先祖守護者陶哈尼

display cannot be damaged sudoku boss [1]
Tawhani, the Ancestral Guardian
Spectre | N |
---|---|
Tags | construct, immobile, Unarmed_onhit_audio |
生命
200%
抗性




傷害
133%
命中
100%
暴擊 Chance
5%
+30%
Attack Distance
7 ~ 14
攻擊時間
1.5 Second
Damage Spread
±20%
經驗值
200%
Model Size
100%
Type
SudokuBoss
Metadata
SudokuBoss
下列的數值並未包含地圖加成、怪物Buff加成、祭壇加成、輿圖天賦加成。
下列的數值為技能基礎數值,並未包含地圖加成、怪物Buff加成、祭壇加成、輿圖天賦加成、怪物本身傷害加成(例: 釋界 150% 加成),怪物稀有度加成(例: 傳奇 +70% 更多, 傳奇攻擊 33% 更少)。
EASSudokuTotemDoEverything
action attack or cast time uses animation length [1]
action do not face target [1]
CGESudokuTotemColdSnap
法術, 範圍, 傷害, 可觸發, 持續時間, 範圍法術
施放時間: 1 秒
每秒造成 398.6 基礎冰冷傷害
active skill area of effect radius +% final [100]
base skill effect duration [12000]
ground maelstrom art variation [1004]
CGESudokuTotemMoltenPopGround
法術, 範圍, 傷害, 可觸發, 持續時間, 範圍法術
施放時間: 1 秒
每秒造成 79.7 基本火焰傷害
active skill area of effect radius +% final [0]
base skill effect duration [5000]
ground fire art variation [1006]
GSSudokuTotemArc
GSSudokuTotemMoltenPop
GSSudokuTotemShockNova
GSSudokuTotemStormCall
GTSudokuTotemMoltenPimples
可觸發
action attack or cast time uses animation length [1]
GTSudokuTotemStormCall
可觸發
action attack or cast time uses animation length [1]
MPSSudokuTotemTikiFireball
法術, 投射物, 玩家投射物, 可觸發, 傷害
施放時間: 1 秒
action attack or cast time uses animation length [1]
base is projectile [1]
check for targets between initiator and projectile source [1]
monster projectile variation [1061]
projectile uses contact position [1]
use scaled contact offset [1]

GTSudokuTotemStormCall2
可觸發
action attack or cast time uses animation length [1]
MPSSudokuTotemVolcanicPopcorn
法術, 投射物, 玩家投射物, 可觸發, 傷害
施放時間: 1 秒
base is projectile [1]
check for targets between initiator and projectile source [1]
monster projectile variation [1062]
projectile ballistic angle from target distance [1]
projectile spread radius [5]

SudokuTotemAbyssSlam
GTSudokuTotemStormCallTargetPlayer
可觸發
action attack or cast time uses animation length [1]
GTSudokuTotemMoltenPimplesTargetPlayer
可觸發
action attack or cast time uses animation length [1]
Object Type
version 2 extends "Metadata/Monsters/Monster" extends "Metadata/Monsters/BossBase" StateMachine { define_shared_state = " debuff; element; delivery_method; " } Stats { base_cannot_be_damaged = 1 } Preload { preload_monster_variety = "Metadata/Monsters/FallenKarui/FallenKaruiArcher_______" preload_monster_variety = "Metadata/Monsters/KaruiSoulCaster/KaruiSoulCaster_" preload_monster_variety = "Metadata/Monsters/KaruiWarriorHorn/KaruiWarriorHorn_" preload_monster_variety = "Metadata/Monsters/FallenKarui/FallenKaruiShieldAxe" preload_monster_variety = "Metadata/Monsters/FallenKarui/FallenKaruiTwoHandAxe" preload_monster_variety = "Metadata/Monsters/FallenKarui/FallenKaruiOneHandMace" }
Object Type Codes
version 2 extends "Metadata/Monsters/Monster" extends "Metadata/Monsters/BossBase" Render { has_light = false } BaseEvents { //rulesets_added = "DisableLight();" } StateMachine { //change light colour based on skill element on_or_create_state_element_0 = "SetLightState( off );" on_or_create_state_element_1 = "SetLightState( fire, 1.0 );" on_or_create_state_element_2 = "SetLightState( cold, 1.0 );" on_or_create_state_element_3 = "SetLightState( lightning, 1.0 );" on_or_create_state_element_4 = "SetLightState( default, 1.0 );" }
