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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. 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 reduced to 0 m/s. If the action affects multiple targets, the user distribute the points as they wants across them.
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Name:
mNailDownI
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Displayed name:
Nail down I
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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. 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 reduced to 0 m/s. If the action affects multiple targets, the user distribute the points as they wants across them.
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Condition:
assert(character:has([[mPiercingMasteryI]]),[[You should have "Piercing mastery I".]]) -
Cost:
expCost(250,200)-0 -
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:
action:tagsContain([[piercingDamage]]) -
Description:
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Variables:
vPiercingNailCost = 5 -
Script:
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Action effects:
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Use case:
3*number(vPiercingNailPoints.value>0)
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Name:
Nail down
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Description:
You can spend vPiercingNailCost.string 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.string Nail points
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Script:
if not character:has([[mNailPoints]]) then mNailPoints = character:createEffect([[mNailPoints]]) mNailPoints.displayName:set([[Nail points]]) mNailPoints.description:set([[Nail points reduce Movement proportionally to maximum HP until the target's next movement action.]]) mNailPoints.script:set([=[sNailPoints = character:createStat([[sNailPoints]]) sNailPoints.displayName:set([[Nail points]]) character.sMovement:addCurrent([[-min(character.sNailPoints.current/character.sMaxHP.current,1)*100%]], [[physical]], [[Nail points]])]=]) mNailPoints:activate() end character.sNailPoints:changeCurrent(vPiercingNailPoints.value) -
Variables:
vPiercingNailPoints = NumberVariable([[vPiercingNailPoints]],[[Nail points]],[[0]],[[100]],[[1]])
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Upgrades:
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Name:
mNailDownII
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Displayed name:
Nail down II
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Description:
Reduces the amount needed to inflict the first Nail points dice to 4 SP.
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Condition:
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Cost:
expCost(700,200)-125 -
Script:
master.displayName:set([[Nail down II]]) master.description:replace([[spend 5 SP]],[[spend 4 SP]]) master.addOns[1].variables:replace([[vPiercingNailCost = 5]],[[vPiercingNailCost = 4]]) -
Duration:
-1
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Type:
0
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Recurrent script:
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Add ons:
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