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Resilience of the Unkillable Demon King

Passive
Granted by:Worldsplitter

Your next ComboAttack deals 30% increased damage and heal yourself for 50% of the damage dealt (30s cooldown).

cooldown30s
duration
steps1
Scaling
Raw

Granted by

Raw data

type
WeaponPassive
nature
Passive
Cooldown
30s
steps
1
id
GA_Demon_Passive
raw data
{
  "id": "GA_Demon_Passive",
  "gfx": {
    "x": 18,
    "y": 0,
    "file": "UI/icons/atlas_weapon_GreatAxe_96PX.png",
    "size": 48,
    "width": 2,
    "height": 2
  },
  "anim": {},
  "type": 24,
  "vars": {
    "dur1": 6,
    "time": 2,
    "var1": 0.5,
    "damage": 0.3
  },
  "flags": 0,
  "props": {},
  "steps": [
    {
      "id": "Heal",
      "on": 13,
      "type": 12,
      "props": {},
      "effects": [
        {
          "flags": 0,
          "dynVal": 1,
          "effect": 1,
          "scaling": [],
          "affinity": "Raw"
        }
      ]
    }
  ],
  "texts": {
    "desc": "Your next [ComboAttack] deals ::damage%:: increased damage and heal yourself for ::var1%:: of the damage dealt (::cooldown:: cooldown).",
    "name": "Resilience of the Unkillable Demon King",
    "rankDescs": [
      {
        "desc": "Your [Attack]s reduce the cooldown by ::time::.",
        "flags": 0
      },
      {
        "desc": "Critical [Attack]s reduce the cooldown by an additional ::dur1::.",
        "flags": 0
      }
    ]
  },
  "nature": 5,
  "script": "function onUseSkill(ctx) {\n\tif (isInCooldown()) { return; }\n\tif (ctx.isFinalCombo) {\n\t\tctx.dmgMult += vars.damage;\n\t}\n}\n\nfunction onRegUpdate(dt) {\n\tenforceStatus(owner, Skill.GA_Demon_Passive_Status, !isInCooldown());\n}\n\nvar heal = 0.;\n\nfunction onInflictDamage(dmg) {\n\tif (dmg.isFinalCombo) {\n\t\tif (!isInCooldown()) {\n\t\t\theal += dmg.amount * vars.var1;\n\t\t\twait(0, () -> {\n\t\t\t\tif (!isInCooldown()) {\n\t\t\t\t\tsetDynVal(1, heal);\n\t\t\t\t\theal = 0;\n\t\t\t\t\tplayStep(Steps.Heal, owner);\n\t\t\t\t\tconsumeCooldown();\n\t\t\t\t}\n\t\t\t});\n\t\t}\n\t}\n\n\tif (dmg.isFirstHit) {\n\t\tif (dmg.isBaseAttack || dmg.isFinalCombo) {\n\t\t\tif (rank >= 2) {\n\t\t\t\treduceCooldown(kind, vars.time);\n\t\t\t}\n\t\t\tif (rank >= 3 && dmg.critical) {\n\t\t\t\treduceCooldown(kind, vars.dur1);\n\t\t\t}\n\t\t}\n\t}\n}",
  "status": 2,
  "mastery": [],
  "cooldown": 30
}