FareverDB

Aimed Shot

Bow_Craft_Skill1 in Skills

Aim to shoot a steady arrow that will deal 160% Dexterity Physical to the first enemy encountered.

id
Bow_Craft_Skill1
type
7
flags
0
nature
2
script
function onDamage(hit) { if( hit.critical && rank >= 3 ) { var dot = ceil(hit.amount * vars.var1); addStatus(hit.target, Skill.Bow_Craft_Skill1_Rank3_Status, dot); } } function onDamageEval(hit) { if( rank >= 2 ) hit.ignoreResistance = true; }
status
2
cooldown
12
Raw data
{
  "id": "Bow_Craft_Skill1",
  "gfx": {
    "x": 6,
    "y": 0,
    "file": "UI/icons/atlas_weapon_Bow_96PX.png",
    "size": 48,
    "width": 2,
    "height": 2
  },
  "anim": {
    "file": "Anim/Human/Bow/Anim_Human_Bow_CastStart.fbx"
  },
  "type": 7,
  "vars": {
    "var1": 0.25
  },
  "flags": 0,
  "props": {},
  "steps": [
    {
      "on": 0,
      "type": 3,
      "props": {},
      "visuals": {
        "fxs": [
          {
            "set": "Physical_PiercingShot_Cast",
            "flags": 8,
            "props": {
              "offset": {
                "x": 0.75,
                "y": 0.05,
                "z": 0.2,
                "height": 0
              }
            },
            "scale": 1,
            "space": 0,
            "attachName": "Socket_FrontCenter"
          }
        ]
      },
      "duration": 1.5
    },
    {
      "on": 0,
      "type": 13,
      "props": {
        "rotation": {
          "limiter": 1000,
          "direction": 3
        }
      },
      "duration": 1.5
    },
    {
      "on": 0,
      "type": 11,
      "delay": 0.4,
      "props": {},
      "visuals": {
        "playAnims": [
          {
            "anim": {
              "ref": "Cast",
              "loop": true
            }
          }
        ]
      }
    },
    {
      "on": 0,
      "type": 11,
      "props": {},
      "visuals": {
        "fxs": [
          {
            "set": "Telegraph_Line_Preview",
            "flags": 24,
            "props": {
              "matchStep": "Projectile"
            },
            "space": 2
          }
        ]
      },
      "duration": 1.5
    },
    {
      "on": 7,
      "type": 11,
      "props": {},
      "visuals": {
        "camShake": 15,
        "playAnims": [
          {
            "anim": {
              "ref": "CastProjectile",
              "loop": true,
              "blend": 0.01
            }
          }
        ]
      }
    },
    {
      "on": 7,
      "type": 8,
      "props": {
        "move": {
          "direction": [
            1
          ],
          "dashSmoothing": 1
        }
      },
      "range": 3,
      "duration": 0.25
    },
    {
      "id": "Projectile",
      "on": 7,
      "type": 7,
      "props": {
        "projectile": {
          "base": "MissileFollowTerrain",
          "fxSet": "Projectile_Arrow_PiercingShot_Physical",
          "speed": 90,
          "aimStyle": 2,
          "collisionRadius": 1
        }
      },
      "range": 40
    },
    {
      "on": 2,
      "type": 0,
      "props": {},
      "effects": [
        {
          "flags": 0,
          "effect": 0,
          "scaling": [
            {
              "atb": "Dexterity",
              "ratio": 1.6
            }
          ],
          "affinity": "Physical"
        }
      ]
    }
  ],
  "texts": {
    "desc": "Aim to shoot a steady arrow that will deal ::dmg:: to the first enemy encountered.",
    "name": "Aimed Shot",
    "refs": {
      "ref": "Bow_Craft_Skill1_Rank3_Status"
    },
    "rankDescs": [
      {
        "desc": "Ignores [Armor].",
        "rank": 2,
        "flags": 0
      },
      {
        "desc": "Enemies bleed for ::var1%:: of the damage dealt over ::ref_dur:: if this critically strikes.",
        "rank": 3,
        "flags": 0
      }
    ]
  },
  "nature": 2,
  "script": "function onDamage(hit) {\n\tif( hit.critical && rank >= 3 ) {\n\t\tvar dot = ceil(hit.amount * vars.var1);\n\t\taddStatus(hit.target, Skill.Bow_Craft_Skill1_Rank3_Status, dot);\n\t}\n}\n\nfunction onDamageEval(hit) {\n\tif( rank >= 2 )\n\t\thit.ignoreResistance = true;\n}",
  "status": 2,
  "mastery": [],
  "cooldown": 12
}