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Meta description:

When making an action that use the Electric element, you can spend 5 SP to inflict 1d6 Dazzling points to the target(s) for the next 10s. Each subsequent dice costs 1 SP more than the previous one. After 5s half the Dazzling points vanished but reapplying Dazzling points reset the duration to 10s. The Dazzling points reduce the target AP regeneration proportionally to their maximum HP: 1 Dazzling point on a 10 maxHP creature reduce their AP regeneration by 5%. If the action affects multiple targets, the user distribute the points as they wants across them.

  • Name:

    mElectricDazzlingI

  • Displayed name:

    Electric dazzling I

  • Description:

    When making an action that use the Electric element, you can spend 5 SP to inflict 1d6 Dazzling points to the target(s) for the next 10s. Each subsequent dice costs 1 SP more than the previous one. After 5s half the Dazzling points vanished but reapplying Dazzling points reset the duration to 10s. The Dazzling points reduce the target AP regeneration proportionally to their maximum HP: 1 Dazzling point on a 10 maxHP creature reduce their AP regeneration by 5%. If the action affects multiple targets, the user distribute the points as they wants across them.

  • Condition:

    assert(character:has([[mElectricMasteryI]]),[[You should have "Electric mastery I".]])
  • Cost:

    expCost(300,400)-0
  • Script:

  • Duration:

    -1

  • Type:

    0

  • Recurrent script:

  • Add ons:

    • Condition:

      action:tagsContain([[electricDamage]])
       or action:tagsContain([[electric]])
      
    • Description:

    • Variables:

      vElectricDazzlingCost = 5
      
    • Script:

    • Action effects:

      • Use case:

        3*number(vElectricDazzlingPoints.value>0)

      • Name:

        Electric dazzling

      • Description:

        You can spend vElectricDazzlingCost.string SP to inflict 1d6 Dazzling points to the target(s) for the next 10s ; each additional dice costs 1 SP more than the previous one. For a total of vElectricDazzlingPoints.string Dazzling points

      • Script:

        if character:has([[mDazzlingPoints]]) then
            mDazzlingPoints = character.mDazzlingPoints
        else
            mDazzlingPoints = character:createEffect([[mDazzlingPoints]])
            mDazzlingPoints.displayName:set([[Dazzling points]])
            mDazzlingPoints.description:set([[Dazzling points reduce AP regeneration proportionally to maximum HP.]])
            mDazzlingPoints.script:set([=[sDazzlingPoints = character:createStat([[sDazzlingPoints]])
        sDazzlingPoints.displayName:set([[Dazzling points]])
        character.sRegenAP:addCurrent([[-(character.sDazzlingPoints.current/character.sMaxHP.current)*0.5]], [[physical]], [[Dazzling points]])]=])
            mDazzlingPoints.recurrentScript:set([=[if modifier.duration.value == 5 then
            character.sDazzlingPoints:changeCurrent(-character.sDazzlingPoints.current/2)
        end]=])
            mDazzlingPoints:activate()
        end
        mDazzlingPoints.duration:set(10)
        character.sDazzlingPoints:changeCurrent(vElectricDazzlingPoints.value)
        
      • Variables:

        vElectricDazzlingPoints = NumberVariable([[vElectricDazzlingPoints]],[[Dazzling points]],[[0]])
  • Upgrades:

    • Name:

      mElectricDazzlingII

    • Displayed name:

      Electric dazzling II

    • Description:

      Reduces the amount needed to inflict the first Dazzling points dice to 4 SP.

    • Condition:

    • Cost:

      expCost(850,400)-150
    • Script:

      master.displayName:set([[Electric dazzling II]])
      master.description:replace([[spend 5 SP]],[[spend 4 SP]])
      master.addOns[1].variables:replace([[vElectricDazzlingCost = 5]],[[vElectricDazzlingCost = 4]])
      
    • Duration:

      -1

    • Type:

      0

    • Recurrent script:

    • Add ons: