[DNT-UNUSED] Shipwreck Boss
No muerto
SpectreN
Tags2HSharpMetal_onhit_audio, not_str, red_blood, undead, very_slow_movement, zombie
Vida
400%
Energy Shield From Life
18%
Evasión
+25%
Resistencia
0 0 0 0
Damage
133%
Precisión
100%
Attack Distance
4 ~ 14
Tiempo de ataque
1.5 Second
Damage Spread
±20%
Experiencia
200%
Model Size
100%
Type
ShipwreckBoss
Metadata
ShipwreckBoss
Nivel
68
Vida
25,443
Damage
310
Daño de hechizos
310
Precisión
2,464
Tiempo de ataque
1.5
Experiencia
57,268
Minion Life
22,730
Minion Energy Shield
4,990
Minion Damage
1,288
Minion Armour
2,413
MeleeAtAnimationSpeedUnique
Attack, RangedAttack, MirageArcherCanUse, Projectile, MeleeSingleTarget, Melee, ProjectilesFromUser
Ataque básico
Base Damage: 248–372
Probabilidad de impacto crítico: 5%
Tiempo de ataque: 1.5 seg
action attack or cast time uses animation length [1]
monster penalty against minions damage +% final vs player minions [100]
projectile uses contact position [1]
skill can fire wand projectiles [1]
use scaled contact offset [1]
EASShipwreckBossSwordnado
action attack or cast time uses animation length [1]
MPSShipwreckBossSwordShot
Spell, Projectile, ProjectilesFromUser, Triggerable, Damage
Tiempo de lanzamiento: 1 seg
Inflige de 191.3 a 287 de daño físico
action attack or cast time uses animation length [1]
base is projectile [1]
check for targets between initiator and projectile source [1]
monster projectile variation [1054]
projectile uses contact position [1]
use scaled contact offset [1]
GPSShipwreckBossBackSwords
Triggerable, Damage
Inflige de 229.6 a 344.4 de daño físico
action attack or cast time uses animation length [1]
base is projectile [1]
projectile uses contact position [1]
use scaled contact offset [1]
GSShipwreckBossSandsword
Triggerable, Spell, Damage
Tiempo de lanzamiento: 1 seg
Inflige de 382.6 a 573.9 de daño físico
action attack or cast time uses animation length [1]
is area damage [1]
MPWShipwreckBossSwortar
Attack, RangedAttack, MirageArcherCanUse, Projectile, ProjectilesFromUser, Damage, Triggerable
Base Damage: 248–372
Probabilidad de impacto crítico: 5%
Tiempo de ataque: 1.5 seg
base is projectile [1]
check for targets between initiator and projectile source [1]
monster projectile variation [1062]
projectile ballistic angle from target distance [1]
projectile spread radius [0]
SOShipwreckBossSwordnado
Triggerable
action attack or cast time uses animation length [1]
spell maximum action distance +% [-45]

Object Type

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

Animated
{
	on_event_getvictim_for_back_swords_01 = "SetTarget( FindNearestPlayer() );"

	on_event_acquiretargetlocation_for_back_swords_01 =
	"
		this.temp_target = GetTarget();
		this.temp_location = this.temp_target.GetLocation();
		this.temp_location = FindRandomLocationNearLocation( -5, 5, this.temp_location, walk, 1 );
		SetTargetLocation( this.temp_location, 0, 0, true );
	"
}

