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Tags:
['push', 'Push'] -
Name:
aGolemExpansion
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Displayed name:
Golem expansion
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Description:
The different parts of the golem get expelled in every direction, pushing away the creatures nearby before rebuilding themself.
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Cast description:
| AP: vAP.string | CD: vCD.strings | | :---: | :---: | | **Flux: vFluxOrCost.string ➞ vFluxCost.string** | **Range: vDistance.stringm radius sphere** | On a successful **vTest.string** test **MR vMR.string** [1d20]: Push away every creature within vDistance.stringm of you. A creature 1m away is pushed vDistance.stringm, and each additional meter of starting distance reduces the push by 1m, down to a minimum of 1m of push for a creature vDistance.stringm away. *The affected creatures do a Vigor test which, on success, reduces by half the push effect.*
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Condition:
assert(character.sFlux.current >= vFluxCost.value, [[You don't have enough Flux]])
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AP cost:
4
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Cooldown:
5
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Flux cost:
apMod(vAP)*cdMod(vCD)*puncMod(0,1)*vRange*sum(dist,1,vDistance,(sphereMod(dist)-sphereMod(dist-1))*effect((vDistance-dist+1)*70,70))*autoSave*halfOnSave
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Variables:
vDistance = NumberVariable([[vDistance]], [[Push]], [[1]], [[10]], [[1]]) vRange = ListVariable([[vRange]], [[Range]], {[[contactMod]]}, {[[Contact]]}) vTest = ListVariable([[vTest]], [[Test]], {[[character.sVigor]]}, {[[Vigor]]}) vMR = StatVariable([[vMR]], [[vTest]])
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On used script:
character.sFlux:changeCurrent(-vFluxCost.value) action.currentCD:set(vCD.value)
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Type:
1
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Action effects:
No effects