狂弓将军
亡灵
damage taken +% from spike traps final [-100]
damage taken +% from arrow traps final [-100]
immune to labyrinth degen effect [1]
immune to lava damage [1]
物理伤害的 50% 转换为闪电伤害
Lieutenant of the Bow
幽魂N
标签bone_armour, bones, has_bow, humanoid, lightning_affinity, medium_height, not_int, not_str, physical_affinity, puncturing_weapon, ranged, skeleton, undead, very_slow_movement
生命
401%
闪避值
+10%
异常状态临界值
401%
抗性
0 0 85 0
伤害
150%
命中
100%
暴击几率
+5%
暴击伤害
+130%
攻击距离
6 ~ 40
攻击间隔
1.995 秒
伤害分布
±20%
经验值
150%
Model Size
122%
类型
LabyrinthLieutenantSkeletonRangedBoss
Metadata
LabyrinthLieutenantSkeletonRanged
等级
68
生命
25,798
护甲
28,790
闪避值
5,213
能量护盾
0
伤害
560
法术伤害
560
命中
290
攻击间隔
1.995
经验值
15,383
异常状态临界值
25,798
冰缓
82
Shock
82
Brittle
462
Scorch
82
Sap
225
Melee
攻击, 范围攻击, 技能可幻影射手, 投射物, 近战单一目标, 攻击可重复, 近战, 玩家投射物
普通攻击
基本伤害: 448–672
暴击几率: 5%
攻击间隔: 1.995 秒
对你的敌人无情痛击。
skill can fire arrows [1]
skill can fire wand projectiles [1]
LieutenantRainOfArrows
攻击, 范围攻击, 技能可幻影射手, 范围, 投射物速度, 图腾技能, 陷阱技能, 地雷技能, 可触发, 雨
箭雨
基本伤害: 448–672
暴击几率: 5%
攻击间隔: 1.995 秒
冷却时间: 15 秒
对空射出无数箭矢, 并在一段时间后如雨般洒落在目标区域.
25% 物理伤害转换为闪电伤害
伤害总增 80%
25% 的几率使敌人感电
active skill area of effect radius +% final [47]
base is projectile [1]
is area damage [1]
monster penalty against minions damage +% final vs player minions [-30]
LieutenantSplitArrow
攻击, 范围攻击, 技能可幻影射手, 投射物, 玩家投射物, 图腾技能, 陷阱技能, 地雷技能, 可触发
分裂箭矢
基本伤害: 448–672
暴击几率: 5%
攻击间隔: 1.995 秒
冷却时间: 15 秒
对不同的目标射出多重箭矢。
50% 物理伤害转换为闪电伤害
伤害总降 20%
额外获得 5 个箭矢
物理伤害提高 28%
25% 的几率使敌人感电
skill can fire arrows [1]

Object Type

version 2
extends "Metadata/Monsters/Skeletons/SkeletonRangedBossLieutenant"

Transitionable
{
	num_states = 5
	// 1: lowered
	// 2: raising
	// 3: raised, active
	// 4: lowering
	// 5: lowered
	
	on_transition_to_2 = "PlayAnimationByName( lift_raise_bow ); MakeCollidable();"
	on_transition_to_4 = "PlayAnimationByName( lift_lower_bow );"
	on_transition_to_5 = "RemoveCollidability();"
}

NPC
{
	marker_enabled = false
}

Positioned
{
	force_placement = true
}

Object Type Codes

version 2
extends "Metadata/Monsters/Skeletons/SkeletonRangedBossLieutenant"

Life
{
	on_spawned_alive = "AddEffectPack( Metadata/Effects/Spells/monsters_effects/skeleton/LieutenantLightning/LieutenantLightning.epk );"
	on_death = "RemoveEffectPack( Metadata/Effects/Spells/monsters_effects/skeleton/LieutenantLightning/LieutenantLightning.epk );"
}

Animated
{
	on_end_lift_lower_bow = "PlayAnimationByName( lift_idle_down_bow );"
}

