艾兒薇絲女士
不死族
monster dropped item rarity +% [4800]
monster slain experience +% [0]
monster slain flask charges granted +% [-50]
Lady Elswyth
SpectreN
Area霍爾登宅第
Tags1HSword_onhit_audio, humanoid, not_dex, red_blood, skeleton, slow_movement, undead
生命
248%
Energy Shield From Life
20%
抗性
30 0 0 0
傷害
300%
命中
100%
暴擊 Chance
5%
Attack Distance
5 ~ 15
攻擊時間
1.5 Second
Damage Spread
±20%
經驗值
300%
Model Size
140%
Type
VampireQueenBoss
Metadata
VampireQueenBoss
等級
56
生命
7,452
傷害
477
法術傷害
477
命中
1,588
攻擊時間
1.5
經驗值
37,638
召喚物生命
9,160
Minion Energy Shield
2,290
召喚物傷害
1,538
召喚物護甲
2,058
MeleeAtAnimationSpeedVampireQueen
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: 381–572
暴擊率: 5%
攻擊時間: 1.5 秒
40% 的物理傷害轉換混沌傷害
40% 的物理傷害轉換火焰傷害
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]
VampireQueenComboAttack
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: 381–572
暴擊率: 5%
攻擊傷害: 80%
攻擊時間: 1.5 秒
冷卻時間: 9 秒
造成 20% 更少攻擊傷害
40% 的物理傷害轉換混沌傷害
40% 的物理傷害轉換火焰傷害
action attack or cast time uses animation length [1]
attack maximum action distance + [8]
monster penalty against minions damage +% final vs player minions [100]
projectile uses contact position [1]
skill can fire wand projectiles [1]
use scaled contact offset [1]
EASVampireQueenDelayedBlast
冷卻時間: 16 秒
action attack or cast time uses animation length [1]
GSVampireQueenDelayedBlast
可觸發, 法術, 傷害
暴擊率: 5%
施放時間: 1 秒
造成 721.31082 混沌傷害
action attack or cast time uses animation length [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]
GSVampireQueenDelayedBlastLarge
可觸發, 法術, 傷害
暴擊率: 5%
施放時間: 1 秒
造成 11541731 火焰傷害
每秒造成 480.9 基本火焰傷害
60% 的火焰傷害轉換混沌傷害
action attack or cast time uses animation length [1]
active skill area of effect radius +% final [0]
base skill effect duration [1000]
ground fire art variation [1017]
is area damage [1]
monster penalty against minions damage +% final vs player minions [80]
EASVampireQueenBodySwap
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: 381–572
暴擊率: 5%
攻擊時間: 1.5 秒
冷卻時間: 10 秒
action attack or cast time uses animation length [1]
GSVampireQueenBodySwapFireNova
可觸發, 法術, 傷害
施放時間: 1 秒
造成 629.5944.2 火焰傷害
50% 的火焰傷害轉換混沌傷害
action attack or cast time uses animation length [1]
is area damage [1]
GTVampireQueenUnstableProj
可觸發
冷卻時間: 13 秒
action attack or cast time uses animation length [1]
MMSVampireQueenSpiritMortar
投射物, 玩家投射物, 法術, 傷害, 範圍, 陷阱技能, 圖騰技能, 地雷技能, 法術可重複, 可觸發, 範圍法術
暴擊率: 5%
施放時間: 1 秒
通用的怪物砲擊技能。與怪物投射物相似,但帶有衝擊效果。
造成 220.3330.5 火焰傷害
60% 的火焰傷害轉換混沌傷害
action attack or cast time uses animation length [1]
base is projectile [1]
base skill can be avoided by dodge roll [1]
is area damage [1]
monster penalty against minions damage +% final vs player minions [40]
projectile spread radius [10]
projectile uses contact position [1]
spell maximum action distance +% [0]
use scaled contact offset [1]
SSMVampireQueenBoneWall
法術, 法術可重複, 可觸發
施放時間: 1 秒
action attack or cast time uses animation length [1]
alternate minion [1111]
monster no drops or experience [1]
number of monsters to summon [1]
summon specific monsters radius +% [-99]
summoned monsters are minions [1]
GSVampireQueenChaosStorm
可觸發, 法術, 傷害
暴擊率: 5%
施放時間: 1 秒
造成 11541731 火焰傷害
每秒造成 1202.2 基本火焰傷害
60% 的火焰傷害轉換混沌傷害
action attack or cast time uses animation length [1]
active skill area of effect radius +% final [0]
base skill effect duration [2000]
ground fire art variation [1017]
is area damage [1]
monster penalty against minions damage +% final vs player minions [30]
GTVampireQueenBoneWall
可觸發
冷卻時間: 20 秒
action attack or cast time uses animation length [1]
EGVampireQueenBloodBoil
可觸發
GSVampireQueenBoneCone
可觸發, 法術, 傷害
暴擊率: 5%
施放時間: 1 秒
冷卻時間: 10 秒
造成 487.9731.8 火焰傷害
50% 的火焰傷害轉換混沌傷害
action attack or cast time uses animation length [1]
active skill area of effect radius +% final [50]
base skill can be avoided by dodge roll [1]
base skill can be blocked [1]
is area damage [1]
monster penalty against minions damage +% final vs player minions [100]
spell maximum action distance +% [-45]
GSVampireQueenDelayedBlastSmall
可觸發, 法術, 傷害
暴擊率: 5%
施放時間: 1 秒
造成 524.6786.9 混沌傷害
monster penalty against minions damage +% final vs player minions [100]
GTVampireQueenDelayedBlastSmallRing
可觸發
action attack or cast time uses animation length [1]
GTVampireQueenDelayedBlastSmallCross
可觸發
action attack or cast time uses animation length [1]
EASVampireQueenDance
action attack or cast time uses animation length [1]
GSVampireQueenBloodFallExplode
可觸發, 法術, 傷害
施放時間: 1 秒
造成 12.5118.77 物理傷害
action attack or cast time uses animation length [1]
active skill area of effect radius +% final [-25]
base skill effect duration [20000]
ground blood art variation [1005]
is area damage [1]

Object Type

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

StateMachine
{
	define_shared_state =
	"
		spirits;
		max;
		souls;
		dancing;
		husbanddead;
	"
}

Stats
{
	set_monster_delay_item_drops_millis = 3500
}

Actor
{
	basic_action = "ChangeToStance1"
}

Life
{
	on_death =
	"
		IfState( husbanddead, 1, (){}, (){ this.bloodknight.SetStateTo( wifedead, 1 ); } );
	"
}

Functions
{
	update_target = { SetTarget( arg1 ); }

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

Animated
{
	always_interpolate_bearing = true
}

Object Type Codes

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

Render
{
	use_ao_lights = true
}

StateMachine
{
	on_or_create_state_spirits_1 = "AddEffectPack( 'Metadata/Effects/Spells/monsters_effects/Act1_FOUR/HusbandBoss/epk/powerup.epk' );"
	on_or_create_state_spirits_0 = "RemoveEffectPack( 'Metadata/Effects/Spells/monsters_effects/Act1_FOUR/HusbandBoss/epk/powerup.epk' );"

	on_change_state_spirits =
	"
		this.soul_intensity = 2.0 + GetState( spirits );
		Call( update_soul_states, soul_intensity );
	"

	create_state_dancing_0 = "this.dancepartner = AddAttached( 'Metadata/Monsters/WifeMonster/attachments/DancePartner.ao', root_jntBnd );"
	on_state_dancing_1 = "dancepartner.PlayAnimation( dance_emerge_01 );"
}

Render
{
	selection_size_override = "140,                140,                200"
}

Functions
{
	update_soul_states =
	"
		this.effect_values = arg1;
		effect_values += arg1;
		effect_values += 0.0;
		effect_values += 0.0;
	"
}

