this.inherits(SKILL);
this.name = "五毒烟萝步";
this.id = "wuduyanluobu";
this.grade = 3;
this.dodge_actions = [
"$n不慌不忙,一式「江水横流」,身行倏的向一旁平移数尺,堪堪躲过了$N的功势。",
"$n身行如鬼魅般一晃,刹那间已远去数丈之外,$N顿时扑了个空。",
"$n身行忽的加快,如一缕青烟般绕着$N飞快旋转,看得$N一阵头晕眼花,急忙收招跳开。",
"只见$n身子向后一翻,一招「缥渺孤鸿影」,后荡而起,掠向一旁。",
"$n怪异的一笑,身行忽的变得朦胧不清,$N的凌厉招式竟然透体而过,原来竟是一具幻影。",
"$n的身行顿时变得如蛇一般柔软,随着$N的招式左右摆动,竟使得$N招招落空。"
];
this.can_enables = ["dodge"];
this.query_enable_prop = function (lv) {
return {
dodge: {
ds: parseInt(lv * 1.5) + 130,
dex: parseInt(lv / 7)
}
};
}
this.learn_condition = {
max_mp: 10000,
skill: {
dodge: 500
}
};
this.slots = [
{
prop: "wdylb_ds",
value: lv => 100,
format: (val) => {
return "金蛇游身判定时的有效等级增加" + val;
}
}, {
prop: "wdylb_tm",
value: lv => 1000,
format: (val) => {
return "金蛇游身成功后对方的忙乱时间+1秒";
}
}
];
this.pfm = {
snake:
{
name: "金蛇游身",
distime: 30000,
enable_skill: "dodge",
mp: 20,
use: function (me, target, lv) {
var time = 2000 + lv * 3;
if (time > 10000) time = 10000;
var msg = "$N身行忽的一变,使出「金蛇游身」的绝技,身法越来越快。\n\n只见$N飞快的绕场游走,瞻之在前,望之在后,一时间到处都是$N的身影。\n";
if (me.random(lv / 2) + lv
+ me.query_prop('wdylb_ds') > target.query_skill(target.dodge_skill.id, 0)) {
msg += "$n不由得一阵手足无措,被$N连攻数招!\n";
target.add_status({
id: "busy",
is_busy: true,
duration: time + me.query_prop('wdylb_tm'),
name: "忙乱",
downside: true
}, me);
} else {
msg += "可是$n以静制动,紧守门户,丝毫不受$N的影响,$N自己倒累的满头大汗!\n";
}
me.send_room(msg, target);
},
query_desc: function (me, lv) {
var time = 2000 + lv * 4;
if (time > 10000) time = 10000;
return "金蛇游身,如有万蛇缠身,成功后使敌人忙乱" + (time / 1000) + "秒。";
}
}
};