[DNT] Bone Snake
monster casts puncture text [1]
stance movement speed +% final [100]
SpectreY
Tagsbeast, melee, not_int, not_str, physical_affinity, reptile_beast, skeleton, SpearWood_onhit_audio, undead, very_slow_movement
Life
100%
Evasion
+25%
Resistance
0 0 0 0
Damage
100%
Accuracy
100%
Critical Hits Chance
5%
Critical Damage Bonus
+30%
Attack Distance
6 ~ 6
Attack Time
1.32 Second
Damage Spread
±20%
Experience
100%
Model Size
90%
Type
BoneCoilSnake
Metadata
SkeletonSnakeBone_
Level
68
Life
7,757
Armour
3,451
Evasion Rating
596
Damage
233
Spell Damage
233
Accuracy
2,180
Attack Time
1.32
Experience
28,634
Minion Life
11,280
Minion Damage
1,896
Minion Armour
3,451
MeleeAtAnimationSpeed
Attack, RangedAttack, MirageArcherCanUse, Projectile, MeleeSingleTarget, Multistrikeable, Melee, ProjectilesFromUser
Basic Attack
Base Damage: 186–280
Critical Hit Chance: 5%
Attack Time: 1.32 sec
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]
MonsterPuncture
Attack, RangedAttack, MirageArcherCanUse, Projectile, ProjectilesFromUser, Duration, Trappable, Mineable, Totemable, MeleeSingleTarget, Multistrikeable, Melee, DamageOverTime, Triggerable, Physical
Puncture
Base Damage: 186–280
Critical Hit Chance: 5%
Attack Damage: 120%
Attack Time: 1.32 sec
Punctures enemies, causing a bleeding debuff, which will be affected by modifiers to skill duration. Puncture works with bows, daggers, claws or swords.
Deals 20% more Attack Damage
20% more Magnitude of Bleeding inflicted
Causes Bleeding

Object Type

version 2
extends "Metadata/Monsters/Monster"

Actor
{
	main_hand_unarmed_type = "Dagger"
	basic_action = "ChangeToStance1"
	basic_action = "ChangeToStance2"
	basic_action = "Emerge"
}


Life
{
	on_death = "SetStateTo( hidemesh, 1 );"
}

StateMachine
{
	define_shared_state = "hidemesh;"
}

Transitionable
{
	
}

Stats
{
	set_base_heavy_stun_duration_ms = 3000
}

Object Type Codes

version 2
extends "Metadata/Monsters/Monster"

StateMachine
{
	on_or_create_state_hidemesh_1 =
	"
		HideMeshSegments( SkeletonSnakeDSShape, SkeletonSnakeSSShape, ribbon_meshShape, spine_combined_fin_mesh2Shape, spine_combined_meshShape );
		ShowMeshSegments( spine_segment_fin_mesh_Shape8, spine_segment_mesh_1Shape, spine_segment_mesh_2Shape, spine_segment_mesh_3Shape, spine_segment_mesh_4Shape, spine_segment_mesh_5Shape, spine_segment_mesh_Shape8 );
	"

	on_or_create_state_hidemesh_0 =
	"
		ShowMeshSegments( ribbon_meshShape, spine_combined_fin_mesh2Shape, spine_combined_meshShape );
		HideMeshSegments( spine_segment_fin_mesh_Shape8, spine_segment_mesh_1Shape, spine_segment_mesh_2Shape, spine_segment_mesh_3Shape, spine_segment_mesh_4Shape, spine_segment_mesh_5Shape, spine_segment_mesh_Shape8 );
	"
}

Actor
{
	on_start_Emerge = "SetStateTo( hidemesh, 1 );"
	on_end_Emerge = "SetStateTo( hidemesh, 0 );"
	on_start_Death = "SetStateTo( hidemesh, 1 );"
}
-- src\Data\Spectres.lua
minions["Metadata/Monsters/SkeletonSnakeBone_"] = {
    name = "[DNT] Bone Snake",
    life = 1,
    fireResist = 0,
    coldResist = 0,
    lightningResist = 0,
    chaosResist = 0,
    damage = 1,
    damageSpread = 0.2,
    attackTime = 1.32,
    attackRange = 6,
    accuracy = 1,
    skillList = {
        "MeleeAtAnimationSpeed",
        "MonsterPuncture",
    },
    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.Multistrikeable] = 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["MonsterPuncture"] = {
    name = "Puncture",
    hidden = true,
    color = ,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    description = "Punctures enemies, causing a bleeding debuff, which will be affected by modifiers to skill duration. Puncture works with bows, daggers, claws or swords.",
    skillTypes = {
        [SkillType.Attack] = true,
        [SkillType.RangedAttack] = true,
        [SkillType.MirageArcherCanUse] = true,
        [SkillType.Projectile] = true,
        [SkillType.ProjectilesFromUser] = true,
        [SkillType.Duration] = true,
        [SkillType.Trappable] = true,
        [SkillType.Mineable] = true,
        [SkillType.Totemable] = true,
        [SkillType.MeleeSingleTarget] = true,
        [SkillType.Multistrikeable] = true,
        [SkillType.Melee] = true,
        [SkillType.DamageOverTime] = true,
        [SkillType.Triggerable] = true,
        [SkillType.Physical] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1,
    baseFlags = {
        attack = true,
        melee = true,
        projectile = true,
        duration = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "active_skill_bleeding_effect_+%_final",
        "skill_can_fire_arrows",
        "attacks_inflict_bleeding_on_hit",
    },
    levels = {
        [1] = {20, baseMultiplier = 1.2, levelRequirement = 9, statInterpolation = {1},  cost = { }, },
        [2] = {40, baseMultiplier = 1.2, levelRequirement = 30, statInterpolation = {1},  cost = { }, },
        [3] = {60, baseMultiplier = 1.2, levelRequirement = 60, statInterpolation = {1},  cost = { }, },
    },
}
monster casts puncture text [1]
IdMonsterCastsPunctureText
FamilyMonsterCastsPunctureText
DomainsMonster (3)
GenerationTypeUnique (3)
Req. level1
Stats
  • monster casts puncture text Min: 1 Max: 1 Global
  • stance movement speed +% final [100]
    IdStanceSnakeSlither
    FamilyStance
    DomainsMonster (3)
    GenerationTypeUnique (3)
    Req. level1
    Stats
  • stance movement speed +% final Min: 100 Max: 100 Global
  • Craft Tagsarmour defences speed
    Edit

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