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

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this.inherits(SKILL);
this.name = "穿心掌";
this.id = "chuanxinzhang";
this.grade = 2;
this.family = FAMILIES.SHASHOU;
this.attack_actions = [
"$N使出一招「破山刀」运掌如飞招招直打$n的$l",
"$N使出一招「碎石手」双掌急运内力带着凛冽的掌风直拍$n的$l",
"$N惨然一声长啸一招「摄魄掌」双掌猛然击下直扑$n的要脉",
"$N骨骼暴响双臂忽然暴长数尺一招「追魂掌」直直攻向$n的$l",
"$N施展出一招「撩阴掌」双掌缤纷拍出陡然间双掌已至$n跟前"
];
this.desc = "杀手楼的拳脚功夫,出招阴狠毒辣";
//"(\w+)"(.+?)"NOR"
//<$1>$2</$1>
this.can_enables = ["unarmed", "parry"];
this.learn_condition = {
max_mp: 2000,
skill: {
unarmed: 100
}
};
this.query_enable_prop = function (lv) {
return {
unarmed: {
gj: parseInt(lv * 1.2) + 20,
bj_per: 1 + parseInt(lv / 300)
}, parry: {
zj: parseInt(lv * 1.2) + 20,
dex: parseInt(lv / 7) + 2
}
};
}
this.pfm = {
chuan:
{
name: "掌心雷",
distime: 30000,
enable_skill: "unarmed",
weapon_type: WEAPON_TYPE.UNARMED,
mp: 20,
release_time: 0,
use: function (me, target, lv) {
var p = 100 + parseInt(lv / 100);
var t = 6000 + lv;
if (t > 10000) t = 10000;
var iscirt = false;
me.do_attack({
target: target,
gj: me.gj * p / 100,
attack_msg: "<hir>$N暗藏真气于掌心一招「掌心雷」闪烁着雷光直贯$n</hir>",
mz: me.mz,
cirt: function (t, part) {
iscirt = me.crit(t, part, me.bj);
return iscirt;
},
no_weapon: true
});
if (iscirt) {
target.add_status({
id: "faint",
is_faint: true,
duration: t,
no_weapon: true,
name: "昏迷", downside: true,
finish_msg: "<hiy>慢慢的$N又恢复了知觉...</hiy>\n",
start_msg: "<hir>$N只觉得眼前一黑接着什么都不知道了。</hir>\n"
}, me);
}
me.end_attack(target);
},
query_desc: function (me, lv) {
var p = 100 + parseInt(lv / 100);
var t = 6 + parseInt(lv / 1000);
if (t > 10) t = 10;
return "对敌人造成" + p + "%攻击力的伤害,如果暴击则昏迷对方" + t + "秒";
}
}
};