94 lines
3.2 KiB
JavaScript
94 lines
3.2 KiB
JavaScript
this.inherits(SKILL);
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this.name = "金蛇游身掌";
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this.id = "jinshezhang";
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this.grade = 3;
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this.attack_actions = [
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"$N双掌一错,一招「千蛇出洞」幻出漫天掌影拢向$n的$l",
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"$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",
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"$N双掌纷飞,一招「双蛇抢珠」直取$n的$l",
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"$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",
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"$N盘身错步,双掌平推,凝神聚气,一招「盘身式」拍向$n的$l",
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"$N左掌立于胸前,右掌推出,一招「金蛇吐衅」击向$n$l",
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"$N使出「金蛇翻身咬」,身形凌空飞起,从空中当头向$n的$l出掌攻击",
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"$N使出一招「杯弓蛇影」,左掌化虚为实击向$n的$l",
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"$N左掌画了个圈圈,右掌推出,一招「金蛇缠丝手」击向$n$l",
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"$N使出「灵蛇游八方」,身形散作八处同时向$n的$l出掌攻击",
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"$N使出金蛇游身掌法「金蛇探头」,如鬼魅般欺至$n身前,一掌拍向$n的$l"
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];
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this.desc = "金蛇郎君所创的一门掌法";
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//"(\w+)"(.+?)"NOR"
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//<$1>$2</$1>
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this.can_enables = ["unarmed"];
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this.learn_condition = {
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max_mp: 10000,
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skill: {
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unarmed: 400
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}
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};
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this.query_enable_prop = function (lv) {
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return {
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unarmed: {
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gj: parseInt(lv * 1.3) + 20,
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mz: parseInt(lv * 1.3) + 20,
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dex: parseInt(lv / 6)
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}
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};
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}
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this.slots = [
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{
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prop: 'jsys_ds',
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value: (lv) => 1,
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count: 1,
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format: (val) => {
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return '金龙升天命中后会解除对方的轻功增益';
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}
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},
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{
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prop: 'jsys_sh',
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value: (lv) => 5 + Math.floor(lv / 10),
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format: (val) => {
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return '金龙升天伤害增加' + val + "%";
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}
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},
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];
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this.pfm = {
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qian:
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{
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name: "金龙升天",
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distime: 26000,
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enable_skill: "unarmed",
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weapon_type: WEAPON_TYPE.UNARMED,
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mp: 20,
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use: function (me, target, lv) {
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var per = 100 + parseInt(lv / 100) + me.query_prop('jsys_sh');
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var gj = me.gj * per / 100;
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me.send_room("<hiy>$N内气上提,全身拔起,一招「金龙升天」,双掌凌空朝$n拍下\n</hiy>", target);
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if (me.do_attack({
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target: target,
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gj: gj,
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mz: me.mz,
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damage_msg: "<hir>$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>",
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no_weapon: true
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})) {
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if (me.query_prop('jsys_ds'))
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target.remove_status('dodge');
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target.add_status({
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id: "rash",
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name: "定身",
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desc: "你无法躲闪",
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duration: 8000,
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is_rash: true,
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downside: true
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}, me);
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}
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me.end_attack(target);
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},
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query_desc: function (me, lv) {
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var per = 100 + parseInt(lv / 100);
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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";
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}
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}
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}; |