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Todas as habilidades

ProjTest — WeaponSkill

ArmaAtaque
reativação1s
duração0.2s
passos2
Escala
100% Vitality· Honey

Dados brutos

type
WeaponSkill
nature
Attack
Recarga
1s
duration
0.2s
steps
2
id
ProjTest
raw data
{
  "id": "ProjTest",
  "gfx": {
    "x": 2,
    "y": 6,
    "file": "UI/Placeholder/BattleIcons96PX.png",
    "size": 96
  },
  "anim": {},
  "type": 7,
  "vars": {},
  "flags": 0,
  "props": {},
  "steps": [
    {
      "on": 0,
      "type": 7,
      "props": {
        "projectile": {
          "base": "MissileHoming"
        }
      },
      "visuals": {
        "fxs": [
          {
            "set": "Projectile_Fire",
            "props": {}
          }
        ]
      }
    },
    {
      "on": 2,
      "type": 6,
      "props": {},
      "effects": [
        {
          "flags": 0,
          "effect": 0,
          "scaling": [
            {
              "atb": "Vitality",
              "ratio": 1
            }
          ],
          "affinity": "Honey"
        }
      ]
    }
  ],
  "texts": {},
  "nature": 0,
  "script": "var seq = 0.;\nfunction onProjectileCreated(proj) {\n\tvar randX = random(-2, 2);\n\tvar randY = random(-2, 2);\n\tvar fanAmplitude = 130;\n\tvar fanRadius = 2;\n\tvar pos = getFanFacingPos(seq / 4, fanAmplitude, fanRadius, WORLD_RIGHT);\n\tseq += 1;\n\tseq %= 5;\n\tproj.startHover(pos.x, pos.y, pos.z + 2);\n}\n\nfunction onSkillProc(ctx) {\n\tif (ctx.skillId != skill.kind) {\n\t\tskill.fireProjectiles(ctx.aimTarget, ctx.aimPosition);\n\t}\n}",
  "mastery": [],
  "cooldown": 1,
  "duration": 0.2
}