1. Fähigkeiten
  2. placeables
  3. location
  4. ord_mantell
  5. world
  6. republic_roulette
  7. player_collect_mine

Mörsergranate wird geborgen ...

remotecontrol

Mörsergranate wird geborgen ...

(Übersetzung fehlt - DNT)

Eigenschaften

Conditions

Metadaten

Users

Triggered by looting (2)

Related effects, buffs and debuffs

Please click on an effect below to view its details.

Ability activation
1
remotecontrol
Mörsergranate wird geborgen ...
2
remotecontrol
Mörsergranate wird geborgen ...
3
remotecontrol
Mörsergranate wird geborgen ...
4
remotecontrol
Mörsergranate wird geborgen ...
  • [0s] [not displayed]
    remotecontrolEffect #1

  • 1
    • When effect is applied

    Override target to:

    • Caster

    Only when the following conditions are met:

      • If a random chance of 33% is met

    Perform the following actions:

    • Play appearance epp.quest.location.ord_mantell.world.republic_roulette.detonate_mine
    • Add effect #3 to TARGET from CASTER
  • 2
    • When effect is applied

    Only when the following conditions are met:

      • If previous subeffect did not meet all conditions

    Perform the following actions:

    • Loot Placeable
    • Play appearance epp.placeables.rewire.slice_low_end
  • [1s]
    remotecontrolMörsergranate wird geborgen ...

  • 1
    • When effect expires

    Only when the following conditions are met:

      • If a random chance of 33% is met

    Perform the following actions:

    • Ballistic Impulse, centered at caster, eventually knockdown, momentum = 3,5, 75° pitch, 180° yaw
    • Damage
      - Damage Type = (int) 5
      - Level Cap = (int) 0
      - Amount Max = (float) 0
      - Amount Min = (float) 0
      - Amount Percent = (float) 100
      - Threat Percent = (float) 0
      - Standard Health Percent Max = (float) 0
      - Standard Health Percent Min = (float) 0
      - Damage Modifier = (float) 0
  • 2
    • When effect expires

    Only when the following conditions are met:

      • If a random chance of 33% is met

    Perform the following actions:

    • Ballistic Impulse, centered at caster, eventually knockdown, momentum = 3, 70° pitch, 250° yaw
    • Damage
      - Damage Type = (int) 5
      - Level Cap = (int) 0
      - Amount Max = (float) 0
      - Amount Min = (float) 0
      - Amount Percent = (float) 100
      - Threat Percent = (float) 0
      - Standard Health Percent Max = (float) 0
      - Standard Health Percent Min = (float) 0
      - Damage Modifier = (float) 0
  • 3
    • When effect expires

    Only when the following conditions are met:

      • If previous subeffect did not meet all conditions

    Perform the following actions:

    • Ballistic Impulse, centered at caster, eventually knockdown, momentum = 2,8, 85° pitch, 195° yaw
    • Damage
      - Damage Type = (int) 5
      - Level Cap = (int) 0
      - Amount Max = (float) 0
      - Amount Min = (float) 0
      - Amount Percent = (float) 100
      - Threat Percent = (float) 0
      - Standard Health Percent Max = (float) 0
      - Standard Health Percent Min = (float) 0
      - Damage Modifier = (float) 0
  • [1s]
    remotecontrolMörsergranate wird geborgen ...

  • 1
    • When effect is applied

    Only when the following conditions are met:

      • If a random chance of 33% is met

    Perform the following actions:

    • Execute hydra hook PlayerBlewUp
    • Add effect #2 to TARGET from CASTER
  • 2
    • When effect is applied

    Only when the following conditions are met:

      • If previous subeffect did not meet all conditions

    Perform the following actions:

    • Add effect #4 to TARGET from CASTER
  • [1s]
    remotecontrolMörsergranate wird geborgen ...

  • 1
    • When effect expires

    Only when the following conditions are met:

      • If a random chance of 33% is met

    Perform the following actions:

    • Ballistic Impulse, centered at caster, eventually knockdown, momentum = 3,5, 75° pitch, 180° yaw
    • Damage
      - Damage Type = (int) 5
      - Level Cap = (int) 0
      - Amount Max = (float) 0
      - Amount Min = (float) 0
      - Amount Percent = (float) 25
      - Threat Percent = (float) 0
      - Standard Health Percent Max = (float) 0
      - Standard Health Percent Min = (float) 0
      - Damage Modifier = (float) 0
  • 2
    • When effect expires

    Only when the following conditions are met:

      • If a random chance of 33% is met

    Perform the following actions:

    • Ballistic Impulse, centered at caster, eventually knockdown, momentum = 3, 70° pitch, 250° yaw
    • Damage
      - Damage Type = (int) 5
      - Level Cap = (int) 0
      - Amount Max = (float) 0
      - Amount Min = (float) 0
      - Amount Percent = (float) 50
      - Threat Percent = (float) 0
      - Standard Health Percent Max = (float) 0
      - Standard Health Percent Min = (float) 0
      - Damage Modifier = (float) 0
  • 3
    • When effect expires

    Only when the following conditions are met:

      • If previous subeffect did not meet all conditions

    Perform the following actions:

    • Ballistic Impulse, centered at caster, eventually knockdown, momentum = 2,8, 85° pitch, 195° yaw
    • Damage
      - Damage Type = (int) 5
      - Level Cap = (int) 0
      - Amount Max = (float) 0
      - Amount Min = (float) 0
      - Amount Percent = (float) 75
      - Threat Percent = (float) 0
      - Standard Health Percent Max = (float) 0
      - Standard Health Percent Min = (float) 0
      - Damage Modifier = (float) 0