先祖守護者陶哈尼
創造物
display cannot be damaged sudoku boss [1]
Tawhani, the Ancestral Guardian
SpectreN
Tagsconstruct, immobile, Unarmed_onhit_audio
生命
200%
抗性
0 0 0 0
傷害
133%
命中
100%
暴擊 Chance
5%
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
等級
68
生命
15,514
傷害
310
法術傷害
310
命中
2,464
攻擊時間
1.5
經驗值
57,268
召喚物生命
13,860
召喚物傷害
1,288
召喚物護甲
2,413
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
可觸發, 法術, 傷害
施放時間: 1 秒
造成 119.6358.7 閃電傷害
is area damage [1]
GSSudokuTotemMoltenPop
可觸發, 法術, 傷害
施放時間: 1 秒
造成 191.3287 火焰傷害
is area damage [1]
GSSudokuTotemShockNova
可觸發, 法術, 傷害
施放時間: 1 秒
造成 119.6358.7 閃電傷害
is area damage [1]
GSSudokuTotemStormCall
可觸發, 法術, 傷害
施放時間: 1 秒
造成 119.6358.7 閃電傷害
is area damage [1]
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
造成 153229.6 火焰傷害
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]
SudokuTotemExpandingShocknova
可觸發, 法術, 傷害
暴擊率: 5%
施放時間: 1 秒
造成 143.5430.5 閃電傷害
100% 更多感電機率
is area damage [1]
skill cannot be interrupted [1]
skill cannot be knocked back [1]
skill cannot be stunned [1]
MPSSudokuTotemVolcanicPopcorn
法術, 投射物, 玩家投射物, 可觸發, 傷害
施放時間: 1 秒
造成 143.5143.5 火焰傷害
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
攻擊, 傷害, 範圍, 可觸發
Base Damage: 248–372
暴擊率: 5%
攻擊時間: 1.5 秒
造成 98.35% 更多傷害
75% 的物理傷害轉換冰冷傷害
發射 個額外投射物
is area damage [1]
main hand base maximum attack distance [50]
monster penalty against minions damage +% final vs player minions [-50]
total projectile spread angle override [360]
upheaval number of spikes [30]
GASudokuTotemVolcanicCrack
可觸發, 攻擊
Base Damage: 248–372
暴擊率: 5%
攻擊時間: 1.5 秒
造成 30% 更少傷害
75% 的物理傷害轉換火焰傷害
is area damage [1]
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]
FamilyCannotBeDamaged
Domains怪物 (3)
GenerationType傳奇 (3)
Req. level1
Stats
  • display cannot be damaged sudoku boss Min: 1 Max: 1 Global
  • cannot_be_damaged_sudoku_boss_display
    受到先祖戰士庇護。
    display cannot be damaged sudoku boss [1]
    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.debuff;
    StateMachine.element;
    StateMachine.delivery_method;
    Actor.slow_animations_go_to_idlefalse
    Actor.leveled_starting_effectsCTS1BossFightStart
    Stats.corpse_cannot_be_destroyed1
    Stats.base_heavy_stun_duration_ms4000
    Stats.additional_life_scaling_index6
    Stats.base_cannot_be_damaged1
    Life.corpse_usablefalse
    Monster.is_bosstrue
    Preload.preload_monster_varietyMetadata/Monsters/FallenKarui/FallenKaruiArcher_______, Metadata/Monsters/KaruiSoulCaster/KaruiSoulCaster_, Metadata/Monsters/KaruiWarriorHorn/KaruiWarriorHorn_, Metadata/Monsters/FallenKarui/FallenKaruiShieldAxe, Metadata/Monsters/FallenKarui/FallenKaruiTwoHandAxe, Metadata/Monsters/FallenKarui/FallenKaruiOneHandMace
    Edit

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