Bloodfeast
Warrior_Talent_Bloodfeast in SkillsHemorrhage heals you for 30% of the damage dealt.
- id
- Warrior_Talent_Bloodfeast
- type
- 21
- flags
- 0
- nature
- 5
- script
- function onInflictDamage(ctx) { if (ctx.isStatusType(StatusType.Hemorage)) { setDynVal(1, ctx.amount * vars.damage); playStep(Steps.Heal, owner); } }
- status
- 2
Raw data
{
"id": "Warrior_Talent_Bloodfeast",
"gfx": {
"x": 6,
"y": 1,
"file": "UI/icons/Warrior_talent.png",
"size": 96
},
"anim": {},
"type": 21,
"vars": {
"damage": 0.3
},
"flags": 0,
"props": {
"talent": {
"maxPoints": 2
},
"rankOverride": [
{
"vars": {
"damage": 0.6
},
"minRank": 2
}
]
},
"steps": [
{
"id": "Heal",
"on": 13,
"type": 12,
"props": {},
"effects": [
{
"flags": 0,
"dynVal": 1,
"effect": 1,
"scaling": [],
"affinity": "Raw"
}
]
}
],
"texts": {
"desc": "::ref_name:: heals you for ::damage%:: of the damage dealt.",
"name": "Bloodfeast",
"refs": {
"ref": "Warrior_Hemorrhage_Status"
}
},
"nature": 5,
"script": "function onInflictDamage(ctx) {\n\tif (ctx.isStatusType(StatusType.Hemorage)) {\n\t\tsetDynVal(1, ctx.amount * vars.damage);\n\t\tplayStep(Steps.Heal, owner);\n\t}\n}",
"status": 2,
"mastery": []
}