Mektul, el Maestro de la forja
Humanoide
Potenciado con oro fundido
No puede ser empujado
stance movement speed +% final [-84]
No puede ser empujado
stance movement speed +% final [-84]
i am boss of tier [2]
monster dropped item rarity +% [1600]
monster slain experience +% [0]
Mektul, the Forgemaster
SpectreN
AreaLa cámara fundida
Tags2HBluntWood_onhit_audio, fast_movement, humanoid, mud_blood, not_dex, not_int, very_fast_movement
Vida
300%
Resistencia
75 -30 0 0
Damage
250%
Precisión
100%
Attack Distance
9 ~ 24
Tiempo de ataque
1.995 Second
Damage Spread
±20%
Experiencia
250%
Model Size
160%
Type
VaalForgemaster
Metadata
VaalForgemaster
Nivel
41
Vida
4,059
Damage
234
Daño de hechizos
234
Precisión
818
Tiempo de ataque
1.995
Experiencia
11,465
Minion Life
7,794
Minion Damage
542
Minion Armour
1,523
MeleeAtAnimationSpeedBoss
Attack, RangedAttack, MirageArcherCanUse, Projectile, MeleeSingleTarget, Melee, ProjectilesFromUser, AttackInPlace
Ataque básico
Base Damage: 187—281
Probabilidad de impacto crítico: 5%
Tiempo de ataque: 1.995 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]
MDGoldCrushTether
Multicastable, Triggerable, AttackInPlace
action attack or cast time uses animation length [1]
GAVaalForgemasterSnake
Triggerable, Attack, AttackInPlace
Base Damage: 187—281
Probabilidad de impacto crítico: 5%
Tiempo de ataque: 1.995 seg
action attack or cast time uses animation length [1]
is area damage [1]
EASForgeMasterReset
action attack or cast time uses animation length [1]
spell maximum action distance +% [15]
DTTForgeBossLeap
Spell, Movement, AttackInPlace
Tiempo de lanzamiento: 1 seg
Tiempo de recarga: 8 seg
Inflige un 80% más de daño de ataques
action attack or cast time uses animation length [1]
leap slam minimum distance [33]
skill is attack [1]
skill maximum travel distance [60]
spell maximum action distance +% [-25]
walk emerge extra distance [-15]
GAForgemasterBossLeap
Triggerable, Attack, AttackInPlace
Base Damage: 187—281
Probabilidad de impacto crítico: 5%
Daño de ataque: 180%
Tiempo de ataque: 1.995 seg
Inflige un 80% más de daño de ataques
action attack or cast time uses animation length [1]
is area damage [1]
EASForgeBossBrandExplosion
Triggerable, Spell, Damage, AttackInPlace
Probabilidad de impacto crítico: 5%
Tiempo de lanzamiento: 1 seg
Tiempo de recarga: 22.5 seg
Magnitud de la inflamabilidad aumentada un 25%
Inflige de 373.3 a 559.9 de daño de fuego
action attack or cast time uses animation length [1]
spell maximum action distance +% [-15]
GSForgeBossBrandExplosion
Triggerable, Spell, Damage, AttackInPlace
Probabilidad de impacto crítico: 5%
Tiempo de lanzamiento: 1 seg
action attack or cast time uses animation length [1]
is area damage [1]
EAAVolcanicFissure
Tiempo de recarga: 12 seg
action attack or cast time uses animation length [1]
attack maximum action distance + [30]
GTVaalForgeBossSunder1
Spell, Triggerable, AttackInPlace
Tiempo de lanzamiento: 1 seg
Tiempo de recarga: 15 seg
action attack or cast time uses animation length [1]
spell maximum action distance +% [-15]
GAVaalForgeBossSunder1
Triggerable, Attack, AttackInPlace
Base Damage: 187—281
Probabilidad de impacto crítico: 5%
Daño de ataque: 135%
Tiempo de ataque: 1.995 seg
Inflige un 35% más de daño de ataques
action attack or cast time uses animation length [1]
is area damage [1]
GAForgemasterBossLeapLava
Triggerable, Attack, AttackInPlace
Base Damage: 187—281
Probabilidad de impacto crítico: 5%
Daño de ataque: 350%
Tiempo de ataque: 1.995 seg
Inflige un 250% más de daño de ataques
Convierte el 70% del daño físico en daño de fuego
action attack or cast time uses animation length [1]
is area damage [1]
DTTForgeBossLeapLava
Spell, Movement, AttackInPlace
Tiempo de lanzamiento: 1 seg
Inflige un 80% más de daño de ataques
action attack or cast time uses animation length [1]
leap slam minimum distance [33]
skill is attack [1]
skill maximum travel distance [60]
spell maximum action distance +% [-25]
walk emerge extra distance [-15]
MDForgeBossWaves1
Multicastable, Triggerable, AttackInPlace
action attack or cast time uses animation length [1]
skill can be active blocked from all directions [1]
MDForgeBossWaves2
Multicastable, Triggerable, AttackInPlace
action attack or cast time uses animation length [1]
skill can be active blocked from all directions [1]
MDForgeBossWaves3
Multicastable, Triggerable, AttackInPlace
action attack or cast time uses animation length [1]
skill can be active blocked from all directions [1]
MDForgeBossWaves4
Multicastable, Triggerable, AttackInPlace
action attack or cast time uses animation length [1]
skill can be active blocked from all directions [1]
CTS1VaalForgeMasterClose
action attack or cast time uses animation length [1]
GAFissureSlamSpikeDamage
Triggerable, Attack, AttackInPlace
Base Damage: 187—281
Probabilidad de impacto crítico: 5%
Daño de ataque: 50%
Tiempo de ataque: 1.995 seg
Inflige un 50% menos de daño de ataques
action attack or cast time uses animation length [1]
is area damage [1]
SOFissureSlamSpike
Triggerable, AttackInPlace
Tiempo de recarga: 10 seg
action attack or cast time uses animation length [1]
EGDetonateWarcry
Triggerable, AttackInPlace
Tiempo de recarga: 12 seg
GAFissureWarcrySpikeDamage
Triggerable, Attack, AttackInPlace
Base Damage: 187—281
Probabilidad de impacto crítico: 5%
Daño de ataque: 300%
Tiempo de ataque: 1.995 seg
Inflige un 200% más de daño de ataques
Convierte el 50% del daño físico en daño de fuego
action attack or cast time uses animation length [1]
is area damage [1]
SOVaalForgeMasterFissureTrail
Triggerable, AttackInPlace
action attack or cast time uses animation length [1]
GAVaalForgeMasterHammerImpact
Triggerable, Attack, AttackInPlace
Base Damage: 187—281
Probabilidad de impacto crítico: 5%
Daño de ataque: 180%
Tiempo de ataque: 1.995 seg
Inflige un 80% más de daño de ataques
action attack or cast time uses animation length [1]
is area damage [1]
EASVaalForgeMasterTooCool
action attack or cast time uses animation length [1]
EAAVaalForgemasterHammerSlam
action attack or cast time uses animation length [1]

