El verdugo
Humanoide
stance movement speed +% final [200]
i am boss of tier [2]
monster dropped item rarity +% [1600]
monster slain experience +% [0]
monster dropped item quantity +% [-690]
The Executioner
SpectreN
AreaPueblo de Ogham
Tags2HSharpMetal_onhit_audio, human, humanoid, red_blood, slow_movement
Vida
188%
Resistencia
30 0 0 0
Damage
400%
Precisión
200%
Attack Distance
6 ~ 29
Tiempo de ataque
3.54 Second
Damage Spread
±20%
Experiencia
250%
Model Size
160%
Type
GuillotineExecutioner
Metadata
GuillotineExecutioner
Nivel
13
Vida
194
Damage
100
Daño de hechizos
100
Precisión
270
Tiempo de ataque
3.54
Experiencia
548
Minion Life
972
Minion Damage
105
Minion Armour
43
MAASExecutionerBoss
Attack, RangedAttack, MirageArcherCanUse, Projectile, MeleeSingleTarget, Melee, ProjectilesFromUser, AttackInPlace
Ataque básico
Base Damage: 80—120
Probabilidad de impacto crítico: 5%
Tiempo de ataque: 3.54 seg
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, AttackInPlace
Ataque básico
Base Damage: 80—120
Probabilidad de impacto crítico: 5%
Tiempo de ataque: 3.54 seg
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, AttackInPlace
Ataque básico
Base Damage: 80—120
Probabilidad de impacto crítico: 5%
Tiempo de ataque: 3.54 seg
Tiempo de recarga: 8 seg
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, AttackInPlace
Base Damage: 80—120
Probabilidad de impacto crítico: 5%
Daño de ataque: 450%
Tiempo de ataque: 3.54 seg
Tiempo de recarga: 12 seg
Inflige un 350% más de daño de ataques
Convierte el 75% del daño físico en daño de fuego
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, AttackInPlace
Base Damage: 80—120
Probabilidad de impacto crítico: 5%
Daño de ataque: 330%
Tiempo de ataque: 3.54 seg
Inflige un 230% más de daño de ataques
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, AttackInPlace
Base Damage: 80—120
Probabilidad de impacto crítico: 5%
Daño de ataque: 450%
Tiempo de ataque: 3.54 seg
Inflige un 350% más de daño de ataques
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
Tiempo de recarga: 12 seg
action attack or cast time uses animation length [1]
EAAExecutionerSummonTaunt
Tiempo de recarga: 9 seg
action attack or cast time uses animation length [1]
GAExecutionerReverseSlam
Triggerable, Attack, AttackInPlace
Base Damage: 80—120
Probabilidad de impacto crítico: 5%
Daño de ataque: 230%
Tiempo de ataque: 3.54 seg
Inflige un 130% más de daño de ataques
action attack or cast time uses animation length [1]
action do not face target [1]
is area damage [1]
GAExecutioner2H
Triggerable, Attack, AttackInPlace
Base Damage: 80—120
Probabilidad de impacto crítico: 5%
Daño de ataque: 230%
Tiempo de ataque: 3.54 seg
Inflige un 130% más de daño de ataques
action attack or cast time uses animation length [1]
is area damage [1]
EASExecutionerGuillotineDrop
Tiempo de recarga: 20 seg
action attack or cast time uses animation length [1]
ExecutionerChannelledSlam
Attack, Area, Channel, Melee, Slam, NoDualWield, GainsStages
Embate sobrecargado
Base Damage: 80—120
Probabilidad de impacto crítico: 5%
Daño de ataque: 450%
Tiempo de ataque: 3.54 seg
Tiempo de recarga: 15 seg
Canaliza para cargar un mazazo pesado que extrae tierra del suelo para agrandar tu maza. Suelta para ejecutar un embate contra el suelo que inflige daño en área alrededor de donde choca, seguido de réplicas que infligen daño en un área más grande.
Inflige un 350% más de daño de ataques
+20 al alcance de los golpes cuerpo a cuerpo
La velocidad de ataque de esta habilidad no se puede modificar
El radio del choque es de 1.6 metros
100% más de daño con impactos por cada fase
+10 al máximo de fases
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, AttackInPlace
Base Damage: 80—120
Probabilidad de impacto crítico: 5%
Daño de ataque: 200%
Tiempo de ataque: 3.54 seg
Inflige un 100% más de daño de ataques
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, AttackInPlace
Base Damage: 80—120
Probabilidad de impacto crítico: 5%
Daño de ataque: 185%
Tiempo de ataque: 3.54 seg
Inflige un 85% más de daño de ataques
action attack or cast time uses animation length [1]
is area damage [1]
monster penalty against minions damage +% final vs player minions [60]
EAAExecutionerLeapSlam
Tiempo de recarga: 8 seg
action attack or cast time uses animation length [1]
skill cannot be interrupted [1]
ExecutionerGATriggered1
Triggerable, Attack, AttackInPlace
Base Damage: 80—120
Probabilidad de impacto crítico: 5%
Daño de ataque: 350%
Tiempo de ataque: 3.54 seg
Inflige un 250% más de daño de ataques
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, AttackInPlace
Base Damage: 80—120
Probabilidad de impacto crítico: 5%
Daño de ataque: 300%
Tiempo de ataque: 3.54 seg
Inflige un 200% más de daño de ataques
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, AttackInPlace
Base Damage: 80—120
Probabilidad de impacto crítico: 5%
Daño de ataque: 230%
Tiempo de ataque: 3.54 seg
Inflige un 130% más de daño de ataques
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,
        [SkillType.AttackInPlace] = 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,
        [SkillType.AttackInPlace] = 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,
        [SkillType.AttackInPlace] = 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,
        [SkillType.AttackInPlace] = 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,
        [SkillType.AttackInPlace] = 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,
        [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",
        "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,
        [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 = 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,
        [SkillType.AttackInPlace] = 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,
        [SkillType.AttackInPlace] = 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,
        [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",
        "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,
        [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",
        "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,
        [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",
        "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,
        [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",
        "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,
    },
    statDescriptionScope = "supercharged_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)
GenerationTypeÚnico (3)
Req. level1
FamilyNothing
DomainsMonster (3)
GenerationTypeÚnico (3)
Req. level1
stance movement speed +% final [200]
FamilyStance
DomainsMonster (3)
GenerationTypeÚnico (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)
    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
  • monster dropped item quantity +% [-690]
    Family
    DomainsMonster (3)
    GenerationTypeÚnico (3)
    Req. level1
    Stats
  • monster dropped item quantity +% Min: -690 Max: -690 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 );
    El verdugo
    Humanoide
    stance movement speed +% final [200]
    i am boss of tier [2]
