Burning Rays
Priest_Talent_BurningRays in SkillsIf Sunlight critically strikes, it leaves a burn dealing 50% of the damage dealt over 6.
- id
- Priest_Talent_BurningRays
- type
- 21
- flags
- 0
- nature
- 5
- script
- function onInflictDamage(dmg) { if (dmg.skillId == Skill.Priest_Talent_Sunlight_Status) { if (dmg.critical) { var s = addStatus(dmg.target, Skill.Priest_Talent_BurningRays_Status); s.setDynVal(1, dmg.amount * vars.damage); } } }
- status
- 2
Raw data
{
"id": "Priest_Talent_BurningRays",
"gfx": {
"x": 16,
"y": 2,
"file": "UI/icons/Priest_talent.png",
"size": 48,
"width": 2,
"height": 2
},
"anim": {},
"type": 21,
"vars": {
"damage": 0.5
},
"flags": 0,
"props": {
"talent": {
"maxPoints": 1
}
},
"steps": [],
"texts": {
"desc": "If ::ref_name:: critically strikes, it leaves a burn dealing ::damage%:: of the damage dealt over ::ref2_duration::.",
"name": "Burning Rays",
"refs": {
"ref": "Priest_Talent_Sunlight_Status",
"ref2": "Priest_Talent_BurningRays_Status"
}
},
"nature": 5,
"script": "function onInflictDamage(dmg) {\n\tif (dmg.skillId == Skill.Priest_Talent_Sunlight_Status) {\n\t\tif (dmg.critical) {\n\t\t\tvar s = addStatus(dmg.target, Skill.Priest_Talent_BurningRays_Status);\n\t\t\ts.setDynVal(1, dmg.amount * vars.damage);\n\t\t}\n\t}\n}",
"status": 2,
"mastery": []
}