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  3. flash_bang

Blendgranate

flashbang

Blendgranate

Zündet eine Blendgranate, die das Ziel <<1[%d/%d/%d]>> Sekunden lang blendet. Schaden beendet diesen Effekt vorzeitig. Wenn "Blendgranate" endet, bleibt Blendpulver zurück, das die Präzision des Ziels 8 Sekunden lang um 20 % reduziert.

Eigenschaften

Conditions

Metadaten

Users

Used by
  • class.pc.spy
  • apc.agent.operative.concealment_mods
  • apc.test.cdurel.class_prototypes.age_smu.operative_concealment_mods
  • apc.test.cdurel.class_prototypes.age_smu.operative_medicine_mods
  • apc.agent.operative.lethality_mods
  • apc.agent.base
  • apc.test.cdurel.class_prototypes.age_smu.operative_lethality_mods
  • apc.test.cdurel.class_prototypes.age_smu.medic_loadouts.a
  • apc.agent.operative.medicine_mods

Related effects, buffs and debuffs

Please click on an effect below to view its details.

Ability activation
1
flashbang
Blendgranate
2
blindedGeblendet (Tech) – Handlungsunfähig. Wird bei Schaden beendet.
3
drugmedicinecolorvariant1Blitzpulver – Präzision reduziert.
  • [hidden] [0s]
    flashbangEffect #1

  • 1
    • When effect is applied

    Only when the following conditions are met:

      • If CASTER is positioned ≤ 10m to center of TARGET

    Perform the following actions:

    • Play appearance epp.agent.flash_bang.cast_instant_short
    • Invoke Projectile
      - Determine Hit = (bool) false
      - Timed Projectile = (bool) false
      - Hit Checked = (bool) false
      - Is Special Ability = (bool) true
      - Ignore Dual Wield Modifier = (bool) false
      - Slot = (int) 5
      - Spell Type = (int) 1
      - Travel Speed = (float) 2,5
      - Travel Time = (time) 0 Sek.
  • 2
    • When effect is applied

    Only when the following conditions are met:

      • <
        • If CASTER is positioned 10m to 20m to center of TARGET
        AND
        • If previous subeffect did not meet all conditions
        >

    Perform the following actions:

    • Play appearance epp.agent.flash_bang.cast_instant_med
    • Invoke Projectile
      - Determine Hit = (bool) false
      - Timed Projectile = (bool) false
      - Hit Checked = (bool) false
      - Is Special Ability = (bool) true
      - Ignore Dual Wield Modifier = (bool) false
      - Slot = (int) 5
      - Spell Type = (int) 1
      - Travel Speed = (float) 2,5
      - Travel Time = (time) 0 Sek.
  • 3
    • When effect is applied

    Only when the following conditions are met:

      • <
        • If CASTER is positioned 20m to 100m to center of TARGET
        AND
        • If previous subeffect did not meet all conditions
        >

    Perform the following actions:

    • Play appearance epp.agent.flash_bang.cast_instant_far
    • Invoke Projectile
      - Determine Hit = (bool) false
      - Timed Projectile = (bool) false
      - Hit Checked = (bool) false
      - Is Special Ability = (bool) true
      - Ignore Dual Wield Modifier = (bool) false
      - Slot = (int) 5
      - Spell Type = (int) 1
      - Travel Speed = (float) 2,5
      - Travel Time = (time) 0 Sek.
  • 4
    • When projectile completed travel and hit target

    Override target to:

    • AoE Sphere
      - AOE Include Phase Players = (bool) false
      - Max Targets = (int) 8
      - Sort Type = Closest
      - Radius = 5m

    Only when the following conditions are met:

    Perform the following actions:

    • Add effect #2 to TARGET from CASTER
    • Modify Threat
      - Is Taunt = (bool) false
      - Amount Max = (float) 1
      - Amount Min = (float) 1
      - Amount Percent = (float) 0
      - Standard Health Percent Max = (float) 0
      - Standard Health Percent Min = (float) 0
  • 5
    • When projectile completed travel and hit target

    Only when the following conditions are met:

    Perform the following actions:

    • Add effect #2 to TARGET from CASTER
    • Modify Threat
      - Is Taunt = (bool) false
      - Amount Max = (float) 1
      - Amount Min = (float) 1
      - Amount Percent = (float) 0
      - Standard Health Percent Max = (float) 0
      - Standard Health Percent Min = (float) 0
  • [8s]
    blindedGeblendet (Tech)
    Handlungsunfähig. Wird bei Schaden beendet.

  • 1
    • When effect is applied

    Perform the following actions:

    • Play appearance epp.smuggler.flash_grenade.blinded, dependent on calling effect
    • Stun the TARGET
    • Mark as neutralized
  • 2
    • When character takes damage that does not get redirected

    Perform the following actions:

    • Remove this effect
  • 3
    • Just before this effect is removed

    Perform the following actions:

    • Add effect #3 to TARGET from CASTER
  • [8s]
    drugmedicinecolorvariant1Blitzpulver
    Präzision reduziert.

  • 1
    • When effect is applied

    Perform the following actions: