Meta description:
When making an action that use the Ice element, you can spend 5 SP to inflict 1d6 Slow points to the target(s) for the next 10s. Each subsequent dice costs 1 SP more than the previous one (second pair = 5 SP, third = 6 SP, etc.). After 5s half the Slow points vanished but reapplying Slow points reset the duration to 10s. The Slow points reduce the target movement speed proportionally to their maximum HP (1 Slow point on a 10 maxHP creature reduce their movement speed by 10% and capped at 50%). If the action affects multiple targets, the user distribute the points as they wants across them.
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Name:
mIceSlowI
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Displayed name:
Ice slow I
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Description:
When making an action that use the Ice element, you can spend 5 SP to inflict 1d6 Slow points to the target(s) for the next 10s. Each subsequent dice costs 1 SP more than the previous one (second pair = 5 SP, third = 6 SP, etc.). After 5s half the Slow points vanished but reapplying Slow points reset the duration to 10s. The Slow points reduce the target movement speed proportionally to their maximum HP (1 Slow point on a 10 maxHP creature reduce their movement speed by 10% and capped at 50%). If the action affects multiple targets, the user distribute the points as they wants across them.
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Cost:
expCost(250,300)-0
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Script:
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Duration:
-1
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Type:
0
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Recurrent script:
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Add ons:
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Condition:
iceDamage || ice
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Description:
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Variables:
vIceSlowCost.add(5)
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Script:
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Action effects:
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Use case:
3*(vIceSlowPoints>0)
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Name:
Ice slowing
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Description:
The user may spend vIceSlowCost SP to inflict 1d6 Slow points to the target(s) for the next 10s ; each additional dice costs 1 SP more than the previous one. For a total of vIceSlowPoints Slow points
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Script:
if(sSlowPoints==0)( mSlowPoints.create.effects(Slow points) mSlowPoints.script.set_( sSlowPoints.create.dependant(Slow points) sMovement.current.add(-min(sSlowPoints/sMaxHP,0.5)*100%,physical,Slow points)) mSlowPoints.recurrent.set_( if(mDuration == 5)( sSlowPoints.current.change(-sSlowPoints/2) ) ) mSlowPoints.activate() ) mSlowPoints.duration.set(10) sSlowPoints.current.change(vIceSlowPoints)
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Variables:
vIceSlowPoints.counter.(Slow points,0)
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Upgrades: