Палач
Гуманоид
Область: Деревня Огам
stance movement speed +% final [200]
i am boss of tier [2]
monster dropped item rarity +% [1600]
monster slain experience +% [0]
The Executioner
SpectreN
AreaДеревня Огам
Tags2HSharpMetal_onhit_audio, human, humanoid, red_blood, slow_movement
Здоровье
188%
Сопротивление
30 0 0 0
Damage
400%
Меткость
200%
Attack Distance
6 ~ 29
Время атаки
3.54 Second
Damage Spread
±20%
Опыт
250%
Model Size
160%
Type
GuillotineExecutioner
Metadata
GuillotineExecutioner
Уровень
13
Здоровье
194
Damage
100
Урон от чар
100
Меткость
270
Время атаки
3.54
Опыт
548
Minion Life
972
Minion Damage
105
Minion Armour
43
MAASExecutionerBoss
Attack, RangedAttack, MirageArcherCanUse, Projectile, MeleeSingleTarget, Melee, ProjectilesFromUser
Обычная атака
Base Damage: 80–120
Время атаки: 3.54 сек.
action attack or cast time uses animation length [1]
monster penalty against minions damage +% final vs player minions [40]
projectile uses contact position [1]
skill can fire wand projectiles [1]
use scaled contact offset [1]
MAASExecutionerBossShortRange
Attack, RangedAttack, MirageArcherCanUse, Projectile, MeleeSingleTarget, Melee, ProjectilesFromUser
Обычная атака
Base Damage: 80–120
Время атаки: 3.54 сек.
action attack or cast time uses animation length [1]
attack maximum action distance + [-15]
monster penalty against minions damage +% final vs player minions [50]
projectile uses contact position [1]
skill can fire wand projectiles [1]
use scaled contact offset [1]
MAASExecutionerBossTriggerSlam
Attack, RangedAttack, MirageArcherCanUse, Projectile, MeleeSingleTarget, Melee, ProjectilesFromUser
Обычная атака
Base Damage: 80–120
Время атаки: 3.54 сек.
Перезарядка: 8 сек.
action attack or cast time uses animation length [1]
attack maximum action distance + [60]
base cannot be blocked [1]
monster penalty against minions damage +% final vs player minions [50]
projectile uses contact position [1]
skill can fire wand projectiles [1]
use scaled contact offset [1]
GAExecutionerMegaSlam
Triggerable, Attack
Base Damage: 80–120
Урон от атаки: 450%
Время атаки: 3.54 сек.
Перезарядка: 12 сек.
Наносит на 350% больше урона атаками
75% физического урона становится уроном от огня
action attack or cast time uses animation length [1]
is area damage [1]
monster penalty against minions damage +% final vs player minions [50]
GAExecutionerSlam
Triggerable, Attack
Base Damage: 80–120
Урон от атаки: 330%
Время атаки: 3.54 сек.
Наносит на 230% больше урона атаками
action attack or cast time uses animation length [1]
base cannot be blocked [1]
base skill cannot be avoided by dodge roll or evaded or blocked [1]
is area damage [1]
monster penalty against minions damage +% final vs player minions [100]
GAExecutionerGuillitineDrop
Triggerable, Attack
Base Damage: 80–120
Урон от атаки: 450%
Время атаки: 3.54 сек.
Наносит на 350% больше урона атаками
action attack or cast time uses animation length [1]
base cannot be blocked [1]
base skill cannot be avoided by dodge roll or evaded or blocked [1]
is area damage [1]
monster penalty against minions damage +% final vs player minions [50]
voll slam damage +% final at centre [75]
EASExecutionerChangeTo2h
Перезарядка: 12 сек.
action attack or cast time uses animation length [1]
EAAExecutionerSummonTaunt
Перезарядка: 9 сек.
action attack or cast time uses animation length [1]
GAExecutionerReverseSlam
Triggerable, Attack
Base Damage: 80–120
Урон от атаки: 230%
Время атаки: 3.54 сек.
Наносит на 130% больше урона атаками
action attack or cast time uses animation length [1]
action do not face target [1]
is area damage [1]
GAExecutioner2H
Triggerable, Attack
Base Damage: 80–120
Урон от атаки: 230%
Время атаки: 3.54 сек.
Наносит на 130% больше урона атаками
action attack or cast time uses animation length [1]
is area damage [1]
EASExecutionerGuillotineDrop
Перезарядка: 20 сек.
action attack or cast time uses animation length [1]
ExecutionerChannelledSlam
Attack, Area, Channel, Melee, Slam, NoDualWield, GainsStages, NoAttackInPlace
Сверхмощный удар
Base Damage: 80–120
Урон от атаки: 450%
Время атаки: 3.54 сек.
Перезарядка: 15 сек.
При поддержании герой готовит могучий замах, утяжеляя свою булаву комьями земли. При прекращении поддержания совершает мощный удар по земле, нанося урон в области вокруг места удара, вслед за которым появляются остаточные волны, наносящие урон в большей области.
Наносит на 350% больше урона атаками
+20 к дальности ударов ближнего боя
Скорость атаки этого умения нельзя изменить
Радиус удара - 1.6 м
На 100% больше урона от удара за стадию
+10 к максимуму стадий
action attack or cast time uses animation length [1]
aftershock delay ms [33]
base cannot be blocked [1]
base minimum channel time ms [2000]
base skill cannot be avoided by dodge roll or evaded or blocked [1]
channel skill end animation duration override ms [1866]
is area damage [1]
skill art variation [1]
skill cannot be interrupted [1]
EASExectionerReturnTo1h
GAExecutionerSlamAxeImpact
Triggerable, Attack
Base Damage: 80–120
Урон от атаки: 200%
Время атаки: 3.54 сек.
Наносит на 100% больше урона атаками
action attack or cast time uses animation length [1]
is area damage [1]
monster penalty against minions damage +% final vs player minions [60]
GAExecutionerSlamAxeMelee
Triggerable, Attack
Base Damage: 80–120
Урон от атаки: 185%
Время атаки: 3.54 сек.
Наносит на 85% больше урона атаками
action attack or cast time uses animation length [1]
is area damage [1]
monster penalty against minions damage +% final vs player minions [60]
EAAExecutionerLeapSlam
Перезарядка: 8 сек.
action attack or cast time uses animation length [1]
skill cannot be interrupted [1]
ExecutionerGATriggered1
Triggerable, Attack
Base Damage: 80–120
Урон от атаки: 350%
Время атаки: 3.54 сек.
Наносит на 250% больше урона атаками
action attack or cast time uses animation length [1]
base cannot be blocked [1]
base skill cannot be avoided by dodge roll or evaded or blocked [1]
is area damage [1]
ExecutionerGATriggered2
Triggerable, Attack
Base Damage: 80–120
Урон от атаки: 300%
Время атаки: 3.54 сек.
Наносит на 200% больше урона атаками
action attack or cast time uses animation length [1]
base cannot be blocked [1]
base skill cannot be avoided by dodge roll or evaded or blocked [1]
is area damage [1]
ExecutionerGATriggered3
Triggerable, Attack
Base Damage: 80–120
Урон от атаки: 230%
Время атаки: 3.54 сек.
Наносит на 130% больше урона атаками
action attack or cast time uses animation length [1]
base cannot be blocked [1]
base skill cannot be avoided by dodge roll or evaded or blocked [1]
is area damage [1]

Object Type

version 2
extends "Metadata/Monsters/Monster"
extends "Metadata/Monsters/BossBase"

Actor
{
	basic_action = "ChangeToStance1"
	basic_action = "ChangeToStance2"
	basic_action = "ChangeToStance3"

	on_effect_event_start_dodge_for_EAAExecutionerLeapSlam = "OverrideBaseHullType( projectile );"
	on_effect_event_end_dodge_for_EAAExecutionerLeapSlam = "ResetBaseHullType(  );"
}

Positioned
{
	force_placement = true
}

ControlZone
{
	
}

StateMachine
{
	define_shared_state =
	"
		reverse_slam;
		intro_block;
		awakened;
	"

	on_or_create_state_intro_block_0 = "RemoveCollidability(  );"
	on_or_create_state_intro_block_1 = "MakeCollidable(  );"
}

Functions
{
	fix_orientation =
	"
		/* arg1 doesn't exist by the time AddOnActionEnd happens so needs to be put somewhere */
		this.temp_anim_orientation = arg1;
		AddOnActionEnd(
		{
			SetOrientation( GetOrientation() + temp_anim_orientation, false, true );
			PlayAnimationType( Idle, 1.0, 0, 0 );
            this.temp_anim_orientation = null;
		}, true );
	"
}

Stats
{
	set_monster_delay_item_drops_millis = 3100
}

Object Type Codes

version 2
extends "Metadata/Monsters/Monster"
extends "Metadata/Monsters/BossBase"