Animated
{
	on_delayed_blast_01 = "PlayTextAudio( VampireWifeBoss_DelayedBlast_Random, 'Metadata/Monsters/WifeMonster/VampireQueenBoss', 0 );"
	on_explode_01 = "PlayTextAudio( VampireWifeBoss_Explode_Random, 'Metadata/Monsters/WifeMonster/VampireQueenBoss', 0 );"
	on_swap_01 = "PlayTextAudio( VampireWifeBoss_Combo_Random, 'Metadata/Monsters/WifeMonster/VampireQueenBoss', 0 );"
	on_swap_02 = "PlayTextAudio( VampireWifeBoss_Combo_Random, 'Metadata/Monsters/WifeMonster/VampireQueenBoss', 0 );"
	on_knockdown_bwd_01 = "PlayTextAudio( VampireWifeBoss_Knockdown_Random, 'Metadata/Monsters/WifeMonster/VampireQueenBoss', 0 );"
	on_combo_01 = "PlayTextAudio( VampireWifeBoss_Attack_Random, 'Metadata/Monsters/WifeMonster/VampireQueenBoss', 0 );"
	on_bone_cone_01 = "PlayTextAudio( VampireWifeBoss_Attack_Random, 'Metadata/Monsters/WifeMonster/VampireQueenBoss', 0 );"

	on_bone_wall_01 =
	"
		IfState( husbanddead, 1, (){ PlayTextAudio( VampireWifeBoss_Swap_Random, 'Metadata/Monsters/WifeMonster/VampireQueenBoss', 0 ); }, { PlayTextAudio( VampireWifeBoss_Combined, 'Metadata/Monsters/WifeMonster/VampireQueenBoss', 0 ); } );
	"