StateMachine
{
	define_shared_state = "swords_fired;"
}

Object Type Codes

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

StateMachine
{
	on_or_create_state_swords_fired_0 = "ShowMeshSegments( swords_meshShape,sword_seaweed_meshShape );"
	on_or_create_state_swords_fired_1 = "HideMeshSegments( swords_meshShape,sword_seaweed_meshShape );"
}
Preload
{
	preload_environment = "G4_2_1_boss"
}
-- src\Data\Spectres.lua
minions["Metadata/Monsters/ShipwreckBoss/ShipwreckBoss"] = {
    name = "[DNT-UNUSED] Shipwreck Boss",
    life = 4,
    energyShield = 0.18,
    fireResist = 0,
    coldResist = 0,
    lightningResist = 0,
    chaosResist = 0,
    damage = 1.33,
    damageSpread = 0.2,
    attackTime = 1.5,
    attackRange = 14,
    accuracy = 1,
    skillList = {
        "MeleeAtAnimationSpeedUnique",
        "GPSShipwreckBossBackSwords",
        "MPSShipwreckBossSwordShot",
        "MPWShipwreckBossSwortar",
        "GSShipwreckBossSandsword",
        "EASShipwreckBossSwordnado",
        "SOShipwreckBossSwordnado",
    },
    modList = {
    },
}
-- src\Data\Skills\spectre.lua
skills["MeleeAtAnimationSpeedUnique"] = {
    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] = {100, levelRequirement = 1, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["GPSShipwreckBossBackSwords"] = {
    name = "GPSShipwreckBossBackSwords",
    hidden = true,
    color = ,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
        [SkillType.Triggerable] = true,
        [SkillType.Damage] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1,
    baseFlags = {
        projectile = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "spell_minimum_base_physical_damage",
        "spell_maximum_base_physical_damage",
        "base_is_projectile",
        "use_scaled_contact_offset",
        "action_attack_or_cast_time_uses_animation_length",
        "projectile_uses_contact_position",
    },
    levels = {
        [1] = {0.80000001192093, 1.2000000476837, critChance = 5, levelRequirement = 1, statInterpolation = {3, 3},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["MPSShipwreckBossSwordShot"] = {
    name = "MPSShipwreckBossSwordShot",
    hidden = true,
    color = ,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
        [SkillType.Spell] = true,
        [SkillType.Projectile] = true,
        [SkillType.ProjectilesFromUser] = true,
        [SkillType.Triggerable] = true,
        [SkillType.Damage] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1,
    baseFlags = {
        spell = true,
        projectile = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "spell_minimum_base_physical_damage",
        "spell_maximum_base_physical_damage",
        "monster_projectile_variation",
        "base_is_projectile",
        "projectile_uses_contact_position",
        "use_scaled_contact_offset",
        "check_for_targets_between_initiator_and_projectile_source",
        "action_attack_or_cast_time_uses_animation_length",
    },
    levels = {
        [1] = {0.80000001192093, 1.2000000476837, 1054, levelRequirement = 1, statInterpolation = {3, 3},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["MPWShipwreckBossSwortar"] = {
    name = "MPWShipwreckBossSwortar",
    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_spread_radius",
        "base_is_projectile",
        "check_for_targets_between_initiator_and_projectile_source",
        "projectile_ballistic_angle_from_target_distance",
    },
    levels = {
        [1] = {1062, 0, levelRequirement = 1, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["GSShipwreckBossSandsword"] = {
    name = "GSShipwreckBossSandsword",
    hidden = true,
    color = ,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
        [SkillType.Triggerable] = true,
        [SkillType.Spell] = true,
        [SkillType.Damage] = true,
    },
    statDescriptionScope = "geometry_spell",
    castTime = 1,
    baseFlags = {
        spell = true,
        area = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "spell_minimum_base_physical_damage",
        "spell_maximum_base_physical_damage",
        "is_area_damage",
        "action_attack_or_cast_time_uses_animation_length",
    },
    levels = {
        [1] = {0.80000001192093, 1.2000000476837, levelRequirement = 1, statInterpolation = {3, 3},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["EASShipwreckBossSwordnado"] = {
    name = "EASShipwreckBossSwordnado",
    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["SOShipwreckBossSwordnado"] = {
    name = "SOShipwreckBossSwordnado",
    hidden = true,
    color = ,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
        [SkillType.Triggerable] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1,
    baseFlags = {
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "spell_maximum_action_distance_+%",
        "action_attack_or_cast_time_uses_animation_length",
    },
    levels = {
        [1] = {-45, levelRequirement = 1, statInterpolation = {},  cost = { }, },
    },
}
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.define_shared_stateswords_fired;
Actor.slow_animations_go_to_idlefalse
Actor.leveled_starting_effectsCTS1BossFightStart
Stats.corpse_cannot_be_destroyed1
Stats.base_heavy_stun_duration_ms4000
Stats.additional_life_scaling_index6
Life.corpse_usablefalse
Monster.is_bosstrue
Animated.on_event_getvictim_for_back_swords_01SetTarget( FindNearestPlayer() );
Animated.on_event_acquiretargetlocation_for_back_swords_01 =
Animated.",
Animated.this.temp_targetGetTarget();
Animated.this.temp_locationthis.temp_target.GetLocation();, FindRandomLocationNearLocation( -5, 5, this.temp_location, walk, 1 );
Animated.SetTargetLocation( this.temp_location, 0, 0, true );
Edit

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