ProximityTrigger
{
	condition = "players"
	radius = 75

	on_triggered =
	"
		DisableProximityTrigger();
		leitisnpc.CancelStateTimer( leitistalk );
		IfState( awakened, 1, {}, ()
		{
			leitisnpc.IfTransitioned( {}, ()
			{
				this.IfState( dead, 1, (){ leitisnpc.CancelStateTimer( leitistalk ); }, ()
				{
					QueueTextAudio( LeitisWildAtExecutioner, 'Metadata/NPC/Four_Act1/ExecutionerFemaleNPC', 500 );
					QueueTextAudio( LeitisWildAtExecutioner_2, 'Metadata/NPC/Four_Act1/ExecutionerFemaleNPC', 9000 );
					leitisnpc.CancelStateTimer( leitistalk );
				} );
			} );
		} );
	"
}

GlobalAudioParamEvents
{
	player_in_range_param = "ExecutionerInRange"
	life_percent_param = "ExecutionerLifePercentage"
	range = 130
}

Actor
{
	on_end_or_destroy_ChannelledSlam = "DetachAllOfType( 'Metadata/Effects/Spells/monsters_effects/Act1_FOUR/GuillotineExec/ao/charge_slam/charge.ao' );"
}

Functions
{
	SeenAudio = "PlayCharacterAudioEvent( ExecutionerSeenComment );"
}

Preload
{
	preload_animated_object = "Metadata/Effects/Spells/monsters_effects/Act1_FOUR/GuillotineExec/ao/guillotine_drop/guillotine_drop_marker.ao"
	preload_animated_object = "Metadata/Effects/Spells/monsters_effects/Act1_FOUR/GuillotineExec/ao/xbow_marker/xbow_marker.ao"
}

