this.inherits(SKILL); this.name = "四象步法"; this.id = "sixiangbu"; this.grade = 2; this.dodge_actions = [ "只见$n一招「少阴步」,身体向上笔直地纵起丈余,躲过了$N这一招。", "$n一个「乾兑步」,向后纵出数丈之远,避开了$N的凌厉攻势。", "$n使出「离震步」,向一旁飘然纵出,轻轻着地。", "但是$n身形飘忽,使出「少阳步」,轻轻一纵,早已避开。", "$n身随意转「太阴步」,倏地往一旁挪开了三尺,避过了这一招。", "可是$n侧身一让,一个「巽坎步」,$N这一招扑了个空。", ]; this.desc = "关外胡家的轻功身法,胡斐就是凭借这个步法闯出个雪山飞狐的名号"; //"(\w+)"(.+?)"NOR" //<$1>$2 this.can_enables = ["dodge"]; this.learn_condition = { max_mp: 1000, dex1: 20, skill: { dodge: 200 } }; this.query_enable_prop = function (lv) { return { dodge: { ds: lv + 10 } }; } this.slots = [ { prop: 'sxbf_gjsd', value: (lv) => 10, count: 2, format: (val) => { return '四象步法攻击速度增加10%'; }, }, { prop: 'sxbf_ds', value: (lv) => 10, format: (val) => { return '四象步法躲闪增加10%'; }, }, ]; this.pfm = { chan: { name: "飞天狐狸", distime: 40000, enable_skill: "dodge", mp: 20, release_time: 0, use: function (me, target, lv) { var dex = 20 + Math.min(parseInt(lv / 500), 10); me.send_room("$N足尖轻点地面,凌空跃起,身形顿时变得飘忽不定,难以捉摸。", target); me.add_status({ id: "dodge", name: "飞天", desc: "四象步法之飞天狐狸,增加你的躲闪和攻速", finish_msg: "$N的飞天狐狸运功完毕,将内力收回丹田。", duration: Math.min(8000 + lv * 2, 20000), prop: { ds_per: dex + me.query_prop('sxbf_ds'), gjsd_per: dex + me.query_prop('sxbf_gjsd') } }); }, query_desc: function (me, lv) { var t = (8000 + lv * 2) / 1000; if (t > 20) t = 20; var dex = 20 + Math.min(parseInt(lv / 500), 10); return "" + t + "秒内增加你" + dex + "%躲闪,攻击速度提高" + dex + "%"; } } };