[DNT] Dog Trader
Área: Selva da Aranha, Inferno, Fronteira do Reino, Praias Carmesim, Cenotal, Marés Esquecidas, Banco de Areia, Caminho Glacial, Planície, Colmeia, Carnificina, Gruta Oculta, Salões Uivantes, Cascata, Esplanada Coberta, Ravina, Profundezas Gélidas, Torre do Deserto, Aldeia Vaal, Arredores Vaal, Viscoso, Estepe, Opulência, Piscinas Rochosas, Toca Viçosa, Umbral, Infestação, Desértico, Oasis, Carregamento, Bastião, Refúgio, Retrocesso
Spectre | N |
---|---|
Area | Selva da Aranha, Inferno, Fronteira do Reino, Praias Carmesim, Cenotal, Marés Esquecidas, Banco de Areia, Caminho Glacial, Planície, Colmeia, Carnificina, Gruta Oculta, Salões Uivantes, Cascata, Esplanada Coberta, Ravina, Profundezas Gélidas, Torre do Deserto, Aldeia Vaal, Arredores Vaal, Viscoso, Estepe, Opulência, Piscinas Rochosas, Toca Viçosa, Umbral, Infestação, Desértico, Oasis, Carregamento, Bastião, Refúgio, Retrocesso |
Tags | Arrow_onhit_audio, human, humanoid, immobile, not_int, not_str, red_blood |
Vida
100%
Evasão
+100%
Ailment Threshold
%
Resistência
0 0 0 0
Damage
100%
Precisão
100%
Chance de Crítico
+5%
Multiplicador de Acerto Crítico
+130%
Attack Distance
6 ~ 150
Attack Time
5.595 Second
Damage Spread
±20%
Experiência
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.
Nível
65
Vida
6,513
Armadura
2,893
Evasão
880
Energy Shield
0
Damage
212
Dano Mágico
212
Precisão
987
Attack Time
5.595
Experiência
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
Ataque Básico
Base Damage: 170–255
Chance de [Critical|Acerto Crítico]: 5%
Attack Time: 5.595 seg
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 = { }, }, }, }