Animated
{
	on_1h_charge_up_slam_01 = "PlayTextAudio( Executioner_ChargeSlam_Random, 'Metadata/Monsters/GuillotineExecutioner/GuillotineExecutioner',);"
	on_double_cleave_01 = "PlayTextAudio( Executioner_Cleave_Random, 'Metadata/Monsters/GuillotineExecutioner/GuillotineExecutioner',);"
	on_1h_reverse_slam_01 = "PlayTextAudio( Executioner_GroundSlam_Random, 'Metadata/Monsters/GuillotineExecutioner/GuillotineExecutioner',);"
	on_1h_to_2h = "PlayTextAudio( Executioner_PhaseChange_Random, 'Metadata/Monsters/GuillotineExecutioner/GuillotineExecutioner',);"
	on_1h_knock_down_01 = "PlayTextAudio( Executioner_Knockdown_Random, 'Metadata/Monsters/GuillotineExecutioner/GuillotineExecutioner',);"
	on_2h_knock_down_01 = "PlayTextAudio( Executioner_Knockdown_Random, 'Metadata/Monsters/GuillotineExecutioner/GuillotineExecutioner',);"
}
-- src\Data\Spectres.lua
minions["Metadata/Monsters/GuillotineExecutioner/GuillotineExecutioner"] = {
    name = "The Executioner",
    life = 1.88,
    fireResist = 0,
    coldResist = 0,
    lightningResist = 0,
    chaosResist = 0,
    damage = 4,
    damageSpread = 0.2,
    attackTime = 3.54,
    attackRange = 29,
    accuracy = 2,
    weaponType1 = "Two Hand Mace",
    skillList = {
        "MAASExecutionerBoss",
        "MAASExecutionerBossShortRange",
        "MAASExecutionerBossTriggerSlam",
        "GAExecutionerSlam",
        "GAExecutionerGuillitineDrop",
        "GAExecutionerReverseSlam",
        "GAExecutioner2H",
        "GAExecutionerSlamAxeImpact",
        "GAExecutionerSlamAxeMelee",
        "GAExecutionerMegaSlam",
        "EASExecutionerChangeTo2h",
        "EAAExecutionerSummonTaunt",
        "EASExecutionerGuillotineDrop",
        "EASExectionerReturnTo1h",
        "EAAExecutionerLeapSlam",
        "ExecutionerGATriggered1",
        "ExecutionerGATriggered2",
        "ExecutionerGATriggered3",
        "ExecutionerChannelledSlam",
    },
    modList = {
    },
}
-- src\Data\Skills\spectre.lua
skills["MAASExecutionerBoss"] = {
    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.Melee] = true,
        [SkillType.ProjectilesFromUser] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1,
    baseFlags = {
        attack = true,
        melee = true,
        projectile = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "monster_penalty_against_minions_damage_+%_final_vs_player_minions",
        "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] = {40, levelRequirement = 1, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["MAASExecutionerBossShortRange"] = {
    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.Melee] = true,
        [SkillType.ProjectilesFromUser] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1,
    baseFlags = {
        attack = true,
        melee = true,
        projectile = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "attack_maximum_action_distance_+",
        "monster_penalty_against_minions_damage_+%_final_vs_player_minions",
        "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] = {-15, 50, levelRequirement = 1, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["MAASExecutionerBossTriggerSlam"] = {
    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.Melee] = true,
        [SkillType.ProjectilesFromUser] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1,
    baseFlags = {
        attack = true,
        melee = true,
        projectile = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "attack_maximum_action_distance_+",
        "monster_penalty_against_minions_damage_+%_final_vs_player_minions",
        "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",
        "base_cannot_be_blocked",
    },
    levels = {
        [1] = {60, 50, levelRequirement = 1, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["GAExecutionerSlam"] = {
    name = "GAExecutionerSlam",
    hidden = true,
    color = ,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
        [SkillType.Triggerable] = true,
        [SkillType.Attack] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1,
    baseFlags = {
        attack = true,
        area = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "monster_penalty_against_minions_damage_+%_final_vs_player_minions",
        "is_area_damage",
        "action_attack_or_cast_time_uses_animation_length",
        "base_cannot_be_blocked",
        "base_skill_cannot_be_avoided_by_dodge_roll_or_evaded_or_blocked",
    },
    levels = {
        [1] = {100, baseMultiplier = 3.3, levelRequirement = 1, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["GAExecutionerGuillitineDrop"] = {
    name = "GAExecutionerGuillitineDrop",
    hidden = true,
    color = ,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
        [SkillType.Triggerable] = true,
        [SkillType.Attack] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1,
    baseFlags = {
        attack = true,
        area = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "voll_slam_damage_+%_final_at_centre",
        "monster_penalty_against_minions_damage_+%_final_vs_player_minions",
        "is_area_damage",
        "action_attack_or_cast_time_uses_animation_length",
        "base_cannot_be_blocked",
        "base_skill_cannot_be_avoided_by_dodge_roll_or_evaded_or_blocked",
    },
    levels = {
        [1] = {75, 50, baseMultiplier = 4.5, levelRequirement = 1, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["GAExecutionerReverseSlam"] = {
    name = "GAExecutionerReverseSlam",
    hidden = true,
    color = ,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
        [SkillType.Triggerable] = true,
        [SkillType.Attack] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1,
    baseFlags = {
        attack = true,
        area = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "is_area_damage",
        "action_attack_or_cast_time_uses_animation_length",
        "action_do_not_face_target",
    },
    levels = {
        [1] = {baseMultiplier = 2.3, levelRequirement = 1, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["GAExecutioner2H"] = {
    name = "GAExecutioner2H",
    hidden = true,
    color = ,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
        [SkillType.Triggerable] = true,
        [SkillType.Attack] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1,
    baseFlags = {
        attack = true,
        area = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "is_area_damage",
        "action_attack_or_cast_time_uses_animation_length",
    },
    levels = {
        [1] = {baseMultiplier = 2.3, levelRequirement = 1, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["GAExecutionerSlamAxeImpact"] = {
    name = "GAExecutionerSlamAxeImpact",
    hidden = true,
    color = ,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
        [SkillType.Triggerable] = true,
        [SkillType.Attack] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1,
    baseFlags = {
        attack = true,
        area = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "monster_penalty_against_minions_damage_+%_final_vs_player_minions",
        "is_area_damage",
        "action_attack_or_cast_time_uses_animation_length",
    },
    levels = {
        [1] = {60, baseMultiplier = 2, levelRequirement = 1, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["GAExecutionerSlamAxeMelee"] = {
    name = "GAExecutionerSlamAxeMelee",
    hidden = true,
    color = ,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
        [SkillType.Triggerable] = true,
        [SkillType.Attack] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1,
    baseFlags = {
        attack = true,
        area = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "monster_penalty_against_minions_damage_+%_final_vs_player_minions",
        "is_area_damage",
        "action_attack_or_cast_time_uses_animation_length",
    },
    levels = {
        [1] = {60, baseMultiplier = 1.85, levelRequirement = 1, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["GAExecutionerMegaSlam"] = {
    name = "GAExecutionerMegaSlam",
    hidden = true,
    color = ,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
        [SkillType.Triggerable] = true,
        [SkillType.Attack] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1,
    baseFlags = {
        attack = true,
        area = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "active_skill_base_physical_damage_%_to_convert_to_fire",
        "monster_penalty_against_minions_damage_+%_final_vs_player_minions",
        "is_area_damage",
        "action_attack_or_cast_time_uses_animation_length",
    },
    levels = {
        [1] = {75, 50, baseMultiplier = 4.5, levelRequirement = 1, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["EASExecutionerChangeTo2h"] = {
    name = "EASExecutionerChangeTo2h",
    hidden = true,
    color = ,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1,
    baseFlags = {
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "action_attack_or_cast_time_uses_animation_length",
    },
    levels = {
        [1] = {levelRequirement = 1, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["EAAExecutionerSummonTaunt"] = {
    name = "EAAExecutionerSummonTaunt",
    hidden = true,
    color = ,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1,
    baseFlags = {
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "action_attack_or_cast_time_uses_animation_length",
    },
    levels = {
        [1] = {levelRequirement = 1, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["EASExecutionerGuillotineDrop"] = {
    name = "EASExecutionerGuillotineDrop",
    hidden = true,
    color = ,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1,
    baseFlags = {
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "action_attack_or_cast_time_uses_animation_length",
    },
    levels = {
        [1] = {levelRequirement = 1, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["EASExectionerReturnTo1h"] = {
    name = "EASExectionerReturnTo1h",
    hidden = true,
    color = ,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1,
    baseFlags = {
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
    },
    levels = {
        [1] = {levelRequirement = 1, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["EAAExecutionerLeapSlam"] = {