Object Type

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

Actor
{
	basic_action = "MoveForced"
	basic_action = "ChangeToStance4" 
	basic_action = "ChangeToStance5" 
}

StateMachine
{
	define_shared_checkpoint_state = "opening;"

	define_shared_state = "weapon_state; light; epk;"
	/*
	1 = hammer
	2 = axe
	3 = sword
	*/
}

Stats
{
	set_monster_delay_item_drops_millis = 2200
}

Functions
{

	fix_orientation =
	"
		AddOnActionEnd(
		{
			SetOrientation( GetOrientation() + arg1, false, true );
			PlayAnimationType( Run, 1.0, 0, 0 );
		}, true );
	"
}

Preload
{
	preload_animated_object = "Metadata/Monsters/VaalForgeMaster/Objects/LavaBlocking.ao"
}

Object Type Codes

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

/* Targetable
{
	display_info_string = "VaalForgeMasterImmuneToDamage"
} */

Render
{
	use_ao_lights = true
}

BaseEvents {}

StateMachine
{
	/*
	1 = hammer
	2 = axe
	3 = sword
	*/
	on_or_create_state_weapon_state_1 =
	"
		AddAttached( 'Metadata/Monsters/VaalForgeMaster/attachments/ForgeMasterHammer.ao', L_wrist_jntBnd, 1.0, 0, 1, true );
		/* SetDynamicFloat( MeltMask, 1, 1 ); */
		DetachAllOfType( 'Metadata/Monsters/VaalForgeMaster/attachments/ForgeMasterAxe.ao' );
		DetachAllOfType( 'Metadata/Monsters/VaalForgeMaster/attachments/ForgeMasterBlade.ao' );
	"

	on_or_create_state_weapon_state_2 =
	"
		AddAttached( 'Metadata/Monsters/VaalForgeMaster/attachments/ForgeMasterAxe.ao', L_wrist_jntBnd, 1.0, 0, 1, true );
		/* SetDynamicFloat( MeltMask, 1, 1 ); */
		DetachAllOfType( 'Metadata/Monsters/VaalForgeMaster/attachments/ForgeMasterHammer.ao' );
		DetachAllOfType( 'Metadata/Monsters/VaalForgeMaster/attachments/ForgeMasterBlade.ao' );
	"

	on_or_create_state_weapon_state_3 =
	"
		AddAttached( 'Metadata/Monsters/VaalForgeMaster/attachments/ForgeMasterBlade.ao', L_wrist_jntBnd, 1.0, 0, 1, true );
		/* SetDynamicFloat( MeltMask, 1, 1 ); */
		DetachAllOfType( 'Metadata/Monsters/VaalForgeMaster/attachments/ForgeMasterHammer.ao' );
		DetachAllOfType( 'Metadata/Monsters/VaalForgeMaster/attachments/ForgeMasterAxe.ao' );
	"

	on_or_create_state_epk_1 = "AddEffectPack( 'Metadata/Effects/Spells/monsters_effects/Act3_FOUR/VaalForgeMaster/epk/glowyMoltenyBody.epk' );"
	on_or_create_state_epk_0 = "RemoveEffectPack( 'Metadata/Effects/Spells/monsters_effects/Act3_FOUR/VaalForgeMaster/epk/glowyMoltenyBody.epk' );"
}

GlobalAudioParamEvents
{
	player_in_range_param = "GoldcrushInRange"
	life_percent_param = "GoldcrushLifePercentage"
	range = 200
}

StateMachine
{
	create_state_light_1 =
	"
		Delay( 0.01, { SetLightState( pre_fight_light ); } );
	"

	on_state_light_1 = "SetLightState( pre_fight_light, 1.5 );"

	create_state_light_2 =
	"
		Delay( 0.01, { SetLightState( light ); } );
	"

	on_state_light_2 = "SetLightState( light, 1.5 );"

	create_state_light_3 =
	"
		Delay( 0.01, { SetLightState( on_death ); } );
	"

	on_state_light_3 = "SetLightState( on_death, 1.5 );"
}

/* Audio stuff */
Animated
{
	/* 	on_event_start_fight = "globals.boss_elevator.Call( go_up );" */

	on_event_audio_for_hammer_attack_01 =
	"
		Roll( 1, 5, ()
		{
			PlayTextAudio( Forgemaster_HammerAttack_Random, 'Metadata/Monsters/VaalForgeMaster/VaalForgemaster' );
		} );
	"

	on_event_audio_for_volcanic_fissure_01 =
	"
		Roll( 1, 2, ()
		{
			PlayTextAudio( Forgemaster_VolcanicFissure_Random, 'Metadata/Monsters/VaalForgeMaster/VaalForgemaster' );
			Delay( 5.0,
			{
				PlayCharacterAudioEvent( GoldcrushBossFissureResponse );
			} );
		} );
	"

	on_event_audio_for_knockdown_bwd_01 = "PlayTextAudio( Forgemaster_Knockdown_Random, 'Metadata/Monsters/VaalForgeMaster/VaalForgemaster' );"
	on_event_audio_for_warcry_detonate_01 = "PlayTextAudio( Forgemaster_WarCry_Random, 'Metadata/Monsters/VaalForgeMaster/VaalForgemaster' );"
	on_event_audio_for_underarm_waves_01 = "PlayTextAudio( Forgemaster_Sunder_Random, 'Metadata/Monsters/VaalForgeMaster/VaalForgemaster' );"

	on_event_audio_for_epic_brand_attack_01 =
	"
		PlayTextAudio( Forgemaster_BrandSlam_Random, 'Metadata/Monsters/VaalForgeMaster/VaalForgemaster' );
		Delay( 3.5,
		{
			PlayCharacterAudioEvent( GoldcrushBossRuneSlamResponse );
		} );
	"

	on_event_audio_for_enrage_01 = "PlayTextAudio( Forgemaster_HeatUp_Random, 'Metadata/Monsters/VaalForgeMaster/VaalForgemaster' );"
	on_event_audio_for_cooldown_01 = "PlayTextAudio( Forgemaster_Cooldown_Random, 'Metadata/Monsters/VaalForgeMaster/VaalForgemaster' );"

