FareverDB

Flamie

Scepter_Flamie_Flamie in Skills

Heals you for 10% Faith every 2.

id
Scepter_Flamie_Flamie
flags
0
nature
4
script
function onInflictDamage(dmg) { // if (isServer && rank >= 2 && dmg.isFinalCombo) { // playStep(Steps.R2_Damage, dmg.target); // } } function onSkillProc(ctx) { if(rank >= 3 && ctx.skill.isFinalAttack() && !status.isInfinite()) { startSkill(Skill.Scepter_Flamie_Skill1_Area); } } function onRegUpdate(dt) { getStepById(Steps.HealTick).tickInterval = (rank >= 2 && owner.healthRatio < vars.health) ? vars.time2 : vars.time; }
status
2
Raw data
{
  "id": "Scepter_Flamie_Flamie",
  "gfx": {
    "x": 6,
    "y": 2,
    "file": "UI/icons/atlas_weapon_Scepter_96PX.png",
    "size": 48,
    "width": 2,
    "height": 2
  },
  "anim": {},
  "vars": {
    "time": 2,
    "time2": 1,
    "chance": 0.1,
    "health": 0.3
  },
  "flags": 0,
  "props": {
    "status": {
      "types": [
        {
          "type": "Buff"
        },
        {
          "type": "Scepter_Flamie"
        }
      ]
    }
  },
  "steps": [
    {
      "id": "FlamieVisual",
      "on": 6,
      "type": 11,
      "props": {},
      "range": 5,
      "visuals": {
        "fxs": [
          {
            "set": "Flamie",
            "flags": 8,
            "props": {},
            "space": 0
          }
        ]
      },
      "duration": -1
    },
    {
      "id": "HealTick",
      "on": 0,
      "type": 12,
      "props": {
        "loop": {
          "tick": "time"
        }
      },
      "effects": [
        {
          "flags": 0,
          "effect": 1,
          "scaling": [
            {
              "atb": "Faith",
              "ratio": 0.1
            }
          ]
        }
      ],
      "visuals": {
        "healFx": "Honey_Heal_Proc"
      },
      "duration": -1
    }
  ],
  "texts": {
    "desc": "Heals you for ::heal:: every ::time::.",
    "name": "Flamie"
  },
  "nature": 4,
  "script": "function onInflictDamage(dmg) {\n\t// if (isServer && rank >= 2 && dmg.isFinalCombo) {\n\t// \tplayStep(Steps.R2_Damage, dmg.target);\n\t// }\n}\n\nfunction onSkillProc(ctx) {\n\tif(rank >= 3 && ctx.skill.isFinalAttack() && !status.isInfinite()) {\n\t\tstartSkill(Skill.Scepter_Flamie_Skill1_Area);\n\t}\n}\n\nfunction onRegUpdate(dt) {\n\tgetStepById(Steps.HealTick).tickInterval = (rank >= 2 && owner.healthRatio < vars.health) ? vars.time2 : vars.time;\n}",
  "status": 2,
  "mastery": []
}