遠古之蹄.埃克巴勃
創造物
地區: 骨坑
monster dropped item rarity +% [1600]
monster slain experience +% [0]
monster slain flask charges granted +% [-50]
Ekbab, Ancient Steed
SpectreN
Area骨坑
Tagsbeast, construct, medium_movement, melee, MonsterBlunt_onhit_audio, physical_affinity, undead
生命
200%
抗性
0 0 0 0
傷害
270%
命中
100%
暴擊 Chance
5%
Attack Distance
6 ~ 25
攻擊時間
2.145 Second
Damage Spread
±20%
經驗值
250%
Model Size
100%
Type
MastodonBoss
Metadata
MastodonBoss
等級
22
生命
610
傷害
112
法術傷害
112
命中
340
攻擊時間
2.145
經驗值
1,990
召喚物生命
2,014
召喚物傷害
160
召喚物護甲
106
MeleeAtAnimationSpeed
攻擊, 範圍攻擊, 技能可幻影射手, 投射物, 近戰單一目標, 近戰, 玩家投射物
基礎攻擊
Base Damage: 89–134
暴擊率: 5%
攻擊時間: 2.145 秒
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]
MastodonCharge
攻擊, 近戰, 近戰單一目標, 位移, 快行
重盾衝鋒
Base Damage: 89–134
暴擊率: 5%
攻擊時間: 2.145 秒
冷卻時間: 10 秒
向一個目標衝鋒,使用盾牌對其猛擊的同時也用近戰武器順手補刀。此攻擊將會擊退目標並將其擊暈,在路徑上的敵人將會被推向兩旁。傷害與擊暈機率將視衝鋒距離而定。不能被多重打擊輔助。
增加 75% 移動速度
base deal no damage [1]
ignores proximity shield [1]
shield charge continue past target [1]
shield charge extra distance [100]
MastodonSlam
冷卻時間: 3 秒
造成 70% 更多攻擊傷害
+25 近戰打擊距離
action attack or cast time uses animation length [1]
action do not face target [1]
is area damage [1]
monster penalty against minions damage +% final vs player minions [150]
MastodonAttackLeftTurn
冷卻時間: 3.25 秒
不能被擊退
你的擊中不能暈眩敵人
+10 近戰打擊距離
action attack or cast time uses animation length [1]
action do not face target [1]
melee defer damage prediction [1]
MastodonAttackRightTurn
冷卻時間: 3.25 秒
不能被擊退
你的擊中不能暈眩敵人
+10 近戰打擊距離
action attack or cast time uses animation length [1]
action do not face target [1]
melee defer damage prediction [1]
MastodonSlamBackTurn
攻擊
Base Damage: 89–134
暴擊率: 5%
攻擊時間: 2.145 秒
冷卻時間: 4.25 秒
不能被擊退
你的擊中不能暈眩敵人
+20 近戰打擊距離
action attack or cast time uses animation length [1]
action do not face target [1]
active skill base area of effect radius [100]
brutus ground slam effect step [400]
brutus ground slam number of effects at max [4]
brutus ground slam number of effects at min [2]
ground slam cone angle override [45]
ground slam wave duration override ms [1400]
melee defer damage prediction [1]
GTMastodonSpikes
可觸發
MastodonCreateSpike
可觸發
MastodonLeftTurn
冷卻時間: 3.25 秒
action do not face target [1]
MastodonRightTurn
冷卻時間: 3.25 秒
action do not face target [1]
MastodonSlamTriggered
可觸發, 攻擊
Base Damage: 89–134
暴擊率: 5%
攻擊傷害: 170%
攻擊時間: 2.145 秒
造成 70% 更多攻擊傷害
MastodonSlamComboLeftTurn
冷卻時間: 3.25 秒
不能被擊退
你的擊中不能暈眩敵人
+10 近戰打擊距離
action attack or cast time uses animation length [1]
action do not face target [1]
melee defer damage prediction [1]
MastodonSlamComboRightTurn
冷卻時間: 3.25 秒
不能被擊退
你的擊中不能暈眩敵人
+10 近戰打擊距離
action attack or cast time uses animation length [1]
action do not face target [1]
melee defer damage prediction [1]
MastodonDualSwipe
冷卻時間: 3.25 秒
action attack or cast time uses animation length [1]
action do not face target [1]
melee defer damage prediction [1]
GAMastodonLeftShape
可觸發, 攻擊
Base Damage: 89–134
暴擊率: 5%
攻擊傷害: 140%
攻擊時間: 2.145 秒
造成 40% 更多攻擊傷害
monster penalty against minions damage +% final vs player minions [150]
GAMastodonRightShape
可觸發, 攻擊
Base Damage: 89–134
暴擊率: 5%
攻擊傷害: 140%
攻擊時間: 2.145 秒
造成 40% 更多攻擊傷害
monster penalty against minions damage +% final vs player minions [150]
MastodonAttackRightTurnHalf
冷卻時間: 3.25 秒
不能被擊退
你的擊中不能暈眩敵人
+10 近戰打擊距離
action attack or cast time uses animation length [1]
action do not face target [1]
melee defer damage prediction [1]
MastodonAttackLeftTurnHalf
冷卻時間: 3.25 秒
不能被擊退
你的擊中不能暈眩敵人
+10 近戰打擊距離
action attack or cast time uses animation length [1]
action do not face target [1]
melee defer damage prediction [1]
GAMastodonChargeShape
可觸發, 攻擊
Base Damage: 89–134
暴擊率: 5%
攻擊傷害: 140%
攻擊時間: 2.145 秒
造成 40% 更多攻擊傷害
base skill cannot be avoided by dodge roll or evaded or blocked [1]
monster penalty against minions damage +% final vs player minions [50]
GAMastodonSlamImpact
可觸發, 攻擊
Base Damage: 89–134
暴擊率: 5%
攻擊傷害: 170%
攻擊時間: 2.145 秒
造成 70% 更多攻擊傷害
is area damage [1]
monster penalty against minions damage +% final vs player minions [150]

Object Type

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

Positioned
{
	blocking = false
}

StateMachine
{
	define_shared_state =
	"
		spawnritual;
		mastodondeath;
		necromancerdeath;
		epks;
		shieldcharge;
	"
}

//need to trigger aura for enrage on partners deaths
Actor
{
	basic_action = "Emerge"

	on_event_contact_for_Emerge =
	"
		SetStateTo( spawnritual, 1 );
		summoners.SetStateTo( spawnritual, 1 );
		summonerboss.SetStateTo( spawnritual, 1 );
	"
}

Transitionable {}

ControlZone
{
}

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 = 750
	set_base_heavy_stun_duration_ms = 4933
}

BaseEvents
{
	on_construction_complete = "globals.MastodonBoss = this;"
}

Brackets
{
	
}

Object Type Codes

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

StateMachine
{
	create_state_spawnritual_0 = "DisableTargetable();"

	on_state_spawnritual_1 =
	"
		EnableTargetable();
		SetStaticLifeBarVisibilty( True );
		AddAttachedObjectToBones( 'Metadata/Effects/Spells/monsters_effects/Act2_FOUR/MastadonBoss/ao/mastadon_light.ao', root );
		PlayAnimationAttached( 'Metadata/Effects/Spells/monsters_effects/Act2_FOUR/MastadonBoss/ao/mastadon_light.ao', fadein );
		QueueAnimationAttached( 'Metadata/Effects/Spells/monsters_effects/Act2_FOUR/MastadonBoss/ao/mastadon_light.ao', idle );
	"

	create_state_spawnritual_1 =
	"
		AddAttachedObjectToBones( 'Metadata/Effects/Spells/monsters_effects/Act2_FOUR/MastadonBoss/ao/mastadon_light.ao', root );
		PlayAnimationAttached( 'Metadata/Effects/Spells/monsters_effects/Act2_FOUR/MastadonBoss/ao/mastadon_light.ao', idle );
		Delay( 0.1, { SetStaticLifeBarVisibilty( True ); } );
	"

	on_or_create_state_epks_2 = "/*		RemoveEffectPack( Metadata/Effects/Spells/monsters_effects/Act2_FOUR/MastadonBoss/epk/mastadon_idle.epk );*/
/*		IfAlive( { AddEffectPack( Metadata/Effects/Spells/monsters_effects/Act2_FOUR/MastadonBoss/epk/mastaton_idle_02.epk ); } );*/
"
	on_or_create_state_epks_1 = "AddEffectPack( 'Metadata/Effects/Spells/monsters_effects/Act2_FOUR/MastadonBoss/epk/mastaton_idle_02.epk' );"

	on_state_epks_0 =
	"
		PlayAnimationAttached( 'Metadata/Effects/Spells/monsters_effects/Act2_FOUR/MastadonBoss/ao/mastadon_light.ao', fadeout );
		AddEffectPack( 'Metadata/Effects/Spells/monsters_effects/Act2_FOUR/MastadonBoss/epk/mastadon_death.epk' );
		RemoveEffectPack( 'Metadata/Effects/Spells/monsters_effects/Act2_FOUR/MastadonBoss/epk/mastaton_idle_02.epk' );
		RemoveEffectPack( 'Metadata/Effects/Spells/monsters_effects/Act2_FOUR/MastadonBoss/epk/mastaton_idle_02.epk' );
		DetachAllOfType( 'Metadata/Monsters/MastodonBoss/attachments/EngravedConstructDanglesHeld.ao' );
	"

	on_or_create_state_shieldcharge_0 =
	"
		RemoveEffectPack( 'Metadata/Effects/Spells/monsters_effects/Act2_FOUR/MastadonBoss/epk/charge_start.epk' );
		RemoveEffectPack( 'Metadata/Effects/Spells/monsters_effects/Act2_FOUR/MastadonBoss/epk/charge_idle.epk' );
		RemoveEffectPack( 'Metadata/Effects/Spells/monsters_effects/Act2_FOUR/MastadonBoss/epk/charge_end.epk' );
	"

	on_or_create_state_shieldcharge_1 = "AddEffectPack( 'Metadata/Effects/Spells/monsters_effects/Act2_FOUR/MastadonBoss/epk/charge_start.epk' );"

	on_or_create_state_shieldcharge_2 =
	"
		AddEffectPack( 'Metadata/Effects/Spells/monsters_effects/Act2_FOUR/MastadonBoss/epk/charge_idle.epk' );
		RemoveEffectPack( 'Metadata/Effects/Spells/monsters_effects/Act2_FOUR/MastadonBoss/epk/charge_start.epk' );
	"

	on_or_create_state_shieldcharge_3 =
	"
		AddEffectPack( 'Metadata/Effects/Spells/monsters_effects/Act2_FOUR/MastadonBoss/epk/charge_end.epk' );
		RemoveEffectPack( 'Metadata/Effects/Spells/monsters_effects/Act2_FOUR/MastadonBoss/epk/charge_idle.epk' );
		RemoveEffectPack( 'Metadata/Effects/Spells/monsters_effects/Act2_FOUR/MastadonBoss/epk/charge_idle.epk' );
	"
}

BaseEvents
{
	on_construction_complete =
	"
		HideMeshSegment( bandagesShape );
		HideMeshSegment( TentaclesShape );
	"
}

Animated
{
	on_event_show_segment_for_emerge_01 =
	"
		ShowMeshSegment( bandagesShape );
		ShowMeshSegment( TentaclesShape );
	"

	on_event_hide_segment_for_death_01 =
	"
		HideMeshSegment( bandagesShape );
		HideMeshSegment( TentaclesShape );
		ShowMeshSegments( Tentacles_split1Shape, Tentacles_split2Shape );
	"
}

Actor
{
	on_event_footstep1_for_ShieldCharge = "PlayEffect( 'Metadata/Effects/Spells/monsters_effects/Act2_FOUR/MastadonBoss/ao/mastadon_stomp.ao', default, 1.0, inherit, 0.0, inherit, 165, -60, 0, SelfLocation );"
	on_event_footstep2_for_ShieldCharge = "PlayEffect( 'Metadata/Effects/Spells/monsters_effects/Act2_FOUR/MastadonBoss/ao/mastadon_stomp.ao', default, 1.0, inherit, 0.0, inherit, 165, 60, 0, SelfLocation );"
}

Transitionable
{
	create_untransitioned =
	"
		IfAlive( ()
		{
			PlayAnimation( emerge_01 );
			PauseAnimation();
		} );
	"
}

Life
{
	on_death = 
	"
		SetStaticLifeBarVisibilty( false );
		IfState( necromancerdeath, 1,
		{
			TriggerBracket( arena_sector_destruction, GetState( arena_sector_id ) );
		} );
	"
}

Preload
{
	preload_animated_object = "Metadata/Effects/Spells/monsters_effects/Act2_FOUR/MastadonBoss/ao/mastadon_stomp.ao"
	preload_animated_object = "Metadata/Effects/Spells/monsters_effects/Act2_FOUR/MastadonBoss/ao/prefight.ao"
	preload_environment = "G2_5_boss"
}

Render
{
	use_ao_lights = true
}

GlobalAudioParamEvents
{
	player_in_range_param = "MastodonInRange"
	life_percent_param = "MastodonLifePercentage"
	range = 130
}
-- src\Data\Spectres.lua
minions["Metadata/Monsters/MastodonBoss/MastodonBoss"] = {
    name = "Ekbab, Ancient Steed",
    life = 2,
    fireResist = 0,
    coldResist = 0,
    lightningResist = 0,
    chaosResist = 0,
    damage = 2.7,
    damageSpread = 0.2,
    attackTime = 2.145,
    attackRange = 25,
    accuracy = 1,
    skillList = {
        "MeleeAtAnimationSpeed",
        "GAMastodonSlamImpact",
        "MastodonCharge",
        "MastodonSlam",
        "MastodonAttackLeftTurn",
        "MastodonAttackRightTurn",
        "MastodonSlamBackTurn",
        "MastodonSlamComboLeftTurn",
        "MastodonSlamComboRightTurn",
        "MastodonAttackLeftTurnHalf",
        "MastodonAttackRightTurnHalf",
        "MastodonDualSwipe",
        "MastodonCreateSpike",
        "GTMastodonSpikes",
        "MastodonLeftTurn",
        "MastodonRightTurn",
        "MastodonSlamTriggered",
        "GAMastodonLeftShape",
        "GAMastodonRightShape",
        "GAMastodonChargeShape",
    },
    modList = {
    },
}
-- src\Data\Skills\spectre.lua
skills["MeleeAtAnimationSpeed"] = {
    name = "Basic Attack",
    hidden = true,
    color = ,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
        [SkillType.Attack] = true,
        [SkillType.RangedAttack] = true,
        [SkillType.MirageArcherCanUse] = true,
        [SkillType.Projectile] = true,
        [SkillType.MeleeSingleTarget] = true,
        [SkillType.Melee] = true,
        [SkillType.ProjectilesFromUser] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1,
    baseFlags = {
        attack = true,
        melee = true,
        projectile = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "skill_can_fire_arrows",
        "skill_can_fire_wand_projectiles",
        "action_attack_or_cast_time_uses_animation_length",
        "projectile_uses_contact_position",
        "use_scaled_contact_offset",
    },
    levels = {
        [1] = {levelRequirement = 1, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["GAMastodonSlamImpact"] = {
    name = "GAMastodonSlamImpact",
    hidden = true,
    color = ,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
        [SkillType.Triggerable] = true,
        [SkillType.Attack] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1,
    baseFlags = {
        attack = true,
        area = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "monster_penalty_against_minions_damage_+%_final_vs_player_minions",
        "is_area_damage",
    },
    levels = {
        [1] = {150, baseMultiplier = 1.7, levelRequirement = 1, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["MastodonCharge"] = {
    name = "Shield Charge",
    hidden = true,
    color = ,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    description = "Charges at an enemy, bashing it with the character's shield and striking it. This knocks it back and stuns it. Enemies in the way are pushed to the side. Damage and stun are proportional to distance travelled. Cannot be supported by Multistrike.",
    skillTypes = {
        [SkillType.Attack] = true,
        [SkillType.Melee] = true,
        [SkillType.MeleeSingleTarget] = true,
        [SkillType.Movement] = true,
        [SkillType.Travel] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1,
    baseFlags = {
        attack = true,
        melee = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "base_movement_velocity_+%",
        "shield_charge_extra_distance",
        "ignores_proximity_shield",
        "shield_charge_continue_past_target",
        "base_deal_no_damage",
    },
    levels = {
        [1] = {75, 100, levelRequirement = 1, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["MastodonSlam"] = {
    name = "MastodonSlam",
    hidden = true,
    color = ,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 2,
    baseFlags = {
        area = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "melee_range_+",
        "monster_penalty_against_minions_damage_+%_final_vs_player_minions",
        "action_attack_or_cast_time_uses_animation_length",
        "is_area_damage",
        "action_do_not_face_target",
    },
    levels = {
        [1] = {25, 150, baseMultiplier = 1.7, levelRequirement = 1, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["MastodonAttackLeftTurn"] = {
    name = "MastodonAttackLeftTurn",
    hidden = true,
    color = ,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1.6,
    baseFlags = {
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "melee_range_+",
