Goldgeschmolzene Knochenmasse
Gold-melted Bonemass
SpectreY
Tags2HSharpMetal_onhit_audio, bones, medium_movement, not_dex, not_int, undead
Leben
180%
Rüstung
+100%
Widerstand
0 0 0 0
Damage
162%
Genauigkeit
100%
Kritische Treffer Chance
5%
Bonus für kritische Treffer
+30%
Attack Distance
5 ~ 14
Angriffszeit
1.5 Second
Damage Spread
±20%
Erfahrung
120%
Model Size
100%
Type
MassGoldSkeleton
Metadata
MassGoldSkeleton_
Stufe
68
Leben
13,963
Rüstung
6,902
Ausweichwert
477
Damage
378
Zauberschaden
378
Genauigkeit
2,180
Angriffszeit
1.5
Erfahrung
34,361
Minion Life
20,304
Minion Damage
3,072
Minion Armour
13,804
MeleeAtAnimationSpeed
Attack, RangedAttack, MirageArcherCanUse, Projectile, MeleeSingleTarget, Multistrikeable, Melee, ProjectilesFromUser
Basisangriff
Base Damage: 302–453
Kritische Trefferchance: 5%
Angriffszeit: 1.5 Sek.
action attack or cast time uses animation length [1]
projectile uses contact position [1]
skill can fire wand projectiles [1]
use scaled contact offset [1]

Object Type

version 2
extends "Metadata/Monsters/Monster"

Object Type Codes

version 2
extends "Metadata/Monsters/Monster"
-- src\Data\Spectres.lua
minions["Metadata/Monsters/MassGoldSkeleton/MassGoldSkeleton_"] = {
    name = "Gold-melted Bonemass",
    life = 1.8,
    fireResist = 0,
    coldResist = 0,
    lightningResist = 0,
    chaosResist = 0,
    damage = 1.62,
    damageSpread = 0.2,
    attackTime = 1.5,
    attackRange = 14,
    accuracy = 1,
    skillList = {
        "MeleeAtAnimationSpeed",
    },
    modList = {
    },
}
-- src\Data\Skills\spectre.lua
skills["MeleeAtAnimationSpeed"] = {
    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",
        "action_attack_or_cast_time_uses_animation_length",
        "projectile_uses_contact_position",
        "use_scaled_contact_offset",
    },
    levels = {
        [1] = {levelRequirement = 1, statInterpolation = {},  cost = { }, },
    },
}
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