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
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}"
}