Ímpeto da Natureza
Estado
Por 6s, os Attacks à distância podem acertar outros inimigos, causar mais 15% de dano e aplicar um acúmulo de Verdant Impetus.
reativação—
duração6s
passos1
Dados brutos
- nature
- Status
- duration
- 6s
- steps
- 1
- id
- Thrown_Seeds_Skill2_Status
raw data
{
"id": "Thrown_Seeds_Skill2_Status",
"gfx": {
"x": 6,
"y": 0,
"file": "UI/icons/atlas_weapon_Thrown_96PX.png",
"size": 48,
"width": 2,
"height": 2
},
"anim": {},
"vars": {
"damage": 0.15
},
"flags": 0,
"props": {
"status": {
"types": [
{
"type": "Buff"
}
],
"maxStacks": 1000,
"stackingPolicy": 0
},
"rankOverride": [
{
"props": {
"duration": 8
},
"minRank": 2
}
]
},
"steps": [
{
"on": 0,
"type": 11,
"props": {},
"visuals": {
"fxs": [
{
"set": "Nature_Aura",
"flags": 9,
"props": {
"offset": {
"x": 0,
"y": 0,
"z": 0,
"height": 0.5
}
}
}
]
},
"duration": -1
}
],
"texts": {
"desc": "Your Ranged [Attack]s become bouncing for ::duration::, dealing ::damage%:: increased damage and planting a stack of ::name::.",
"name": "Verdant Impetus"
},
"nature": 4,
"script": "function onStatusEnd(st, elapsed) {\n\tif( st.kind == Skill.Thrown_Seeds_Skill2_Status) {\n\t\tresetCooldown(Skill.Thrown_Seeds_Skill1);\n\t}\n}\n\nfunction onInflictDamageEval(hit) {\n\tif ((hit.isBaseAttack || hit.isFinalCombo) && hit.isRanged) {\n\t\thit.dmgMult += vars.damage;\n\t}\n}\n\nfunction onAnyProjectileCreated(proj) {\n\tif (proj.baseSkill.isBaseAttack()) {\n\t\tproj.config.maxBounces += 1;\n\t}\n}\n\nfunction onInflictHit(hit) {\n\tif (hit.projectile != null && (hit.isBaseAttack || hit.isFinalCombo)) {\n\t\thit.dmgMult += vars.damage;\n\t\taddStatus(hit.target, Skill.Thrown_Seeds_Sprout);\n\t}\n}",
"status": 2,
"mastery": [],
"duration": 6
}