	on_event_emerge =
	"
		PlayTextAudio( Forgemaster_Emerge_Random, 'Metadata/Monsters/VaalForgeMaster/VaalForgemaster', 0, 250, 250 );
		Delay( 5.0,
		{
			PlayCharacterAudioEvent( GoldcrushBossResponse );
		} );
	"

	on_event_audio_for_pre_emerge_look_up_01 =
	"
		local player = GetLocalPlayer();
		local succeeded;
		this.player_ascendancy = player.GetAscendancyName();
		If( player_ascendancy == 'Mercenary3',
		{
			PlayTextAudio( Forgemaster_Emerge_Gemling_Random, 'Metadata/Monsters/VaalForgeMaster/VaalForgemaster' );
			succeeded = true;
		} );
		If( Or( player_ascendancy == 'Mercenary', player_ascendancy == 'Mercenary1', player_ascendancy == 'Mercenary2' ),
		{
			PlayTextAudio( Forgemaster_Emerge_Merc_Random, 'Metadata/Monsters/VaalForgeMaster/VaalForgemaster' );
			succeeded = true;
		} );
		If( Or( player_ascendancy == 'Huntress', player_ascendancy == 'Huntress1', player_ascendancy == 'Huntress2', player_ascendancy == 'Huntress3' ),
		{
			PlayTextAudio( Forgemaster_Emerge_Huntress_Random, 'Metadata/Monsters/VaalForgeMaster/VaalForgemaster' );
			succeeded = true;
		} );
		If( player_ascendancy == 'Witch1',
		{
			PlayTextAudio( Forgemaster_Emerge_Infernalist_Random, 'Metadata/Monsters/VaalForgeMaster/VaalForgemaster' );
			succeeded = true;
		} );
		If( Or( player_ascendancy == 'Witch', player_ascendancy == 'Witch2', player_ascendancy == 'Witch3' ),
		{
			PlayTextAudio( Forgemaster_Emerge_Witch_Random, 'Metadata/Monsters/VaalForgeMaster/VaalForgemaster' );
			succeeded = true;
		} );
		If( player_ascendancy == 'Warrior3',
		{
			PlayTextAudio( Forgemaster_Emerge_SmithOfKitava_Random, 'Metadata/Monsters/VaalForgeMaster/VaalForgemaster' );
			succeeded = true;
		} );
		If( Or( player_ascendancy == 'Sorceress', player_ascendancy == 'Sorceress1', player_ascendancy == 'Sorceress2', player_ascendancy == 'Sorceress3' ),
		{
			PlayTextAudio( Forgemaster_Emerge_Sorc_Random, 'Metadata/Monsters/VaalForgeMaster/VaalForgemaster' );
			succeeded = true;
		} );
				If( !VariableExists( succeeded ), ()
		{ } );
	"
}

Functions
{
	halfway = 
	"
		local player = GetLocalPlayer();
		local succeeded;
		this.player_ascendancy = player.GetAscendancyName();
		If( Or( player_ascendancy == 'Mercenary', player_ascendancy == 'Mercenary1', player_ascendancy == 'Mercenary2' ),
		{
			PlayTextAudio( Forgemaster_50Percent_Merc_Random, 'Metadata/Monsters/VaalForgeMaster/VaalForgemaster' );
			succeeded = true;
		} );
		If( Or( player_ascendancy == 'Huntress', player_ascendancy == 'Huntress1', player_ascendancy == 'Huntress2', player_ascendancy == 'Huntress3' ),
		{
			PlayTextAudio( Forgemaster_50Percent_Huntress, 'Metadata/Monsters/VaalForgeMaster/VaalForgemaster' );
			succeeded = true;
		} );
		If( Or( player_ascendancy == 'Marauder', player_ascendancy == 'Marauder1', player_ascendancy == 'Marauder2', player_ascendancy == 'Marauder3' ),
		{
			PlayTextAudio( Forgemaster_50Percent_Karui, 'Metadata/Monsters/VaalForgeMaster/VaalForgemaster' );
			succeeded = true;
		} );
		If( Or( player_ascendancy == 'Warrior', player_ascendancy == 'Warrior1', player_ascendancy == 'Warrior2', player_ascendancy == 'Warrior3' ),
		{
			PlayTextAudio( Forgemaster_50Percent_Karui, 'Metadata/Monsters/VaalForgeMaster/VaalForgemaster' );
			succeeded = true;
		} );
		If( Or( player_ascendancy == 'Sorceress', player_ascendancy == 'Sorceress1', player_ascendancy == 'Sorceress2', player_ascendancy == 'Sorceress3' ),
		{
			PlayTextAudio( Forgemaster_50Percent_Sorc_Random, 'Metadata/Monsters/VaalForgeMaster/VaalForgemaster' );
			succeeded = true;
		} );
		If( !VariableExists( succeeded ), ()
		{
			PlayTextAudio( Forgemaster_50Percent_Random, 'Metadata/Monsters/VaalForgeMaster/VaalForgemaster' );
		} );
	"
	
	threequartersway = 
	"
		local player = GetLocalPlayer();
		local succeeded;
		this.player_ascendancy = player.GetAscendancyName();
		If( Or( player_ascendancy == 'Mercenary', player_ascendancy == 'Mercenary1', player_ascendancy == 'Mercenary2' ),
		{
			PlayTextAudio( Forgemaster_25Percent_Merc, 'Metadata/Monsters/VaalForgeMaster/VaalForgemaster' );
			succeeded = true;
		} );
		If( Or( player_ascendancy == 'Huntress', player_ascendancy == 'Huntress1', player_ascendancy == 'Huntress2', player_ascendancy == 'Huntress3' ),
		{
			PlayTextAudio( Forgemaster_25Percent_Huntress_Random, 'Metadata/Monsters/VaalForgeMaster/VaalForgemaster' );
			succeeded = true;
		} );
		If( Or( player_ascendancy == 'Marauder', player_ascendancy == 'Marauder1', player_ascendancy == 'Marauder2', player_ascendancy == 'Marauder3' ),
		{
			PlayTextAudio( Forgemaster_25Percent_Karui, 'Metadata/Monsters/VaalForgeMaster/VaalForgemaster' );
			succeeded = true;
		} );
		If( Or( player_ascendancy == 'Warrior', player_ascendancy == 'Warrior1', player_ascendancy == 'Warrior2', player_ascendancy == 'Warrior3' ),
		{
			PlayTextAudio( Forgemaster_25Percent_Karui, 'Metadata/Monsters/VaalForgeMaster/VaalForgemaster' );
			succeeded = true;
		} );
		If( Or( player_ascendancy == 'Sorceress', player_ascendancy == 'Sorceress1', player_ascendancy == 'Sorceress2', player_ascendancy == 'Sorceress3' ),
		{
			PlayTextAudio( Forgemaster_25Percent_Sorc_Random, 'Metadata/Monsters/VaalForgeMaster/VaalForgemaster' );
			succeeded = true;
		} );
		If( !VariableExists( succeeded ), ()
		{
			PlayTextAudio( Forgemaster_25Percent_Random, 'Metadata/Monsters/VaalForgeMaster/VaalForgemaster' );
		} );
	"
}
-- src\Data\Spectres.lua
minions["Metadata/Monsters/VaalForgeMaster/VaalForgemaster"] = {
    name = "Mektul, the Forgemaster",
    life = 3,
    fireResist = 0,
    coldResist = 0,
    lightningResist = 0,
    chaosResist = 0,
    damage = 2.5,
    damageSpread = 0.2,
    attackTime = 1.995,
    attackRange = 24,
    accuracy = 1,
    skillList = {
        "MeleeAtAnimationSpeedBoss",
        "CTS1VaalForgeMasterClose",
        "GAVaalForgemasterSnake",
        "GAForgemasterBossLeap",
        "GSForgeBossBrandExplosion",
        "GAVaalForgeBossSunder1",
        "GAForgemasterBossLeapLava",
        "GAFissureSlamSpikeDamage",
        "GAFissureWarcrySpikeDamage",
        "GAVaalForgeMasterHammerImpact",
        "EASForgeMasterReset",
        "EASForgeBossBrandExplosion",
        "EAAVolcanicFissure",
        "EASVaalForgeMasterTooCool",
        "EAAVaalForgemasterHammerSlam",
        "MDGoldCrushTether",
        "MDForgeBossWaves1",
        "MDForgeBossWaves2",
        "MDForgeBossWaves3",
        "MDForgeBossWaves4",
        "EGDetonateWarcry",
        "SOFissureSlamSpike",
        "SOVaalForgeMasterFissureTrail",
        "GTVaalForgeBossSunder1",
        "DTTForgeBossLeap",
        "DTTForgeBossLeapLava",
    },
    modList = {
    },
}
-- src\Data\Skills\spectre.lua
skills["MeleeAtAnimationSpeedBoss"] = {
    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,
        [SkillType.AttackInPlace] = 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["CTS1VaalForgeMasterClose"] = {
    name = "CTS1VaalForgeMasterClose",
    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["GAVaalForgemasterSnake"] = {
    name = "GAVaalForgemasterSnake",
    hidden = true,
    color = ,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
        [SkillType.Triggerable] = true,
        [SkillType.Attack] = true,
        [SkillType.AttackInPlace] = 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] = {levelRequirement = 1, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["GAForgemasterBossLeap"] = {
    name = "GAForgemasterBossLeap",
    hidden = true,
    color = ,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
        [SkillType.Triggerable] = true,
        [SkillType.Attack] = true,
        [SkillType.AttackInPlace] = 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 = 1.8, levelRequirement = 1, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["GSForgeBossBrandExplosion"] = {
    name = "GSForgeBossBrandExplosion",
    hidden = true,
    color = ,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
        [SkillType.Triggerable] = true,
        [SkillType.Spell] = true,
        [SkillType.Damage] = true,
        [SkillType.AttackInPlace] = true,
    },
    statDescriptionScope = "geometry_spell",
    castTime = 1,
    baseFlags = {
        spell = true,
        area = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "is_area_damage",
        "action_attack_or_cast_time_uses_animation_length",
    },
    levels = {
        [1] = {critChance = 5, levelRequirement = 1, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["GAVaalForgeBossSunder1"] = {
    name = "GAVaalForgeBossSunder1",
    hidden = true,
    color = ,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
        [SkillType.Triggerable] = true,
        [SkillType.Attack] = true,
        [SkillType.AttackInPlace] = 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 = 1.35, levelRequirement = 1, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["GAForgemasterBossLeapLava"] = {
    name = "GAForgemasterBossLeapLava",
    hidden = true,
    color = ,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
        [SkillType.Triggerable] = true,
        [SkillType.Attack] = true,
        [SkillType.AttackInPlace] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1,
    baseFlags = {
        attack = true,
        area = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "active_skill_base_physical_damage_%_to_convert_to_fire",
        "is_area_damage",
        "action_attack_or_cast_time_uses_animation_length",
    },
    levels = {
        [1] = {70, baseMultiplier = 3.5, levelRequirement = 1, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["GAFissureSlamSpikeDamage"] = {
    name = "GAFissureSlamSpikeDamage",
    hidden = true,
    color = ,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
        [SkillType.Triggerable] = true,
        [SkillType.Attack] = true,
        [SkillType.AttackInPlace] = 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 = 0.5, levelRequirement = 1, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["GAFissureWarcrySpikeDamage"] = {
