Home · skill · Priest_BeaconOfHope_Status
Properties
- status
- Done
- nature
- Status
- duration
- 10
- steps
Raw data
{
"status": "Done",
"gfx": {
"file": "UI/icons/atlas_class_Priest_96PX.png",
"size": 96,
"x": 5,
"y": 0
},
"id": "Priest_BeaconOfHope_Status",
"nature": "Status",
"texts": {},
"anim": {},
"duration": 10,
"steps": [
{
"on": 13,
"props": {
"area": {
"shape": [
3,
3
],
"targetCooldown": 1.5,
"rangeScale": {
"targetRange": 20
}
},
"loop": {
"tick": 0.1
}
},
"id": "DamageBlast",
"type": 4,
"range": 1,
"effects": [
{
"effect": 0,
"scaling": [],
"flags": 0,
"affinity": "Light",
"dynVal": 1
}
],
"visuals": {
"fxs": [
{
"set": "Priest_Prayer_Damage_Wave",
"props": {
"offset": {
"x": 0,
"y": 0,
"z": 0,
"height": 0.5
}
},
"flags": 40
},
{
"set": "Priest_Prayer_Damage",
"props": {},
"flags": 16
}
]
},
"duration": 1
},
{
"on": 13,
"props": {
"area": {
"shape": [
3,
3
],
"targetCooldown": 1.5,
"rangeScale": {
"targetRange": 20
},
"hitFilter": 6,
"height": [
2,
1
]
},
"loop": {
"tick": 0.1
}
},
"id": "HealBlast",
"type": 4,
"range": 1,
"visuals": {
"fxs": [
{
"set": "Priest_Prayer_Heal_Wave",
"props": {},
"flags": 40,
"space": 0
},
{
"set": "Priest_Prayer_Heal",
"props": {},
"flags": 0
}
]
},
"effects": [
{
"effect": 1,
"scaling": [],
"flags": 0,
"dynVal": 2,
"affinity": "Light"
}
],
"duration": 1
},
{
"on": 13,
"props": {
"status": {
"ref": "Stun"
}
},
"type": 1,
"cond": {
"mastery": "Priest_BeaconOfHope_M1",
"step": "DamageBlast"
},
"duration": "dur1",
"id": "Stun"
},
{
"on": 0,
"props": {
"status": {
"ref": "Priest_BeaconOfHope_Status_Buff"
},
"area": {
"hitFilter": 6
},
"loop": {
"tick": 0.5
},
"position": {
"offsetZ": 1
}
},
"id": "AllyAura",
"type": 19,
"range": 25,
"cond": {
"mastery": "Priest_BeaconOfHope_M2"
},
"duration": "dur1"
},
{
"on": 0,
"props": {
"status": {
"ref": "Priest_BeaconOfHope_Status_Debuff"
},
"area": {
"hitFilter": 1
},
"loop": {
"tick": 0.5
},
"position": {
"offsetZ": 1
}
},
"id": "EnemyAura",
"type": 19,
"range": 25,
"cond": {
"mastery": "Priest_BeaconOfHope_M2"
},
"duration": "dur1"
}
],
"flags": [],
"mastery": [],
"props": {},
"vars": {
"damage": 0.1,
"dur1": 3
},
"script": "var releasing = false;\nfunction onInflictDamage(dmg) {\n\tif (releasing) {return;}\n\taddDynVal(1, dmg.amount * vars.damage);\n\n}\n\nfunction onDamage(dmg) {\n\tif (hasMastery(Mastery.Priest_BeaconOfHope_M1)) {\n\t\tplayStep(Steps.Stun, dmg.target);\n\t\tdmg.target.addStatus(Skill.Stun, 1, status.instigatorSkill, status.instigator, vars.dur1);\n\t}\n}\n\nfunction onInflictHeal(dmg) {\n\tif (releasing) {return;}\n\taddDynVal(2, dmg.amount * vars.damage);\n}\n\nfunction onUpdate(dt) {\n\tvar dur = status.getDurationLeft();\n\n\tif (dur < 0.5 && dur > 0) {\n\t\treleasing = true;\n\t\tvar damage = getDynVal(1);\n\t\tif (damage > 0) {\n\t\t\tplayStep(Steps.DamageBlast);\n\t\t}\n\t\tvar heal = getDynVal(2);\n\t\tif (heal > 0) {\n\t\t\tplayStep(Steps.HealBlast);\n\t\t}\n\t\tstop();\n\t}\n}"
}