Rage
Warrior_Rage in SkillsGenerates 1 [Rage] from [Attack]s and [WeaponSkill]s. You can spend [Rage] to use Raging Smash.
- id
- Warrior_Rage
- type
- 10
- flags
- 0
- nature
- 5
- script
- function onInflictHit(hit) { if( hit.isFirstHit && (hit.isBaseAttack || hit.isWeaponSkill )) addAtb(owner, Attribute.Rage, vars.var1); } /*function onUpdate(dt) { var rage = getAtb(owner, Attribute.Rage); var max = getAtb(owner, Attribute.MaxRage); if( rage >= max ) { setAtb(owner, Attribute.Rage, 0); addStatus(owner, Skill.Warrior_InfiniteRage); //addSkillCharges(Skill.Warrior_Rage_Strike, 1); } }*/
- status
- 2
Raw data
{
"id": "Warrior_Rage",
"gfx": {
"x": 4,
"y": 1,
"file": "UI/icons/atlas_class_Warrior_96PX.png",
"size": 96
},
"anim": {},
"type": 10,
"vars": {
"var1": 1,
"threshold": 0
},
"flags": 0,
"props": {},
"steps": [],
"texts": {
"desc": "Generates ::var1:: [Rage] from [Attack]s and [WeaponSkill]s.\nYou can spend [Rage] to use ::ref_name::.",
"name": "Rage",
"refs": {
"ref": "Warrior_Rage_Strike"
}
},
"nature": 5,
"script": "function onInflictHit(hit) {\n\tif( hit.isFirstHit && (hit.isBaseAttack || hit.isWeaponSkill ))\n\t\taddAtb(owner, Attribute.Rage, vars.var1);\n}\n\n/*function onUpdate(dt) {\n\tvar rage = getAtb(owner, Attribute.Rage);\n\tvar max = getAtb(owner, Attribute.MaxRage);\n\tif( rage >= max ) {\n\t\tsetAtb(owner, Attribute.Rage, 0);\n\t\taddStatus(owner, Skill.Warrior_InfiniteRage);\n\t\t//addSkillCharges(Skill.Warrior_Rage_Strike, 1);\n\t}\n}*/",
"status": 2,
"mastery": []
}