• Tags:

    ['push', 'Push']
  • Name:

    aGolemExpansion

  • Displayed name:

    Golem expansion

  • Description:

    The different parts of the golem get expelled in every direction, pushing away the creatures nearby before rebuilding themself.

  • 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.*

  • Condition:

    assert(character.sFlux.current >= vFluxCost.value, [[You don't have enough Flux]])

  • AP cost:

    4

  • Cooldown:

    5

  • 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

  • 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]])

  • On used script:

    character.sFlux:changeCurrent(-vFluxCost.value) action.currentCD:set(vCD.value)

  • Type:

    1

  • Action effects:

    No effects