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。"; } } };