Meta description:
Animate a weapon that will fight as commanded for a time.
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Tags:
['summon', 'Summon']['complexAction', 'Complex action'] -
Name:
aAnimatedWeapon
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Displayed name:
Animated weapon
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Description:
Animate a weapon that will fight as commanded for a time.
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Cast description:
| AP: vAP.string * | CD: vCD.strings | | :---: | :---: | | **Flux: vFluxOrCost.string ➞ vFluxCost.string** | **Range: vRange.string** | Animates a weapon for vDuration.string equivalent to a vExp.string Exp animated weapon.
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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:
10
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Flux cost:
apMod(vAP)*cdMod(vCD)*targetMod(1,0)*durMod(vDuration)*vRange*autoSave*halfOnSave*complexMod*effect(vExp*0.1,65,character.sCatalystLvl)*noTestMod
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Variables:
vDuration = NumberVariable([[vDuration]], [[Duration]], [[20]], [[120]], [[10]]) vDuration.valueDisplay.value = [=[ self .. [[s]] ]=] vExp = NumberVariable([[vExp]], [[Exp]], [[500]], [[10000]], [[500]]) vRange = ListVariable([[vRange]], [[Range]], {[[contactMod]]}, {[[Seal]]}) 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:
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Use case:
1
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Name:
Animated weapon
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Description:
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Script:
effect = character:createEffect([[mAnimatedWeapon]]) effect.displayName:set([[Animated weapon]]) effect.duration:set({{vDuration.value}}) effect:activate()
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Variables:
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