,
attack_msg: "<HIr>$N一声狞笑飞身纵起凌空一指向$n的眉心点去。</HIr>",
damage_msg: "<hir>只见一缕黑气从$N的指尖透出只一闪就没入$n的眉心</hir>",
miss_msg: "<hig>可是$n早有准备一个懒驴打滚堪堪躲过了这一招。</hig>",
parry_msg: "<hig>可是$n早有准备一个懒驴打滚堪堪躲过了这一招。</hig>"
})) {
var gj = parseInt(me.gj * (lv / 300) / 3);
target.add_status({
id: "unarmed",
name: "千蛛万毒",
desc: "你中了千蛛万毒手,每三秒减少" + gj + "气血",
duration: 3000,
duration_count: 4 + me.query_prop('qzwds_cc'),
on_interval: function (player, count) {
if (player.hp > 0) {
player.damage2(gj, me);
player.send_room("<hir>$N的千蛛万毒手发作了全身一阵发麻。</hir>");
if (player.fight_type)
me.end_attack(player);
else if (player.hp <= 0)
player.hp = 1;
}
},
downside: true
});
}
me.end_attack(target);
},
query_desc: function (me, lv) {
var gj = parseInt(me.gj * (lv / 300));
return "将全身毒力集中在一点刺向敌人命中后使敌人在12秒内持续受到" + gj + "点伤害。";
}
}, wan: {
name: "万蛊噬天",
distime: 60000,
enable_skill: "parry",
mp: 80,
use: function (me, target, lv) {
var msg = "<red>$N仰天一声长啸强催内劲全身竟浮现出隐隐碧绿之色。喝道“万蛊噬天”。毒气弥漫瞬间笼罩$P全身</red>\n";
me.send_room(msg);
var time = 10000 + lv * 10;
me.set_temp("wangu", 1, time);
me.add_status({
id: "wangu",
name: "万蛊噬天",
duration: time
});
},
query_desc: function (me, lv) {
var gj = lv + me.query_skill('wudushengong', 0);
gj = 200 + parseInt(gj * (gj / 1000 + 1));
var time = 10000 + lv * 10;
return "毒气弥漫,笼罩全身," + (time / 1000) + "秒内在被敌人命中时候使敌人受到" + gj + "点伤害。";
}
}
};