    name = "EAAExecutionerLeapSlam",
    hidden = true,
    color = ,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1,
    baseFlags = {
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "action_attack_or_cast_time_uses_animation_length",
        "skill_cannot_be_interrupted",
    },
    levels = {
        [1] = {levelRequirement = 1, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["ExecutionerGATriggered1"] = {
    name = "ExecutionerGATriggered1",
    hidden = true,
    color = ,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
        [SkillType.Triggerable] = true,
        [SkillType.Attack] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1,
    baseFlags = {
        attack = true,
        area = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "is_area_damage",
        "action_attack_or_cast_time_uses_animation_length",
        "base_cannot_be_blocked",
        "base_skill_cannot_be_avoided_by_dodge_roll_or_evaded_or_blocked",
    },
    levels = {
        [1] = {baseMultiplier = 3.5, levelRequirement = 1, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["ExecutionerGATriggered2"] = {
    name = "ExecutionerGATriggered2",
    hidden = true,
    color = ,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
        [SkillType.Triggerable] = true,
        [SkillType.Attack] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1,
    baseFlags = {
        attack = true,
        area = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "is_area_damage",
        "action_attack_or_cast_time_uses_animation_length",
        "base_cannot_be_blocked",
        "base_skill_cannot_be_avoided_by_dodge_roll_or_evaded_or_blocked",
    },
    levels = {
        [1] = {baseMultiplier = 3, levelRequirement = 1, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["ExecutionerGATriggered3"] = {
    name = "ExecutionerGATriggered3",
    hidden = true,
    color = ,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
        [SkillType.Triggerable] = true,
        [SkillType.Attack] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1,
    baseFlags = {
        attack = true,
        area = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "is_area_damage",
        "action_attack_or_cast_time_uses_animation_length",
        "base_cannot_be_blocked",
        "base_skill_cannot_be_avoided_by_dodge_roll_or_evaded_or_blocked",
    },
    levels = {
        [1] = {baseMultiplier = 2.3, levelRequirement = 1, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["ExecutionerChannelledSlam"] = {
    name = "Supercharged Slam",
    hidden = true,
    color = ,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    description = "[Channelling|Channel] to charge up a heavy swing, drawing earth from the ground to enlarge your mace. Release to [Slam|Slam] the ground, dealing damage in an area around the impact, followed by [Aftershock|Aftershocks] dealing damage in a larger area.",
    skillTypes = {
        [SkillType.Attack] = true,
        [SkillType.Area] = true,
        [SkillType.Channel] = true,
        [SkillType.Melee] = true,
        [SkillType.Slam] = true,
        [SkillType.NoDualWield] = true,
        [SkillType.GainsStages] = true,
        [SkillType.NoAttackInPlace] = true,
    },
    statDescriptionScope = "channelled_slam/statset_0",
    castTime = 5,
    baseFlags = {
        attack = true,
        area = true,
        melee = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "active_skill_base_area_of_effect_radius",
        "channelled_slam_damage_+%_final_per_stage",
        "channelled_slam_max_stages",
        "channel_skill_end_animation_duration_override_ms",
        "base_minimum_channel_time_ms",
        "aftershock_delay_ms",
        "skill_art_variation",
        "melee_range_+",
        "is_area_damage",
        "attack_speed_cannot_be_modified",
        "action_attack_or_cast_time_uses_animation_length",
        "skill_cannot_be_interrupted",
        "base_cannot_be_blocked",
        "base_skill_cannot_be_avoided_by_dodge_roll_or_evaded_or_blocked",
    },
    levels = {
        [1] = {16, 100, 10, 1866, 2000, 33, 1, 20, baseMultiplier = 4.5, levelRequirement = 1, statInterpolation = {},  cost = { }, },
    },
}
FamilyNothing
DomainsMonster (3)
GenerationTypeУникальный (3)
Req. level1
FamilyNothing
DomainsMonster (3)
GenerationTypeУникальный (3)
Req. level1
stance movement speed +% final [200]
FamilyStance
DomainsMonster (3)
GenerationTypeУникальный (3)
Req. level1
Stats
  • stance movement speed +% final Min: 200 Max: 200 Global
  • i am boss of tier [2]
    monster dropped item rarity +% [1600]
    monster slain experience +% [0]
    FamilyMonsterActBoss
    DomainsMonster (3)
    GenerationTypeУникальный (3)
    Req. level1
    Stats
  • i am boss of tier Min: 2 Max: 2 Global
  • monster slain experience +% Min: 0 Max: 0 Global
  • monster dropped item rarity +% Min: 1600 Max: 1600 Global
  • keyval
    StateMachine./*,
    StateMachine.boss_life_bar - controls when to show the big life bar (also requires the checkbox in MonsterVarieties to be checked)
    StateMachine.0: Life bar is hidden
    StateMachine.1: Life bar is visible, will hide on death
    StateMachine.dont_hide_lifebar_on_unaggro - controls whether the boss life bar should be hidden when the boss unaggros
    StateMachine.0: Life bar is hidden after a short duration when the boss loses aggro
    StateMachine.1: Life bar remains visible the entire time, can still be controlled by setting the disable_life_bar state
    StateMachine.show_life_bar_when_in_range - delay the life bar from showing up, until the boss is on screen (for wild bosses)
    StateMachine.0: Life bar behaves as normal
    StateMachine.1: Life bar initially only shows up when a player can see the boss on screen, this doesn't make it get removed if the player goes off screen though
    StateMachine.hidden - replaces the Unaggro+hidden_monster combo, and optionally pauses delirium fog
    StateMachine.0: Make aggro and remove hidden monster buff
    StateMachine.1: Unaggro and add hidden monster buff
    StateMachine.2: Unaggro, add hidden monster buff and pause delirium fog
    StateMachine.light - controls the boss point light, attaches to head_light_attachment if it exists (otherwise uses the default)
    StateMachine.0: Light off, handles the fade out
    StateMachine.1: Light on, handles the fade in
    StateMachine.introsequence - for bosses that are doing something before you rudely interrupt them
    StateMachine.boss uses the ChangeToStance1BossFightStart granted effect for this, which is added through the actor component in here
    StateMachine.0: no intro sequence
    StateMachine.1: boss starts off in stance2, then does change to stance1 when a proximity trigger is triggered
    StateMachine.intro_zoom - for bosses that should have the camera zoom out during the intro
    StateMachine.0: no zoom
    StateMachine.1: zoom enabled, with default values. These can be overridden in the monsters ots.
    StateMachine.intro_pan - for bosses that should have the camera pan towards them during the intro
    StateMachine.0: no pan
    StateMachine.1: pan enabled, with default values. These can be overridden in the monsters ots.
    StateMachine.use_offset_camera_controller - if this is set to 1, the boss will spawn and use a specific object as the zoom/pan center point
    StateMachine.The location of this object needs to be set by the boss too, if it isn't you will get warning message
    StateMachine.See GreatWhiteOne (shark boss) as an example, but all you really need is to set the state to 1 and move the object after it spawns
    StateMachine.0: use self as zoom/pan origin
    StateMachine.1: use a new object as the zoom/pan origin
    StateMachine.door_type - defaults to 0 for no door (or no boss control over door), other values are related to specific door types
    StateMachine.When used, also need to do 'set_telepad_indexx' in the monsters ots (BaseEvents), where x is the telepad index
    StateMachine.0: disable telepad, but only if a telepad index has been set
    StateMachine.1: force field door, forcefield blocks entrance on boss aggro, is removed on boss death (requires Metadata/MiscellaneousObjects/BossForceFieldDoor.ot in arena)
    StateMachine.2: prisoner boss door, closed on fight start, doesn't reopen afterwards (Metadata/Terrain/Gallows/Act4/4_5_2/Objects/PrisonBossDoor.ot)
    StateMachine.roaming - State for disabling instant portals on roaming bosses vs arena bosses.
    StateMachine.0: Arena Boss
    StateMachine.1: Roaming Boss
    StateMachine.arena_sector_id - If there are multiple arena bosses in an instance, each boss needs a different arena_sector_id INCLUDING roaming bosses
    StateMachine.It defaults to 1 so most bosses wont need this to be changed
    StateMachine.Currently supports up to three different bosses, but its easy to add more
    StateMachine.This state value is used to decide which boss sectors to destroy, see the triggerbracket on death in the BossBase.ots for more detail
    StateMachine.use_custom_sector_removal_handling - Set to 1 if a boss needs to use its own custom handling for sector removal on death (eg Mastodon)
    StateMachine.0: default behaviour, arena sector is removed on boss death
    StateMachine.1: custom behaviour, this disables the on death sector removal in boss base, so will need to be handled in the bosses otc AND ots
    StateMachine.quick_death_enabled - Use this for bosses with long deaths that are visible when you resurrect at checkpoint after killing them
    StateMachine.DO NOT set the quick_death state manually, this will cause the monster to do its quick death anim when it first dies
    StateMachine.0: default behaviour, death will be played at regular speed
    StateMachine.1: death anim is sped up by 10000x, this should be used for bosses that have events in their death that need to trigger
    StateMachine.2: death anim is sped up by 1000x, deaths with move events dont like being super fast so they can use this slower one
    StateMachine.am_final_boss_in_fight - This is used for multi boss fights to handle resurrecting etc after killing a single boss from fight
    StateMachine.0: reaching this state toggles part_of_multiple_boss_fight to be true, and signifies that this boss is not the final boss
