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Distorsión caótica

ArmaHechizo

Te teletransporta al área objetivo e inflige 150% Intellect (Magic) a los enemigos cercanos al llegar. Vuelve a lanzar en 3 s para teletransportarte de vuelta a la posición inicial.

reutilización12s
duración
pasos9
Escalado
150% Intellect· Magic

Referencias

Otorgada por

Datos crudos

type
WeaponSkill
nature
Spell
Recarga
12s
steps
9
id
Halos_Demon_Skill1
raw data
{
  "id": "Halos_Demon_Skill1",
  "gfx": {
    "x": 14,
    "y": 0,
    "file": "UI/icons/atlas_weapon_Halos_96PX.png",
    "size": 48,
    "width": 2,
    "height": 2
  },
  "anim": {},
  "type": 7,
  "vars": {
    "time": 3,
    "damage": 0.4
  },
  "flags": 17,
  "props": {
    "hit": {
      "shake": 10,
      "freeze": 2.5,
      "camShake": 8
    },
    "aimCheckGround": true,
    "interruptStyle": 1
  },
  "steps": [
    {
      "on": 14,
      "type": 25,
      "props": {},
      "range": 20,
      "visuals": {
        "fxs": [
          {
            "set": "Telegraph_Circle_Preview",
            "props": {},
            "scale": 1
          }
        ]
      }
    },
    {
      "on": 0,
      "type": 13,
      "props": {
        "rotation": {
          "limiter": 0,
          "isAiming": true,
          "direction": 2
        }
      },
      "duration": 0.6
    },
    {
      "id": "Trigger",
      "on": 0,
      "type": 3,
      "delay": 0,
      "props": {}
    },
    {
      "id": "TP",
      "on": 13,
      "type": 17,
      "delay": 0,
      "props": {
        "position": {
          "origin": 4
        },
        "teleport": {
          "checkGround": true
        }
      },
      "range": 250,
      "visuals": {
        "playAnims": [
          {
            "anim": {
              "file": "Anim/Human/Common/_Halos/Skill/Anim_Human_Halos_Teleport.fbx",
              "blend": 0,
              "startFrame": 4
            }
          }
        ]
      }
    },
    {
      "id": "TPBack",
      "on": 13,
      "type": 17,
      "delay": 0,
      "props": {
        "position": {
          "origin": 4
        }
      },
      "range": 250,
      "visuals": {
        "fxs": [
          {
            "set": "Chaos_Blink_Appear",
            "flags": 0,
            "props": {},
            "scale": 0.012,
            "space": 0,
            "attachName": "Socket_Center"
          }
        ]
      }
    },
    {
      "on": 0,
      "type": 8,
      "delay": 0,
      "props": {
        "move": {
          "direction": [
            0
          ],
          "dashSmoothing": 1
        }
      },
      "range": 1.5,
      "duration": 0.6
    },
    {
      "on": 0,
      "type": 11,
      "delay": 0,
      "props": {},
      "visuals": {
        "fxs": [
          {
            "set": "Chaos_Puff_Disappear",
            "flags": 64,
            "props": {},
            "scale": 1,
            "space": 1,
            "attachName": ""
          }
        ]
      },
      "duration": 0.3
    },
    {
      "id": "Area",
      "on": 0,
      "type": 4,
      "delay": 0.4,
      "props": {
        "area": {
          "shape": [
            0
          ]
        }
      },
      "range": 4,
      "effects": [
        {
          "flags": 0,