    monster dropped item rarity +% [1600]
    monster slain experience +% [0]
    monster dropped item quantity +% [-690]
    The Executioner
    SpectreN
    Tags2HSharpMetal_onhit_audio, human, humanoid, not_dex, not_int, red_blood, slow_movement
    Vida
    313%
    Resistencia
    30 0 0 0
    Damage
    350%
    Precisión
    200%
    Attack Distance
    6 ~ 29
    Tiempo de ataque
    3.54 Second
    Damage Spread
    ±20%
    Experiencia
    250%
    Model Size
    160%
    Type
    GuillotineExecutionerCRUEL
    Metadata
    GuillotineExecutionerCRUEL
    Nivel
    68
    Vida
    24,279
    Damage
    816
    Daño de hechizos
    816
    Precisión
    3,753
    Tiempo de ataque
    3.54
    Experiencia
    71,585
    Minion Life
    21,691
    Minion Damage
    3,391
    Minion Armour
    5,309
    MAASExecutionerBoss
    Attack, RangedAttack, MirageArcherCanUse, Projectile, MeleeSingleTarget, Melee, ProjectilesFromUser, AttackInPlace
    Ataque básico
    Base Damage: 653—979
    Probabilidad de impacto crítico: 5%
    Tiempo de ataque: 3.54 seg
    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, AttackInPlace
    Ataque básico
    Base Damage: 653—979
    Probabilidad de impacto crítico: 5%
    Tiempo de ataque: 3.54 seg
    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, AttackInPlace
    Ataque básico
    Base Damage: 653—979
    Probabilidad de impacto crítico: 5%
    Tiempo de ataque: 3.54 seg
    Tiempo de recarga: 8 seg
    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, AttackInPlace
    Base Damage: 653—979
    Probabilidad de impacto crítico: 5%
    Daño de ataque: 450%
    Tiempo de ataque: 3.54 seg
    Tiempo de recarga: 12 seg
    Inflige un 350% más de daño de ataques
    Convierte el 75% del daño físico en daño de fuego
    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, AttackInPlace
    Base Damage: 653—979
    Probabilidad de impacto crítico: 5%
    Daño de ataque: 330%
    Tiempo de ataque: 3.54 seg
    Inflige un 230% más de daño de ataques
    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, AttackInPlace
    Base Damage: 653—979
    Probabilidad de impacto crítico: 5%
    Daño de ataque: 450%
    Tiempo de ataque: 3.54 seg
    Inflige un 350% más de daño de ataques
    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
    Tiempo de recarga: 12 seg
    action attack or cast time uses animation length [1]
    EAAExecutionerSummonTaunt
    Tiempo de recarga: 9 seg
    action attack or cast time uses animation length [1]
    GAExecutionerReverseSlam
    Triggerable, Attack, AttackInPlace
    Base Damage: 653—979
    Probabilidad de impacto crítico: 5%
    Daño de ataque: 230%
    Tiempo de ataque: 3.54 seg
    Inflige un 130% más de daño de ataques
    action attack or cast time uses animation length [1]
    action do not face target [1]
    is area damage [1]
    GAExecutioner2H
    Triggerable, Attack, AttackInPlace
    Base Damage: 653—979
    Probabilidad de impacto crítico: 5%
    Daño de ataque: 230%
    Tiempo de ataque: 3.54 seg
    Inflige un 130% más de daño de ataques
    action attack or cast time uses animation length [1]
    is area damage [1]
    EASExecutionerGuillotineDrop
    Tiempo de recarga: 20 seg
    action attack or cast time uses animation length [1]
    ExecutionerChannelledSlam
    Attack, Area, Channel, Melee, Slam, NoDualWield, GainsStages
    Embate sobrecargado
    Base Damage: 653—979
    Probabilidad de impacto crítico: 5%
    Daño de ataque: 450%
    Tiempo de ataque: 3.54 seg
    Tiempo de recarga: 15 seg
    Canaliza para cargar un mazazo pesado que extrae tierra del suelo para agrandar tu maza. Suelta para ejecutar un embate contra el suelo que inflige daño en área alrededor de donde choca, seguido de réplicas que infligen daño en un área más grande.
    Inflige un 350% más de daño de ataques
    +20 al alcance de los golpes cuerpo a cuerpo
    La velocidad de ataque de esta habilidad no se puede modificar
    El radio del choque es de 1.6 metros
    100% más de daño con impactos por cada fase
    +10 al máximo de fases
    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, AttackInPlace
    Base Damage: 653—979
    Probabilidad de impacto crítico: 5%
    Daño de ataque: 200%
    Tiempo de ataque: 3.54 seg
    Inflige un 100% más de daño de ataques
    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, AttackInPlace
    Base Damage: 653—979
    Probabilidad de impacto crítico: 5%
    Daño de ataque: 185%
    Tiempo de ataque: 3.54 seg
    Inflige un 85% más de daño de ataques
    action attack or cast time uses animation length [1]
    is area damage [1]
    monster penalty against minions damage +% final vs player minions [60]
    EAAExecutionerLeapSlam
    Tiempo de recarga: 8 seg
    action attack or cast time uses animation length [1]
    skill cannot be interrupted [1]
    ExecutionerGATriggered1
    Triggerable, Attack, AttackInPlace
    Base Damage: 653—979
    Probabilidad de impacto crítico: 5%
    Daño de ataque: 350%
    Tiempo de ataque: 3.54 seg
    Inflige un 250% más de daño de ataques
    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, AttackInPlace
    Base Damage: 653—979
    Probabilidad de impacto crítico: 5%
    Daño de ataque: 300%
    Tiempo de ataque: 3.54 seg
    Inflige un 200% más de daño de ataques
    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, AttackInPlace
    Base Damage: 653—979
    Probabilidad de impacto crítico: 5%
    Daño de ataque: 230%
    Tiempo de ataque: 3.54 seg
    Inflige un 130% más de daño de ataques
    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,
            [SkillType.AttackInPlace] = 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,
            [SkillType.AttackInPlace] = 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,
            [SkillType.AttackInPlace] = 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,
            [SkillType.AttackInPlace] = 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,
            [SkillType.AttackInPlace] = 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,
            [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",
            "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,
            [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 = 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,
            [SkillType.AttackInPlace] = 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,
            [SkillType.AttackInPlace] = 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,
            [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",
            "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,
            [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",
            "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,
            [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",
            "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,
            [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",
            "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,
        },
        statDescriptionScope = "supercharged_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)
    GenerationTypeÚnico (3)
    Req. level1
    FamilyNothing
    DomainsMonster (3)
    GenerationTypeÚnico (3)
    Req. level1
    stance movement speed +% final [200]
    FamilyStance
    DomainsMonster (3)
    GenerationTypeÚnico (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)
    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
  • monster dropped item quantity +% [-690]
    Family
    DomainsMonster (3)
    GenerationTypeÚnico (3)
    Req. level1
    Stats
  • monster dropped item quantity +% Min: -690 Max: -690 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 );
    El verdugo Text Audio /74
    Nombre
    ¡Enfrenta tu muerte!
    Executioner_ChargedSlam_Random
    ¡Enfrenta tu muerte!
    Executioner_ChargedSlam_2
    ¡Enfrenta tu muerte!
    Executioner_ChargedSlam_3
    ¡Hoy habrá justicia!
    Executioner_ChargedSlam_4
    ¡Hoy habrá justicia!
    Executioner_ChargedSlam_5
    ¡No tienes a dónde escapar!
    Executioner_ChargedSlam_6
    ¡No tienes a dónde escapar!
    Executioner_ChargedSlam_7
    ¡Tu tiempo se ha terminado!
    Executioner_ChargedSlam_8
    ¡Tu tiempo se ha terminado!
    Executioner_ChargedSlam_9
    ¡Tu tiempo se ha terminado!
    Executioner_ChargedSlam_10
    ¡Tu tiempo se ha terminado!
    Executioner_ChargedSlam_11
    ¡Tu cabeza me pertenece!
    Executioner_Cleave_Random
    ¡Tu cabeza me pertenece!
    Executioner_Cleave_2
    ¡Te cortaré en pedazos!
    Executioner_Cleave_3
    ¡Te cortaré en pedazos!
    Executioner_Cleave_4
    ¡Te cortaré en pedazos!
    Executioner_Cleave_5
    ¡Te cortaré en pedazos!
    Executioner_Cleave_6
    ¡Cortado en dos!
    Executioner_Cleave_7
    ¡Cortado en dos!
    Executioner_Cleave_8
    ¡Cortado en dos!
    Executioner_Cleave_9
    ¡Cortado en dos!
    Executioner_Cleave_10
    ¡Cortado en dos!
    Executioner_Cleave_11
    No puedes escapar… No esta vez.
    Executioner_Emerge_Generic
    Tu camino de paz está plagado de muerte… Y ahora la justicia te ha alcanzado.
    Executioner_Emerge_Monk
    ¡Exploradora! Has sido sentenciada a muerte.
    Executioner_Emerge_Ranger
    Enfréntate a tu juicio, muchacha maraketh.
    Executioner_Emerge_Sorc
    Nos volvemos a encontrar, templario. No hay lugar para tu fe aquí.
