Sunlight
Priest_Talent_Sunlight_Status in SkillsYour next [ComboAttack] deals an additional 60% Faith Light.
- id
- Priest_Talent_Sunlight_Status
- flags
- 0
- nature
- 4
- script
- function onInflictDamage(hit) { if (hit.isFirstHit && hit.isFinalCombo) { playStep(Steps.Trigger, hit.target); if (owner != status.instigator || !hasTalent(Skill.Priest_Talent_SolarDevotion)) { owner.tryConsumeStatus(Skill.Priest_Talent_Sunlight_Status, status.instigator); } } } function onHit(hit) { if (hit.stepId == Steps.AreaDamage) { playStep(Steps.Damage, hit.target); } } function onStep(s) { if (s.kind == Steps.Trigger) { if (hasTalent(Skill.Priest_Talent_SunHalo)) { playStep(Steps.AreaDamage, ctx.aimTarget); } else { playStep(Steps.Damage, ctx.aimTarget); } } }
- status
- 2
- duration
- 6
Raw data
{
"id": "Priest_Talent_Sunlight_Status",
"gfx": {
"x": 0,
"y": 6,
"file": "UI/icons/Priest_talent.png",
"size": 48,
"width": 2,
"height": 2
},
"anim": {},
"vars": {},
"flags": 0,
"props": {
"status": {
"types": [
{
"type": "Buff"
}
]
}
},
"steps": [
{
"on": 0,
"type": 11,
"delay": 0,
"props": {},
"visuals": {
"fxs": [
{
"set": "Status_Light_Sunlight_Mark",
"flags": 8,
"props": {
"offset": {
"x": 0,
"y": 0,
"z": 1.5,
"height": 1
}
},
"space": 0
}
]
},
"duration": -1
},
{
"id": "Trigger",
"on": 13,
"props": {
"stepGlobal": {
"globalId": "SunlightDamage"
}
}
},
{
"id": "Damage",
"on": 13,
"type": 6,
"props": {},
"effects": [
{
"flags": 0,
"effect": 0,
"scaling": [
{
"atb": "Faith",
"ratio": 0.6
}
],
"affinity": "Light"
}
]
},
{
"id": "AreaDamage",
"on": 13,
"type": 4,
"props": {
"position": {
"origin": 4
}
},
"range": 15
}
],
"texts": {
"desc": "Your next [ComboAttack] deals an additional ::dmg::.",
"name": "Sunlight"
},
"nature": 4,
"script": "function onInflictDamage(hit) {\n\tif (hit.isFirstHit && hit.isFinalCombo) {\n\t\tplayStep(Steps.Trigger, hit.target);\n\t\tif (owner != status.instigator || !hasTalent(Skill.Priest_Talent_SolarDevotion)) {\n\t\t\towner.tryConsumeStatus(Skill.Priest_Talent_Sunlight_Status, status.instigator);\n\t\t}\n\t}\n}\n\nfunction onHit(hit) {\n\tif (hit.stepId == Steps.AreaDamage) {\n\t\tplayStep(Steps.Damage, hit.target);\n\t}\n}\n\nfunction onStep(s) {\n\tif (s.kind == Steps.Trigger) {\n\t\tif (hasTalent(Skill.Priest_Talent_SunHalo)) {\n\t\t\tplayStep(Steps.AreaDamage, ctx.aimTarget);\n\t\t} else {\n\t\t\tplayStep(Steps.Damage, ctx.aimTarget);\n\t\t}\n\t}\n}",
"status": 2,
"mastery": [],
"duration": 6
}