        "melee_defer_damage_prediction",
        "action_attack_or_cast_time_uses_animation_length",
        "action_do_not_face_target",
        "cannot_stun",
        "cannot_be_knocked_back",
    },
    levels = {
        [1] = {10, levelRequirement = 1, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["MastodonAttackRightTurn"] = {
    name = "MastodonAttackRightTurn",
    hidden = true,
    color = ,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1.6,
    baseFlags = {
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "melee_range_+",
        "melee_defer_damage_prediction",
        "action_attack_or_cast_time_uses_animation_length",
        "action_do_not_face_target",
        "cannot_stun",
        "cannot_be_knocked_back",
    },
    levels = {
        [1] = {10, levelRequirement = 1, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["MastodonSlamBackTurn"] = {
    name = "MastodonSlamBackTurn",
    hidden = true,
    color = ,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
        [SkillType.Attack] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 2,
    baseFlags = {
        attack = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "melee_range_+",
        "active_skill_base_area_of_effect_radius",
        "ground_slam_cone_angle_override",
        "ground_slam_wave_duration_override_ms",
        "brutus_ground_slam_effect_step",
        "brutus_ground_slam_number_of_effects_at_max",
        "brutus_ground_slam_number_of_effects_at_min",
        "melee_defer_damage_prediction",
        "action_attack_or_cast_time_uses_animation_length",
        "action_do_not_face_target",
        "cannot_stun",
        "cannot_be_knocked_back",
    },
    levels = {
        [1] = {20, 100, 45, 1400, 400, 4, 2, levelRequirement = 1, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["MastodonSlamComboLeftTurn"] = {
    name = "MastodonSlamComboLeftTurn",
    hidden = true,
    color = ,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 3,
    baseFlags = {
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "melee_range_+",
        "melee_defer_damage_prediction",
        "action_attack_or_cast_time_uses_animation_length",
        "action_do_not_face_target",
        "cannot_stun",
        "cannot_be_knocked_back",
    },
    levels = {
        [1] = {10, levelRequirement = 1, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["MastodonSlamComboRightTurn"] = {
    name = "MastodonSlamComboRightTurn",
    hidden = true,
    color = ,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 3,
    baseFlags = {
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "melee_range_+",
        "melee_defer_damage_prediction",
        "action_attack_or_cast_time_uses_animation_length",
        "action_do_not_face_target",
        "cannot_stun",
        "cannot_be_knocked_back",
    },
    levels = {
        [1] = {10, levelRequirement = 1, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["MastodonAttackLeftTurnHalf"] = {
    name = "MastodonAttackLeftTurnHalf",
    hidden = true,
    color = ,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1.6,
    baseFlags = {
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "melee_range_+",
        "melee_defer_damage_prediction",
        "action_attack_or_cast_time_uses_animation_length",
        "action_do_not_face_target",
        "cannot_stun",
        "cannot_be_knocked_back",
    },
    levels = {
        [1] = {10, levelRequirement = 1, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["MastodonAttackRightTurnHalf"] = {
    name = "MastodonAttackRightTurnHalf",
    hidden = true,
    color = ,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1.6,
    baseFlags = {
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "melee_range_+",
        "melee_defer_damage_prediction",
        "action_attack_or_cast_time_uses_animation_length",
        "action_do_not_face_target",
        "cannot_stun",
        "cannot_be_knocked_back",
    },
    levels = {
        [1] = {10, levelRequirement = 1, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["MastodonDualSwipe"] = {
    name = "MastodonDualSwipe",
    hidden = true,
    color = ,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 3.2,
    baseFlags = {
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "melee_defer_damage_prediction",
        "action_attack_or_cast_time_uses_animation_length",
        "action_do_not_face_target",
    },
    levels = {
        [1] = {levelRequirement = 1, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["MastodonCreateSpike"] = {
    name = "MastodonCreateSpike",
    hidden = true,
    color = ,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
        [SkillType.Triggerable] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1,
    baseFlags = {
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
    },
    levels = {