-- src\Data\Spectres.lua minions["Metadata/Monsters/SudokuTotemBoss/SudokuBoss"] = { name = "Tawhani, the Ancestral Guardian", life = 2, fireResist = 0, coldResist = 0, lightningResist = 0, chaosResist = 0, damage = 1.33, damageSpread = 0.2, attackTime = 1.5, attackRange = 14, accuracy = 1, skillList = { "MPSSudokuTotemTikiFireball", "MPSSudokuTotemVolcanicPopcorn", "CGESudokuTotemColdSnap", "CGESudokuTotemMoltenPopGround", "GSSudokuTotemArc", "GSSudokuTotemMoltenPop", "GSSudokuTotemShockNova", "GSSudokuTotemStormCall", "GASudokuTotemVolcanicCrack", "EASSudokuTotemDoEverything", "SudokuTotemExpandingShocknova", "SudokuTotemAbyssSlam", "GTSudokuTotemMoltenPimples", "GTSudokuTotemStormCall", "GTSudokuTotemStormCall2", "GTSudokuTotemStormCallTargetPlayer", "GTSudokuTotemMoltenPimplesTargetPlayer", }, modList = { }, } -- src\Data\Skills\spectre.lua skills["MPSSudokuTotemTikiFireball"] = { name = "MPSSudokuTotemTikiFireball", hidden = true, color = , baseEffectiveness = 0, incrementalEffectiveness = 0, skillTypes = { [SkillType.Spell] = true, [SkillType.Projectile] = true, [SkillType.ProjectilesFromUser] = true, [SkillType.Triggerable] = true, [SkillType.Damage] = true, }, statDescriptionScope = "skill_stat_descriptions", castTime = 1, baseFlags = { spell = true, projectile = true, }, baseMods = { }, qualityStats = { }, stats = { "spell_minimum_base_fire_damage", "spell_maximum_base_fire_damage", "monster_projectile_variation", "base_is_projectile", "action_attack_or_cast_time_uses_animation_length", "projectile_uses_contact_position", "use_scaled_contact_offset", "check_for_targets_between_initiator_and_projectile_source", }, levels = { [1] = {0.80000001192093, 1.2000000476837, 1061, levelRequirement = 1, statInterpolation = {3, 3}, cost = { }, }, }, } -- src\Data\Skills\spectre.lua skills["MPSSudokuTotemVolcanicPopcorn"] = { name = "MPSSudokuTotemVolcanicPopcorn", hidden = true, color = , baseEffectiveness = 0, incrementalEffectiveness = 0, skillTypes = { [SkillType.Spell] = true, [SkillType.Projectile] = true, [SkillType.ProjectilesFromUser] = true, [SkillType.Triggerable] = true, [SkillType.Damage] = true, }, statDescriptionScope = "skill_stat_descriptions", castTime = 1, baseFlags = { spell = true, projectile = true, }, baseMods = { }, qualityStats = { }, stats = { "spell_minimum_base_fire_damage", "spell_maximum_base_fire_damage", "monster_projectile_variation", "projectile_spread_radius", "base_is_projectile", "check_for_targets_between_initiator_and_projectile_source", "projectile_ballistic_angle_from_target_distance", }, levels = { [1] = {1, 1, 1062, 5, levelRequirement = 1, statInterpolation = {3, 3}, cost = { }, }, }, } -- src\Data\Skills\spectre.lua skills["CGESudokuTotemColdSnap"] = { name = "CGESudokuTotemColdSnap", hidden = true, color = , baseEffectiveness = 0, incrementalEffectiveness = 0, skillTypes = { [SkillType.Spell] = true, [SkillType.Area] = true, [SkillType.Damage] = true, [SkillType.Triggerable] = true, [SkillType.Duration] = true, [SkillType.AreaSpell] = true, }, statDescriptionScope = "skill_stat_descriptions", castTime = 1, baseFlags = { area = true, spell = true, duration = true, }, baseMods = { }, qualityStats = { }, stats = { "base_cold_damage_to_deal_per_minute", "ground_maelstrom_art_variation", "active_skill_area_of_effect_radius_+%_final", "base_skill_effect_duration", }, levels = { [1] = {5, 1004, 100, 12000, levelRequirement = 1, statInterpolation = {3}, cost = { }, }, }, } -- src\Data\Skills\spectre.lua skills["CGESudokuTotemMoltenPopGround"] = { name = "CGESudokuTotemMoltenPopGround", hidden = true, color = , baseEffectiveness = 0, incrementalEffectiveness = 0, skillTypes = { [SkillType.Spell] = true, [SkillType.Area] = true, [SkillType.Damage] = true, [SkillType.Triggerable] = true, [SkillType.Duration] = true, [SkillType.AreaSpell] = true, }, statDescriptionScope = "skill_stat_descriptions", castTime = 1, baseFlags = { area = true, spell = true, duration = true, }, baseMods = { }, qualityStats = { }, stats = { "base_fire_damage_to_deal_per_minute", "ground_fire_art_variation", "active_skill_area_of_effect_radius_+%_final", "base_skill_effect_duration", }, levels = { [1] = {1, 1006, 0, 5000, levelRequirement = 1, statInterpolation = {3}, cost = { }, }, }, } -- src\Data\Skills\spectre.lua skills["GSSudokuTotemArc"] = { name = "GSSudokuTotemArc", 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_lightning_damage", "spell_maximum_base_lightning_damage", "is_area_damage", }, levels = { [1] = {0.5, 1.5, levelRequirement = 1, statInterpolation = {3, 3}, cost = { }, }, }, } -- src\Data\Skills\spectre.lua skills["GSSudokuTotemMoltenPop"] = { name = "GSSudokuTotemMoltenPop", 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", "is_area_damage", }, levels = { [1] = {0.80000001192093, 1.2000000476837, levelRequirement = 1, statInterpolation = {3, 3}, cost = { }, }, }, } -- src\Data\Skills\spectre.lua skills["GSSudokuTotemShockNova"] = { name = "GSSudokuTotemShockNova", 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_lightning_damage", "spell_maximum_base_lightning_damage", "is_area_damage", }, levels = { [1] = {0.5, 1.5, levelRequirement = 1, statInterpolation = {3, 3}, cost = { }, }, }, } -- src\Data\Skills\spectre.lua skills["GSSudokuTotemStormCall"] = { name = "GSSudokuTotemStormCall", 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_lightning_damage", "spell_maximum_base_lightning_damage", "is_area_damage", }, levels = { [1] = {0.5, 1.5, levelRequirement = 1, statInterpolation = {3, 3}, cost = { }, }, }, } -- src\Data\Skills\spectre.lua skills["GASudokuTotemVolcanicCrack"] = { name = "GASudokuTotemVolcanicCrack", 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 = { "active_skill_damage_+%_final", "active_skill_base_physical_damage_%_to_convert_to_fire", "is_area_damage", }, levels = { [1] = {-30, 75, levelRequirement = 1, statInterpolation = {2}, cost = { }, }, }, } -- src\Data\Skills\spectre.lua skills["EASSudokuTotemDoEverything"] = { name = "EASSudokuTotemDoEverything", 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", "action_do_not_face_target", }, levels = { [1] = {levelRequirement = 1, statInterpolation = {}, cost = { }, }, }, } -- src\Data\Skills\spectre.lua skills["SudokuTotemExpandingShocknova"] = { name = "SudokuTotemExpandingShocknova", hidden = true, color = , baseEffectiveness = 0, incrementalEffectiveness = 0, skillTypes = { [SkillType.Triggerable] = true, [SkillType.Spell] = true, [SkillType.Damage] = true, }, statDescriptionScope = "skill_stat_descriptions", castTime = 1, baseFlags = { spell = true, area = true, }, baseMods = { }, qualityStats = { }, stats = { "spell_minimum_base_lightning_damage", "spell_maximum_base_lightning_damage", "active_skill_shock_chance_+%_final", "is_area_damage", "skill_cannot_be_interrupted", "skill_cannot_be_stunned", "skill_cannot_be_knocked_back", }, levels = { [1] = {0.5, 1.5, 100, critChance = 5, levelRequirement = 1, statInterpolation = {3, 3}, cost = { }, }, }, } -- src\Data\Skills\spectre.lua skills["SudokuTotemAbyssSlam"] = { name = "SudokuTotemAbyssSlam", hidden = true, color = , baseEffectiveness = 0, incrementalEffectiveness = 0, skillTypes = { [SkillType.Attack] = true, [SkillType.Damage] = true, [SkillType.Area] = true, [SkillType.Triggerable] = true, }, statDescriptionScope = "skill_stat_descriptions", castTime = 1, baseFlags = { attack = true, area = true, }, baseMods = { }, qualityStats = { }, stats = { "active_skill_damage_+%_final", "upheaval_number_of_spikes", "main_hand_base_maximum_attack_distance", "active_skill_base_physical_damage_%_to_convert_to_cold", "monster_penalty_against_minions_damage_+%_final_vs_player_minions", "number_of_additional_projectiles", "total_projectile_spread_angle_override", "is_area_damage", }, levels = { [1] = {-30, 30, 50, 75, -50, 3, 360, levelRequirement = 1, statInterpolation = {2}, cost = { }, }, [2] = {0, 30, 50, 75, -50, 3, 360, levelRequirement = 19, statInterpolation = {2}, cost = { }, }, [3] = {1, 30, 50, 75, -50, 3, 360, levelRequirement = 20, statInterpolation = {2}, cost = { }, }, [4] = {129, 30, 50, 75, -50, 3, 360, levelRequirement = 84, statInterpolation = {2}, cost = { }, }, }, } -- src\Data\Skills\spectre.lua skills["GTSudokuTotemMoltenPimples"] = { name = "GTSudokuTotemMoltenPimples", 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["GTSudokuTotemStormCall"] = { name = "GTSudokuTotemStormCall", 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["GTSudokuTotemStormCall2"] = { name = "GTSudokuTotemStormCall2", 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["GTSudokuTotemStormCallTargetPlayer"] = { name = "GTSudokuTotemStormCallTargetPlayer", 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["GTSudokuTotemMoltenPimplesTargetPlayer"] = { name = "GTSudokuTotemMoltenPimplesTargetPlayer", 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 = { }, }, }, }
display cannot be damaged sudoku boss [1]
Family | CannotBeDamaged |
---|---|
Domains | 怪物 (3) |
GenerationType | 傳奇 (3) |
Req. level | 1 |
Stats |
cannot_be_damaged_sudoku_boss_display
受到先祖戰士庇護。
display cannot be damaged sudoku boss [1]
key | val |
---|---|
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_index | x' 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_id | 1; |
StateMachine.use_custom_sector_removal_handling; | |
StateMachine.quick_death_enabled; | |
StateMachine.quick_death; | |
StateMachine.am_final_boss_in_fight | 1; |
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_dead | false } |
StateMachine.0: Boss is alive | |
StateMachine.1: Boss is dead | |
StateMachine.2: Boss is dead and corpse is hidden | |
StateMachine.define_shared_checkpoint_state | dead |
StateMachine.debuff; | |
StateMachine.element; | |
StateMachine.delivery_method; | |
Actor.slow_animations_go_to_idle | false |
Actor.leveled_starting_effects | CTS1BossFightStart |
Stats.corpse_cannot_be_destroyed | 1 |
Stats.base_heavy_stun_duration_ms | 4000 |
Stats.additional_life_scaling_index | 6 |
Stats.base_cannot_be_damaged | 1 |
Life.corpse_usable | false |
Monster.is_boss | true |
Preload.preload_monster_variety | Metadata/Monsters/FallenKarui/FallenKaruiArcher_______, Metadata/Monsters/KaruiSoulCaster/KaruiSoulCaster_, Metadata/Monsters/KaruiWarriorHorn/KaruiWarriorHorn_, Metadata/Monsters/FallenKarui/FallenKaruiShieldAxe, Metadata/Monsters/FallenKarui/FallenKaruiTwoHandAxe, Metadata/Monsters/FallenKarui/FallenKaruiOneHandMace |
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Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.
Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.