Meta description:

When making an action that use the Piercing element, you can spend 5 SP to inflict 1d10 Nail points to the target(s). Each subsequent dice costs 1 SP more than the previous one (second pair = 5 SP, third = 6 SP, etc.). The Nail points reduce the target movement speed proportionally to their maximum HP (1 Nail point on a 10 maxHP creature reduce their movement speed by 10%). Nail points stay on the target creature until their next movement action after which they are all removed (even if the Movement speed is reduce to 0 m/s). If the action affects multiple targets, the user distribute the points as they wants across them.

  • Name:

    mNailDownI

  • Displayed name:

    Nail down I

  • Description:

    When making an action that use the Piercing element, you can spend 5 SP to inflict 1d10 Nail points to the target(s). Each subsequent dice costs 1 SP more than the previous one (second pair = 5 SP, third = 6 SP, etc.). The Nail points reduce the target movement speed proportionally to their maximum HP (1 Nail point on a 10 maxHP creature reduce their movement speed by 10%). Nail points stay on the target creature until their next movement action after which they are all removed (even if the Movement speed is reduce to 0 m/s). If the action affects multiple targets, the user distribute the points as they wants across them.

  • Cost:

    expCost(250,200)-0

  • Script:

  • Duration:

    -1

  • Type:

    0

  • Recurrent script:

  • Add ons:

    • Condition:

      piercingDamage

    • Description:

    • Variables:

      vPiercingNailCost.add(5)

    • Script:

    • Action effects:

      • Use case:

        3*(vPiercingNailPoints>0)

      • Name:

        Nail down

      • Description:

        You can spend vPiercingNailCost SP to inflict 1d10 Nail points to the target(s); each additional dice costs 1 SP more than the previous one. For a total of vPiercingNailPoints Nail points

      • Script:

        if(sNailPoints==0)( mNailPoints.create.effects(Nail points) mNailPoints.script.set_( sNailPoints.create.dependant(Nail points) sMovement.current.add(-min(sNailPoints/sMaxHP,1)*100%,physical,Nail points)) mNailPoints.activate() ) sNailPoints.current.change(vPiercingNailPoints)

      • Variables:

        vPiercingNailPoints.counter.(Nail points,0)

  • Upgrades: