[DNT] Liquid Elemental Blood
SpectreY
Tagsmedium_movement, not_int, not_str, red_blood, Unarmed_onhit_audio, water_elemental
Vie
600%
Évasion
+60%
Ailment Threshold
%
Résistance
0 0 0 0
Damage
338%
Précision
100%
Chances de coup critique
+5%
Multiplicateur de coups critiques
+130%
Attack Distance
4 ~ 14
Attack Time
1.5 Second
Damage Spread
±20%
Expérience
150%
Model Size
200%
Type
LiquidElementalBloodBoss
Metadata
LiquidElementalBloodBoss
Niveau
68
Vie
46,542
Armure
3,451
Évasion
477
Bouclier d'énergie
0
Damage
788
Dégâts des sorts
788
Précision
0
Attack Time
1.5
Expérience
42,951
MeleeAtAnimationSpeed
Attack, RangedAttack, MirageArcherCanUse, Projectile, MeleeSingleTarget, Multistrikeable, Melee, ProjectilesFromUser
Attaque de base
Base Damage: 630–946
Chances de [Critical|Touche critique]: 5%
Attack Time: 1.5 sec.
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]
TCBloodElementalGush
Attack, Melee, MeleeSingleTarget, Movement, Travel
Charge à table
Base Damage: 630–946
Chances de [Critical|Touche critique]: 5%
Attack Time: 1.5 sec.
Une charge qui percute un ennemi avec le bouclier du personnage. L'ennemi est également repoussé et étourdi. Les ennemis sur votre chemin sont projetés sur le côté. Les dégâts et l'étourdissement sont proportionnels à la distance parcourue. Ne peut pas être modifié par Multifrappe.
ignores proximity shield [1]
is area damage [1]
skill cannot be interrupted [1]
skill cannot be knocked back [1]
skill cannot be stunned [1]
MPSBloodElementalProj
Spell, Projectile, ProjectilesFromUser, Triggerable, Damage
Temps d'incantation: 1 sec.
action attack or cast time uses animation length [1]
base is projectile [1]
check for targets between initiator and projectile source [1]
corrupted blood on hit % average damage to deal per minute per stack [30]
corrupted blood on hit duration [4000]
corrupted blood on hit num stacks [1]
monster projectile variation [1049]
projectile uses contact position [1]
spell maximum action distance +% [-40]
use scaled contact offset [1]

Object Type

version 2
extends "Metadata/Monsters/Monster"

Actor
{
	basic_action = "Emerge"
}

Object Type Codes

version 2
extends "Metadata/Monsters/Monster"

BaseEvents
{
	on_construction_complete = "AddEffectPack( 'Metadata/Effects/Spells/monsters_effects/Act3_FOUR/BloodElementals/epk/bodyfx_alive.epk' );"
}

Life
{
	on_death = "RemoveEffectPack( 'Metadata/Effects/Spells/monsters_effects/Act3_FOUR/BloodElementals/epk/bodyfx_alive.epk' );"
}

Actor
{
	on_effect_start_TCBloodElementalGush = "AddAttachedObjectToBones( 'Metadata/Effects/Spells/monsters_effects/Act3_FOUR/BloodElementals/dash.ao', spine_1_jntBnd );"
}

Animated
{
	on_end_dash_start_01 = "PlayAnimationAttached( 'Metadata/Effects/Spells/monsters_effects/Act3_FOUR/BloodElementals/dash.ao', loop );"
	on_end_dash_01 = "PlayAnimationAttached( 'Metadata/Effects/Spells/monsters_effects/Act3_FOUR/BloodElementals/dash.ao', end );"
	on_end_dash_end_01 = "DetachAllContainingText( 'Metadata/Effects/Spells/monsters_effects/Act3_FOUR/BloodElementals/dash' );"
}
-- src\Data\Spectres.lua
minions["Metadata/Monsters/LiquidElementals/LiquidElementalBloodBoss"] = {
    name = "[DNT] Liquid Elemental Blood",
    life = 6,
    fireResist = 0,
    coldResist = 0,
    lightningResist = 0,
    chaosResist = 0,
    damage = 3.38,
    damageSpread = 0.2,
    attackTime = 1.5,
    attackRange = 14,
    accuracy = 1,
    skillList = {
        "MeleeAtAnimationSpeed",
        "MPSBloodElementalProj",
        "TCBloodElementalGush",
    },
    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 = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["MPSBloodElementalProj"] = {
    name = "MPSBloodElementalProj",
    hidden = true,
    color = ,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
        [SkillType.Spell] = true,
        [SkillType.Projectile] = true,
        [SkillType.ProjectilesFromUser] = true,
        [SkillType.Triggerable] = true,
        [SkillType.Damage] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1,
    baseFlags = {
        spell = true,
        projectile = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "monster_projectile_variation",
        "spell_maximum_action_distance_+%",
        "corrupted_blood_on_hit_%_average_damage_to_deal_per_minute_per_stack",
        "corrupted_blood_on_hit_duration",
        "corrupted_blood_on_hit_num_stacks",
        "base_is_projectile",
        "projectile_uses_contact_position",
        "use_scaled_contact_offset",
        "action_attack_or_cast_time_uses_animation_length",
        "check_for_targets_between_initiator_and_projectile_source",
    },
    levels = {
        [1] = {1049, -40, 30, 4000, 1, levelRequirement = 1, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["TCBloodElementalGush"] = {
    name = "Table Charge",
    hidden = true,
    color = ,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    description = "Charges at an enemy, bashing it with the character's shield and striking it. This knocks it back and stuns it. Enemies in the way are pushed to the side. Damage and stun are proportional to distance travelled. Cannot be supported by Multistrike.",
    skillTypes = {
        [SkillType.Attack] = true,
        [SkillType.Melee] = true,
        [SkillType.MeleeSingleTarget] = true,
        [SkillType.Movement] = true,
        [SkillType.Travel] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1,
    baseFlags = {
        attack = true,
        melee = true,
        area = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "base_movement_velocity_+%",
        "ignores_proximity_shield",
        "is_area_damage",
        "skill_cannot_be_interrupted",
        "skill_cannot_be_stunned",
        "skill_cannot_be_knocked_back",
    },
    levels = {
        [1] = {0, levelRequirement = 1, statInterpolation = {},  cost = { }, },
    },
}