Conduit: Shard
Mage_Conduit_Projectile in SkillsFires 1 shard at your target dealing 25% Intellect Spark. Activates when you consume [Spark] above the gauge threshold.
- id
- Mage_Conduit_Projectile
- type
- 20
- flags
- 0
- nature
- 5
- script
- function onStartConduit() { var instanceIndex = getSkillInstanceIndex(); if(instanceIndex < 0) return; var fanRadius = 2.5; var fanAmplitude = 240; var shotDelay = 0.1; var target = getActiveSkill()?.aimTarget; if (target == null) target = owner.getTarget(); var count = getSkillInstanceCount(); if (target != null) { var projStep = getStepById(Steps.Projectile); var startPos = projStep.getProjectileStart(); var interProgress = 1 / (count+1); var pos = startPos; if (count > 1) { for (i in 0...instanceIndex + 1) { pos = p3DAdd(startPos, getFanFacingPos((i+1) * interProgress, fanAmplitude, fanRadius, p2DTo3D( p2DSub(target.pos2D, owner.pos2D)) ) ); } } wait(instanceIndex * shotDelay, function() { projStep.generateProjectile(target, pos); }); } }
- status
- 2
Raw data
{
"id": "Mage_Conduit_Projectile",
"gfx": {
"x": 6,
"y": 1,
"file": "UI/icons/atlas_class_Mage_96PX.png",
"size": 96
},
"anim": {},
"type": 20,
"vars": {
"var1": 1
},
"flags": 0,
"props": {
"enableCond": {
"flags": 2
}
},
"steps": [
{
"id": "Projectile",
"on": 13,
"type": 7,
"props": {
"projectile": {
"base": "MissileHoming",
"variant": 1,
"appearDelay": 0.3,
"activationDelay": 0.4
}
}
},
{
"on": 2,
"type": 0,
"props": {},
"effects": [
{
"flags": 0,
"effect": 0,
"scaling": [
{
"atb": "Intellect",
"ratio": 0.25
}
],
"affinity": "Spark"
}
]
}
],
"texts": {
"desc": "Fires ::var1:: shard at your target dealing ::dmg::.\n\nActivates when you consume [Spark] above the gauge threshold.",
"name": "Conduit: Shard"
},
"nature": 5,
"script": "function onStartConduit() {\n\tvar instanceIndex = getSkillInstanceIndex();\n\tif(instanceIndex < 0) return;\n\n var fanRadius = 2.5;\n var fanAmplitude = 240;\n var shotDelay = 0.1;\n\n\tvar target = getActiveSkill()?.aimTarget;\n\tif (target == null) target = owner.getTarget();\n\n var count = getSkillInstanceCount();\n if (target != null) {\n var projStep = getStepById(Steps.Projectile);\n var startPos = projStep.getProjectileStart();\n\n var interProgress = 1 / (count+1);\n\t\tvar pos = startPos;\n\t\tif (count > 1) {\n\t\t\tfor (i in 0...instanceIndex + 1) {\n\t\t\t\tpos = p3DAdd(startPos, getFanFacingPos((i+1) * interProgress, fanAmplitude, fanRadius, p2DTo3D( p2DSub(target.pos2D, owner.pos2D)) ) );\n\t\t\t}\n\t\t}\n\t\twait(instanceIndex * shotDelay, function() {\n\t\t\tprojStep.generateProjectile(target, pos);\n\t\t});\n }\n}",
"status": 2,
"mastery": []
}