          "effect": 0,
          "baseVal": 0,
          "scaling": [
            {
              "atb": "Intellect",
              "ratio": 1.5
            }
          ],
          "affinity": "Magic"
        }
      ],
      "visuals": {
        "fxs": [
          {
            "set": "Chaos_AOE_Ground",
            "flags": 16,
            "props": {},
            "space": 1
          }
        ]
      }
    },
    {
      "id": "Shield",
      "on": 13,
      "type": 4,
      "props": {
        "area": {
          "hitFilter": 6
        }
      },
      "range": 12
    }
  ],
  "texts": {
    "desc": "Teleports to the targeted area, dealing ::dmg:: upon arrival to nearby enemies. Recast within ::time:: to teleport back to the initial position.",
    "name": "Chaotic Distorsion",
    "refs": {
      "ref": "Halos_Demon_Skill1_Shield"
    },
    "rankDescs": [
      {
        "desc": "Damage dealt to enemies affected by a crowd control effect increased by ::damage%::.",
        "flags": 0
      },
      {
        "desc": "Grant a [Shield] absorbing ::ref_shield:: damage for ::ref_duration:: to allies close to the area.",
        "flags": 0
      }
    ]
  },
  "nature": 3,
  "script": "var returnPosition:h3d.col.Point = null;\nvar canReblink:Bool = false;\nvar Reblink = Skill.Halos_Demon_Skill1_Recast;\n\nvar StartStep = Steps.Trigger;\nvar TpStep = Steps.TP;\nvar TpBackStep = Steps.TPBack;\n\nvar tpPos = null;\n\nfunction onDamageEval(hit) {\n\tif (rank >= 2 && hit.target.isUnderAnyCC()) {\n\t\thit.dmgMult += vars.damage;\n\t}\n}\n\nfunction onHit(hit) {\n\tif (hit.stepId == Steps.Shield) {\n\t\taddStatus(hit.target, Skill.Halos_Demon_Skill1_Shield);\n\t}\n}\n\nfunction canBlinkBack() : Bool {\n\treturn haveReblinkStatus();\n}\n\nfunction haveReblinkStatus() {\n\treturn hasStatus(owner, Reblink);\n}\n\nfunction removeSkillStatus(s) {\n\tconsumeStatus(owner, Reblink);\n}\n\nfunction onStep(step) {\n\n\tif (step.kind == Steps.Area) {\n\t\tif (canReblink) {\n\t\t\tif (rank >= 3) {\n\t\t\t\tplayStep(Steps.Shield);\n\t\t\t}\n\t\t}\n\t}\n\n\tif (step.kind == StartStep) {\n\t\tif (canBlinkBack() && canReblink) {\n\t\t\tremoveSkillStatus(Reblink);\n\t\t\tcanReblink = false;\n\t\t\tstop();\n\t\t\treturn;\n\t\t}\n\t}\n\tif (step.kind == StartStep) {\n\t\tif (!haveReblinkStatus()) {\n\t\t\taddStatusDuration(owner, Reblink, vars.time);\n\t\t\tcanReblink = true;\n\n\t\t\treturn;\n\t\t}\n\t}\n\n}\n\nfunction onClientUpdate(dt) {\n\tif (returnPosition != null) {\n\t\tsetVFXPosition(returnPosition, Reblink);\n\t}\n}\n\nfunction onClientStep(step) {\n\tif (step.kind == StartStep) {\n\t\tif (canBlinkBack() && canReblink) {\n\t\t\tlocalPlayStep(TpBackStep, null, returnPosition);\n\t\t\tcanReblink = false;\n\t\t\tstop();\n\t\t} else {\n\t\t\tlocalPlayStep(TpStep, null, ctx.aimPosition);\n\t\t}\n\t}\n\tif (step.kind == StartStep) {\n\t\tif (!haveReblinkStatus()) {\n\t\t\treturnPosition = skill.ownerUnit.position.clone();\n\t\t\tcanReblink = true;\n\t\t}\n\t}\n\n}\n\nfunction allowAiming() {\n\treturn !canReblink || !canBlinkBack();\n}\n\nfunction checkForceRecast() : Bool {\n\treturn canBlinkBack();\n}\n\n\nfunction shouldHighlightSkill() : Bool{\n\treturn canBlinkBack();\n}",
  "status": 2,
  "mastery": [],
  "cooldown": 12
}