FareverDB

Prismatic Pearl

PrismaticPearl in Skills

You 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": []
}