    name = "GAFissureWarcrySpikeDamage",
    hidden = true,
    color = ,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
        [SkillType.Triggerable] = true,
        [SkillType.Attack] = true,
        [SkillType.AttackInPlace] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1,
    baseFlags = {
        attack = true,
        area = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "active_skill_base_physical_damage_%_to_convert_to_fire",
        "is_area_damage",
        "action_attack_or_cast_time_uses_animation_length",
    },
    levels = {
        [1] = {50, baseMultiplier = 3, levelRequirement = 1, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["GAVaalForgeMasterHammerImpact"] = {
    name = "GAVaalForgeMasterHammerImpact",
    hidden = true,
    color = ,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
        [SkillType.Triggerable] = true,
        [SkillType.Attack] = true,
        [SkillType.AttackInPlace] = 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 = 1.8, levelRequirement = 1, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["EASForgeMasterReset"] = {
    name = "EASForgeMasterReset",
    hidden = true,
    color = ,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1,
    baseFlags = {
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "spell_maximum_action_distance_+%",
        "action_attack_or_cast_time_uses_animation_length",
    },
    levels = {
        [1] = {15, levelRequirement = 1, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["EASForgeBossBrandExplosion"] = {
    name = "EASForgeBossBrandExplosion",
    hidden = true,
    color = ,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
        [SkillType.Triggerable] = true,
        [SkillType.Spell] = true,
        [SkillType.Damage] = true,
        [SkillType.AttackInPlace] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1,
    baseFlags = {
        spell = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "spell_minimum_base_fire_damage",
        "spell_maximum_base_fire_damage",
        "spell_maximum_action_distance_+%",
        "ignite_chance_+%",
        "action_attack_or_cast_time_uses_animation_length",
    },
    levels = {
        [1] = {0.80000001192093, 1.2000000476837, -15, 25, critChance = 5, levelRequirement = 1, statInterpolation = {3, 3},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["EAAVolcanicFissure"] = {
    name = "EAAVolcanicFissure",
    hidden = true,
    color = ,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1,
    baseFlags = {
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "attack_maximum_action_distance_+",
        "action_attack_or_cast_time_uses_animation_length",
    },
    levels = {
        [1] = {30, levelRequirement = 1, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["EASVaalForgeMasterTooCool"] = {
    name = "EASVaalForgeMasterTooCool",
    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["EAAVaalForgemasterHammerSlam"] = {
    name = "EAAVaalForgemasterHammerSlam",
    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["MDGoldCrushTether"] = {
    name = "MDGoldCrushTether",
    hidden = true,
    color = ,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
        [SkillType.Multicastable] = true,
        [SkillType.Triggerable] = true,
        [SkillType.AttackInPlace] = true,
    },
    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["MDForgeBossWaves1"] = {
    name = "MDForgeBossWaves1",
    hidden = true,
    color = ,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
        [SkillType.Multicastable] = true,
        [SkillType.Triggerable] = true,
        [SkillType.AttackInPlace] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1,
    baseFlags = {
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "action_attack_or_cast_time_uses_animation_length",
        "skill_can_be_active_blocked_from_all_directions",
    },
    levels = {
        [1] = {levelRequirement = 1, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["MDForgeBossWaves2"] = {
    name = "MDForgeBossWaves2",
    hidden = true,
    color = ,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
        [SkillType.Multicastable] = true,
        [SkillType.Triggerable] = true,
        [SkillType.AttackInPlace] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1,
    baseFlags = {
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "action_attack_or_cast_time_uses_animation_length",
        "skill_can_be_active_blocked_from_all_directions",
    },
    levels = {
        [1] = {levelRequirement = 1, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["MDForgeBossWaves3"] = {
    name = "MDForgeBossWaves3",
    hidden = true,
    color = ,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
        [SkillType.Multicastable] = true,
        [SkillType.Triggerable] = true,
        [SkillType.AttackInPlace] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1,
    baseFlags = {
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "action_attack_or_cast_time_uses_animation_length",
        "skill_can_be_active_blocked_from_all_directions",
    },
    levels = {
        [1] = {levelRequirement = 1, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["MDForgeBossWaves4"] = {
    name = "MDForgeBossWaves4",
    hidden = true,
    color = ,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
        [SkillType.Multicastable] = true,
        [SkillType.Triggerable] = true,
        [SkillType.AttackInPlace] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1,
    baseFlags = {
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "action_attack_or_cast_time_uses_animation_length",
        "skill_can_be_active_blocked_from_all_directions",
    },
    levels = {
        [1] = {levelRequirement = 1, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["EGDetonateWarcry"] = {
    name = "EGDetonateWarcry",
    hidden = true,
    color = ,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
        [SkillType.Triggerable] = true,
        [SkillType.AttackInPlace] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1,
    baseFlags = {
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
    },
    levels = {
        [1] = {levelRequirement = 1, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["SOFissureSlamSpike"] = {
    name = "SOFissureSlamSpike",
    hidden = true,
    color = ,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
        [SkillType.Triggerable] = true,
        [SkillType.AttackInPlace] = true,
    },
    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["SOVaalForgeMasterFissureTrail"] = {
    name = "SOVaalForgeMasterFissureTrail",
    hidden = true,
    color = ,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
        [SkillType.Triggerable] = true,
        [SkillType.AttackInPlace] = true,
    },
    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["GTVaalForgeBossSunder1"] = {
    name = "GTVaalForgeBossSunder1",
    hidden = true,
    color = ,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
        [SkillType.Spell] = true,
        [SkillType.Triggerable] = true,
        [SkillType.AttackInPlace] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1,
    baseFlags = {
        spell = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "spell_maximum_action_distance_+%",
        "action_attack_or_cast_time_uses_animation_length",
    },
    levels = {
        [1] = {-15, levelRequirement = 1, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["DTTForgeBossLeap"] = {
    name = "DTTForgeBossLeap",
    hidden = true,
    color = ,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
        [SkillType.Spell] = true,
        [SkillType.Movement] = true,
        [SkillType.AttackInPlace] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1,
    baseFlags = {
        spell = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "walk_emerge_extra_distance",
        "leap_slam_minimum_distance",
        "skill_maximum_travel_distance",
        "spell_maximum_action_distance_+%",
        "action_attack_or_cast_time_uses_animation_length",
        "skill_is_attack",
    },
    levels = {
        [1] = {-15, 33, 60, -25, baseMultiplier = 1.8, levelRequirement = 1, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["DTTForgeBossLeapLava"] = {
    name = "DTTForgeBossLeapLava",
    hidden = true,
    color = ,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
        [SkillType.Spell] = true,
        [SkillType.Movement] = true,
        [SkillType.AttackInPlace] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1,
    baseFlags = {
        spell = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "walk_emerge_extra_distance",
        "leap_slam_minimum_distance",
        "skill_maximum_travel_distance",
        "spell_maximum_action_distance_+%",
        "action_attack_or_cast_time_uses_animation_length",
        "skill_is_attack",
    },
    levels = {
        [1] = {-15, 33, 60, -25, baseMultiplier = 1.8, levelRequirement = 1, statInterpolation = {},  cost = { }, },
    },
}
Potenciado con oro fundido
FamilyMonsterImmuneInMoltenGoldText
DomainsMonster (3)
GenerationTypeÚnico (3)
Req. level1
Stats
  • monster immune to damage in lava text Min: 1 Max: 1 Global
  • FamilyNothing
    DomainsMonster (3)
    GenerationTypeÚnico (3)
    Req. level1
    FamilyNothing
    DomainsMonster (3)
    GenerationTypeÚnico (3)
    Req. level1
    No puede ser empujado
    stance movement speed +% final [-84]
    FamilyStance
    DomainsMonster (3)
    GenerationTypeÚnico (3)
    Req. level1
    Stats
  • cannot be knocked back Min: 1 Max: 1 Global
  • stance movement speed +% final Min: -84 Max: -84 Global
  • FamilyNothing
    DomainsMonster (3)
    GenerationTypeÚnico (3)
    Req. level1
    No puede ser empujado
    stance movement speed +% final [-84]
    FamilyStance
    DomainsMonster (3)
    GenerationTypeÚnico (3)
    Req. level1
    Stats
  • cannot be knocked back Min: 1 Max: 1 Global
  • stance movement speed +% final Min: -84 Max: -84 Global
  • i am boss of tier [2]
    monster dropped item rarity +% [1600]
    monster slain experience +% [0]
    FamilyMonsterActBoss
    DomainsMonster (3)
    GenerationTypeÚnico (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, opening;
    StateMachine.define_shared_stateweapon_state; light; epk;
    StateMachine.1hammer
    StateMachine.2axe
    StateMachine.3sword
    Actor.slow_animations_go_to_idlefalse
    Actor.leveled_starting_effectsCTS1BossFightStart
    Actor.basic_actionMoveForced, ChangeToStance4, ChangeToStance5
    Stats.corpse_cannot_be_destroyed1
    Stats.base_heavy_stun_duration_ms4000
    Stats.additional_life_scaling_index6
    Stats.monster_delay_item_drops_millis2200
    Life.corpse_usablefalse
    Monster.is_bosstrue
    Functions.fix_orientation =
    Functions.",
    Functions.AddOnActionEnd(
    Functions.SetOrientation( GetOrientation() + arg1, false, true );
    Functions.PlayAnimationType( Run, 1.0, 0, 0 );
    Functions.}, true );
    Preload.preload_animated_objectMetadata/Monsters/VaalForgeMaster/Objects/LavaBlocking.ao
    Mektul, el Maestro de la forja Text Audio /224
    Nombre
    Las sombras se aproximan, azmeri.... Acéptalas...
    Forgemaster_25Percent_Huntress_Random
    Las sombras se aproximan, azmeri.... Acéptalas...
    Forgemaster_25Percent_Huntress_2
    ¡Tu hora final se acerca, karui!
    Forgemaster_25Percent_Karui
    El fin se acerca... maraketh...
    Forgemaster_25Percent_Sorc
    El fin se acerca... maraketh...
    Forgemaster_25Percent_SorcCopy
    Tu codicia no tiene fin...pero tu vida sí...
    Forgemaster_25Percent_Merc
    ¡Báñate en oro fundido!
    Forgemaster_25Percent_Random
    ¡Ahógate en las riquezas fundidas!
    Forgemaster_25Percent_2
    ¡Ahógate en las riquezas fundidas!
    Forgemaster_25Percent_3
    No temas, te fundirás rápido...
    Forgemaster_25Percent_4
    No temas, te fundirás rápido...
    Forgemaster_25Percent_5
    Pronto... Te unirás al tesoro...
    Forgemaster_25Percent_6
    Pronto... Te unirás al tesoro...
    Forgemaster_25Percent_7
    Tu tiempo…se está acabando...
    Forgemaster_25Percent_8
    ¡El fin se acerca, karui!
    Forgemaster_50Percent_Karui
    Tus muros se cierran.... ¡alimaña codiciosa!
    Forgemaster_50Percent_Merc_Random
    Tus muros se cierran.... ¡alimaña codiciosa!
    Forgemaster_50Percent_Merc_2
