Nighthawk Assassin[DNT]
SpectreY
Tags1HSword_onhit_audio, fast_movement, human, humanoid, red_blood
Vida
100%
Resistencia
0 0 0 0
Damage
67%
Precisión
100%
Impactos críticos Chance
5%
Bonificación de daño crítico
+30%
Attack Distance
5 ~ 6
Tiempo de ataque
2.25 Second
Damage Spread
±20%
Experiencia
100%
Model Size
100%
Type
TwilightOrderNighthawkAssassin
Metadata
NighthawkAssassinSIEGE
Nivel
68
Vida
7,757
Armadura
3,451
Evasión
477
Damage
156
Daño de hechizos
156
Precisión
2,180
Tiempo de ataque
2.25
Experiencia
28,634
Minion Life
11,280
Minion Damage
1,271
Minion Armour
3,451
MeleeAtAnimationSpeed
Attack, RangedAttack, MirageArcherCanUse, Projectile, MeleeSingleTarget, Multistrikeable, Melee, ProjectilesFromUser
Ataque básico
Base Damage: 125–187
Probabilidad de impacto crítico: 5%
Tiempo de ataque: 2.25 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]

Object Type

version 2
extends "Metadata/Monsters/Monster"

Object Type Codes

version 2
extends "Metadata/Monsters/Monster"

-- src\Data\Spectres.lua
minions["Metadata/Monsters/TwilightOrder/TwilightOrderNighthawkAssassin/NighthawkAssassinSIEGE"] = {
    name = "Nighthawk Assassin[DNT]",
    life = 1,
    fireResist = 0,
    coldResist = 0,
    lightningResist = 0,
    chaosResist = 0,
    damage = 0.67,
    damageSpread = 0.2,
    attackTime = 2.25,
    attackRange = 6,
    accuracy = 1,
    skillList = {
        "MeleeAtAnimationSpeed",
    },
    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.Multistrikeable] = true,
        [SkillType.Melee] = true,
        [SkillType.ProjectilesFromUser] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1,
    baseFlags = {
        attack = true,
        melee = true,
        projectile = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "skill_can_fire_arrows",
        "skill_can_fire_wand_projectiles",
        "action_attack_or_cast_time_uses_animation_length",
        "projectile_uses_contact_position",
        "use_scaled_contact_offset",
    },
    levels = {
        [1] = {levelRequirement = 1, statInterpolation = {},  cost = { }, },
    },
}
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