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[DNT] Fire the Missiles

Spell

[DNT] Fire the Missiles

Physical

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Instant castTwo-Hundred Yard Range

Firing.

[DNT] Fire the Missiles

Tooltip

Firing.

How it works

[DNT] Fire the Missiles is built from 8 client effects, applied in this order:

  1. Effect 1 is effect type 140, which the datamine does not name. It triggers Crash.
  2. Effect 2 is effect type 140, which the datamine does not name. It triggers Crash.
  3. Effect 3 is effect type 140, which the datamine does not name. It triggers Crash.
  4. Effect 4 is effect type 140, which the datamine does not name. It triggers Crash.
  5. Effect 5 is effect type 140, which the datamine does not name. It triggers Crash.
  6. Effect 6 is effect type 140, which the datamine does not name. It triggers Crash.
  7. Effect 7 is effect type 140, which the datamine does not name. It triggers Crash.
  8. Effect 8 is effect type 140, which the datamine does not name. It triggers Crash.

What it does

[DNT] Fire the Missiles is a spell with an instant cast and a range of 200 yards. It also casts Crash.

Generated from the SpellEffect, SpellMisc, SpellCooldowns and SpellRange records in the current retail game build. Effects the client marks as internal hooks are left out.

Spell Details

SchoolPhysical
Range200 yards (Two-Hundred Yard Range)
Cast timeInstant
Effect #1Effect 140
Trigger spell: Crash
Effect #2Effect 140
Trigger spell: Crash
Effect #3Effect 140
Trigger spell: Crash
Effect #4Effect 140
Trigger spell: Crash
Effect #5Effect 140
Trigger spell: Crash
Effect #6Effect 140
Trigger spell: Crash
Effect #7Effect 140
Trigger spell: Crash
Effect #8Effect 140
Trigger spell: Crash

Raw client values from the current retail game build. Where the game data carries no name for an id, the id is shown as is.

Comments

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