Home · skill · Rogue_UrgeToKill_Status

Finisher has no cooldown and you generate 1 Combo Point every 1.

Properties

status
WIP
nature
Status
duration
10
steps
on=0props={}type=11visuals={"fxs":[{"set":"Shadow_Aura","props":{},"flags":8,"space":0,"attachName":"Socket_Center"}]}duration=-1
Raw data
{
  "status": "WIP",
  "gfx": {
    "file": "UI/icons/atlas_class_Rogue_96PX.png",
    "size": 96,
    "x": 6,
    "y": 0
  },
  "id": "Rogue_UrgeToKill_Status",
  "nature": "Status",
  "texts": {
    "name": "Urge to Kill",
    "desc": "::ref_name:: has no cooldown and you generate ::var1:: [ComboPoint] every ::time::.",
    "refs": {
      "ref": "Rogue_Sig_Finisher"
    }
  },
  "anim": {},
  "duration": 10,
  "steps": [
    {
      "on": 0,
      "props": {},
      "type": 11,
      "visuals": {
        "fxs": [
          {
            "set": "Shadow_Aura",
            "props": {},
            "flags": 8,
            "space": 0,
            "attachName": "Socket_Center"
          }
        ]
      },
      "duration": -1
    }
  ],
  "flags": [],
  "mastery": [],
  "props": {},
  "vars": {
    "var1": 1,
    "time": 1,
    "dur1": 1
  },
  "script": "var timer = 0.;\nfunction onRegUpdate(dt) {\n\ttimer += dt;\n\tif (timer >= vars.time) {\n\t\taddAtb(owner, Attribute.ComboPoint, 1);\n\t\ttimer -= vars.time;\n\t}\n}\n\nfunction onUseSkill(ctx) {\n\tif (ctx.skillId == Skill.Rogue_Sig_Finisher && hasMastery(Mastery.Rogue_UrgeToKill_M1)) {\n\t\taddStatus(owner, Skill.Rogue_UrgeToKill_Status2);\n\t}\n}\n\nfunction onStop(ctx) {\n\tremoveStatus(owner, Skill.Rogue_UrgeToKill_Status2);\n}\n\nfunction onKill(dmg) {\n\tif( hasMastery(Mastery.Rogue_UrgeToKill_M3)) {\n\t\textendStatusDuration(owner, Skill.Rogue_UrgeToKill_Status, vars.dur1);\n\t}\n}"
}