1. Pouvoirs
  2. bounty_hunter
  3. skill
  4. shield_tech
  5. mods
  6. tier2
  7. friendly_grapple

Plan d'extraction

grapple

Plan d'extraction

Lance un grappin qui attire la cible vers le Chasseur de primes et génère une grande quantité d'animosité. De plus, le grappin peut également attirer des alliés. Inutilisable sur les cibles à couvert.

Remplace le grappin.

Attributs

Conditions

Métadonnées

Users

Used by
  • apc.bounty_hunter.powertech.shield_tech_mods
  • apc.test.cdurel.class_prototypes.bh_trooper.powertech_shield_tech_mods

Related effects, buffs and debuffs

Please click on an effect below to view its details.

Ability activation
1
grapple
Plan d'extraction
2
grapple
Plan d'extraction
3
immobilizedImmobilisation (techno) – Incapacité de se déplacer.
4
movementSlowedRalentissement (techno) – Vitesse de déplacement réduite.
5
grapple
Plan d'extraction
6
grapple
Plan d'extraction
  • [hidden] [0s]
    grappleEffect #1

  • 1
    • When effect is applied

    Perform the following actions:

    • Play appearance epp.bounty_hunter.grapple.grapple_cast
    • 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) 6
      - Travel Time = (time) 0s
  • 2
    • When projectile completed travel and hit target

    Only when the following conditions are met:

    Perform the following actions:

    • Modify Threat
      - Is Taunt = (bool) false
      - Amount Max = (float) 0
      - Amount Min = (float) 0
      - Amount Percent = (float) 0
      - Standard Health Percent Max = (float) 1,6
      - Standard Health Percent Min = (float) 1,6
    • 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) 0,151
      - Standard Health Percent Min = (float) 0,111
      - Amount Modifier Percent = (float) 0
      - Coefficient = (float) 1,31
      - Health Steal Percentage = (float) 0
      - Standard Rating Percent Min = (float) 0
      - Standard Rating Percent Max = (float) 0
    • Add effect #2 to TARGET from CASTER
    • Add effect #3 to TARGET from CASTER
    • Add effect #4 to TARGET from CASTER
    • Add effect #5 to TARGET from CASTER
  • 3
    • When projectile completed travel and hit target

    Only when the following conditions are met:

      • <
        • If previous subeffect did not meet all conditions
        AND
        • If the Tech spell hit
        >

    Perform the following actions:

    • Modify Threat
      - Is Taunt = (bool) false
      - Amount Max = (float) 0
      - Amount Min = (float) 0
      - Amount Percent = (float) 0
      - Standard Health Percent Max = (float) 1,6
      - Standard Health Percent Min = (float) 1,6
    • Add effect #2 to TARGET from CASTER
    • Add effect #3 to TARGET from CASTER
    • Add effect #4 to TARGET from CASTER
  • 4
    • When projectile completed travel and hit target

    Only when the following conditions are met:

      • <
        • If TARGET is in CASTER's group
        AND
        • If previous subeffect did not meet all conditions
        AND
        • If the Tech spell hit
        >

    Perform the following actions:

    • Modify Threat
      - Is Taunt = (bool) false
      - Amount Max = (float) 0
      - Amount Min = (float) 0
      - Amount Percent = (float) 0
      - Standard Health Percent Max = (float) 1,6
      - Standard Health Percent Min = (float) 1,6
    • Add effect #6 to TARGET from CASTER
    • Add effect #3 to TARGET from CASTER
    • Add effect #4 to TARGET from CASTER
  • [0s] [not displayed]
    grappleEffect #2

  • 1
    • When effect is applied

    Perform the following actions:

    • Ballistic To Caster
      - Knockdown = (int) 1
      - Height = (float) 0
  • [0s] [not displayed]
    grappleEffect #5

  • 1
    • When effect is applied

    Override target to:

    • Caster

    Perform the following actions:

    • Add effect #6 to TARGET from CASTER
  • [0s] [not displayed]
    grappleEffect #6

  • 1
    • When effect is applied

    Perform the following actions:

    • Ballistic To Caster
      - Knockdown = (int) 1
      - Height = (float) 0