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| |- align="center" style="background-color:#ffffcc;" | | |- align="center" style="background-color:#ffffcc;" |
− | |width="100px"|'''State'''||'''Effect'''||'''State Chance'''||'''Duration (seconds)'''||'''Total Ticks'''||'''Damage Min'''||'''Damage Max'''||'''Damage Tick Size'''||'''Target Affect'''||'''State Affect''' | + | |width="100px"|'''State'''||'''Effect'''||'''State Chance'''||'''Duration (seconds)'''||'''Total Ticks'''||'''Damage Min'''||'''Damage Max'''||'''Damage Tick Size'''||'''Target Affect'''||'''State Affect'''||'''Attack Type''' |
| |- align="center" | | |- align="center" |
| ||[[Bleed (DOT)|Bleeding]] | | ||[[Bleed (DOT)|Bleeding]] |
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| ||target_single | | ||target_single |
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Revision as of 10:30, 17 September 2007
SWGANH Wiki is a repository of Star Wars Galaxies Developer information. This site is only meant to be used by SWGANH Developer team.
Description
/healthshot1 <target>: This ranged attack can wreak havoc with a target's Health pool drain and regeneration rates.
Command: /healthShot1
CommandQueue Entry: healthshot1 (6C4BAE17)
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Related Tags
0%
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This document has not been started.
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Ability
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This document relates to Player Abilities.
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Marksman
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This document is related to the Marksman Profession.
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Ability Breakdown & Details
This is a single target ranged attack. This ability causes a 120 second long bleed to the health pool, with a total of 6 ticks at 20 seconds invervals per tick. Each tick on the dot is equivilant to 20% of the initial damage done, so if a 1000 point damage hit was incurred, 200 of this would be allocated to the strength (size of each tick) of the bleed effect.
Target Effect
State |
Effect |
State Chance |
Duration (seconds) |
Total Ticks |
Damage Min |
Damage Max |
Damage Tick Size |
Target Affect |
State Affect |
Attack Type
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Bleeding
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health_Bleed
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100%
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120
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9
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0
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0
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20%
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target_single
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target_single
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ranged_area
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Dizzy
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dizzy_state
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30%
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30
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0
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0
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0
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0
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target_area
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target_area
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Ability Effects
Effect |
Duration (seconds) |
Success Chance |
Target Effect |
Value
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health_buff
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120
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100%
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target_self
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100
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Ability Flow
<graphviz>
digraph G
{
rankdir = LR;
node [shape=record, width=.2, height=.2];
node [width=1];
node1 [color="#929292", label = "Step 01", style="bold", fontname="arial",
fontcolor="#929292", URL="Test101"];
node2 [color="orange", label = "Step 02", style="bold", fontname="arial",
fontcolor="#458CAF", URL="Test102"];
node3 [color="orange", label = "Step 03", style="bold", fontname="arial",
fontcolor="#458CAF", URL="Test101"];
node1 -> node2:w [color="#929292"];
node2:w -> node3:e [color="#515FCA", constraint=false];
}
</graphviz>
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System Messages
SUI Prompt
Combat Chat Spam
ID |
Path |
Filename |
Trigger |
Player Message1 |
Player Message2 |
Other
Player's Message
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sapshot_block
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/string/en/
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cbt_spam.stf
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internal_command_string
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You use Sap Shot on %TT for %DI points of damage, but %ST blocks it!
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%TU uses Sap Shot on you for %DI points of damage, but you block it!
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%TU uses Sap Shot on %TT for %DI points of damage, but %ST blocks it!
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sapshot_counter
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/string/en/
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cbt_spam.stf
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internal_command_string
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You use Sap Shot on %TT for %DI points of damage, but %ST counterattacks!
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%TU uses Sap Shot on you for %DI points of damage, but you counterattack!
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%TU uses Sap Shot on %TT for %DI points of damage, but %ST counterattacks!
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sapshot_evade
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/string/en/
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cbt_spam.stf
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internal_command_string
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You use Sap Shot on %TT for %DI points of damage, but %ST evades it.
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%TU uses Sap Shot on you for %DI points of damage, but you evade it.
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%TU uses Sap Shot on %TT for %DI points of damage, but %ST evades it.
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sapshot_hit
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/string/en/
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cbt_spam.stf
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internal_command_string
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You use Sai Mai on %TT for %DI points of damage!
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%TU uses Sai Mai on you for %DI points of damage!
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%TU uses Sai Mai on %TT for %DI points of damage!
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sapshot_miss
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/string/en/
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cbt_spam.stf
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internal_command_string
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Your Sai Mai misses %TT.
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%TU's Sai Mai misses you.
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%TU's Sai Mai misses %TT.
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Fly Text
Formula(s)
Source References
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Ability HAM Costs
Modifier |
Value
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Health Cost |
0
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Action Cost |
0
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Mind Cost |
0
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Force Cost |
0
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Ability Multipliers
Modifier |
Value
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Health cost |
0.5
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Action cost |
0.75
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Mind cost |
0.5
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Force cost |
0
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Damage |
2.0
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Delay Time |
1.0
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