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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.

  • 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. 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.

  • Condition:

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

    expCost(250,200)-0
  • Script:

  • Duration:

    -1

  • Type:

    0

  • Recurrent script:

  • Add ons:

    • Condition:

      action:tagsContain([[piercingDamage]])
      
    • Description:

    • Variables:

      vPiercingNailCost = 5
      
    • Script:

    • Action effects:

      • Use case:

        3*number(vPiercingNailPoints.value>0)

      • Name:

        Nail down

      • 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

      • 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]])
  • Upgrades:

    • Name:

      mNailDownII

    • Displayed name:

      Nail down II

    • Description:

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

    • Condition:

    • 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

    • Type:

      0

    • Recurrent script:

    • Add ons: