1. Abilities
  2. trooper
  3. skill
  4. combat_medic
  5. trauma_probe

Trauma Probe

guardprobe

Trauma Probe

Deploys a Trauma Probe with 7 charges that lasts up to 3 minutes. When the target is damaged, Trauma Probe loses 1 charge and heals the target for <<1>>. This effect cannot occur more than once every 2.5 seconds. A target may not have more than one Trauma Probe active.

Attributes

Conditions

Metadata

Users

Used by
  • apc.trooper.commando.combat_medic
  • apc.tutorial.trooper.commando.combat_medic.1

Related effects, buffs and debuffs

Please click on an effect below to view its details.

Ability activation
1
6
guardprobeTrauma Probe – Heals on damage taken.
2
guardprobe
Trauma Probe
3
guardprobe
Neighborly Probes
4
mercom_splashing_shells_repTrauma Shield – Absorbs damage.
5
guardprobe
Trauma Probe
  • [180s]
    guardprobeTrauma Probe
    Heals on damage taken.

  • 1
    • When effect is applied

    Perform the following actions:

    • Play appearance epp.trooper.trauma_probe.summon_cast
  • 2
    • When effect is refreshed

    Perform the following actions:

    • Play appearance epp.trooper.trauma_probe.summon_cast
    • Modify Charges
      - Tag = (string)
      - Ability Spec = 0
      - Amount Max = (float) 6
      - Amount Min = (float) 6
      - Amount Percent = (float) 0
  • 3
    • When character takes damage, not more than every 3s

    Only when the following conditions are met:

      • If TARGET is alive

    Perform the following actions:

    • Play appearance epp.trooper.trauma_probe.heal
    • Heal the TARGET with Tech for 0.52*BonusHeal + 0.026*StandardHealth, causing no threat
    • Add effect #2 to TARGET from CASTER
    • Add effect #3 to TARGET from CASTER
    • Add effect #4 to TARGET from CASTER
  • [0s] [not displayed]
    guardprobeNeighborly Probes

  • 1
    • When effect is applied

    Override target to:

    • AoE Sphere
      - AOE Include Phase Players = (bool) false
      - Max Targets = (int) 2
      - Sort Type = Least Health
      - Radius = 5.1m

    Only when the following conditions are met:

      • <
        • If TARGET does not have any effect with the tag tag.​abl.​utility.​not_aoe_healable
        AND
        • If TARGET is alive
        AND
        • If TARGET is a friend of CASTER
        AND
        • If TARGET != PRIMARY TARGET
        >

    Perform the following actions:

    • Play appearance epp.trooper.neighborly_probes.heal
    • Heal the TARGET with Tech for 0.13*BonusHeal + 0.0065*StandardHealth, causing no threat
  • [4s]
    mercom_splashing_shells_repTrauma Shield
    Absorbs damage.

  • 1
    • When effect is applied
    • When effect is refreshed

    Perform the following actions:

    • Add effect #5 to TARGET from CASTER
  • 2
    • When effect is applied

    Perform the following actions:

    • Play appearance epp.bounty_hunter.shell_shield.buff
  • 3
    • Before NPC with this effect takes damage

    Perform the following actions:

    • Absorb Damage
      - Damage Type = (int) 5
      - Spell Type = (int) 2
      - Level Cap = (int) 0
      - Amplifier Spec = (int) 0
      - Amount Max = (float) 0
      - Amount Min = (float) 0
      - Amount Percent = (float) 1
      - Standard Health Percent Max = (float) 0.013
      - Standard Health Percent Min = (float) 0.013
      - Max Damage Absorbed = (float) 0
      - Healing Power Coefficient = (float) 0.26
      - Standard Rating Percent Min = (float) 0
      - Standard Rating Percent Max = (float) 0
  • [hidden] [4.5s]
    guardprobeEffect #5