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Tags:
['piercingDamage', 'Piercing damage']['slashingDamage', 'Slashing damage']['complexAction', 'Complex action']['bluntDamage', 'Blunt damage'] -
Name:
aGuidedThrow
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Displayed name:
Guided throw
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Description:
The character launches at high velocity one or several objects, dealing physical damage in the process. The damage type depends on the object thrown.
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Cast description:
| AP: vAP.string * | CD: vCD.strings | | :---: | :---: | | **Flux: vFluxOrCost.string ➞ vFluxCost.string** | **Range: vZone.string** | On a **vTest.string** test **MR vMR.string** [1d20]: Deals vDamage.stringd8 Physical damage if vZone.value == 0 then [[to the target. *The target can Dodge this action to negate the effect(s).*]] else [[to all creature within a vZone.string. *All affected creatures have to make a Dodge test which in succeeding it half the effect(s).*]] end
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Condition:
assert(character.sFlux.current >= vFluxCost.value, [[You don't have enough Flux]])
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AP cost:
3
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Cooldown:
3
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Flux cost:
apMod(vAP)*cdMod(vCD)*puncMod(0,1)*complexMod*effect(vDamage*65,60)*((-vZone+1)*(shortMod*targetMod(1,0)*reacSave*cancelOnSave)+vZone*(contactMod*coneMod(5)*autoSave*halfOnSave))
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Variables:
vZone = ListVariable([[vZone]], [[Zone]], {[[0]], [[1]]}, {[[5m]], [[cone of 5m]]}) vDamage = NumberVariable([[vDamage]], [[Damage]], [[1]], [[10]], [[1]]) vTest = ListVariable([[vTest]], [[Test]], {[[character.sArcana]]}, {[[Arcana]]}) 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