        [1] = {levelRequirement = 1, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["GTMastodonSpikes"] = {
    name = "GTMastodonSpikes",
    hidden = true,
    color = ,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
        [SkillType.Triggerable] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1,
    baseFlags = {
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
    },
    levels = {
        [1] = {levelRequirement = 1, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["MastodonLeftTurn"] = {
    name = "MastodonLeftTurn",
    hidden = true,
    color = ,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1.6,
    baseFlags = {
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "action_do_not_face_target",
    },
    levels = {
        [1] = {levelRequirement = 1, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["MastodonRightTurn"] = {
    name = "MastodonRightTurn",
    hidden = true,
    color = ,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1.6,
    baseFlags = {
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "action_do_not_face_target",
    },
    levels = {
        [1] = {levelRequirement = 1, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["MastodonSlamTriggered"] = {
    name = "MastodonSlamTriggered",
    hidden = true,
    color = ,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
        [SkillType.Triggerable] = true,
        [SkillType.Attack] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1,
    baseFlags = {
        attack = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
    },
    levels = {
        [1] = {baseMultiplier = 1.7, levelRequirement = 1, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["GAMastodonLeftShape"] = {
    name = "GAMastodonLeftShape",
    hidden = true,
    color = ,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
        [SkillType.Triggerable] = true,
        [SkillType.Attack] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1,
    baseFlags = {
        attack = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "monster_penalty_against_minions_damage_+%_final_vs_player_minions",
    },
    levels = {
        [1] = {150, baseMultiplier = 1.4, levelRequirement = 1, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["GAMastodonRightShape"] = {
    name = "GAMastodonRightShape",
    hidden = true,
    color = ,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
        [SkillType.Triggerable] = true,
        [SkillType.Attack] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1,
    baseFlags = {
        attack = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "monster_penalty_against_minions_damage_+%_final_vs_player_minions",
    },
    levels = {
        [1] = {150, baseMultiplier = 1.4, levelRequirement = 1, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["GAMastodonChargeShape"] = {
    name = "GAMastodonChargeShape",
    hidden = true,
    color = ,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
        [SkillType.Triggerable] = true,
        [SkillType.Attack] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1,
    baseFlags = {
        attack = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "monster_penalty_against_minions_damage_+%_final_vs_player_minions",
        "base_skill_cannot_be_avoided_by_dodge_roll_or_evaded_or_blocked",
    },
    levels = {
        [1] = {50, baseMultiplier = 1.4, levelRequirement = 1, statInterpolation = {},  cost = { }, },
    },
}
monster dropped item rarity +% [1600]
monster slain experience +% [0]
FamilyMonsterActBoss
Domains怪物 (3)
GenerationType傳奇 (3)
Req. level1
Stats
  • monster slain experience +% Min: 0 Max: 0 Global
  • monster dropped item rarity +% Min: 1600 Max: 1600 Global
  • monster slain flask charges granted +% [-50]
    FamilyMonsterSlainFlaskCharges
    Domains怪物 (3)
    GenerationType傳奇 (3)
    Req. level1
    Stats
  • monster slain flask charges granted +% Min: -50 Max: -50 Global
  • Craft Tagsflask
    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.spawnritual;
    StateMachine.mastodondeath;
    StateMachine.necromancerdeath;
    StateMachine.epks;
    StateMachine.shieldcharge;
    Actor.slow_animations_go_to_idlefalse
    Actor.leveled_starting_effectsCTS1BossFightStart
    Actor.basic_actionEmerge
    Actor.on_event_contact_for_Emerge =
    Actor.",
    Actor.SetStateTo( spawnritual, 1 );
    Actor.summoners.SetStateTo( spawnritual, 1 );
    Actor.summonerboss.SetStateTo( spawnritual, 1 );
    Stats.corpse_cannot_be_destroyed1
    Stats.base_heavy_stun_duration_ms4933
    Stats.additional_life_scaling_index6
    Stats.monster_delay_item_drops_millis750
    Life.corpse_usablefalse
    Monster.is_bosstrue
    Positioned.blockingfalse
    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 );
    BaseEvents.on_construction_completeglobals.MastodonBoss = this;
    Edit

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