Presentador hinchado
No muerto
Área: Naufragio
is spectre with death action [1]
Bloated Anchorman
SpectreY
AreaNaufragio
Tags2HBluntMetal_onhit_audio, humanoid, not_dex, not_int, undead, very_slow_movement, zombie
Packs
  • Naufragio: Portador ahogado, Presentador hinchado, Esqueleto de pudrición marina, Explorador ahogado, Explorador ahogado
  • Vida
    250%
    Resistencia
    0 0 0 0
    Damage
    250%
    Precisión
    100%
    Impactos críticos Chance
    5%
    Bonificación de daño crítico
    +30%
    Attack Distance
    6 ~ 12
    Tiempo de ataque
    1.5 Second
    Damage Spread
    ±20%
    Experiencia
    250%
    Model Size
    100%
    Type
    BloatedAnchorman
    Metadata
    BloatedAnchorman
    Nivel
    65
    Vida
    16,283
    Damage
    531
    Daño de hechizos
    531
    Precisión
    1,974
    Tiempo de ataque
    1.5
    Experiencia
    53,768
    Minion Life
    15,705
    Minion Damage
    2,072
    Minion Armour
    6,575
    MeleeAtAnimationSpeed
    Attack, RangedAttack, MirageArcherCanUse, Projectile, MeleeSingleTarget, Melee, ProjectilesFromUser
    Ataque básico
    Base Damage: 425–637
    Probabilidad de impacto crítico: 5%
    Tiempo de ataque: 1.5 seg
    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]
    MASBloatedAnchormanDoubleSwing
    Attack, RangedAttack, MirageArcherCanUse, Projectile, MeleeSingleTarget, Melee, ProjectilesFromUser
    Ataque básico
    Base Damage: 425–637
    Probabilidad de impacto crítico: 5%
    Tiempo de ataque: 1.5 seg
    Tiempo de recarga: 9 seg
    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]
    MPWAnchorToss
    Attack, RangedAttack, MirageArcherCanUse, Projectile, ProjectilesFromUser, Damage, Triggerable
    Base Damage: 425–637
    Probabilidad de impacto crítico: 5%
    Daño de ataque: 138%
    Tiempo de ataque: 1.5 seg
    Tiempo de recarga: 7 seg
    Inflige un 38% más de daño de ataques
    action attack or cast time uses animation length [1]
    base is projectile [1]
    maintain projectile direction when using contact position [1]
    monster projectile variation [1041]
    no additional projectiles [1]
    projectile ballistic angle override [12]
    projectile ballistic gravity override [1178]
    projectile maximum range override [300]
    projectile uses contact position [1]
    use scaled contact offset [1]
    EASAnchormanPullAnchor
    action attack or cast time uses animation length [1]
    action do not face target [1]
    EASAnchorRetrieval
    action attack or cast time uses animation length [1]
    action do not face target [1]
    GABloatedAnchormanAnchorSlam
    Triggerable, Attack
    Base Damage: 425–637
    Probabilidad de impacto crítico: 5%
    Daño de ataque: 175%
    Tiempo de ataque: 1.5 seg
    Tiempo de recarga: 6 seg
    Inflige un 75% más de daño de ataques
    +20 al alcance de los golpes cuerpo a cuerpo
    action attack or cast time uses animation length [1]
    is area damage [1]

    Object Type

    version 2
    extends "Metadata/Monsters/Monster"
    
    StateMachine
    {
    	define_shared_state = "thrown;"
    }
    
    Transitionable {}
    
    Stats
    {
    	set_check_for_targets_between_initiator_and_projectile_source = 0
    	set_base_heavy_stun_duration_ms = 2600
    }
    

    Object Type Codes

    version 2
    extends "Metadata/Monsters/Monster"
    
