Second Wind
Warrior_SecondWind in SkillsDamage that should kill you leaves you at 1 [Health] and grants you the effects of Rage Shield (120 cooldown).
- id
- Warrior_SecondWind
- type
- 21
- flags
- 0
- nature
- 5
- script
- function onReceiveDamageEval(dmg) { if (hasStatus(owner, Skill.Warrior_SecondWind_Cooldown)) { return; } var deltaToOne = owner.health + owner.getShield() - 1; if (dmg.amount >= deltaToOne) { dmg.amount = 0; owner.health = 1; addStatus(owner, Skill.Warrior_Talent_RageShield_Status); addStatusDuration(owner, Skill.Warrior_SecondWind_Cooldown, vars.cooldown); } }
- status
- 2
- cooldown
- 120
Raw data
{
"id": "Warrior_SecondWind",
"gfx": {
"x": 1,
"y": 2,
"file": "UI/icons/Warrior_talent.png",
"size": 96
},
"anim": {},
"type": 21,
"vars": {
"var1": 1,
"cooldown": 120
},
"flags": 0,
"props": {
"talent": {
"maxPoints": 1
}
},
"steps": [],
"texts": {
"desc": "Damage that should kill you leaves you at ::var1:: [Health] and grants you the effects of ::ref_name:: (::cooldown:: cooldown).",
"name": "Second Wind",
"refs": {
"ref": "Warrior_Talent_RageShield_Status"
}
},
"nature": 5,
"script": "function onReceiveDamageEval(dmg) {\n\tif (hasStatus(owner, Skill.Warrior_SecondWind_Cooldown)) { return; }\n\tvar deltaToOne = owner.health + owner.getShield() - 1;\n\tif (dmg.amount >= deltaToOne) {\n\t\tdmg.amount = 0;\n\t\towner.health = 1;\n\t\taddStatus(owner, Skill.Warrior_Talent_RageShield_Status);\n\t\taddStatusDuration(owner, Skill.Warrior_SecondWind_Cooldown, vars.cooldown);\n\t}\n}",
"status": 2,
"mastery": [],
"cooldown": 120
}