Home · skill · Warrior_IgnorePain
Reduces all damage taken by 60% for ::ref_dur::.
Properties
- status
- Done
- type
- Class Skill
- nature
- Ability
- cooldown
- 60
- duration
- 0.5
- steps
- mastery
Referenced by
unit (1)
Raw data
{
"status": "Done",
"gfx": {
"file": "UI/icons/atlas_class_Warrior_96PX.png",
"size": 96,
"x": 2,
"y": 0
},
"id": "Warrior_IgnorePain",
"type": "ClassSkill",
"nature": "Ability",
"texts": {
"name": "Ignore Pain",
"desc": "Reduces all damage taken by ::ref_val1%:: for ::ref_dur::.",
"refs": {
"ref": "Warrior_IgnorePainStatus"
}
},
"anim": {
"ref": "SelfBuff",
"blend": 0.1
},
"cooldown": 60,
"duration": 0.5,
"steps": [
{
"props": {
"status": {
"ref": "Warrior_IgnorePainStatus",
"target": 0
}
},
"on": 0,
"type": 1
},
{
"on": 0,
"props": {},
"type": 11,
"visuals": {
"fxs": [
{
"set": "Warrior_IgnorePain",
"props": {},
"space": 2
}
]
}
},
{
"on": 0,
"props": {},
"type": 24,
"duration": 0.1,
"delay": 0.2
},
{
"on": 13,
"props": {},
"type": 12,
"effects": [
{
"effect": 1,
"scaling": [],
"flags": 0,
"dynVal": 1
}
],
"id": "SelfHeal"
}
],
"flags": [],
"mastery": [
{
"id": "Warrior_IgnorePain_M1",
" vars": {},
"gfx": {
"file": "UI/Portraits/Items/Masteries/Warrior_IgnorePain/Warrior_IgnorePain_M1.png",
"size": 256,
"x": 0,
"y": 0
},
"text": {
"name": "Hold On!",
"desc": "::name:: affects allies within ::range:: for half of the effect."
},
"vars": {
"range": 40
}
},
{
"id": "Warrior_IgnorePain_M2",
"gfx": {
"file": "UI/Portraits/Items/Masteries/Warrior_IgnorePain/Warrior_IgnorePain_M2.png",
"size": 256,
"x": 0,
"y": 0
},
"text": {
"name": "Last Stand",
"desc": "::name:: instantly heals for ::var2%:: of your [MaxHealth]."
},
"vars": {
"var2": 0.35
}
},
{
"id": "Warrior_IgnorePain_M3",
"gfx": {
"file": "UI/Portraits/Items/Masteries/Warrior_IgnorePain/Warrior_IgnorePain_M3.png",
"size": 256,
"x": 0,
"y": 0
},
"text": {
"name": "Enduring Defenses",
"desc": "Blocking reduces the cooldown of ::name:: by ::time::."
},
"vars": {
"time": 1
}
}
],
"props": {},
"vars": {},
"script": "/*function onGameBeat(beat, dmg) {\n\tif( beat == GameBeat.AttackBlock) {\n\t\treduceCooldown(Skill.Warrior_IgnorePain, vars.var1);\n\t}\n}*/\n\nfunction onStart(ctx) {\n\tif (hasMastery(Mastery.Warrior_IgnorePain_M2)) {\n\t\tsetDynVal(1, owner.health * vars.var2);\n\t\tplayStep(Steps.SelfHeal, owner);\n\t}\n\tif (hasMastery(Mastery.Warrior_IgnorePain_M1)) {\n\t\tonPlayerAllies(a -> {\n\t\t\tif (a != owner) {\n\t\t\t\taddStatus(a, Skill.Warrior_IgnorePainStatus_Allies);\n\t\t\t}\n\t\t});\n\t}\n}\n\nfunction onGameBeat(b,hit) {\n\tif (hasMastery(Mastery.Warrior_IgnorePain_M3)) {\n\t\tif (b == GameBeat.AttackBlock) {\n\t\t\treduceCooldown(skill.kind, vars.time);\n\t\t}\n\t}\n}",
"_xrefs": [
{
"from_sheet": "unit",
"from_id": "Warrior",
"via_field": "skills"
}
]
}