    ¡No hay a donde huir, cuentacuentos!
    Forgemaster_50Percent_Sorc_Random
    ¡No hay a donde huir, cuentacuentos!
    Forgemaster_50Percent_Sorc_2
    Azmeri, estás atada a este destino ahora.
    Forgemaster_50Percent_Huntress
    ¡Todo se fundirá!
    Forgemaster_50Percent_Random
    ¡Todo se fundirá!
    Forgemaster_50Percent_2
    El camino fundido continúa…
    Forgemaster_50Percent_3
    El camino fundido continúa…
    Forgemaster_50Percent_4
    El camino fundido continúa…
    Forgemaster_50Percent_5
    ¡No hay escapatoria!
    Forgemaster_50Percent_6
    ¡No hay escapatoria!
    Forgemaster_50Percent_7
    ¡No hay escapatoria!
    Forgemaster_50Percent_8
    El río sigue fluyendo...
    Forgemaster_50Percent_9
    El río sigue fluyendo...
    Forgemaster_50Percent_10
    ¡Fatal!
    Forgemaster_AxeAttack_Random
    ¡Fatal!
    Forgemaster_AxeAttack_2
    ¡Fatal!
    Forgemaster_AxeAttack_3
    ¡Fatal!
    Forgemaster_AxeAttack_4
    ¡Fatal!
    Forgemaster_AxeAttack_5
    ¡Perece!
    Forgemaster_AxeAttack_6
    ¡Perece!
    Forgemaster_AxeAttack_7
    ¡Perece!
    Forgemaster_AxeAttack_8
    ¡Xecwa!
    Forgemaster_AxeAttack_9
    ¡Xecwa!
    Forgemaster_AxeAttack_10
    ¡Contempla!
    Forgemaster_BrandAttack_Random
    ¡Contempla!
    Forgemaster_BrandAttack_2
    ¡Contempla!
    Forgemaster_BrandAttack_3
    ¡Dominio!
    Forgemaster_BrandAttack_4
    ¡Dominio!
    Forgemaster_BrandAttack_5
    ¡Ipkaat!
    Forgemaster_BrandAttack_6
    ¡Marca de los vaal!
    Forgemaster_BrandSlam_Random
    ¡Marca de los vaal!
    Forgemaster_BrandSlam_2
    ¡Por la voluntad de Kamasa!
    Forgemaster_BrandSlam_3
    ¡Por la voluntad de Kamasa!
    Forgemaster_BrandSlam_4
    ¡Por la voluntad de Kamasa!
    Forgemaster_BrandSlam_5
    Acepta tu destino...
    Forgemaster_BrandSlam_6
    Acepta tu destino...
    Forgemaster_BrandSlam_7
    Acepta tu destino...
    Forgemaster_BrandSlam_8
    ¡Fortuna de los vaal!
    Forgemaster_BrandSlam_9
    ¡Fortuna de los vaal!
    Forgemaster_BrandSlam_10
    ¡La furia de la forja!
    Forgemaster_BrandSlam_11
    ¡La furia de la forja!
    Forgemaster_BrandSlam_12
    ¡La furia de la forja!
    Forgemaster_BrandSlam_13
    ¡Obediencia dorada!
    Forgemaster_BrandSlam_14
    ¡Obediencia dorada!
    Forgemaster_BrandSlam_15
    ¡Obediencia dorada!
    Forgemaster_BrandSlam_16
    La voluntad de Kamasa.
    Forgemaster_BrandSlam_17
    La voluntad de Kamasa.
    Forgemaster_BrandSlam_18
    Debo avivar las llamas...
    Forgemaster_Cooldown_Random
    Debo avivar las llamas...
    Forgemaster_Cooldown_2
    Debo avivar las llamas...
    Forgemaster_Cooldown_3
    Debo avivar las llamas...
    Forgemaster_Cooldown_4
    Ufff... ¡La llama empieza a enfriarse!
    Forgemaster_Cooldown_5
    ¡La llama se enfría!
    Forgemaster_Cooldown_6
    ¡El calor se detiene!
    Forgemaster_Cooldown_7
    Tienes las gemas de carne de un noble, pero no sus facciones... ¡impostor!
    Forgemaster_Emerge_Gemling_Random
    Gemas en la carne... Ven, criatura de pura codicia...
    Forgemaster_Emerge_Gemling_2
    Márchate, Azmeri. No se te permite estar aquí...
    Forgemaster_Emerge_Huntress_Random
    Azmeri... ¡No deberías haber venido aquí!
    Forgemaster_Emerge_Huntress_2
    Mujer infernal... Tu corazón ardiente se unirá a mi forja...
    Forgemaster_Emerge_Infernalist_Random
    Siempre he podido detectar a aquellos que buscan el oro…
    Forgemaster_Emerge_Merc_Random
    Codicias mis tesoros... Pero tú serás la ofrenda…
    Forgemaster_Emerge_Merc_2
    Apestas a codicia...
    Forgemaster_Emerge_Merc_3
    Un compañero herrero... ven, ¡deja que te adorne con oro!
    Forgemaster_Emerge_SmithOfKitava_Random
    Un compañero herrero... ven, ¡deja que te adorne con oro!
    Forgemaster_Emerge_SmithOfKitava_2
    Conoces el calor, cuentacuentos... Pero no uno como este...
    Forgemaster_Emerge_Sorc_Random
    Conoces el calor, cuentacuentos... Pero no uno como este...
    Forgemaster_Emerge_Sorc_2
    Mi forja arde más que tu sol Vastiri..... cuentacuentos...
    Forgemaster_Emerge_Sorc_3
    Cuentacuentos... mi forja te fundirá en la oscuridad...
    Forgemaster_Emerge_Sorc_4
    Mujer de corazón oscurecido... Brillarás en mi oro eterno...
    Forgemaster_Emerge_Witch_Random
    Mujer de corazón oscurecido... Brillarás en mi oro eterno...
    Forgemaster_Emerge_Witch_2
    Ahógate... en un río de fortunas...
    Forgemaster_Emerge_Random
    Ahógate... en un río de fortunas...
    Forgemaster_Emerge_2
    Forjado en la oscuridad... yo moldearé tu destino...
    Forgemaster_Emerge_3
    Que las riquezas de los vaal... fundan tu carne...
    Forgemaster_Emerge_4
    Que las riquezas de los vaal... fundan tu carne...
    Forgemaster_Emerge_5
    {¡Forjado!}{¡Forjada!}
    Forgemaster_HammerAttack_Random
    {¡Forjado!}{¡Forjada!}
    Forgemaster_HammerAttack_2
    {¡Forjado!}{¡Forjada!}
    Forgemaster_HammerAttack_3
    ¡Destruye!
    Forgemaster_HammerAttack_4
    ¡Destruye!
    Forgemaster_HammerAttack_5
    ¡Destruye!
    Forgemaster_HammerAttack_6
    ¡Destruye!
    Forgemaster_HammerAttack_7
    ¡Kahk-tche!
    Forgemaster_HammerAttack_8
    ¡Kahk-tche!
    Forgemaster_HammerAttack_9
    ¡Kahk-tche!
    Forgemaster_HammerAttack_10
    ¡Kahk-tche!
    Forgemaster_HammerAttack_11
    Te lo advertí, azmeri...
    Forgemaster_PlayerDeath_Huntress_Random
    Te lo advertí, azmeri...
    Forgemaster_PlayerDeath_Huntress_2
    Te lo advertí, azmeri...
    Forgemaster_PlayerDeath_Huntress_3
    Ahora tendrás todo el oro que siempre has querido...
    Forgemaster_PlayerDeath_Merc_Random
    Ahora tendrás todo el oro que siempre has querido...
    Forgemaster_PlayerDeath_Merc_2
    Tu codicia fue... tu final...
    Forgemaster_PlayerDeath_Merc_3
    Tu codicia fue... tu final...
    Forgemaster_PlayerDeath_Merc_4
    No lo suficientemente rápida...
    Forgemaster_PlayerDeath_Ranger
    Serás un buen trofeo...
    Forgemaster_PlayerDeath_SmithOfKitava_Random
    Serás un buen trofeo...
    Forgemaster_PlayerDeath_SmithOfKitava_2
    Muerte inmaculada...
    Forgemaster_PlayerDeath_Random
    Muerte inmaculada...
    Forgemaster_PlayerDeath_2
    Muerte inmaculada...
    Forgemaster_PlayerDeath_3
