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

Ramassage des obus de mortier...

remotecontrol

Ramassage des obus de mortier...

Pouvoir de butin des obus de mortier. La mine a 33 % de chances d'exploser (tuant le joueur). Une fois qu'elle a explosé, le pouvoir décide au hasard dans quelle direction le souffle de l'explosion projettera le joueur.

Attributs

Conditions

Métadonnées

Users

Triggered by looting (2)

Related effects, buffs and debuffs

Please click on an effect below to view its details.

Ability activation
1
remotecontrol
Ramassage des obus de mortier...
2
remotecontrol
Ramassage des obus de mortier...
3
remotecontrol
Ramassage des obus de mortier...
4
remotecontrol
Ramassage des obus de mortier...
  • [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]
    remotecontrolRamassage des obus de mortier...

  • 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]
    remotecontrolRamassage des obus de mortier...

  • 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]
    remotecontrolRamassage des obus de mortier...

  • 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