	on_event_dancedone =
	"
		RemoveAttached( dancepartner );
		this.dancepartnerground = SpawnObject( 'Metadata/Monsters/WifeMonster/Objects/VampireQueenDancePartner' );
		dancepartnerground.SetXYScale( 1.5 );
	"
}
-- src\Data\Spectres.lua
minions["Metadata/Monsters/WifeMonster/VampireQueenBoss"] = {
    name = "Lady Elswyth",
    life = 2.48,
    energyShield = 0.2,
    fireResist = 0,
    coldResist = 0,
    lightningResist = 0,
    chaosResist = 0,
    damage = 3,
    damageSpread = 0.2,
    attackTime = 1.5,
    attackRange = 15,
    accuracy = 1,
    skillList = {
        "MeleeAtAnimationSpeedVampireQueen",
        "VampireQueenComboAttack",
        "SSMVampireQueenBoneWall",
        "MMSVampireQueenSpiritMortar",
        "GSVampireQueenDelayedBlast",
        "GSVampireQueenDelayedBlastLarge",
        "GSVampireQueenBodySwapFireNova",
        "GSVampireQueenChaosStorm",
        "GSVampireQueenBoneCone",
        "GSVampireQueenDelayedBlastSmall",
        "GSVampireQueenBloodFallExplode",
        "EASVampireQueenBodySwap",
        "EASVampireQueenDance",
        "EGVampireQueenBloodBoil",
        "GTVampireQueenUnstableProj",
        "GTVampireQueenBoneWall",
        "GTVampireQueenDelayedBlastSmallCross",
        "EASVampireQueenDelayedBlast",
        "GTVampireQueenDelayedBlastSmallRing",
    },
    modList = {
    },
}
-- src\Data\Skills\spectre.lua
skills["MeleeAtAnimationSpeedVampireQueen"] = {
    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 = {
        "active_skill_base_physical_damage_%_to_convert_to_chaos",
        "active_skill_base_physical_damage_%_to_convert_to_fire",
        "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, 40, levelRequirement = 1, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["VampireQueenComboAttack"] = {
    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 = {
        "attack_maximum_action_distance_+",
        "monster_penalty_against_minions_damage_+%_final_vs_player_minions",
        "active_skill_base_physical_damage_%_to_convert_to_fire",
        "active_skill_base_physical_damage_%_to_convert_to_chaos",
        "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] = {8, 100, 40, 40, baseMultiplier = 0.8, levelRequirement = 1, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["SSMVampireQueenBoneWall"] = {
    name = "SSMVampireQueenBoneWall",
    hidden = true,
    color = ,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
        [SkillType.Spell] = true,
        [SkillType.Multicastable] = true,
        [SkillType.Triggerable] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1,
    baseFlags = {
        spell = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "alternate_minion",
        "number_of_monsters_to_summon",
        "summon_specific_monsters_radius_+%",
        "summoned_monsters_are_minions",
        "monster_no_drops_or_experience",
        "action_attack_or_cast_time_uses_animation_length",
    },
    levels = {
        [1] = {1111, 1, -99, levelRequirement = 8, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["MMSVampireQueenSpiritMortar"] = {
    name = "MMSVampireQueenSpiritMortar",
    hidden = true,
    color = ,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    description = "Generic monster mortar skill. Like Monster Projectile but has an impact effect.",
    skillTypes = {
        [SkillType.Projectile] = true,
        [SkillType.ProjectilesFromUser] = true,
        [SkillType.Spell] = true,
        [SkillType.Damage] = true,
        [SkillType.Area] = true,
        [SkillType.Trappable] = true,
        [SkillType.Totemable] = true,
        [SkillType.Mineable] = true,
        [SkillType.Multicastable] = true,
        [SkillType.Triggerable] = true,
        [SkillType.AreaSpell] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1,
    baseFlags = {
        area = true,
        spell = true,
        projectile = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "spell_minimum_base_fire_damage",
        "spell_maximum_base_fire_damage",
        "projectile_spread_radius",
        "spell_maximum_action_distance_+%",
        "monster_penalty_against_minions_damage_+%_final_vs_player_minions",
        "active_skill_base_fire_damage_%_to_convert_to_chaos",
        "is_area_damage",
        "base_is_projectile",
        "projectile_uses_contact_position",
        "use_scaled_contact_offset",
        "action_attack_or_cast_time_uses_animation_length",
        "base_skill_can_be_avoided_by_dodge_roll",
    },
    levels = {
        [1] = {0.80000001192093, 1.2000000476837, 10, 0, 40, 60, critChance = 5, levelRequirement = 8, statInterpolation = {3, 3},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["GSVampireQueenDelayedBlast"] = {
    name = "GSVampireQueenDelayedBlast",
    hidden = true,
    color = ,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
        [SkillType.Triggerable] = true,
        [SkillType.Spell] = true,
        [SkillType.Damage] = true,
    },
    statDescriptionScope = "geometry_spell",
    castTime = 1,
    baseFlags = {
        spell = true,
        area = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "spell_minimum_base_chaos_damage",
        "spell_maximum_base_chaos_damage",
        "monster_penalty_against_minions_damage_+%_final_vs_player_minions",
        "is_area_damage",
        "action_attack_or_cast_time_uses_animation_length",
        "base_skill_cannot_be_avoided_by_dodge_roll_or_evaded_or_blocked",
    },
    levels = {
        [1] = {0.80000001192093, 1.2000000476837, 100, critChance = 5, levelRequirement = 8, statInterpolation = {3, 3},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["GSVampireQueenDelayedBlastLarge"] = {
    name = "GSVampireQueenDelayedBlastLarge",
    hidden = true,
    color = ,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
        [SkillType.Triggerable] = true,
        [SkillType.Spell] = true,
        [SkillType.Damage] = true,
    },
    statDescriptionScope = "geometry_spell",
    castTime = 1,
    baseFlags = {
        spell = true,
        area = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "spell_minimum_base_fire_damage",
        "spell_maximum_base_fire_damage",
        "base_fire_damage_to_deal_per_minute",
        "ground_fire_art_variation",
        "active_skill_area_of_effect_radius_+%_final",
        "base_skill_effect_duration",
        "monster_penalty_against_minions_damage_+%_final_vs_player_minions",
        "active_skill_base_fire_damage_%_to_convert_to_chaos",
        "is_area_damage",
        "action_attack_or_cast_time_uses_animation_length",
    },
    levels = {
        [1] = {0.80000001192093, 1.2000000476837, 1.2000000476837, 1017, 0, 1000, 80, 60, critChance = 5, levelRequirement = 8, statInterpolation = {3, 3, 3},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["GSVampireQueenBodySwapFireNova"] = {
    name = "GSVampireQueenBodySwapFireNova",
    hidden = true,
    color = ,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
        [SkillType.Triggerable] = true,
        [SkillType.Spell] = true,
        [SkillType.Damage] = true,
    },
    statDescriptionScope = "geometry_spell",
    castTime = 1,
    baseFlags = {
        spell = true,
        area = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "spell_minimum_base_fire_damage",
        "spell_maximum_base_fire_damage",
        "active_skill_base_fire_damage_%_to_convert_to_chaos",
        "is_area_damage",
        "action_attack_or_cast_time_uses_animation_length",
    },
    levels = {
        [1] = {0.80000001192093, 1.2000000476837, 50, levelRequirement = 1, statInterpolation = {3, 3},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["GSVampireQueenChaosStorm"] = {
    name = "GSVampireQueenChaosStorm",
    hidden = true,
    color = ,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
        [SkillType.Triggerable] = true,
        [SkillType.Spell] = true,
        [SkillType.Damage] = true,
    },
    statDescriptionScope = "geometry_spell",
    castTime = 1,
    baseFlags = {
        spell = true,
        area = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "spell_minimum_base_fire_damage",
        "spell_maximum_base_fire_damage",
        "base_fire_damage_to_deal_per_minute",
        "monster_penalty_against_minions_damage_+%_final_vs_player_minions",
        "active_skill_base_fire_damage_%_to_convert_to_chaos",
        "ground_fire_art_variation",
        "active_skill_area_of_effect_radius_+%_final",
        "base_skill_effect_duration",
        "is_area_damage",
        "action_attack_or_cast_time_uses_animation_length",
    },
    levels = {
        [1] = {0.80000001192093, 1.2000000476837, 3, 30, 60, 1017, 0, 2000, critChance = 5, levelRequirement = 8, statInterpolation = {3, 3, 3},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["GSVampireQueenBoneCone"] = {
    name = "GSVampireQueenBoneCone",
    hidden = true,
    color = ,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
        [SkillType.Triggerable] = true,
        [SkillType.Spell] = true,
        [SkillType.Damage] = true,
    },
    statDescriptionScope = "geometry_spell",
    castTime = 1,
    baseFlags = {
        spell = true,
        area = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "spell_minimum_base_fire_damage",
        "spell_maximum_base_fire_damage",
        "spell_maximum_action_distance_+%",
        "active_skill_area_of_effect_radius_+%_final",
        "monster_penalty_against_minions_damage_+%_final_vs_player_minions",
        "active_skill_base_fire_damage_%_to_convert_to_chaos",
        "is_area_damage",
        "action_attack_or_cast_time_uses_animation_length",
        "base_skill_can_be_avoided_by_dodge_roll",
        "base_skill_can_be_blocked",
    },
    levels = {
        [1] = {0.80000001192093, 1.2000000476837, -45, 50, 100, 50, critChance = 5, levelRequirement = 8, statInterpolation = {3, 3},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["GSVampireQueenDelayedBlastSmall"] = {
    name = "GSVampireQueenDelayedBlastSmall",
    hidden = true,
    color = ,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
        [SkillType.Triggerable] = true,
        [SkillType.Spell] = true,
        [SkillType.Damage] = true,
    },
    statDescriptionScope = "geometry_spell",
    castTime = 1,
    baseFlags = {
        spell = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "spell_minimum_base_chaos_damage",
        "spell_maximum_base_chaos_damage",
        "monster_penalty_against_minions_damage_+%_final_vs_player_minions",
    },
    levels = {
        [1] = {0.80000001192093, 1.2000000476837, 100, critChance = 5, levelRequirement = 8, statInterpolation = {3, 3},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["GSVampireQueenBloodFallExplode"] = {
    name = "GSVampireQueenBloodFallExplode",
    hidden = true,
    color = ,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
        [SkillType.Triggerable] = true,
        [SkillType.Spell] = true,
        [SkillType.Damage] = true,
    },
    statDescriptionScope = "geometry_spell",
    castTime = 1,
    baseFlags = {
        spell = true,
        area = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "spell_minimum_base_physical_damage",
        "spell_maximum_base_physical_damage",
        "base_skill_effect_duration",
        "ground_blood_art_variation",
        "active_skill_area_of_effect_radius_+%_final",
        "is_area_damage",
        "action_attack_or_cast_time_uses_animation_length",
    },
    levels = {
        [1] = {0.80000001192093, 1.2000000476837, 20000, 1005, -25, levelRequirement = 1, statInterpolation = {3, 3},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["EASVampireQueenBodySwap"] = {
    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 = {
        "action_attack_or_cast_time_uses_animation_length",
    },
    levels = {
        [1] = {levelRequirement = 1, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["EASVampireQueenDance"] = {
    name = "EASVampireQueenDance",
    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["EGVampireQueenBloodBoil"] = {
    name = "EGVampireQueenBloodBoil",
    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["GTVampireQueenUnstableProj"] = {
    name = "GTVampireQueenUnstableProj",
    hidden = true,
    color = ,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
        [SkillType.Triggerable] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1,
    baseFlags = {
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "action_attack_or_cast_time_uses_animation_length",
    },
    levels = {
        [1] = {levelRequirement = 1, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["GTVampireQueenBoneWall"] = {
    name = "GTVampireQueenBoneWall",
    hidden = true,
    color = ,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
        [SkillType.Triggerable] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1,
    baseFlags = {
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "action_attack_or_cast_time_uses_animation_length",
    },
    levels = {
        [1] = {levelRequirement = 1, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["GTVampireQueenDelayedBlastSmallCross"] = {
    name = "GTVampireQueenDelayedBlastSmallCross",
    hidden = true,
    color = ,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
        [SkillType.Triggerable] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1,
    baseFlags = {
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "action_attack_or_cast_time_uses_animation_length",
    },
    levels = {
        [1] = {levelRequirement = 1, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["EASVampireQueenDelayedBlast"] = {
    name = "EASVampireQueenDelayedBlast",
    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["GTVampireQueenDelayedBlastSmallRing"] = {
    name = "GTVampireQueenDelayedBlastSmallRing",
    hidden = true,
    color = ,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
        [SkillType.Triggerable] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1,
    baseFlags = {
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "action_attack_or_cast_time_uses_animation_length",
    },
    levels = {
        [1] = {levelRequirement = 1, statInterpolation = {},  cost = { }, },
    },
}
monster dropped item rarity +% [4800]
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: 4800 Max: 4800 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.spirits;
    StateMachine.max;
    StateMachine.souls;
    StateMachine.dancing;
    StateMachine.husbanddead;
    Actor.slow_animations_go_to_idlefalse
    Actor.leveled_starting_effectsCTS1BossFightStart
    Actor.basic_actionChangeToStance1
    Stats.corpse_cannot_be_destroyed1
    Stats.base_heavy_stun_duration_ms4000
    Stats.additional_life_scaling_index6
    Stats.monster_delay_item_drops_millis3500
    Life.corpse_usablefalse
    Life.on_death =
    Life.",
    Life.IfState( husbanddead, 1, (){}, (){ this.bloodknight.SetStateTo( wifedead, 1 ); } );
    Monster.is_bosstrue
    Functions.update_target{ SetTarget( arg1 ); }
    Functions.fix_orientation =
    Functions.AddOnActionEnd(
    Functions.SetOrientation( GetOrientation() + arg1, false, true );
    Functions.PlayAnimationType( Idle, 1.0, 0, 0 );
    Functions.}, true );
    }.Animated
    }.always_interpolate_bearingtrue
    愛希維絲女士 Text Audio /41
    名稱
    對!我要起舞!與他們的屍體共舞……
    LadyElswyth_Emerge
    一隻小蟲?喔,不過我們確實喜歡有觀眾……
    LadyElswyth_PreEmerge
    不要動!
    VampireWifeBoss_Attack_Random
    不要動!
    VampireWifeBoss_Attack_2
    不要動!
    VampireWifeBoss_Attack_3
    準備受死!
    VampireWifeBoss_Attack_4
    準備受死!
    VampireWifeBoss_Attack_5
    準備受死!
    VampireWifeBoss_Attack_6
    你的鮮血在歌唱!
    VampireWifeBoss_Combo_Random
    你的鮮血在歌唱!
    VampireWifeBoss_Combo_2
    你的鮮血在歌唱!
    VampireWifeBoss_Combo_3
    你的心跳加速了!
    VampireWifeBoss_Combo_4
    你的心跳加速了!
    VampireWifeBoss_Combo_5
    你的心跳加速了!
    VampireWifeBoss_Combo_6
    他在帷幕之後……等待著……
    VampireWifeBoss_Death_Random
    我來了,我的摯愛……
    VampireWifeBoss_Death_2
    即使在毀滅中……也要一起……
    VampireWifeBoss_Death_3
    你會流血!
    VampireWifeBoss_DelayedBlast_Random
    你會流血!
    VampireWifeBoss_DelayedBlast_2
    對!我要起舞!與他們的屍體共舞……
    VampireWifeBoss_Emerge
    緋紅新娘的觸碰!
    VampireWifeBoss_Explode_Random
    緋紅新娘的觸碰!
    VampireWifeBoss_Explode_2
    緋紅新娘的觸碰!
    VampireWifeBoss_Explode_3
    我們從不寬恕!
    VampireWifeBoss_Explode_4
    我們從不寬恕!
    VampireWifeBoss_Explode_5
    我們從不寬恕!
    VampireWifeBoss_Explode_6
    呃……腐爛的黃鼠狼!
    VampireWifeBoss_Knockdown_Random
    呃……腐爛的黃鼠狼!
    VampireWifeBoss_Knockdown_2
    呃……腐爛的黃鼠狼!
    VampireWifeBoss_Knockdown_3
    一隻小蟲!喔,不過我們確實喜歡有觀眾……
    VampireWifeBoss_PreEmerge
    黑暗降臨!
    VampireWifeBoss_Swap_Random
    黑暗降臨!
    VampireWifeBoss_Swap_2
    黑暗降臨!
    VampireWifeBoss_Swap_3
    你的怒火毫無意義!
    VampireWifeBoss_Swap_4
    你的怒火毫無意義!
    VampireWifeBoss_Swap_5
    你的怒火毫無意義!
    VampireWifeBoss_Swap_6
    不!他本該永遠屬於我……你這骯髒的雜碎!
    VampireWifeBoss_WulfricDies_Male
    不!他本該永遠屬於我……你這忌妒的賤人!
    VampireWifeBoss_WulfricDies_Female_Random
    不!他本該永遠屬於我……忌妒的女人!
    VampireWifeBoss_WulfricDies_Female_2
    你竟敢碰他?
    VampireWifeBoss_WulfricStun
    黑暗束縛!
    VampireWifeBoss_Combined
    Edit

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