    Executioner_Emerge_Templar
    Tu suerte se ha terminado, huérfano.
    Executioner_Emerge_Warrior
    Debiste ser quemada en la hoguera, bruja.
    Executioner_Emerge_Witch
    ¡Aplastado!
    Executioner_GroundSlam_Random
    ¡Aplastado!
    Executioner_GroundSlam_2
    ¡Aplastado!
    Executioner_GroundSlam_3
    ¡Aplastado!
    Executioner_GroundSlam_4
    ¡Aplastado!
    Executioner_GroundSlam_5
    ¡Aplastado!
    Executioner_GroundSlam_6
    Muerte.
    Executioner_GroundSlam_7
    Muerte.
    Executioner_GroundSlam_8
    ¡Carne picada!
    Executioner_GroundSlam_9
    ¡Carne picada!
    Executioner_GroundSlam_10
    ¡Carne picada!
    Executioner_GroundSlam_11
    ¡Carne picada!
    Executioner_GroundSlam_12
    ¡Carne picada!
    Executioner_GroundSlam_13
    ¡Cae… la guillotina!
    Executioner_Execute
    ¡Agh! ¡Los perros te harán pagar por eso!
    Executioner_Knockdown_Random
    ¡Te arrancaré la maldita garganta!
    Executioner_Knockdown_2
    ¡Te arrancaré la maldita garganta!
    Executioner_Knockdown_3
    ¡Te arrancaré la maldita garganta!
    Executioner_Knockdown_4
    ¡Te arrancaré la maldita garganta!
    Executioner_Knockdown_5
    Solo… retrasas tu muerte…
    Executioner_Knockdown_6
    ¡Me estoy impacientando!
    Executioner_PhaseChange_Random
    ¡Me estoy impacientando!
    Executioner_PhaseChange_2
    ¡Ya he tenido suficiente!
    Executioner_PhaseChange_3
    ¡Ya he tenido suficiente!
    Executioner_PhaseChange_4
    {Y ahora… eres mío.}{Y ahora… eres mía.}
    Executioner_PlayerDeath_Generic_Random
    {Ejecutado.}{Ejecutada.}
    Executioner_PlayerDeath_Generic_2
    {Ejecutado.}{Ejecutada.}
    Executioner_PlayerDeath_Generic_3
    Mi hacha nunca falla.
    Executioner_PlayerDeath_Generic_4
    Basura karui.
    Executioner_PlayerDeath_Marauder
    Los paganos son muy fáciles de cortar.
    Executioner_PlayerDeath_Monk_Random
    Los paganos son muy fáciles de cortar.
    Executioner_PlayerDeath_Monk_2
    No desperdiciaremos tu cuerpo… exploradora.
    Executioner_PlayerDeath_Ranger
    Entonces… ¿dónde estaba tu dios, templario?
    Executioner_PlayerDeath_Templar_Random
    Entonces… ¿dónde estaba tu dios, templario?
    Executioner_PlayerDeath_Templar_2
    Entonces… ¿dónde estaba tu dios, templario?
    Executioner_PlayerDeath_Templar_3
    Deberían haberte matado apenas te encontraron, huérfano… Mejor tarde que nunca.
    Executioner_PlayerDeath_Warrior
    Bueno, bruja. Te han encontrado… culpable.
    Executioner_PlayerDeath_Witch
    ¡VEN AQUÍ!
    Executioner_Summon_Random
    ¡VEN AQUÍ!
    Executioner_Summon_2
    ¡VEN AQUÍ!
    Executioner_Summon_3
    {¡Maten al criminal!}{¡Maten a la criminal!}
    Executioner_Summon_4
    {¡Maten al criminal!}{¡Maten a la criminal!}
    Executioner_Summon_5
    ¡Córtenle la cabeza o cortaré las suyas!
    Executioner_Summon_6
    ¡Cobardes! ¡Luchen o MUERAN!
    Executioner_Summon_7
    ¡Cobardes! ¡Luchen o MUERAN!
    Executioner_Summon_8
    Edit

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