Distorsión caótica
ArmaHechizo
Otorgada por:Espejos de las diosas nocturnas
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
}