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defineObject{
name = "eviscerater_dagger",
baseObject = "assassin_dagger",
tags = { "weapon", "dagger" , "aquatic"},
components = {
{
class = "Model",
model = "assets/models/items/assassin_dagger.fbx",
},
{
class ="Item",
uiName = "Eviscerater",
gfxAtlas = "assets/textures/gui/items_3.tga",
gfxIndex = 2,
weight = 1.2,
impactSound = "impact_blade",
secondaryAction = "flurry_of_slashes1",
gameEffect = {"15% Chance to casue sleep"},
traits = { "dagger", "light_weapon" , "aquatic"},
description = "This dagger has been crafted in such a way to inflict the most internal damage possible on it's target... you suspect it was possibly used for ritual suicides or for hunting extremely tough prey."
},
{
class = "MeleeAttack",
attackPower = 26,
accuracy = 5,
swipe = "horizontal",
attackSound = "swipe",
cooldown = 2.2,
baseDamageStat = "dexterity",
damageType = "physical",
causeCondition = "sleep",
conditionChance = 15,
requirements = {"light_weapons" ,2},
},
{
class = "MeleeAttack",
name = "flurry_of_slashes1",
uiName = "Flurry of Slashes",
buildup = 2.0,
chainAction = "flurry_of_slashes2",
chainActionDelay = 0.2,
attackPower = 26,
swipe = "horizontal",
attackSound = "swipe_special",
baseDamageStat = "dexterity",
causeCondition = "sleep",
conditionChance = 30,
cooldown = 0.2,
energyCost = 25,
gameEffect = {"A series of powerful strikes with increased chance (30%) to cause sleep"},
requirements = { "accuracy", 2},
onAttack = function(self,champion,hand)
champion:playDamageSound()
end,
},
{
class = "MeleeAttack",
name = "flurry_of_slashes2",
uiName = "Flurry of Slashes",
chainAction = "flurry_of_slashes3",
chainActionDelay = 0.2,
--repeatCount = 1,
attackPower = 26,
swipe = "vertical",
attackSound = "swipe_special",
baseDamageStat = "dexterity",
causeCondition = "sleep",
conditionChance = 30,
cooldown = 0.1,
energyCost = 30,
requirements = { "accuracy", 2},
onAttack = function(self,champion,hand)
champion:playDamageSound()
end,
},
{
class = "MeleeAttack",
name = "flurry_of_slashes3",
uiName = "Flurry of Slashes",
attackPower = 26,
chainActionDelay = 0.2,
--repeatCount = 1,
swipe = "horizontal",
attackSound = "swipe_special",
baseDamageStat = "dexterity",
causeCondition = "sleep",
conditionChance = 30,
cooldown = 3.2,
energyCost = 30,
requirements = { "accuracy", 2},
onAttack = function(self,champion,hand)
champion:playDamageSound()
end,
},
}
}