1. Abilities
  2. qtr
  3. flashpoint
  4. czerka
  5. enemy
  6. boss
  7. aklay
  8. grapple

Grapple

grapple

Grapple

Pulls enemy target to the caster.

Attributes

Conditions

Metadata

Users

Used by
  • class.npc.qtr.flashpoint.czerka.enemy.boss.czerka_aklay

Related effects, buffs and debuffs

Please click on an effect below to view its details.

Ability activation
1
grapple
Grapple
2
grapple
Grapple
3
grapple
Grapple
  • [hidden] [0s] [not displayed]
    grappleEffect #1

  • 1
    • When effect is applied

    Override target to:

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

    Only when the following conditions are met:

      • <
        • If CASTER is positioned 10m to 70m to melee distance of TARGET
        AND
        • If TARGET is alive
        >

    Perform the following actions:

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

  • 1
    • When effect is applied

    Perform the following actions:

    • Play appearance epp.qtr.flashpoint.czerka.enemy.boss.aklay.grapple
    • 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) 2.5
      - Travel Time = (time) 0s
  • 2
    • When projectile completed travel and hit target

    Only when the following conditions are met:

      • <
        • If TARGET is alive
        AND
        • If TARGET has an effect with the tag tag.​abl.​qtr.​flashpoint.​czerka.​boss.​aklay.​exploit
        >

    Perform the following actions:

    • Play appearance epp.bounty_hunter.electro_dart.electro_dart_loop
    • Instantly kill the TARGET
  • 3
    • When projectile completed travel and hit target

    Only when the following conditions are met:

      • If TARGET is alive

    Perform the following actions:

    • Add effect #3 to TARGET from CASTER
  • [0s] [not displayed]
    grappleEffect #3

  • 1
    • When effect is applied

    Perform the following actions:

    • Ballistic To Caster
      - Knockdown = (int) 1
      - Height = (float) 2