    StateMachine.1: default value, will remain here unless another boss turns flips it to 0
    StateMachine.part_of_multiple_boss_fight - helper state for the above, shouldn't be interacted with manually
    StateMachine.0: currently not part of a multi boss fight
    StateMachine.1: was part of a multi boss fight at some point
    StateMachine.*/,
    StateMachine.define_shared_state =,
    StateMachine.", , ,
    StateMachine.boss_life_bar;
    StateMachine.hidden;
    StateMachine.light;
    StateMachine.introsequence;
    StateMachine.disable_life_bar;
    StateMachine.intro_zoom;
    StateMachine.intro_pan;
    StateMachine.use_offset_camera_controller;
    StateMachine.door_type;
    StateMachine.roaming;
    StateMachine.first_aggro;
    StateMachine.room_marker;
    StateMachine.arena_sector_id1;
    StateMachine.use_custom_sector_removal_handling;
    StateMachine.quick_death_enabled;
    StateMachine.quick_death;
    StateMachine.am_final_boss_in_fight1;
    StateMachine.part_of_multiple_boss_fight;
    StateMachine.dead - Boss is dead. This state is saved to the character checkpoint, so if you respawn at checkpoint this state will be automatically set. In BossBase.ots, this also calls KillSelfNoDrops().
    StateMachine.if you DON'T want this state to save/load automatically, use StateMachine{ checkpoint_save_deadfalse }
    StateMachine.0: Boss is alive
    StateMachine.1: Boss is dead
    StateMachine.2: Boss is dead and corpse is hidden
    StateMachine.define_shared_checkpoint_statedead
    StateMachine.reverse_slam;
    StateMachine.intro_block;
    StateMachine.awakened;
    StateMachine.on_or_create_state_intro_block_0RemoveCollidability( );
    StateMachine.on_or_create_state_intro_block_1MakeCollidable( );
    Actor.slow_animations_go_to_idlefalse
    Actor.leveled_starting_effectsCTS1BossFightStart
    Actor.basic_actionChangeToStance1, ChangeToStance2, ChangeToStance3
    Actor.on_effect_event_start_dodge_for_EAAExecutionerLeapSlamOverrideBaseHullType( projectile );
    Actor.on_effect_event_end_dodge_for_EAAExecutionerLeapSlamResetBaseHullType( );
    Stats.corpse_cannot_be_destroyed1
    Stats.base_heavy_stun_duration_ms4000
    Stats.additional_life_scaling_index6
    Stats.monster_delay_item_drops_millis3100
    Life.corpse_usablefalse
    Monster.is_bosstrue
    Positioned.force_placementtrue
    Functions.fix_orientation =
    Functions.",
    Functions./* arg1 doesn't exist by the time AddOnActionEnd happens so needs to be put somewhere */
    Functions.this.temp_anim_orientationarg1;, null;
    Functions.AddOnActionEnd(
    Functions.SetOrientation( GetOrientation() + temp_anim_orientation, false, true );
    Functions.PlayAnimationType( Idle, 1.0, 0, 0 );
    Functions.}, true );
    Палач
    Гуманоид
    stance movement speed +% final [200]
    i am boss of tier [2]
    monster dropped item rarity +% [1600]
    monster slain experience +% [0]
    The Executioner
    SpectreN
    Tags2HSharpMetal_onhit_audio, human, humanoid, not_dex, not_int, red_blood, slow_movement
    Здоровье
    313%
    Сопротивление
    30 0 0 0
    Damage
    350%
    Меткость
    200%
    Attack Distance
    6 ~ 29
    Время атаки
    3.54 Second
    Damage Spread
    ±20%
    Опыт
    250%
    Model Size
    160%
    Type
    GuillotineExecutionerCRUEL
    Metadata
    GuillotineExecutionerCRUEL
    Уровень
    68
    Здоровье
    24,279
    Damage
    816
    Урон от чар
    816
    Меткость
    3,753
    Время атаки
    3.54
    Опыт
    71,585
    Minion Life
    21,691
    Minion Damage
    3,391
    Minion Armour
    5,309
    MAASExecutionerBoss
    Attack, RangedAttack, MirageArcherCanUse, Projectile, MeleeSingleTarget, Melee, ProjectilesFromUser
    Обычная атака
    Base Damage: 653–979
    Время атаки: 3.54 сек.
    action attack or cast time uses animation length [1]
    monster penalty against minions damage +% final vs player minions [40]
    projectile uses contact position [1]
    skill can fire wand projectiles [1]
    use scaled contact offset [1]
    MAASExecutionerBossShortRange
    Attack, RangedAttack, MirageArcherCanUse, Projectile, MeleeSingleTarget, Melee, ProjectilesFromUser
    Обычная атака
    Base Damage: 653–979
    Время атаки: 3.54 сек.
    action attack or cast time uses animation length [1]
    attack maximum action distance + [-15]
    monster penalty against minions damage +% final vs player minions [50]
    projectile uses contact position [1]
    skill can fire wand projectiles [1]
    use scaled contact offset [1]
    MAASExecutionerBossTriggerSlam
    Attack, RangedAttack, MirageArcherCanUse, Projectile, MeleeSingleTarget, Melee, ProjectilesFromUser
    Обычная атака
    Base Damage: 653–979
    Время атаки: 3.54 сек.
    Перезарядка: 8 сек.
    action attack or cast time uses animation length [1]
    attack maximum action distance + [60]
    base cannot be blocked [1]
    monster penalty against minions damage +% final vs player minions [50]
    projectile uses contact position [1]
    skill can fire wand projectiles [1]
    use scaled contact offset [1]
    GAExecutionerMegaSlam
    Triggerable, Attack
    Base Damage: 653–979
    Урон от атаки: 450%
    Время атаки: 3.54 сек.
    Перезарядка: 12 сек.
    Наносит на 350% больше урона атаками
    75% физического урона становится уроном от огня
    action attack or cast time uses animation length [1]
    is area damage [1]
    monster penalty against minions damage +% final vs player minions [50]
    GAExecutionerSlam
    Triggerable, Attack
    Base Damage: 653–979
    Урон от атаки: 330%
    Время атаки: 3.54 сек.
    Наносит на 230% больше урона атаками
    action attack or cast time uses animation length [1]
    base cannot be blocked [1]
    base skill cannot be avoided by dodge roll or evaded or blocked [1]
    is area damage [1]
    monster penalty against minions damage +% final vs player minions [100]
    GAExecutionerGuillitineDrop
    Triggerable, Attack
    Base Damage: 653–979
    Урон от атаки: 450%
    Время атаки: 3.54 сек.
    Наносит на 350% больше урона атаками
    action attack or cast time uses animation length [1]
    base cannot be blocked [1]
    base skill cannot be avoided by dodge roll or evaded or blocked [1]
    is area damage [1]
    monster penalty against minions damage +% final vs player minions [50]
    voll slam damage +% final at centre [75]
    EASExecutionerChangeTo2h
    Перезарядка: 12 сек.
    action attack or cast time uses animation length [1]
    EAAExecutionerSummonTaunt
    Перезарядка: 9 сек.
    action attack or cast time uses animation length [1]
    GAExecutionerReverseSlam
    Triggerable, Attack
    Base Damage: 653–979
    Урон от атаки: 230%
    Время атаки: 3.54 сек.
    Наносит на 130% больше урона атаками
    action attack or cast time uses animation length [1]
    action do not face target [1]
    is area damage [1]
    GAExecutioner2H
    Triggerable, Attack
    Base Damage: 653–979
    Урон от атаки: 230%
    Время атаки: 3.54 сек.
    Наносит на 130% больше урона атаками
    action attack or cast time uses animation length [1]
    is area damage [1]
    EASExecutionerGuillotineDrop
    Перезарядка: 20 сек.
    action attack or cast time uses animation length [1]
    ExecutionerChannelledSlam
    Attack, Area, Channel, Melee, Slam, NoDualWield, GainsStages, NoAttackInPlace
    Сверхмощный удар
    Base Damage: 653–979
    Урон от атаки: 450%
    Время атаки: 3.54 сек.
    Перезарядка: 15 сек.
    При поддержании герой готовит могучий замах, утяжеляя свою булаву комьями земли. При прекращении поддержания совершает мощный удар по земле, нанося урон в области вокруг места удара, вслед за которым появляются остаточные волны, наносящие урон в большей области.
    Наносит на 350% больше урона атаками
    +20 к дальности ударов ближнего боя
    Скорость атаки этого умения нельзя изменить
    Радиус удара - 1.6 м
    На 100% больше урона от удара за стадию
    +10 к максимуму стадий
    action attack or cast time uses animation length [1]
    aftershock delay ms [33]
    base cannot be blocked [1]
    base minimum channel time ms [2000]
    base skill cannot be avoided by dodge roll or evaded or blocked [1]
    channel skill end animation duration override ms [1866]
    is area damage [1]
    skill art variation [1]
    skill cannot be interrupted [1]
    EASExectionerReturnTo1h
    GAExecutionerSlamAxeImpact
    Triggerable, Attack
    Base Damage: 653–979
    Урон от атаки: 200%
    Время атаки: 3.54 сек.
    Наносит на 100% больше урона атаками
    action attack or cast time uses animation length [1]
    is area damage [1]
    monster penalty against minions damage +% final vs player minions [60]
    GAExecutionerSlamAxeMelee
    Triggerable, Attack
    Base Damage: 653–979
    Урон от атаки: 185%
    Время атаки: 3.54 сек.
    Наносит на 85% больше урона атаками
    action attack or cast time uses animation length [1]
    is area damage [1]
    monster penalty against minions damage +% final vs player minions [60]
    EAAExecutionerLeapSlam
    Перезарядка: 8 сек.
    action attack or cast time uses animation length [1]
    skill cannot be interrupted [1]
    ExecutionerGATriggered1
    Triggerable, Attack
    Base Damage: 653–979
    Урон от атаки: 350%
    Время атаки: 3.54 сек.
    Наносит на 250% больше урона атаками
    action attack or cast time uses animation length [1]
    base cannot be blocked [1]
    base skill cannot be avoided by dodge roll or evaded or blocked [1]
    is area damage [1]
    ExecutionerGATriggered2
    Triggerable, Attack
    Base Damage: 653–979
    Урон от атаки: 300%
    Время атаки: 3.54 сек.
    Наносит на 200% больше урона атаками
    action attack or cast time uses animation length [1]
    base cannot be blocked [1]
    base skill cannot be avoided by dodge roll or evaded or blocked [1]
    is area damage [1]
    ExecutionerGATriggered3
    Triggerable, Attack
    Base Damage: 653–979
    Урон от атаки: 230%
    Время атаки: 3.54 сек.
    Наносит на 130% больше урона атаками
    action attack or cast time uses animation length [1]
    base cannot be blocked [1]
    base skill cannot be avoided by dodge roll or evaded or blocked [1]
    is area damage [1]

