Hidden Power
Passive
Granted by:Censer of Wool Hollow
A dark cloud spawns around every 3s in combat, lasting 6s. When you go into the cloud, the censer absorbs the cloud, increasing your movement speed by for. Once you have absorbed clouds, you can release a hidden power.
cooldown—
duration—
steps2
References
Granted by
Raw data
- type
- WeaponPassive
- nature
- Passive
- steps
- 2
- id
- Staff_Censer_Passive
raw data
{
"id": "Staff_Censer_Passive",
"gfx": {
"x": 8,
"y": 6,
"file": "UI/icons/atlas_weapon_Staff_96PX.png",
"size": 48,
"width": 2,
"height": 2
},
"anim": {},
"type": 24,
"vars": {
"dur1": 6,
"time": 3
},
"flags": 0,
"props": {
"subskills": [
{
"skill": "Staff_Censer_Ultimate"
}
]
},
"steps": [
{
"id": "Cloud",
"on": 13,
"type": 4,
"props": {
"area": {
"hitFilter": 4
},
"loop": {
"tick": 0.2
},
"position": {
"random": {
"range": 10,
"maxZDiff": 1,
"minRange": 3
}
}
},
"range": 2,
"visuals": {
"fxs": [
{
"set": "Chaos_AOE_Cloud_Blue",
"flags": 16,
"props": {}
}
]
},
"duration": "dur1"
},
{
"id": "Buff",
"on": 13,
"type": 6,
"props": {},
"effects": [
{
"flags": 0,
"effect": 4,
"status": "Staff_Censer_Passive_Buff",
"scaling": []
},
{
"flags": 0,
"effect": 4,
"status": "Staff_Censer_Combo_Buff",
"scaling": []
}
],
"visuals": {
"fxs": [
{
"set": "Chaos_Puff_Unit",
"flags": 1,
"props": {
"offset": {
"x": 0,
"y": 0,
"z": 0,
"height": 0.7
}
},
"space": 1
}
]
}
}
],
"texts": {
"desc": "A dark cloud spawns around every ::time:: in combat, lasting ::dur1::. When you go into the cloud, the censer absorbs the cloud, increasing your movement speed by ::ref2_val%:: for ::ref2_dur::.\nOnce you have absorbed ::ref1_stacks:: clouds, you can release a hidden power.",
"name": "Hidden Power",
"refs": {
"ref": "Staff_Censer_Passive_Buff",
"ref2": "Staff_Censer_Combo_Buff"
},
"rankDescs": [
{
"desc": "Ignores [MagicArmor].",
"flags": 0
},
{
"desc": "Consuming [Staff_Censer_Mark] also spawn a cloud.",
"flags": 0
}
]
},
"nature": 5,
"script": "var timer = 0.;\nfunction onRegUpdate(dt) {\n\tif (owner.isInCombat) {\n\t\ttimer += dt;\n\t\tif (timer > vars.time) {\n\t\t\ttimer = 0;\n\t\t\tplayStep(Steps.Cloud);\n\t\t}\n\t} else {\n\t\ttimer = 0;\n\t}\n}\n\nfunction onStatusConsumed(s,stacks) {\n\tif (rank >= 3) {\n\t\tif (s.kind == Skill.Staff_Censer_Mark) {\n\t\t\tplayStep(Steps.Cloud);\n\t\t}\n\t}\n}\n\nfunction onInflictDamageEval(hit) {\n\tif (rank >= 2 && hit.skillId == Skill.Staff_Censer_Ultimate) {\n\t\thit.magicArmorIgnore = 1;\n\t}\n}\n\nfunction onHit(hit) {\n\tif (hit.area != null && hit.stepId == Steps.Cloud && !hasStatus(hit.target, Skill.Staff_Censer_Ultimate_Proc)) {\n\t\thit.area.remove();\n\t\tplayStep(Steps.Buff, owner);\n\t}\n}",
"status": 2,
"mastery": []
}