SpectreN
AreaJungle aux araignées, Fournaise, Lisière du Royaume, Rivages cramoisis, Cenotes, Tréfonds obscurs, Presqu'île, Route glaciaire, Étendue, Ruche, Massacre, Grotte cachée, Halls hurlants, Cascade, Esplanade abandonnée, Ravin, Profondeurs glaciales, Tour du désert, Village vaal, Abords vaal, Nappe souterraine, Steppe, Opulence, Estran, Terrier luxuriant, Occultation, Infestation, Contrée déserte, Oasis, Dépôt de marchandises, Bastion, Refuge, Caverne dépérissante
TagsArrow_onhit_audio, human, humanoid, immobile, not_int, not_str, red_blood
Vie
100%
Évasion
+100%
Résistance
0 0 0 0
Damage
100%
Précision
100%
Touches critiques Chance
5%
Bonus de Dégâts critiques
+30%
Attack Distance
6 ~ 150
Temps d'attaque
5.595 Second
Damage Spread
±20%
Expérience
100%
Model Size
100%
Type
DogTrader
Metadata
DogTrader_
Niveau
65
Vie
6,513
Armure
2,893
Score d'Évasion
880
Damage
212
Dégâts des sorts
212
Précision
1,974
Temps d'attaque
5.595
Expérience
21,507
Minion Life
9,932
Minion Damage
1,555
Minion Armour
2,893
Melee
Attack, RangedAttack, MirageArcherCanUse, Projectile, MeleeSingleTarget, Multistrikeable, Melee, ProjectilesFromUser
Attaque de base
Base Damage: 170–255
Chances de Touche critique: 5%
Temps d'attaque: 5.595 sec.
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 = { }, },
    },
}
Edit

Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.