    Object Type

    version 2
    extends "Metadata/Monsters/Monster"
    extends "Metadata/Monsters/BossBase"
    
    Actor
    {
    	basic_action = "ChangeToStance1"
    	basic_action = "ChangeToStance2"
    	basic_action = "ChangeToStance3"
    
    	on_effect_event_start_dodge_for_EAAExecutionerLeapSlam = "OverrideBaseHullType( projectile );"
    	on_effect_event_end_dodge_for_EAAExecutionerLeapSlam = "ResetBaseHullType(  );"
    }
    
    Positioned
    {
    	force_placement = true
    }
    
    ControlZone
    {
    	
    }
    
    StateMachine
    {
    	define_shared_state =
    	"
    		reverse_slam;
    		intro_block;
    		awakened;
    	"
    
    	on_or_create_state_intro_block_0 = "RemoveCollidability(  );"
    	on_or_create_state_intro_block_1 = "MakeCollidable(  );"
    }
    
    Functions
    {
    	fix_orientation =
    	"
    		/* arg1 doesn't exist by the time AddOnActionEnd happens so needs to be put somewhere */
    		this.temp_anim_orientation = arg1;
    		AddOnActionEnd(
    		{
    			SetOrientation( GetOrientation() + temp_anim_orientation, false, true );
    			PlayAnimationType( Idle, 1.0, 0, 0 );
                this.temp_anim_orientation = null;
    		}, true );
    	"
    }
    
    Stats
    {
    	set_monster_delay_item_drops_millis = 3100
    }

    Object Type Codes

    version 2
    extends "Metadata/Monsters/Monster"
    extends "Metadata/Monsters/BossBase"
    
    ProximityTrigger
    {
    	condition = "players"
    	radius = 70
    
    	on_triggered =
    	"
    		DisableProximityTrigger();
    		IfState( awakened, 1, {}, ()
    		{
    			leitisnpc.IfTransitioned( {}, ()
    			{
    				this.IfState( dead, 1, (){ leitisnpc.CancelStateTimer( leitistalk ); }, ()
    				{
    					PlayTextAudio( LeitisWildAtExecutioner, 'Metadata/NPC/Four_Act1/ExecutionerFemaleNPC', 0 );
    					PlayTextAudio( LeitisWildAtExecutioner_2, 'Metadata/NPC/Four_Act1/ExecutionerFemaleNPC', 9000 );
    					leitisnpc.CancelStateTimer( leitistalk );
    				} );
    			} );
    		} );
    	"
    }
    
    GlobalAudioParamEvents
    {
    	player_in_range_param = "ExecutionerInRange"
    	life_percent_param = "ExecutionerLifePercentage"
    	range = 130
    }
    
    Actor
    {
    	on_end_or_destroy_ChannelledSlam = "DetachAllOfType( 'Metadata/Effects/Spells/monsters_effects/Act1_FOUR/GuillotineExec/ao/charge_slam/charge.ao' );"
    }
    
    Functions
    {
    	SeenAudio = "PlayCharacterAudioEvent( ExecutionerSeenComment );"
    }
    
    Preload
    {
    	preload_animated_object = "Metadata/Effects/Spells/monsters_effects/Act1_FOUR/GuillotineExec/ao/guillotine_drop/guillotine_drop_marker.ao"
    	preload_animated_object = "Metadata/Effects/Spells/monsters_effects/Act1_FOUR/GuillotineExec/ao/xbow_marker/xbow_marker.ao"
    }
    