    Ahora perteneces... a la forja...
    Forgemaster_PlayerDeath_4
    Ahora perteneces... a la forja...
    Forgemaster_PlayerDeath_5
    Ahora perteneces... a la forja...
    Forgemaster_PlayerDeath_6
    {¡Fundido una vez más!}{¡Fundida una vez más!}
    Forgemaster_HeatUp_Random
    ¡Perfección fundida!
    Forgemaster_HeatUp_2
    ¡Perfección fundida!
    Forgemaster_HeatUp_3
    Perfección...
    Forgemaster_HeatUp_4
    Perfección...
    Forgemaster_HeatUp_5
    Perfección...
    Forgemaster_HeatUp_6
    La llama arde aún más...
    Forgemaster_HeatUp_7
    La forja ahora arde con más fuerza...
    Forgemaster_HeatUp_8
    La forja ahora arde con más fuerza...
    Forgemaster_HeatUp_9
    La forja ahora arde con más fuerza...
    Forgemaster_HeatUp_10
    El calor de Kamasa llena mi alma...
    Forgemaster_HeatUp_11
    ¡Dorado para siempre!
    Forgemaster_Sunder_Random
    ¡Dorado para siempre!
    Forgemaster_Sunder_2
    ¡Brilla en la noche eterna!
    Forgemaster_Sunder_3
    ¡Brilla en la noche eterna!
    Forgemaster_Sunder_4
    ¡Brilla en la noche eterna!
    Forgemaster_Sunder_5
    ¡Te ahogaré!
    Forgemaster_Sunder_6
    ¡Te ahogaré!
    Forgemaster_Sunder_7
    ¡Te ahogaré!
    Forgemaster_Sunder_8
    ¡Kamasa conoce tu nombre!
    Forgemaster_Sunder_9
    ¡Kamasa conoce tu nombre!
    Forgemaster_Sunder_10
    ¡Kamasa conoce tu nombre!
    Forgemaster_Sunder_11
    ¡Ka'tse-ik!
    Forgemaster_Sunder_12
    ¡Ka'tse-ik!
    Forgemaster_Sunder_13
    ¡Ka'tse-ik!
    Forgemaster_Sunder_14
    ¡Ka'tse-ik!
    Forgemaster_Sunder_15
    ¡Ka'tse-ik!
    Forgemaster_Sunder_16
    ¡Ka'tse-ik!
    Forgemaster_Sunder_17
    ¡Oro emergente!
    Forgemaster_Sunder_18
    ¡Oro emergente!
    Forgemaster_Sunder_19
    ¡Oro emergente!
    Forgemaster_Sunder_20
    ¡Ruptura fundida!
    Forgemaster_VolcanicFissure_Random
    ¡Ruptura fundida!
    Forgemaster_VolcanicFissure_2
    ¡Derrámate!
    Forgemaster_VolcanicFissure_3
    ¡Derrámate!
    Forgemaster_VolcanicFissure_4
    ¡Táak'iin!
    Forgemaster_VolcanicFissure_5
    ¡Táak'iin!
    Forgemaster_VolcanicFissure_6
    ¡Estalla!
    Forgemaster_WarCry_Random
    ¡Estalla!
    Forgemaster_WarCry_2
    ¡Estalla!
    Forgemaster_WarCry_3
    ¡Koriek!
    Forgemaster_WarCry_4
    ¡Koriek!
    Forgemaster_WarCry_5
    ¡No me quebraré!
    Forgemaster_Knockdown_Random
    ¡No me quebraré!
    Forgemaster_Knockdown_2
    ¡No me quebraré!
    Forgemaster_Knockdown_3
    Kamasa... ¡dame fuerzas!
    Forgemaster_Knockdown_4
    Kamasa... ¡dame fuerzas!
    Forgemaster_Knockdown_5
    {¡Tonto inútil!}{¡Tonta inútil!}
    Forgemaster_Knockdown_6
    {¡Tonto inútil!}{¡Tonta inútil!}
    Forgemaster_Knockdown_7
    Yo sirvo.
    Mektul_SalvageBench_Approach_Random
    Yo sirvo.
    Mektul_SalvageBench_Approach_2
    Yo sirvo.
    Mektul_SalvageBench_Approach_3
    La forja espera.
    Mektul_SalvageBench_Approach_4
    La forja espera.
    Mektul_SalvageBench_Approach_6
    Hola.
    Mektul_SalvageBench_Approach_7
    Hola.
    Mektul_SalvageBench_Approach_8
    Hola.
    Mektul_SalvageBench_Approach_9
    Vale más como chatarra.
    Mektul_SalvageBench_LowTier_Random
    Vale más como chatarra.
    Mektul_SalvageBench_LowTier_2
    Vale más como chatarra.
    Mektul_SalvageBench_LowTier_3
    Debería fundir eso.
    Mektul_SalvageBench_LowTier_4
    Debería fundir eso.
    Mektul_SalvageBench_LowTier_5
    Debería fundir eso.
    Mektul_SalvageBench_LowTier_6
    Queda poco.
    Mektul_SalvageBench_LowTier_7
    Queda poco.
    Mektul_SalvageBench_LowTier_8
    Queda poco.
    Mektul_SalvageBench_LowTier_9
    Como ordenes.
    Mektul_SalvageBench_MidTier_Random
    Como ordenes.
    Mektul_SalvageBench_MidTier_2
    Como ordenes.
    Mektul_SalvageBench_MidTier_3
    No es ningún desafío para mi martillo.
    Mektul_SalvageBench_MidTier_4
    No es ningún desafío para mi martillo.
    Mektul_SalvageBench_MidTier_5
    No es ningún desafío para mi martillo.
    Mektul_SalvageBench_MidTier_6
    Son restos decentes.
    Mektul_SalvageBench_MidTier_7
    Son restos decentes.
    Mektul_SalvageBench_MidTier_8
    Son restos decentes.
    Mektul_SalvageBench_MidTier_9
    Es una pena tener que destruir un trabajo tan fino.
    Mektul_SalvageBench_HighTier_Random
    Es una pena tener que destruir un trabajo tan fino.
    Mektul_SalvageBench_HighTier_2
    Es una pena tener que destruir un trabajo tan fino.
    Mektul_SalvageBench_HighTier_3
    ¿Dónde encuentras obras maestras así?
    Mektul_SalvageBench_HighTier_4
    ¿Dónde encuentras obras maestras así?
    Mektul_SalvageBench_HighTier_5
    ¿Dónde encuentras obras maestras así?
    Mektul_SalvageBench_HighTier_6
    Esto será chatarra buena.
    Mektul_SalvageBench_HighTier_7
    Esto será chatarra buena.
    Mektul_SalvageBench_HighTier_8
    Esto será chatarra buena.
    Mektul_SalvageBench_HighTier_9
    Aquí seguiré.
    Mektul_SalvageBench_Leave_Random
    Aquí seguiré.
    Mektul_SalvageBench_Leave_2
    Aquí seguiré.
    Mektul_SalvageBench_Leave_3
    Mi servicio continúa.
    Mektul_SalvageBench_Leave_4
    Mi servicio continúa.
    Mektul_SalvageBench_Leave_5
    Mi servicio continúa.
    Mektul_SalvageBench_Leave_6
    Que Kamasa te bendiga.
    Mektul_SalvageBench_Leave_7
    Que Kamasa te bendiga.
    Mektul_SalvageBench_Leave_8
    Que Kamasa te bendiga.
    Mektul_SalvageBench_Leave_9
    Los vaal se alzarán una vez más.
    Mektul_SalvageBench_Idle_Random
    Los vaal se alzarán una vez más.
    Mektul_SalvageBench_Idle_2
    Los vaal se alzarán una vez más.
    Mektul_SalvageBench_Idle_3
    Aviva la forja... aviva las llamas...
    Mektul_SalvageBench_Idle_4
    Aviva la forja... aviva las llamas...
    Mektul_SalvageBench_Idle_5
    Aviva la forja... aviva las llamas...
    Mektul_SalvageBench_Idle_6
    ¿Estoy... muerto?
    Mektul_SalvageBench_Idle_7
    ¿Estoy... muerto?
    Mektul_SalvageBench_Idle_8
    ¿Estoy... muerto?
    Mektul_SalvageBench_Idle_9
    ¿Kamasa, por qué me has abandonado?
    Mektul_SalvageBench_Idle_10
    ¿Kamasa, por qué me has abandonado?
    Mektul_SalvageBench_Idle_11
    ¿Kamasa, por qué me has abandonado?
    Mektul_SalvageBench_Idle_12
    Edit

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