Soothing Rays
Priest_Talent_SoothingRays in SkillsSunlight heals for 50% of the damage dealt.
- id
- Priest_Talent_SoothingRays
- type
- 21
- flags
- 0
- nature
- 5
- script
- // We assume Sunlight deals damage then is immediately consumed function onInflictDamage(dmg) { if (dmg.skillId == Skill.Priest_Talent_Sunlight_Status) { setDynVal(1, dmg.amount * vars.damage); if (dmg?.status?.owner != null) { playStep(Steps.Heal, dmg.status.owner); } } }
- status
- 2
Raw data
{
"id": "Priest_Talent_SoothingRays",
"gfx": {
"x": 2,
"y": 0,
"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": [
{
"id": "Heal",
"on": 13,
"type": 6,
"props": {},
"effects": [
{
"flags": 0,
"dynVal": 1,
"effect": 1,
"scaling": [],
"affinity": "Light"
}
],
"visuals": {
"fxs": [
{
"set": "Priest_Prayer_Heal",
"props": {
"offset": {
"x": 0,
"y": 0,
"z": 0,
"height": 0
}
}
}
]
}
}
],
"texts": {
"desc": "::ref_name:: heals for ::damage%:: of the damage dealt.",
"name": "Soothing Rays",
"refs": {
"ref": "Priest_Talent_Sunlight_Status"
}
},
"nature": 5,
"script": "// We assume Sunlight deals damage then is immediately consumed\n\nfunction onInflictDamage(dmg) {\n\tif (dmg.skillId == Skill.Priest_Talent_Sunlight_Status) {\n\t\tsetDynVal(1, dmg.amount * vars.damage);\n\n\t\tif (dmg?.status?.owner != null) {\n\t\t\tplayStep(Steps.Heal, dmg.status.owner);\n\t\t}\n\t}\n}",
"status": 2,
"mastery": []
}