    Animated
    {
    	on_1h_charge_up_slam_01 = "PlayTextAudio( Executioner_ChargeSlam_Random, 'Metadata/Monsters/GuillotineExecutioner/GuillotineExecutioner',);"
    	on_double_cleave_01 = "PlayTextAudio( Executioner_Cleave_Random, 'Metadata/Monsters/GuillotineExecutioner/GuillotineExecutioner',);"
    	on_1h_reverse_slam_01 = "PlayTextAudio( Executioner_GroundSlam_Random, 'Metadata/Monsters/GuillotineExecutioner/GuillotineExecutioner',);"
    	on_1h_to_2h = "PlayTextAudio( Executioner_PhaseChange_Random, 'Metadata/Monsters/GuillotineExecutioner/GuillotineExecutioner',);"
    	on_1h_knock_down_01 = "PlayTextAudio( Executioner_Knockdown_Random, 'Metadata/Monsters/GuillotineExecutioner/GuillotineExecutioner',);"
    	on_2h_knock_down_01 = "PlayTextAudio( Executioner_Knockdown_Random, 'Metadata/Monsters/GuillotineExecutioner/GuillotineExecutioner',);"
    }
    -- src\Data\Spectres.lua
    minions["Metadata/Monsters/GuillotineExecutioner/GuillotineExecutionerCRUEL"] = {
        name = "The Executioner",
        life = 3.13,
        fireResist = 0,
        coldResist = 0,
        lightningResist = 0,
        chaosResist = 0,
        damage = 3.5,
        damageSpread = 0.2,
        attackTime = 3.54,
        attackRange = 29,
        accuracy = 2,
        weaponType1 = "Two Hand Mace",
        skillList = {
            "MAASExecutionerBoss",
            "MAASExecutionerBossShortRange",
            "MAASExecutionerBossTriggerSlam",
            "GAExecutionerSlam",
            "GAExecutionerGuillitineDrop",
            "GAExecutionerReverseSlam",
            "GAExecutioner2H",
            "GAExecutionerSlamAxeImpact",
            "GAExecutionerSlamAxeMelee",
            "GAExecutionerMegaSlam",
            "EASExecutionerChangeTo2h",
            "EAAExecutionerSummonTaunt",
            "EASExecutionerGuillotineDrop",
            "EASExectionerReturnTo1h",
            "EAAExecutionerLeapSlam",
            "ExecutionerGATriggered1",
            "ExecutionerGATriggered2",
            "ExecutionerGATriggered3",
            "ExecutionerChannelledSlam",
        },
        modList = {
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["MAASExecutionerBoss"] = {
        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.Melee] = true,
            [SkillType.ProjectilesFromUser] = true,
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 1,
        baseFlags = {
            attack = true,
            melee = true,
            projectile = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "monster_penalty_against_minions_damage_+%_final_vs_player_minions",
            "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] = {40, levelRequirement = 1, statInterpolation = {},  cost = { }, },
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["MAASExecutionerBossShortRange"] = {
        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.Melee] = true,
            [SkillType.ProjectilesFromUser] = true,
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 1,
        baseFlags = {
            attack = true,
            melee = true,
            projectile = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "attack_maximum_action_distance_+",
            "monster_penalty_against_minions_damage_+%_final_vs_player_minions",
            "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] = {-15, 50, levelRequirement = 1, statInterpolation = {},  cost = { }, },
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["MAASExecutionerBossTriggerSlam"] = {
        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.Melee] = true,
            [SkillType.ProjectilesFromUser] = true,
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 1,
        baseFlags = {
            attack = true,
            melee = true,
            projectile = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "attack_maximum_action_distance_+",
            "monster_penalty_against_minions_damage_+%_final_vs_player_minions",
            "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",
            "base_cannot_be_blocked",
        },
        levels = {
            [1] = {60, 50, levelRequirement = 1, statInterpolation = {},  cost = { }, },
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["GAExecutionerSlam"] = {
        name = "GAExecutionerSlam",
        hidden = true,
        color = ,
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        skillTypes = {
            [SkillType.Triggerable] = true,
            [SkillType.Attack] = true,
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 1,
        baseFlags = {
            attack = true,
            area = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "monster_penalty_against_minions_damage_+%_final_vs_player_minions",
            "is_area_damage",
            "action_attack_or_cast_time_uses_animation_length",
            "base_cannot_be_blocked",
            "base_skill_cannot_be_avoided_by_dodge_roll_or_evaded_or_blocked",
        },
        levels = {
            [1] = {100, baseMultiplier = 3.3, levelRequirement = 1, statInterpolation = {},  cost = { }, },
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["GAExecutionerGuillitineDrop"] = {
        name = "GAExecutionerGuillitineDrop",
        hidden = true,
        color = ,
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        skillTypes = {
            [SkillType.Triggerable] = true,
            [SkillType.Attack] = true,
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 1,
        baseFlags = {
            attack = true,
            area = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "voll_slam_damage_+%_final_at_centre",
            "monster_penalty_against_minions_damage_+%_final_vs_player_minions",
            "is_area_damage",
            "action_attack_or_cast_time_uses_animation_length",
            "base_cannot_be_blocked",
            "base_skill_cannot_be_avoided_by_dodge_roll_or_evaded_or_blocked",
        },
        levels = {
            [1] = {75, 50, baseMultiplier = 4.5, levelRequirement = 1, statInterpolation = {},  cost = { }, },
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["GAExecutionerReverseSlam"] = {
        name = "GAExecutionerReverseSlam",
        hidden = true,
        color = ,
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        skillTypes = {
            [SkillType.Triggerable] = true,
            [SkillType.Attack] = true,
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 1,
        baseFlags = {
            attack = true,
            area = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "is_area_damage",
            "action_attack_or_cast_time_uses_animation_length",
            "action_do_not_face_target",
        },
        levels = {
            [1] = {baseMultiplier = 2.3, levelRequirement = 1, statInterpolation = {},  cost = { }, },
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["GAExecutioner2H"] = {
        name = "GAExecutioner2H",
        hidden = true,
        color = ,
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        skillTypes = {
            [SkillType.Triggerable] = true,
            [SkillType.Attack] = true,
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 1,
        baseFlags = {
            attack = true,
            area = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "is_area_damage",
            "action_attack_or_cast_time_uses_animation_length",
        },
        levels = {
            [1] = {baseMultiplier = 2.3, levelRequirement = 1, statInterpolation = {},  cost = { }, },
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["GAExecutionerSlamAxeImpact"] = {
        name = "GAExecutionerSlamAxeImpact",
        hidden = true,
        color = ,
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        skillTypes = {
            [SkillType.Triggerable] = true,
            [SkillType.Attack] = true,
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 1,
        baseFlags = {
            attack = true,
            area = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "monster_penalty_against_minions_damage_+%_final_vs_player_minions",
            "is_area_damage",
            "action_attack_or_cast_time_uses_animation_length",
        },
        levels = {
            [1] = {60, baseMultiplier = 2, levelRequirement = 1, statInterpolation = {},  cost = { }, },
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["GAExecutionerSlamAxeMelee"] = {
        name = "GAExecutionerSlamAxeMelee",
        hidden = true,
        color = ,
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        skillTypes = {
            [SkillType.Triggerable] = true,
            [SkillType.Attack] = true,
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 1,
        baseFlags = {
            attack = true,
            area = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "monster_penalty_against_minions_damage_+%_final_vs_player_minions",
            "is_area_damage",
            "action_attack_or_cast_time_uses_animation_length",
        },
        levels = {
            [1] = {60, baseMultiplier = 1.85, levelRequirement = 1, statInterpolation = {},  cost = { }, },
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["GAExecutionerMegaSlam"] = {
        name = "GAExecutionerMegaSlam",
        hidden = true,
        color = ,
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        skillTypes = {
            [SkillType.Triggerable] = true,
            [SkillType.Attack] = true,
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 1,
        baseFlags = {
            attack = true,
            area = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "active_skill_base_physical_damage_%_to_convert_to_fire",
            "monster_penalty_against_minions_damage_+%_final_vs_player_minions",
            "is_area_damage",
            "action_attack_or_cast_time_uses_animation_length",
        },
        levels = {
            [1] = {75, 50, baseMultiplier = 4.5, levelRequirement = 1, statInterpolation = {},  cost = { }, },
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["EASExecutionerChangeTo2h"] = {
        name = "EASExecutionerChangeTo2h",
        hidden = true,
        color = ,
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        skillTypes = {
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 1,
        baseFlags = {
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "action_attack_or_cast_time_uses_animation_length",
        },
        levels = {
            [1] = {levelRequirement = 1, statInterpolation = {},  cost = { }, },
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["EAAExecutionerSummonTaunt"] = {
        name = "EAAExecutionerSummonTaunt",
        hidden = true,
        color = ,
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        skillTypes = {
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 1,
        baseFlags = {
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "action_attack_or_cast_time_uses_animation_length",
        },
        levels = {
            [1] = {levelRequirement = 1, statInterpolation = {},  cost = { }, },
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["EASExecutionerGuillotineDrop"] = {
        name = "EASExecutionerGuillotineDrop",
        hidden = true,
        color = ,
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        skillTypes = {
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 1,
        baseFlags = {
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "action_attack_or_cast_time_uses_animation_length",
        },
        levels = {
            [1] = {levelRequirement = 1, statInterpolation = {},  cost = { }, },
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["EASExectionerReturnTo1h"] = {
        name = "EASExectionerReturnTo1h",
        hidden = true,
        color = ,
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        skillTypes = {
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 1,
        baseFlags = {
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
        },
        levels = {
            [1] = {levelRequirement = 1, statInterpolation = {},  cost = { }, },
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["EAAExecutionerLeapSlam"] = {
        name = "EAAExecutionerLeapSlam",
        hidden = true,
        color = ,
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        skillTypes = {
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 1,
        baseFlags = {
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "action_attack_or_cast_time_uses_animation_length",
            "skill_cannot_be_interrupted",
        },
        levels = {
            [1] = {levelRequirement = 1, statInterpolation = {},  cost = { }, },
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["ExecutionerGATriggered1"] = {
        name = "ExecutionerGATriggered1",
        hidden = true,
        color = ,
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        skillTypes = {
            [SkillType.Triggerable] = true,
            [SkillType.Attack] = true,
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 1,
        baseFlags = {
            attack = true,
            area = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "is_area_damage",
            "action_attack_or_cast_time_uses_animation_length",
            "base_cannot_be_blocked",
            "base_skill_cannot_be_avoided_by_dodge_roll_or_evaded_or_blocked",
        },
        levels = {
            [1] = {baseMultiplier = 3.5, levelRequirement = 1, statInterpolation = {},  cost = { }, },
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["ExecutionerGATriggered2"] = {
        name = "ExecutionerGATriggered2",
        hidden = true,
        color = ,
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        skillTypes = {
            [SkillType.Triggerable] = true,
            [SkillType.Attack] = true,
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 1,
        baseFlags = {
            attack = true,
            area = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "is_area_damage",
            "action_attack_or_cast_time_uses_animation_length",
            "base_cannot_be_blocked",
            "base_skill_cannot_be_avoided_by_dodge_roll_or_evaded_or_blocked",
        },
        levels = {
            [1] = {baseMultiplier = 3, levelRequirement = 1, statInterpolation = {},  cost = { }, },
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["ExecutionerGATriggered3"] = {
        name = "ExecutionerGATriggered3",
        hidden = true,
        color = ,
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        skillTypes = {
            [SkillType.Triggerable] = true,
            [SkillType.Attack] = true,
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 1,
        baseFlags = {
            attack = true,
            area = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "is_area_damage",
            "action_attack_or_cast_time_uses_animation_length",
            "base_cannot_be_blocked",
            "base_skill_cannot_be_avoided_by_dodge_roll_or_evaded_or_blocked",
        },
        levels = {
            [1] = {baseMultiplier = 2.3, levelRequirement = 1, statInterpolation = {},  cost = { }, },
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["ExecutionerChannelledSlam"] = {
        name = "Supercharged Slam",
        hidden = true,
        color = ,
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        description = "[Channelling|Channel] to charge up a heavy swing, drawing earth from the ground to enlarge your mace. Release to [Slam|Slam] the ground, dealing damage in an area around the impact, followed by [Aftershock|Aftershocks] dealing damage in a larger area.",
        skillTypes = {
            [SkillType.Attack] = true,
            [SkillType.Area] = true,
            [SkillType.Channel] = true,
            [SkillType.Melee] = true,
            [SkillType.Slam] = true,
            [SkillType.NoDualWield] = true,
            [SkillType.GainsStages] = true,
            [SkillType.NoAttackInPlace] = true,
        },
        statDescriptionScope = "channelled_slam/statset_0",
        castTime = 5,
        baseFlags = {
            attack = true,
            area = true,
            melee = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "active_skill_base_area_of_effect_radius",
            "channelled_slam_damage_+%_final_per_stage",
            "channelled_slam_max_stages",
            "channel_skill_end_animation_duration_override_ms",
            "base_minimum_channel_time_ms",
            "aftershock_delay_ms",
            "skill_art_variation",
            "melee_range_+",
            "is_area_damage",
            "attack_speed_cannot_be_modified",
            "action_attack_or_cast_time_uses_animation_length",
            "skill_cannot_be_interrupted",
            "base_cannot_be_blocked",
            "base_skill_cannot_be_avoided_by_dodge_roll_or_evaded_or_blocked",
        },
        levels = {
            [1] = {16, 100, 10, 1866, 2000, 33, 1, 20, baseMultiplier = 4.5, levelRequirement = 1, statInterpolation = {},  cost = { }, },
        },
    }
    
