Thunderbolt Arrow

Status effect #12679 · Séraphin server

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#12679

Thunderbolt Arrow

Beneficial
Thunderbolt Arrow

During basic attack and skill attack, there is a chance to issue a thunderbolt which stuns your enemy.

How to get it?

Raw server dataRaw StateResource values, as read by the game server.

Effect by status effect level

Applies toServer formulaLv. 1
value_21 + 1 × lv.2
value_43 + 0 × lv.3
value_64 + 0.2 × lv.4.2

Values applied by the server: a ratio (0.1 = +10%) for amplifications, points for flat bonuses. The suggested level is the one of the auto-buff or of the shop pack.

Effect type
26 · EF_ADD_STATE_ON_ATTACK_OLD
Group
0 · No group
Exclusion groups (do not stack)
—
Can affect
characters, summoned creatures, monsters
Duration type (mask)
1
Icon file
icon_condition_0301

Values value_0 to value_19

SlotValueMeaning
value_06006m_vProcByAttack.back().proc = new StructStateProc(static_cast< StructState::StateCode >((int) value_0), value_2 + value_3 * lv, (value_4 + value_5 * lv) * 100, StructProc::ATTACKEE, 0);
value_21m_vProcByAttack.back().proc = new StructStateProc(static_cast< StructState::StateCode >((int) value_0), value_2 + value_3 * lv, (value_4 + value_5 * lv) * 100, StructProc::ATTACKEE, 0);
value_31m_vProcByAttack.back().proc = new StructStateProc(static_cast< StructState::StateCode >((int) value_0), value_2 + value_3 * lv, (value_4 + value_5 * lv) * 100, StructProc::ATTACKEE, 0);
value_43m_vProcByAttack.back().proc = new StructStateProc(static_cast< StructState::StateCode >((int) value_0), value_2 + value_3 * lv, (value_4 + value_5 * lv) * 100, StructProc::ATTACKEE, 0);
value_64m_vProcByAttack.push_back(_ATTACK_TAG(value_6 + value_7 * lv, 0, 0, 0, 0, StructState::NormalAttack, 99, NULL));
value_70.2m_vProcByAttack.push_back(_ATTACK_TAG(value_6 + value_7 * lv, 0, 0, 0, 0, StructState::NormalAttack, 99, NULL));
value_8110if(value_8 != ItemBase::CLASS_EVERY_WEAPON && weapon_class != value_8 && weapon_class != value_9 && weapon_class != value_10 && weapon_class != value_11)
value_9108if(value_8 != ItemBase::CLASS_EVERY_WEAPON && weapon_class != value_8 && weapon_class != value_9 && weapon_class != value_10 && weapon_class != value_11)