1. Abilities
  2. placeables
  3. location
  4. ord_mantell
  5. world
  6. republic_roulette
  7. player_collect_mine

Recovering Mortar Shell...

remotecontrol

Recovering Mortar Shell...

This is the loot ability on the mortar shells. There's a 33% chance that the mine will blow (killing the Player), and once the mine blows, the ability randomly decides which way to blow the Player.

Attributes

Conditions

Metadata

Users

Triggered by looting (2)

Related effects, buffs and debuffs

Please click on an effect below to view its details.

Ability activation
1
remotecontrol
Recovering Mortar Shell...
2
remotecontrol
Recovering Mortar Shell...
3
remotecontrol
Recovering Mortar Shell...
4
remotecontrol
Recovering Mortar Shell...
  • [0s] [not displayed]
    remotecontrolEffect #1

  • 1
    • When effect is applied

    Override target to:

    • Caster

    Only when the following conditions are met:

      • If a random chance of 33% is met

    Perform the following actions:

    • Play appearance epp.quest.location.ord_mantell.world.republic_roulette.detonate_mine
    • Add effect #3 to TARGET from CASTER
  • 2
    • When effect is applied

    Only when the following conditions are met:

      • If previous subeffect did not meet all conditions

    Perform the following actions:

    • Loot Placeable
    • Play appearance epp.placeables.rewire.slice_low_end
  • [1s]
    remotecontrolRecovering Mortar Shell...

  • 1
    • When effect expires

    Only when the following conditions are met:

      • If a random chance of 33% is met

    Perform the following actions:

    • Ballistic Impulse, centered at caster, eventually knockdown, momentum = 3.5, 75° pitch, 180° yaw
    • 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
  • 2
    • When effect expires

    Only when the following conditions are met:

      • If a random chance of 33% is met

    Perform the following actions:

    • Ballistic Impulse, centered at caster, eventually knockdown, momentum = 3, 70° pitch, 250° yaw
    • 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
  • 3
    • When effect expires

    Only when the following conditions are met:

      • If previous subeffect did not meet all conditions

    Perform the following actions:

    • Ballistic Impulse, centered at caster, eventually knockdown, momentum = 2.8, 85° pitch, 195° yaw
    • 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
  • [1s]
    remotecontrolRecovering Mortar Shell...

  • 1
    • When effect is applied

    Only when the following conditions are met:

      • If a random chance of 33% is met

    Perform the following actions:

    • Execute hydra hook PlayerBlewUp
    • Add effect #2 to TARGET from CASTER
  • 2
    • When effect is applied

    Only when the following conditions are met:

      • If previous subeffect did not meet all conditions

    Perform the following actions:

    • Add effect #4 to TARGET from CASTER
  • [1s]
    remotecontrolRecovering Mortar Shell...

  • 1
    • When effect expires

    Only when the following conditions are met:

      • If a random chance of 33% is met

    Perform the following actions:

    • Ballistic Impulse, centered at caster, eventually knockdown, momentum = 3.5, 75° pitch, 180° yaw
    • Damage
      - Damage Type = (int) 5
      - Level Cap = (int) 0
      - Amount Max = (float) 0
      - Amount Min = (float) 0
      - Amount Percent = (float) 25
      - Threat Percent = (float) 0
      - Standard Health Percent Max = (float) 0
      - Standard Health Percent Min = (float) 0
      - Damage Modifier = (float) 0
  • 2
    • When effect expires

    Only when the following conditions are met:

      • If a random chance of 33% is met

    Perform the following actions:

    • Ballistic Impulse, centered at caster, eventually knockdown, momentum = 3, 70° pitch, 250° yaw
    • Damage
      - Damage Type = (int) 5
      - Level Cap = (int) 0
      - Amount Max = (float) 0
      - Amount Min = (float) 0
      - Amount Percent = (float) 50
      - Threat Percent = (float) 0
      - Standard Health Percent Max = (float) 0
      - Standard Health Percent Min = (float) 0
      - Damage Modifier = (float) 0
  • 3
    • When effect expires

    Only when the following conditions are met:

      • If previous subeffect did not meet all conditions

    Perform the following actions:

    • Ballistic Impulse, centered at caster, eventually knockdown, momentum = 2.8, 85° pitch, 195° yaw
    • Damage
      - Damage Type = (int) 5
      - Level Cap = (int) 0
      - Amount Max = (float) 0
      - Amount Min = (float) 0
      - Amount Percent = (float) 75
      - Threat Percent = (float) 0
      - Standard Health Percent Max = (float) 0
      - Standard Health Percent Min = (float) 0
      - Damage Modifier = (float) 0