1. Fähigkeiten
  2. npc
  3. ability
  4. custom
  5. boss
  6. capt_shivanek
  7. explosive_round_ammo

Sprenggeschoss

rifleGrenade

Sprenggeschoss

Feuert ein explosives Projektil aus dem Gewehr, das beim Primärziel hohen Schaden und bei anderen Zielen im Umkreis von 5 Metern niedrigen Schaden verursacht. Erfordert ein Gewehr.

Eigenschaften

Conditions

Metadaten

Used by

Used by
  • Class 16140981225984616166

Related effects, buffs and debuffs

Please click on an effect below to view its details.

Ability activation
1
rifleGrenade
Sprenggeschoss
2
rifleGrenade
Sprenggeschoss
3
rifleGrenade
Sprenggeschoss
4
rifleGrenade
Sprenggeschoss
5
rifleGrenade
Sprenggeschoss
  • [hidden] [0s]
    rifleGrenadeEffect #1

    • On Apply

    Only when the following conditions are met:

      • If CASTER is positioned 20,009999m to 32m to center of TARGET

    Perform the following actions:

    • Play appearance epp . trooper . explosive_round . cast_long_range
    • Invoke Projectile
      - Determine Hit = (bool) false
      - Timed Projectile = (bool) false
      - Hit Checked = (bool) false
      - Is Special Ability = (bool) false
      - Ignore Dual Wield Modifier = (bool) false
      - Slot = (int) 5
      - Spell Type = (int) 1
      - Travel Speed = (float) 2
      - Travel Time = (time) 0 Sek.
    • On Apply

    Only when the following conditions are met:

      • If CASTER is positioned 10,01m to 20m to center of TARGET

    Perform the following actions:

    • Play appearance epp . trooper . explosive_round . cast_mid_range
    • Invoke Projectile
      - Determine Hit = (bool) false
      - Timed Projectile = (bool) false
      - Hit Checked = (bool) false
      - Is Special Ability = (bool) false
      - Ignore Dual Wield Modifier = (bool) false
      - Slot = (int) 5
      - Spell Type = (int) 1
      - Travel Speed = (float) 2
      - Travel Time = (time) 0 Sek.
    • On Apply

    Only when the following conditions are met:

      • If CASTER is positioned not more than 10m to center of TARGET

    Perform the following actions:

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

    Perform the following actions:

    • Add effect #2 to TARGET from TARGET
    • Add effect #3 to TARGET from TARGET
  • [0s] [not displayed]
    rifleGrenadeEffect #2

    • On Apply

    Perform the following actions:

    • Spell Damage
      - Unknown (609) = (bool) false
      - Damage Type = (int) 1
      - Slot = (int) 1
      - Spell Type = (int) 2
      - Level Cap = (int) 0
      - Amount Max = (float) 0
      - Amount Min = (float) 0
      - Amount Percent = (float) 0
      - Threat Percent = (float) 0
      - Standard Health Percent Max = (float) 0.25
      - Standard Health Percent Min = (float) 0.25
      - Amount Modifier Percent = (float) 0
      - Coefficient = (float) 0
      - Health Steal Percentage = (float) 0
  • [0s] [not displayed]
    rifleGrenadeEffect #3

    • On Apply

    Perform the following actions:

    • Modify Threat
      - Is Taunt = (bool) false
      - Amount Max = (float) 0
      - Amount Min = (float) 0
      - Amount Percent = (float) -0.99
      - Standard Health Percent Max = (float) 0
      - Standard Health Percent Min = (float) 0
    • Add effect #4 to TARGET from TARGET
  • [0s] [not displayed]
    rifleGrenadeEffect #4

    • On Apply

    Perform the following actions:

    • Add effect #5 to TARGET from TARGET
  • [0s] [not displayed]
    rifleGrenadeEffect #5

    • On Apply

    Perform the following actions:

    • Modify Threat
      - Is Taunt = (bool) false
      - Amount Max = (float) 50000
      - Amount Min = (float) 50000
      - Amount Percent = (float) 0
      - Standard Health Percent Max = (float) 0
      - Standard Health Percent Min = (float) 0