The type of event that will trigger the associated effect. Chance to trigger on the associated event. Should be a number between 0 and 1, e. Some effects can only trigger every so often, used in conjunction with Chance.
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Some effects can only trigger so often on each unique target. Necessary if e. Chance to trigger using the Real PPM system, value should be number of procs per minute.
Seems that some still do in Legion, so check this to enable that behavior on a case-by-case basis. Disable unlucky streak prevention for RPPM triggers. Chance to proc using the Deck of Cards system, value should be an integer between 0 and Deck Size. Deck size for the Deck of Cards system. How many times to execute the triggered effect s. Defaults to 1 if left blank, changing this is rare. The proc is tried once for success or failure, and then it executes the effect s this many times as opposed to trying the proc this many times.
Set to control the order that this effect triggers in relation to other effects that trigger off the same event. Any value or less go before triggers with no order specified. Any value 10, or more goes after triggers with no order specified.
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The unit or units that should perform the triggered effects. It is rare to change this to something different than the current actor Self. The code names of the specific pets that should perform the triggered effects. For Pet Conditional mode, will only try pets of this kind.
Condition used to filter all active pets, return true to allow the pet or false to skip. If specified, restricts which spell events will trigger this effect.
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By default all spells can trigger an effect. If true, will only match active spells. If true, will only match passive spells. If true, will not match spells associated to an equipped item, enchant or a consumable. If set to something other than None, only spells and effects that match this spell school will pass the filter. It must be an exact match unless the School Inclusive option is used.
Usually the spell school filter must be an exact match e. Astral would only match Astral spells. When Inclusive is checked, any Astral, Nature, or Arcane spell will match.
If true, will only match spells with a power cost defined. If true, will only match spells with an alternate power cost defined. If true, will only match spells with at least one damage effect direct or periodic. If true, will only match spells with at least one helpful effect heal or ally buff.
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If true, will only match spells with at least one periodic effect, and will only match periodic effects if targeted at an effect directly. If true, will only match spells that have no periodic effects, and will only match periodic effects if targeted at an effect directly. If true, will only match spells with at least one damage effect that is flagged as an auto attack, and only damage effects flagged as auto attack if targeted at an effect directly. If true, will only match spells that have no effects flagged as auto attacks.
If true, will only trigger from damage or periodic damage effects that are not flagged as off hand. If true, will only trigger from damage or periodic damage effects that are flagged as off hand. If true, will only trigger from damage or periodic damage effects that are flagged as weapon attacks. Used only for items. If true and the player is a non-caster, only triggers on effects explicitly flagged as triggering caster items. If true and the player is melee, only triggers on effects explicitly flagged as triggering ranged items.
Only trigger from effects initiated by the specified units. The default value is Player, meaning triggers only fire when the current actor is the player. List of spell or effect Code Names. ONLY these spells or effects will pass the filter if this is the only filter.
These spells or effects will NOT pass the filter. A custom filter condition called for each spell, return true to allow the spell.
The name of the spell being checked is accessible via TriggerSpell. This is only evaluated once when the simulation starts, so only use static quantities like HasTalent, etc. The list of everything that this spell causes to happen. By default an Effect inherits identifying information from its Spell, but you can override it to give a specific Effect a different identity. The game does this sometimes, e.
Remember that if you give a Code Name to e.
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Must be CamelCase, no special characters, start with a letter. Spell display name. This can override the auto-maintained Display Name which tends to get overwritten whenever you save.
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Overrides the parent Group Under ID. For display only, overrides the parent Use Spell ID. It is common that a damage effect will have a different spell ID than actual spell that you cast to do that damage. Use this spell ID to get the right use count for an effect from the spell that is directly used. If true, this effect will be hidden on reports. Useful for 'artificial' effects that shouldn't impact counts and stuff in the output report. Damage formula for Damage effects. Only necessary if a spell has a special, spell-specific critical damage multiplier.
The game has two different kinds of crit damage modifiers that combine differently, these are the more confusing ones because the tooltip generally shows half of the actual value. Most shields absorb all damage, but some are limited to just physical or just magical. This shield can only absorb damage from the next attack that could hit it whether that attack does any damage to the shield or not. Healing formula for Heal or Shield effects. Only necessary if a spell has a special, spell-specific critical healing multiplier.