    StateMachine
    {
    	on_or_create_state_thrown_0 =
    	"
    		ShowAttachedMeshSegments( AnchormanWeaponChainShape );
    		ShowAttachedMeshSegments( AnchormanWeaponShape );
    		ShowAttachedMeshSegments( AnchormanWeaponSeaweedShape );
    	"
    
    	on_or_create_state_thrown_1 =
    	"
    		HideAttachedMeshSegments( AnchormanWeaponChainShape );
    		HideAttachedMeshSegments( AnchormanWeaponShape );
    		HideAttachedMeshSegments( AnchormanWeaponSeaweedShape );
    	"
    }
    
    Transitionable
    {
    	on_transition =
    	"
    		Roll( 1, 2, { PlayEffect( 'Metadata/Monsters/Anchorman/AnchormanAggroAudio.ao' ); } );
    	"
    }
    
    Animated
    {
    	preload_animated_object = "Metadata/Monsters/Anchorman/AnchormanAggroAudio.ao"
    }
    -- src\Data\Spectres.lua
    minions["Metadata/Monsters/Anchorman/BloatedAnchorman"] = {
        name = "Bloated Anchorman",
        life = 2.5,
        fireResist = 0,
        coldResist = 0,
        lightningResist = 0,
        chaosResist = 0,
        damage = 2.5,
        damageSpread = 0.2,
        attackTime = 1.5,
        attackRange = 12,
        accuracy = 1,
        weaponType1 = "Two Hand Mace",
        skillList = {
            "MeleeAtAnimationSpeed",
            "MASBloatedAnchormanDoubleSwing",
            "MPWAnchorToss",
            "GABloatedAnchormanAnchorSlam",
            "EASAnchormanPullAnchor",
            "EASAnchorRetrieval",
        },
        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.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["MASBloatedAnchormanDoubleSwing"] = {
        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 = {
            "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["MPWAnchorToss"] = {
        name = "MPWAnchorToss",
        hidden = true,
        color = ,
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        skillTypes = {
            [SkillType.Attack] = true,
            [SkillType.RangedAttack] = true,
            [SkillType.MirageArcherCanUse] = true,
            [SkillType.Projectile] = true,
            [SkillType.ProjectilesFromUser] = true,
            [SkillType.Damage] = true,
            [SkillType.Triggerable] = true,
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 1,
        baseFlags = {
            attack = true,
            projectile = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "monster_projectile_variation",
            "projectile_ballistic_gravity_override",
            "projectile_maximum_range_override",
            "projectile_ballistic_angle_override",
            "base_is_projectile",
            "projectile_uses_contact_position",
            "use_scaled_contact_offset",
            "action_attack_or_cast_time_uses_animation_length",
            "no_additional_projectiles",
            "maintain_projectile_direction_when_using_contact_position",
        },
        levels = {
            [1] = {1041, 1178, 300, 12, baseMultiplier = 1.38, levelRequirement = 1, statInterpolation = {},  cost = { }, },
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["GABloatedAnchormanAnchorSlam"] = {
        name = "GABloatedAnchormanAnchorSlam",
        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 = {
            "melee_range_+",
            "is_area_damage",
            "action_attack_or_cast_time_uses_animation_length",
        },
        levels = {
            [1] = {20, baseMultiplier = 1.75, levelRequirement = 1, statInterpolation = {},  cost = { }, },
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["EASAnchormanPullAnchor"] = {
        name = "EASAnchormanPullAnchor",
        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",
            "action_do_not_face_target",
        },
        levels = {
            [1] = {levelRequirement = 1, statInterpolation = {},  cost = { }, },
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["EASAnchorRetrieval"] = {
        name = "EASAnchorRetrieval",
        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",
            "action_do_not_face_target",
        },
        levels = {
            [1] = {levelRequirement = 1, statInterpolation = {},  cost = { }, },
        },
    }
    
    is spectre with death action [1]
    IdSpectrePlayDeathAction
    FamilyNothing
    DomainsMonster (3)
    GenerationTypeÚnico (3)
    Req. level1
    Stats
  • is spectre with death action Min: 1 Max: 1 Global
  • Editar

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