1. Abilities
  2. test
  3. ammer
  4. force_throw_test
  5. final
  6. ability_pull_dynamic

[ability_pull_dynamic]

[ability_pull_dynamic]

This ability is executed by the target of the "Force Throw" ability. Makes the target grab a nearby dynamic object, and pull it to him.

Attributes

Conditions

Metadata

Users

Related effects, buffs and debuffs

Please click on an effect below to view its details.

Ability activation
1
1
[ability_pull_dynamic] – COMMENT: This effect checks to see if there are any mine-rigged throwables first, then executes the proper effect based on what it finds.
2
[ability_pull_dynamic] – COMMENT: This effect gets executed if Effect 1 finds any throwables with mines attached.
3
[ability_pull_dynamic] – COMMENT: This effect gets executed as a fallthrough if no mine-rigged throwables are found.
4
[ability_pull_dynamic] – COMMENT: This effect handles the actual damage/stun to the player's target.
  • [hidden] [0s]
    Effect #1
    COMMENT: This effect checks to see if there are any mine-rigged throwables first, then executes the proper effect based on what it finds.

  • 1
    • When effect is applied

    Override target to:

    • AoE Sphere
      - AOE Include Phase Players = (bool) false
      - Max Targets = (int) 1
      - Sort Type = Closest
      - Radius = 35m

    Only when the following conditions are met:

    Perform the following actions:

    • Modify Charges
      - Tag = (string)
      - Ability Spec = 0
      - Amount Max = (float) -1
      - Amount Min = (float) -1
      - Amount Percent = (float) -100
    • Add effect #2 to TARGET from TARGET
  • 2
    • When effect is applied

    Only when the following conditions are met:

      • <
        • If stacks of this effect = 1
        AND
        • If previous subeffect did not meet all conditions
        >

    Perform the following actions:

    • Add effect #3 to TARGET from TARGET
  • [hidden] [0s]
    Effect #2
    COMMENT: This effect gets executed if Effect 1 finds any throwables with mines attached.

  • 1
    • When effect is applied

    Perform the following actions:

    • Immobilize but allow rotation
    • Ballistic To Caster
      - Knockdown = (int) 2
      - Height = (float) 4
    • 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) 2
      - Spell Type = (int) 1
      - Travel Speed = (float) 4.45
      - Travel Time = (time) 0s
    • Play appearance epp.test.ammer.force_throw_test.npc_pull_object_hit
  • 2
    • When projectile completed travel and hit target

    Perform the following actions:

    • 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
    • Add effect #4 to TARGET from TARGET
  • [hidden] [0s]
    Effect #3
    COMMENT: This effect gets executed as a fallthrough if no mine-rigged throwables are found.

  • 1
    • When effect is applied

    Perform the following actions:

    • Immobilize but allow rotation
    • Ballistic To Caster
      - Knockdown = (int) 2
      - Height = (float) 4
    • 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) 2
      - Spell Type = (int) 1
      - Travel Speed = (float) 4.45
      - Travel Time = (time) 0s
    • Play appearance epp.test.ammer.force_throw_test.npc_pull_object_hit
  • 2
    • When projectile completed travel and hit target

    Perform the following actions:

    • 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
    • Add effect #4 to TARGET from TARGET
  • [hidden] [2s]
    Effect #4
    COMMENT: This effect handles the actual damage/stun to the player's target.

  • 1
    • When effect is applied

    Perform the following actions:

    • Play appearance epp.test.ammer.force_throw_test.dynamic_object_death
  • 2
    • When effect is applied

    Only when the following conditions are met:

      • If CASTER does not have 1 or more effects with the tag tag.​abl.​test.​ammer.​force_throw_test.​do_not_move

    Perform the following actions:

    • Ballistic Impulse, centered at caster, immediately knockdown, momentum = 1.1, 38° pitch, 180° yaw
    • Damage
      - Damage Type = (int) 1
      - Level Cap = (int) 0
      - Amount Max = (float) 85
      - Amount Min = (float) 55
      - Amount Percent = (float) 0
      - Threat Percent = (float) 0
      - Standard Health Percent Max = (float) 0
      - Standard Health Percent Min = (float) 0
      - Damage Modifier = (float) 0
    • Stun the TARGET