Meta description:

Animate a weapon that will fight as commanded for a time.

  • Tags:

    ['summon', 'Summon']['complexAction', 'Complex action']
  • Name:

    aAnimatedWeapon

  • Displayed name:

    Animated weapon

  • Description:

    Animate a weapon that will fight as commanded for a time.

  • 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.

  • Condition:

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

  • AP cost:

    3

  • Cooldown:

    10

  • Flux cost:

    apMod(vAP)*cdMod(vCD)*targetMod(1,0)*durMod(vDuration)*vRange*autoSave*halfOnSave*complexMod*effect(vExp*0.1,65,character.sCatalystLvl)*noTestMod

  • 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]])

  • On used script:

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

  • Type:

    1

  • Action effects:

    • Use case:

      1

    • Name:

      Animated weapon

    • Description:

    • Script:

      effect = character:createEffect([[mAnimatedWeapon]]) effect.displayName:set([[Animated weapon]]) effect.duration:set({{vDuration.value}}) effect:activate()

    • Variables: