1. Pouvoirs
  2. flashpoint
  3. corellia
  4. empire
  5. enemy
  6. boss
  7. boss_3
  8. force_quake_precast

Séisme de Force

forcequake

Séisme de Force

Attributs

Conditions

Métadonnées

Users

Used by

Related effects, buffs and debuffs

Please click on an effect below to view its details.

Ability activation
1
forcequake
Séisme de Force
2
forcequake
Séisme de Force
3
forcequake
Séisme de Force
  • [0s] [not displayed]
    forcequakeEffect #1

  • 1
    • When effect is applied

    Override target to:

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

    Only when the following conditions are met:

      • <
        • If no previous subeffect met its conditions
        AND
        • If TARGET does not have any effect with the tag tag.​abl.​flashpoint.​corellia.​empire.​enemy.​boss_3.​recent_force_quake_target
        >

    Perform the following actions:

    • Add effect #2 to TARGET from CASTER
    • Add effect #3 to TARGET from CASTER
  • 2
    • When effect is applied

    Override target to:

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

    Only when the following conditions are met:

      • If no previous subeffect met its conditions

    Perform the following actions:

    • Add effect #2 to TARGET from CASTER
    • Add effect #3 to TARGET from CASTER
  • [hidden] [24s]
    forcequakeEffect #2

  • 1
    • When effect is applied

    Only when the following conditions are met:

      • If difficulty is set to 8-man

    Perform the following actions:

    • Create Area Effect
      - Use Target Bounding Volume = (bool) true
      - Expire On Effect Removal = (bool) true
      - InitialPositionOffsetRelative = (bool) false
      - OnTickVfxSynchronizeMovementUpdates = (bool) true
      - OnTickVfxSynchronizeRotationUpdates = (bool) true
      - OnTickVfxSynchronizeScalingUpdates = (bool) true
      - InitialOrientation_DisablePitch = (bool) false
      - LocalRotation_DisablePitch = (bool) false
      - InitialPosition_Type = (string) aoePositionOptionType_Entity
      - InitialPosition_EntityType = (string) aoeTarget_Target
      - InitialPosition_X_ScalarType = (string) aoeScalarType_LiteralValue
      - InitialPosition_Y_ScalarType = (string) aoeScalarType_LiteralValue
      - InitialPosition_Z_ScalarType = (string) aoeScalarType_LiteralValue
      - InitialOrientation_Type = (string) aoeOrientationOptionType_EntityFacing
      - InitialOrientation_FacingEntityType = (string) aoeTarget_Target
      - Shape Type = (string) aoeSphere
      - Target Conditions = (string) aoeTargetCondition_IsPlayer
      - InitialOrientation_Pitch_ScalarType = (string) aoeScalarType_LiteralValue
      - InitialOrientation_Yaw_ScalarType = (string) aoeScalarType_LiteralValue
      - InitialOrientation_Roll_ScalarType = (string) aoeScalarType_LiteralValue
      - Radius_ScalarType = (string) aoeScalarType_LiteralValue
      - Area Effect Tag = (string)
      - Ability Caster = (string) aoeAbilityCaster_Caster
      - Ability Target = (string) aoeAbilityTarget_Target
      - Looping Vfx = (string)
      - On Tick Vfx = (string) abilities/jedi_consular/jc_forcequake_targetarea_dynamic
      - LocalRotationType = (string) aoeRotation_None
      - OnTickVfxSource = (string) aoeVfxEntity_AreaEffect
      - LoopingVfxPlaystyle = (string) aoeVfx_None
      - OnTickVfxPlaystyle = (string) aoeVfx_AttachToAreaEffect
      - Effect Number = (int) 0
      - Ability Spec =

      Vague de Force

      FQN: abl.​flashpoint.​corellia.​empire.​enemy.​boss.​boss_3.​force_quake

      Vague de Force

      - Min Tick Count = (int) 21
      - Max Tick Count = (int) 21
      - Tick Rate = (float) 1
      - Min Lifespan = (float) 24
      - Max Lifespan = (float) 24
      - InitialPosition_X_Value = (float) 0
      - InitialPosition_Y_Value = (float) 0
      - InitialPosition_Z_Value = (float) 0
      - InitialOrientation_Pitch_Value = (float) 0
      - InitialOrientation_Yaw_Value = (float) 0
      - InitialOrientation_Roll_Value = (float) 0
      - Radius_Value = (float) 0,8
      - Min Distance = (float) 0
      - First Tick Delay = (float) 3
      - LoopingVfxLocalScale_X = (float) 18
      - LoopingVfxLocalScale_Y = (float) 1
      - LoopingVfxLocalScale_Z = (float) 18
      - OnTickVfxLocalScale_X = (float) 1
      - OnTickVfxLocalScale_Y = (float) 1
      - OnTickVfxLocalScale_Z = (float) 1
    • Play appearance epp.flashpoint.corellia.empire.enemy.boss.boss_3.forcequake_indicator
  • 2
    • When effect is applied

    Only when the following conditions are met:

      • If difficulty is set to 16-man

    Perform the following actions:

    • Create Area Effect
      - Use Target Bounding Volume = (bool) true
      - Expire On Effect Removal = (bool) true
      - InitialPositionOffsetRelative = (bool) false
      - OnTickVfxSynchronizeMovementUpdates = (bool) true
      - OnTickVfxSynchronizeRotationUpdates = (bool) true
      - OnTickVfxSynchronizeScalingUpdates = (bool) true
      - LocalRotation_DisablePitch = (bool) false
      - InitialPosition_Type = (string) aoePositionOptionType_Entity
      - InitialPosition_EntityType = (string) aoeTarget_Target
      - InitialPosition_X_ScalarType = (string) aoeScalarType_LiteralValue
      - InitialPosition_Y_ScalarType = (string) aoeScalarType_LiteralValue
      - InitialPosition_Z_ScalarType = (string) aoeScalarType_LiteralValue
      - InitialOrientation_Type = (string) aoeOrientationOptionType_WorldCoordinates
      - Shape Type = (string) aoeSphere
      - Target Conditions = (string) aoeTargetCondition_IsPlayer
      - InitialOrientation_Pitch_ScalarType = (string) aoeScalarType_LiteralValue
      - InitialOrientation_Yaw_ScalarType = (string) aoeScalarType_LiteralValue
      - InitialOrientation_Roll_ScalarType = (string) aoeScalarType_LiteralValue
      - Radius_ScalarType = (string) aoeScalarType_LiteralValue
      - Area Effect Tag = (string)
      - Ability Caster = (string) aoeAbilityCaster_Caster
      - Ability Target = (string) aoeAbilityTarget_Target
      - Looping Vfx = (string)
      - On Tick Vfx = (string) abilities/jedi_consular/jc_forcequake_targetarea_dynamic
      - LocalRotationType = (string) aoeRotation_None
      - OnTickVfxSource = (string) aoeVfxEntity_AreaEffect
      - LoopingVfxPlaystyle = (string) aoeVfx_None
      - OnTickVfxPlaystyle = (string) aoeVfx_AttachToAreaEffect
      - Effect Number = (int) 0
      - Ability Spec =

      Vague de Force

      FQN: abl.​flashpoint.​corellia.​empire.​enemy.​boss.​boss_3.​force_quake

      Vague de Force

      - Min Tick Count = (int) 12
      - Max Tick Count = (int) 12
      - Tick Rate = (float) 2
      - Min Lifespan = (float) 23,1
      - Max Lifespan = (float) 23,1
      - InitialPosition_X_Value = (float) 0
      - InitialPosition_Y_Value = (float) 0
      - InitialPosition_Z_Value = (float) 0
      - InitialOrientation_Pitch_Value = (float) 0
      - InitialOrientation_Yaw_Value = (float) 0
      - InitialOrientation_Roll_Value = (float) 0
      - Radius_Value = (float) 0,8
      - Min Distance = (float) 0
      - First Tick Delay = (float) 3
      - LoopingVfxLocalScale_X = (float) 18
      - LoopingVfxLocalScale_Y = (float) 1
      - LoopingVfxLocalScale_Z = (float) 18
      - OnTickVfxLocalScale_X = (float) 1
      - OnTickVfxLocalScale_Y = (float) 1
      - OnTickVfxLocalScale_Z = (float) 1
    • Play appearance epp.flashpoint.corellia.empire.enemy.boss.boss_3.forcequake_indicator
  • [hidden] [11s]
    forcequakeEffect #3