Prismatic Pearl
PrismaticPearl in SkillsYou alternate between gaining ::ref_val1:: [Strength] or [Dexterity] every 5 in combat.
- id
- PrismaticPearl
- type
- 14
- flags
- 0
- nature
- 5
- script
- var prevTime = -1.; function onUpdate(dt) { var curTime = owner.getTimeInCombat(); if (curTime >= 0 && prevTime < 0) { prevTime = 0; if( !hasStatus(owner, Skill.PrismaticPearl_Status) && !hasStatus(owner, Skill.PrismaticPearl_Status2) ) { addStatus(owner, Skill.PrismaticPearl_Status); } } if (curTime - prevTime >= vars.time) { prevTime += vars.time; if( hasStatus(owner, Skill.PrismaticPearl_Status)) { addStatus(owner, Skill.PrismaticPearl_Status2); removeStatus(owner, Skill.PrismaticPearl_Status); } else if ( hasStatus(owner, Skill.PrismaticPearl_Status2)) { addStatus(owner, Skill.PrismaticPearl_Status); removeStatus(owner, Skill.PrismaticPearl_Status2); } } if (curTime < prevTime) prevTime = curTime; }
Raw data
{
"id": "PrismaticPearl",
"gfx": {
"x": 0,
"y": 0,
"file": "UI/Portraits/Items/GearTrinket/Items_Loot_Trinket_Trinket_pearl_01.prefab.png",
"size": 256
},
"anim": {},
"type": 14,
"vars": {
"time": 5
},
"flags": 0,
"props": {},
"steps": [],
"texts": {
"desc": "You alternate between gaining ::ref_val1:: [Strength] or [Dexterity] every ::time:: in combat.",
"name": "Prismatic Pearl"
},
"nature": 5,
"script": "var prevTime = -1.;\n\nfunction onUpdate(dt) {\n\tvar curTime = owner.getTimeInCombat();\n\tif (curTime >= 0 && prevTime < 0) {\n\t\tprevTime = 0;\n\t\tif( !hasStatus(owner, Skill.PrismaticPearl_Status) && !hasStatus(owner, Skill.PrismaticPearl_Status2) ) {\n\t\t\taddStatus(owner, Skill.PrismaticPearl_Status);\n\t\t}\n\t}\n\tif (curTime - prevTime >= vars.time) {\n\t\tprevTime += vars.time;\n\t\tif( hasStatus(owner, Skill.PrismaticPearl_Status)) {\n\t\t\taddStatus(owner, Skill.PrismaticPearl_Status2);\n\t\t\tremoveStatus(owner, Skill.PrismaticPearl_Status);\n\t\t}\n\t\telse if ( hasStatus(owner, Skill.PrismaticPearl_Status2)) {\n\t\t\taddStatus(owner, Skill.PrismaticPearl_Status);\n\t\t\tremoveStatus(owner, Skill.PrismaticPearl_Status2);\n\t\t}\n\t}\n\tif (curTime < prevTime)\n\t\tprevTime = curTime;\n}",
"mastery": []
}