[DNT] Dog Trader
Gebiet: Spinnendschungel, Inferno, Grenze des Königreichs, Purpurküste, Cenoten, Vergessene Gezeiten, Sandbank, Gletscherweg, Weite, Nest, Massaker, Versteckte Grotte, Heulende Hallen, Wasserfall, Überwucherte Promenade, Hohlweg, Eisige Tiefen, Wüstenturm, Dorf der Vaal, Stadtrand der Vaal, Öl-Lache, Steppe, Überfluss, Felsentümpel, Üppiger Bau, Schatten, Befall, Verlassenheit, Oase, Fracht, Bastion, Zuflucht, Fäulnishöhle
Spectre | N |
---|---|
Area | Spinnendschungel, Inferno, Grenze des Königreichs, Purpurküste, Cenoten, Vergessene Gezeiten, Sandbank, Gletscherweg, Weite, Nest, Massaker, Versteckte Grotte, Heulende Hallen, Wasserfall, Überwucherte Promenade, Hohlweg, Eisige Tiefen, Wüstenturm, Dorf der Vaal, Stadtrand der Vaal, Öl-Lache, Steppe, Überfluss, Felsentümpel, Üppiger Bau, Schatten, Befall, Verlassenheit, Oase, Fracht, Bastion, Zuflucht, Fäulnishöhle |
Tags | Arrow_onhit_audio, human, humanoid, immobile, not_int, not_str, red_blood |
Leben
100%
Ausweichen
+100%
Ailment Threshold
%
Widerstand
0
0
0
0
Damage
100%
Genauigkeit
100%
Kritische Trefferchance
+5%
Multiplikator für kritische Treffer
+130%
Attack Distance
6 ~ 150
Attack Time
5.595 Second
Damage Spread
±20%
Erfahrung
100%
Model Size
100%
Type
DogTrader
Metadata
DogTrader_
The following values do not include map affix bonuses, monster buff bonuses, altar bonuses, atlas skill bonuses.
Stufe
65
Leben
6,513
Rüstung
2,893
Ausweichen
440
Energieschild
0
Damage
212
Zauberschaden
212
Genauigkeit
0
Attack Time
5.595
Erfahrung
21,507
The following values are skill base values and do not include map affix bonuses, monster buff bonuses, altar bonuses, atlas skill bonuses, monster base damage(ex: The Maven 150% multiplier), monster rarity bonuses (ex: unique 70% more, unique attack 33% less).
Melee
Attack, RangedAttack, MirageArcherCanUse, Projectile, MeleeSingleTarget, Multistrikeable, Melee, ProjectilesFromUser
Basisangriff
Base Damage: 170–255
[Critical|Kritische Trefferchance]: 5%
Attack Time: 5.595 Sek.
skill can fire wand projectiles [1]
Object Type
version 2 extends "Metadata/Monsters/Monster" Actor { main_hand_unarmed_type = "Bow" slow_animations_go_to_idle = false basic_action = "ChangeToStance1" basic_action = "ChangeToStance2" } BaseEvents { on_construction_complete = "globals.guardnpc = this;" } Positioned { team = 1 force_placement = true } Stats { set_cannot_die = 1 set_monster_no_additional_player_scaling = 1 set_cannot_be_chained_from = 1 untargetable_by_monster_ai = 1 projectile_uses_contact_position = 1 } StateMachine {} NPC {} Transitionable { num_states = 2 } Animated { animated_object = "Metadata/NPC/Four_Act1/DogTrader.ao" }
Object Type Codes
version 2 extends "Metadata/Monsters/Monster" Render { } Targetable { targetable = false } Transitionable { on_transition_to_2 = " SetProximityTriggerRadius( 50 ); SetRotation(259); PlayAnimation( gate_open_01 ); QueueAnimation( idle_01 ); " create_transitioned = "PlayAnimation( idle_01 );" } ProximityTrigger { radius = 0 condition = "players" on_triggered = "PlayTextAudio( ClearfellGuardMillerDeathRandom , 'Metadata/Monsters/NPC/DogtraderRiverbank');" }
-- src\Data\Spectres.lua minions["Metadata/Monsters/NPC/DogTrader_"] = { name = "[DNT] Dog Trader", life = 1, fireResist = 0, coldResist = 0, lightningResist = 0, chaosResist = 0, damage = 1, damageSpread = 0.2, attackTime = 5.595, attackRange = 150, accuracy = 1, weaponType1 = "Bow", skillList = { "Melee", }, modList = { }, } -- src\Data\Skills\spectre.lua skills["Melee"] = { name = "Basic Attack", hidden = true, color = , baseEffectiveness = 0, incrementalEffectiveness = 0, skillTypes = { [SkillType.Attack] = true, [SkillType.RangedAttack] = true, [SkillType.MirageArcherCanUse] = true, [SkillType.Projectile] = true, [SkillType.MeleeSingleTarget] = true, [SkillType.Multistrikeable] = true, [SkillType.Melee] = true, [SkillType.ProjectilesFromUser] = true, }, statDescriptionScope = "skill_stat_descriptions", castTime = 1, baseFlags = { attack = true, melee = true, projectile = true, }, baseMods = { }, qualityStats = { }, stats = { "skill_can_fire_arrows", "skill_can_fire_wand_projectiles", }, levels = { [1] = {levelRequirement = 1, statInterpolation = {}, cost = { }, }, }, }