1. Abilities
  2. npc
  3. ability
  4. custom
  5. boss
  6. flashpoint
  7. ira
  8. storm_squad_commander
  9. hard
  10. explosive_round

Explosive Round

rifleGrenade

Explosive Round

Fire a heavy round from the rifle that deals kinetic damage to the primary target and kinetic damage to up to 3 targets within 5 meters.

Attributes

Conditions

Metadata

Users

Used by
  • class.npc.humanoid.boss.ira.storm_squad_commander.hard.storm_squad_commander

Related effects, buffs and debuffs

Please click on an effect below to view its details.

Ability activation
1
rifleGrenade
Explosive Round
2
rifleGrenade
Explosive Round
3
rifleGrenade
Explosive Round
4
rifleGrenade
Explosive Round
  • [0s] [not displayed]
    rifleGrenadeEffect #1

  • 1
    • When effect is applied

    Override target to:

    • Random Enemy
      - Ignore Current = (bool) true
      - Ignore NPC = (bool) true
      - Ignore PC = (bool) false
      - Ignore CC = (bool) true

    Only when the following conditions are met:

      • <
        • If TARGET does not have any effect with the tag tag.​abl.​flashpoint.​ira.​stormsquad.​explosive_round_exempt
        AND
        • If TARGET is alive
        >

    Perform the following actions:

    • Add effect #2 to TARGET from CASTER
    • Add effect #4 to TARGET from TARGET
  • 2
    • When effect is applied

    Override target to:

    • Random Enemy
      - Ignore Current = (bool) false
      - Ignore NPC = (bool) true
      - Ignore PC = (bool) false
      - Ignore CC = (bool) true

    Only when the following conditions are met:

      • <
        • If TARGET does not have any effect with the tag tag.​abl.​flashpoint.​ira.​stormsquad.​explosive_round_exempt
        AND
        • If TARGET is alive
        AND
        • If previous subeffect did not meet all conditions
        >

    Perform the following actions:

    • Add effect #2 to TARGET from CASTER
    • Add effect #4 to TARGET from TARGET
  • [hidden] [0s]
    rifleGrenadeEffect #2

  • 1
    • When effect is applied

    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) 4
      - Travel Time = (time) 0s
  • 2
    • When effect is applied

    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) 3
      - Travel Time = (time) 0s
  • 3
    • 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.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) 0s
  • 4
    • When projectile completed travel and hit target

    Only when the following conditions are met:

      • <
        • If TARGET is alive
        AND
        • If TARGET is an enemy
        >

    Perform the following actions:

    • Spell Damage
      - Disable Crit Roll = (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) 0.35
      - Standard Health Percent Min = (float) 0.35
      - Amount Modifier Percent = (float) 0
      - Coefficient = (float) 0
      - Health Steal Percentage = (float) 0
      - Standard Rating Percent Min = (float) 0
      - Standard Rating Percent Max = (float) 0
    • Add effect #3 to TARGET from CASTER
  • [hidden] [0.1s]
    rifleGrenadeEffect #3

  • 1
    • When effect is applied

    Perform the following actions:

    • Play appearance epp.trooper.fast_reload.cast_instant, dependent on calling effect
  • [hidden] [15s]
    rifleGrenadeEffect #4