Home · skill · Book_WaterOrbs_Skill1
Spawns a Water Sphere and consumes all stacks of Tide to spawn as much as additional spheres, up to 8. Walking through a sphere consumes it to grant a Shield absorbing ::ref3_shield::.
During combat, generates a stack of Tide every 4.
During combat, generates a stack of Tide every 4.
Properties
- status
- Done
- type
- Weapon Skill
- nature
- Spell
- cooldown
- 10
- duration
- 0.4
- steps
Referenced by
item (1)
Raw data
{
"status": "Done",
"gfx": {
"file": "UI/icons/atlas_Book_96PX.png",
"size": 96,
"x": 7,
"y": 0
},
"id": "Book_WaterOrbs_Skill1",
"type": "WeaponSkill",
"nature": "Spell",
"texts": {
"name": "Abyssal Rise",
"desc": "Spawns a <val>Water Sphere</val> and consumes all stacks of ::ref_name:: to spawn as much as additional spheres, up to ::var1::. Walking through a sphere consumes it to grant a [Shield] absorbing ::ref3_shield::.\n\nDuring combat, generates a stack of ::ref_name:: every ::time::.",
"rankDescs": [
{
"rank": 2,
"desc": "Cooldown reduced to ::cooldown::.",
"flags": 1
},
{
"rank": 3,
"desc": "Walking through the sphere increases [MoveSpeedFactor] by ::ref2_val1%:: for ::ref2_duration::.",
"flags": 0
}
],
"refs": {
"ref": "Book_WaterOrbs_Rise_Charge",
"ref2": "Book_WaterOrbs_Skill1_Buff",
"ref3": "Book_WaterOrbs_Skill1_Shield"
}
},
"anim": {},
"cooldown": 10,
"duration": 0.4,
"steps": [
{
"visuals": {
"playAnims": [
{
"anim": {
"ref": "Conjure",
"speed": 2
}
}
]
},
"props": {},
"on": 0,
"type": 3,
"duration": 0.25
},
{
"props": {},
"on": 7,
"type": 11,
"delay": 0
},
{
"on": 7,
"props": {},
"id": "Trigger",
"type": 0
},
{
"on": 13,
"props": {
"pickup": {
"radius": 2,
"travelTime": 0.5,
"spread": {
"minRange": 3,
"maxRange": 10
}
},
"position": {
"offsetZ": 1
},
"stepGlobal": {
"globalId": "Book_WaterOrb_WaterOrb"
}
},
"id": "WaterOrb",
"type": 26,
"visuals": {
"bellFx": {
"set": "Projectile_Water"
},
"hitFx": "NoFX",
"skillObj": [
{
"set": "Water_Bubble",
"scale": 1.25
}
]
},
"duration": 6
},
{
"on": 16,
"props": {
"status": {
"ref": "Book_WaterOrbs_Skill1_Shield"
}
},
"type": 1
},
{
"on": 16,
"props": {
"status": {
"ref": "Book_WaterOrbs_Skill1_Buff"
}
},
"type": 1,
"cond": {
"minRank": 3
},
"duration": ""
}
],
"flags": [],
"mastery": [],
"props": {
"rankOverride": [
{
"minRank": 2,
"props": {
"cooldown": 8
}
}
]
},
"vars": {
"var1": 8,
"time": 4
},
"script": "var Orb = Skill.Book_WaterOrbs_Rise_Charge;\n\nfunction onSkillProc(ctx) {\n\tif (ctx.skillId == skill.kind) {\n\n\t}\n}\n\nvar chargeTimer = 0.;\nfunction onRegUpdate(dt) {\n\tif (owner.isInCombat) {\n\t\tchargeTimer += dt;\n\t\tif (chargeTimer >= vars.time) {\n\t\t\taddStatus(owner, Orb);\n\t\t\tchargeTimer -= vars.time;\n\t\t}\n\t} else {\n\t\tchargeTimer = 0;\n\t}\n}\n\nvar delayPerOrb = 0.015;\nfunction onStep(step) {\n\tif (step.kind == Steps.Trigger) {\n\t\tvar stacks = owner.getStatusCount(Orb) + 1;\n\t\tfor (i in 0...stacks) {\n\t\t\tdelay(i * delayPerOrb, () -> {\n\t\t\t\tconsumeStatus(owner, Orb, 1);\n\t\t\t\tplayStep(Steps.WaterOrb, owner, owner.position);\n\t\t\t});\n\t\t}\n\t}\n}",
"_xrefs": [
{
"from_sheet": "item",
"from_id": "Book_WaterOrbs",
"via_field": "skills"
}
]
}