    FamilyNothing
    DomainsMonster (3)
    GenerationTypeУникальный (3)
    Req. level1
    FamilyNothing
    DomainsMonster (3)
    GenerationTypeУникальный (3)
    Req. level1
    stance movement speed +% final [200]
    FamilyStance
    DomainsMonster (3)
    GenerationTypeУникальный (3)
    Req. level1
    Stats
  • stance movement speed +% final Min: 200 Max: 200 Global
  • i am boss of tier [2]
    monster dropped item rarity +% [1600]
    monster slain experience +% [0]
    FamilyMonsterActBoss
    DomainsMonster (3)
    GenerationTypeУникальный (3)
    Req. level1
    Stats
  • i am boss of tier Min: 2 Max: 2 Global
  • monster slain experience +% Min: 0 Max: 0 Global
  • monster dropped item rarity +% Min: 1600 Max: 1600 Global
  • keyval
    StateMachine./*,
    StateMachine.boss_life_bar - controls when to show the big life bar (also requires the checkbox in MonsterVarieties to be checked)
    StateMachine.0: Life bar is hidden
    StateMachine.1: Life bar is visible, will hide on death
    StateMachine.dont_hide_lifebar_on_unaggro - controls whether the boss life bar should be hidden when the boss unaggros
    StateMachine.0: Life bar is hidden after a short duration when the boss loses aggro
    StateMachine.1: Life bar remains visible the entire time, can still be controlled by setting the disable_life_bar state
    StateMachine.show_life_bar_when_in_range - delay the life bar from showing up, until the boss is on screen (for wild bosses)
    StateMachine.0: Life bar behaves as normal
    StateMachine.1: Life bar initially only shows up when a player can see the boss on screen, this doesn't make it get removed if the player goes off screen though
    StateMachine.hidden - replaces the Unaggro+hidden_monster combo, and optionally pauses delirium fog
    StateMachine.0: Make aggro and remove hidden monster buff
    StateMachine.1: Unaggro and add hidden monster buff
    StateMachine.2: Unaggro, add hidden monster buff and pause delirium fog
    StateMachine.light - controls the boss point light, attaches to head_light_attachment if it exists (otherwise uses the default)
    StateMachine.0: Light off, handles the fade out
    StateMachine.1: Light on, handles the fade in
    StateMachine.introsequence - for bosses that are doing something before you rudely interrupt them
    StateMachine.boss uses the ChangeToStance1BossFightStart granted effect for this, which is added through the actor component in here
    StateMachine.0: no intro sequence
    StateMachine.1: boss starts off in stance2, then does change to stance1 when a proximity trigger is triggered
    StateMachine.intro_zoom - for bosses that should have the camera zoom out during the intro
    StateMachine.0: no zoom
    StateMachine.1: zoom enabled, with default values. These can be overridden in the monsters ots.
    StateMachine.intro_pan - for bosses that should have the camera pan towards them during the intro
    StateMachine.0: no pan
    StateMachine.1: pan enabled, with default values. These can be overridden in the monsters ots.
    StateMachine.use_offset_camera_controller - if this is set to 1, the boss will spawn and use a specific object as the zoom/pan center point
    StateMachine.The location of this object needs to be set by the boss too, if it isn't you will get warning message
    StateMachine.See GreatWhiteOne (shark boss) as an example, but all you really need is to set the state to 1 and move the object after it spawns
    StateMachine.0: use self as zoom/pan origin
    StateMachine.1: use a new object as the zoom/pan origin
    StateMachine.door_type - defaults to 0 for no door (or no boss control over door), other values are related to specific door types
    StateMachine.When used, also need to do 'set_telepad_indexx' in the monsters ots (BaseEvents), where x is the telepad index
    StateMachine.0: disable telepad, but only if a telepad index has been set
    StateMachine.1: force field door, forcefield blocks entrance on boss aggro, is removed on boss death (requires Metadata/MiscellaneousObjects/BossForceFieldDoor.ot in arena)
    StateMachine.2: prisoner boss door, closed on fight start, doesn't reopen afterwards (Metadata/Terrain/Gallows/Act4/4_5_2/Objects/PrisonBossDoor.ot)
    StateMachine.roaming - State for disabling instant portals on roaming bosses vs arena bosses.
    StateMachine.0: Arena Boss
    StateMachine.1: Roaming Boss
    StateMachine.arena_sector_id - If there are multiple arena bosses in an instance, each boss needs a different arena_sector_id INCLUDING roaming bosses
    StateMachine.It defaults to 1 so most bosses wont need this to be changed
    StateMachine.Currently supports up to three different bosses, but its easy to add more
    StateMachine.This state value is used to decide which boss sectors to destroy, see the triggerbracket on death in the BossBase.ots for more detail
    StateMachine.use_custom_sector_removal_handling - Set to 1 if a boss needs to use its own custom handling for sector removal on death (eg Mastodon)
    StateMachine.0: default behaviour, arena sector is removed on boss death
    StateMachine.1: custom behaviour, this disables the on death sector removal in boss base, so will need to be handled in the bosses otc AND ots
    StateMachine.quick_death_enabled - Use this for bosses with long deaths that are visible when you resurrect at checkpoint after killing them
    StateMachine.DO NOT set the quick_death state manually, this will cause the monster to do its quick death anim when it first dies
    StateMachine.0: default behaviour, death will be played at regular speed
    StateMachine.1: death anim is sped up by 10000x, this should be used for bosses that have events in their death that need to trigger
    StateMachine.2: death anim is sped up by 1000x, deaths with move events dont like being super fast so they can use this slower one
    StateMachine.am_final_boss_in_fight - This is used for multi boss fights to handle resurrecting etc after killing a single boss from fight
    StateMachine.0: reaching this state toggles part_of_multiple_boss_fight to be true, and signifies that this boss is not the final boss
    StateMachine.1: default value, will remain here unless another boss turns flips it to 0
    StateMachine.part_of_multiple_boss_fight - helper state for the above, shouldn't be interacted with manually
    StateMachine.0: currently not part of a multi boss fight
    StateMachine.1: was part of a multi boss fight at some point
    StateMachine.*/,
    StateMachine.define_shared_state =,
    StateMachine.", , ,
    StateMachine.boss_life_bar;
    StateMachine.hidden;
    StateMachine.light;
    StateMachine.introsequence;
    StateMachine.disable_life_bar;
    StateMachine.intro_zoom;
    StateMachine.intro_pan;
    StateMachine.use_offset_camera_controller;
    StateMachine.door_type;
    StateMachine.roaming;
    StateMachine.first_aggro;
    StateMachine.room_marker;
    StateMachine.arena_sector_id1;
    StateMachine.use_custom_sector_removal_handling;
    StateMachine.quick_death_enabled;
    StateMachine.quick_death;
    StateMachine.am_final_boss_in_fight1;
    StateMachine.part_of_multiple_boss_fight;
    StateMachine.dead - Boss is dead. This state is saved to the character checkpoint, so if you respawn at checkpoint this state will be automatically set. In BossBase.ots, this also calls KillSelfNoDrops().
    StateMachine.if you DON'T want this state to save/load automatically, use StateMachine{ checkpoint_save_deadfalse }
    StateMachine.0: Boss is alive
    StateMachine.1: Boss is dead
    StateMachine.2: Boss is dead and corpse is hidden
    StateMachine.define_shared_checkpoint_statedead
    StateMachine.reverse_slam;
    StateMachine.intro_block;
    StateMachine.awakened;
    StateMachine.on_or_create_state_intro_block_0RemoveCollidability( );
    StateMachine.on_or_create_state_intro_block_1MakeCollidable( );
    Actor.slow_animations_go_to_idlefalse
    Actor.leveled_starting_effectsCTS1BossFightStart
    Actor.basic_actionChangeToStance1, ChangeToStance2, ChangeToStance3
    Actor.on_effect_event_start_dodge_for_EAAExecutionerLeapSlamOverrideBaseHullType( projectile );
    Actor.on_effect_event_end_dodge_for_EAAExecutionerLeapSlamResetBaseHullType( );
    Stats.corpse_cannot_be_destroyed1
    Stats.base_heavy_stun_duration_ms4000
    Stats.additional_life_scaling_index6
    Stats.monster_delay_item_drops_millis3100
    Life.corpse_usablefalse
    Monster.is_bosstrue
    Positioned.force_placementtrue
    Functions.fix_orientation =
    Functions.",
    Functions./* arg1 doesn't exist by the time AddOnActionEnd happens so needs to be put somewhere */
    Functions.this.temp_anim_orientationarg1;, null;
    Functions.AddOnActionEnd(
    Functions.SetOrientation( GetOrientation() + temp_anim_orientation, false, true );
    Functions.PlayAnimationType( Idle, 1.0, 0, 0 );
    Functions.}, true );
    Палач Text Audio /74
    Имя
    Сейчас ты умрёшь!
    Executioner_ChargedSlam_Random
    Сейчас ты умрёшь!
    Executioner_ChargedSlam_2
    Сейчас ты умрёшь!
    Executioner_ChargedSlam_3
    Справедливость восторжествует!
    Executioner_ChargedSlam_4
    Справедливость восторжествует!
    Executioner_ChargedSlam_5
    Бежать некуда!
    Executioner_ChargedSlam_6
    Бежать некуда!
    Executioner_ChargedSlam_7
    Твоё время вышло!
    Executioner_ChargedSlam_8
    Твоё время вышло!
    Executioner_ChargedSlam_9
    Твоё время вышло!
    Executioner_ChargedSlam_10
    Твоё время вышло!
    Executioner_ChargedSlam_11
    Я снесу тебе голову!
    Executioner_Cleave_Random
    Я снесу тебе голову!
    Executioner_Cleave_2
    Разрежу на куски!
    Executioner_Cleave_3
    Разрежу на куски!
    Executioner_Cleave_4
    Разрежу на куски!
    Executioner_Cleave_5
    Разрежу на куски!
    Executioner_Cleave_6
    Разрублю надвое!
    Executioner_Cleave_7
    Разрублю надвое!
    Executioner_Cleave_8
    Разрублю надвое!
    Executioner_Cleave_9
    Разрублю надвое!
    Executioner_Cleave_10
    Разрублю надвое!
    Executioner_Cleave_11
    Тебе не спастись... Не в этот раз.
    Executioner_Emerge_Generic
    Ты оставляешь за собой лишь смерть... Пора вершить правосудие.
    Executioner_Emerge_Monk
    Охотница! Тебя приговорили к смерти.
    Executioner_Emerge_Ranger
    Я вынесу тебе приговор, маракетская девчонка.
    Executioner_Emerge_Sorc
    Мы снова встретились, жрец. Твоей вере здесь не место.
    Executioner_Emerge_Templar
    Удача не на твоей стороне, найдёныш.
    Executioner_Emerge_Warrior
    Тебя давно пора сжечь на костре, ведьма.
    Executioner_Emerge_Witch
    Сокрушу!
    Executioner_GroundSlam_Random
    Сокрушу!
    Executioner_GroundSlam_2
    Сокрушу!
    Executioner_GroundSlam_3
    Сокрушу!
    Executioner_GroundSlam_4
    Сокрушу!
    Executioner_GroundSlam_5
    Сокрушу!
    Executioner_GroundSlam_6
    Смерть.
    Executioner_GroundSlam_7
    Смерть.
    Executioner_GroundSlam_8
    Разрублю на куски!
    Executioner_GroundSlam_9
    Разрублю на куски!
    Executioner_GroundSlam_10
    Разрублю на куски!
    Executioner_GroundSlam_11
    Разрублю на куски!
    Executioner_GroundSlam_12
    Разрублю на куски!
    Executioner_GroundSlam_13
    Удар... гильотины!
    Executioner_Execute
    А-а-а! Ты за это поплатишься!
    Executioner_Knockdown_Random
    Ох... Я тебе чёртову глотку перережу!
    Executioner_Knockdown_2
    Ох... Я тебе чёртову глотку перережу!
    Executioner_Knockdown_3
    Ох... Я тебе чёртову глотку перережу!
    Executioner_Knockdown_4
    Ох... Я тебе чёртову глотку перережу!
    Executioner_Knockdown_5
    Ты можешь лишь... отсрочить свою смерть...
    Executioner_Knockdown_6
    Я теряю терпение!
    Executioner_PhaseChange_Random
    Я теряю терпение!
    Executioner_PhaseChange_2
    Довольно!
    Executioner_PhaseChange_3
    Довольно!
    Executioner_PhaseChange_4
    {Теперь... ты мой.}{Теперь... ты моя.}
    Executioner_PlayerDeath_Generic_Random
    Казнь.
    Executioner_PlayerDeath_Generic_2
    Казнь.
    Executioner_PlayerDeath_Generic_3
    Мой топор никогда не ошибается.
    Executioner_PlayerDeath_Generic_4
    Мерзкий каруи.
    Executioner_PlayerDeath_Marauder
    Язычников так просто убить.
    Executioner_PlayerDeath_Monk_Random
    Язычников так просто убить.
    Executioner_PlayerDeath_Monk_2
    Твоё тело не пропадёт... охотница.
    Executioner_PlayerDeath_Ranger
    И почему же твой бог не помог тебе, жрец?
    Executioner_PlayerDeath_Templar_Random
    И почему же твой бог не помог тебе, жрец?
    Executioner_PlayerDeath_Templar_2
    И почему же твой бог не помог тебе, жрец?
    Executioner_PlayerDeath_Templar_3
    Тебя должны были убить давным-давно, найдёныш... Но лучше поздно, чем никогда.
    Executioner_PlayerDeath_Warrior
    Оказывается, ты действительно... ведьма.
    Executioner_PlayerDeath_Witch
    ВСЕ СЮДА!
    Executioner_Summon_Random
    ВСЕ СЮДА!
    Executioner_Summon_2
    ВСЕ СЮДА!

    Executioner_Summon_3
    {Убить преступника!}{Убить преступницу!}
    Executioner_Summon_4
    {Убить преступника!}{Убить преступницу!}
    Executioner_Summon_5
    {Разберитесь с ним, иначе я разберусь с ВАМИ!}{Разберитесь с ней, иначе я разберусь с ВАМИ!}
    Executioner_Summon_6
    Трусы! Сражайтесь или УМРИТЕ!
    Executioner_Summon_7
    Трусы! Сражайтесь или УМРИТЕ!
    Executioner_Summon_8
    Edit

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