Transitionable
{
	create_state_1 = "PlayAnimationByName( lift_idle_down_bow ); RemoveCollidability();"
	create_state_5 = "PlayAnimationByName( lift_idle_down_bow ); RemoveCollidability();"
}
-- src\Data\Spectres.lua
minions["Metadata/Monsters/Labyrinth/LabyrinthLieutenantSkeletonRanged"] = {
    name = "Lieutenant of the Bow",
    life = 4.01,
    fireResist = 0,
    coldResist = 0,
    lightningResist = 85,
    chaosResist = 0,
    damage = 1.5,
    damageSpread = 0.2,
    attackTime = 1.995,
    attackRange = 40,
    accuracy = 1,
    weaponType1 = "Bow",
    skillList = {
        "Melee",
        "LieutenantRainOfArrows",
        "LieutenantSplitArrow",
    },
    modList = {
    },
}
-- src\Data\Skills\spectre.lua
skills["Melee"] = {
    name = "Default Attack",
    hidden = true,
    color = 4,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    description = "Strike your foes down with a powerful blow.",
    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",
    },
    levels = {
        [1] = {levelRequirement = 1, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["LieutenantRainOfArrows"] = {
    name = "Rain of Arrows",
    hidden = true,
    color = 4,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    description = "Fires a large number of arrows into the air, to land at the target after a short delay.",
    skillTypes = {
        [SkillType.Attack] = true,
        [SkillType.RangedAttack] = true,
        [SkillType.MirageArcherCanUse] = true,
        [SkillType.Area] = true,
        [SkillType.ProjectileSpeed] = true,
        [SkillType.Totemable] = true,
        [SkillType.Trappable] = true,
        [SkillType.Mineable] = true,
        [SkillType.Triggerable] = true,
        [SkillType.Rain] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1,
    baseFlags = {
        attack = true,
        area = true,
        projectile = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "active_skill_area_of_effect_radius_+%_final",
        "active_skill_damage_+%_final",
        "skill_physical_damage_%_to_convert_to_lightning",
        "base_chance_to_shock_%",
        "base_is_projectile",
        "is_area_damage",
    },
    levels = {
        [1] = {23, 80, 25, 25, levelRequirement = 7, statInterpolation = {1},  cost = { }, },
        [2] = {31, 80, 25, 25, levelRequirement = 30, statInterpolation = {1},  cost = { }, },
        [3] = {39, 80, 25, 25, levelRequirement = 42, statInterpolation = {1},  cost = { }, },
        [4] = {47, 80, 25, 25, levelRequirement = 56, statInterpolation = {1},  cost = { }, },
        [5] = {-30, 47, 80, 25, 25, levelRequirement = 68, statInterpolation = {1, 1},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["LieutenantSplitArrow"] = {
    name = "Split Arrow",
    hidden = true,
    color = 4,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    description = "Fires multiple arrows at different targets.",
    skillTypes = {
        [SkillType.Attack] = true,
        [SkillType.RangedAttack] = true,
        [SkillType.MirageArcherCanUse] = true,
        [SkillType.Projectile] = true,
        [SkillType.ProjectilesFromUser] = true,
        [SkillType.Totemable] = true,
        [SkillType.Trappable] = true,
        [SkillType.Mineable] = true,
        [SkillType.Triggerable] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1,
    baseFlags = {
        attack = true,
        projectile = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "number_of_additional_arrows",
        "physical_damage_+%",
        "active_skill_damage_+%_final",
        "skill_physical_damage_%_to_convert_to_lightning",
        "base_chance_to_shock_%",
        "skill_can_fire_arrows",
    },
    levels = {
        [1] = {5, 28, -20, 50, 25, levelRequirement = 7, statInterpolation = {},  cost = { }, },
    },
}
damage taken +% from spike traps final [-100]
IdLabyrinthSpikeTrapDamageTaken2
FamilyLabyrinthTrapDamage
Domains怪物 (3)
GenerationType传奇 (3)
Req. level1
Stats
  • damage taken +% from spike traps final Min: -100 Max: -100 全域
  • damage taken +% from arrow traps final [-100]
    IdLabyrinthArrowTrapDamageTaken2_
    FamilyLabyrinthTrapDamage
    Domains怪物 (3)
    GenerationType传奇 (3)
    Req. level1
    Stats
  • damage taken +% from arrow traps final Min: -100 Max: -100 全域
  • immune to labyrinth degen effect [1]
    IdLabyrinthDegenTrapImmunity1
    FamilyLabyrinthTrapDamage
    Domains怪物 (3)
    GenerationType传奇 (3)
    Req. level1
    Stats
  • immune to labyrinth degen effect Min: 1 Max: 1 全域
  • immune to lava damage [1]
    IdImmuneToLavaDamage
    FamilyImmuneToLavaDamage
    Domains怪物 (3)
    GenerationType传奇 (3)
    Req. level1
    Stats
  • immune to lava damage Min: 1 Max: 1 全域
  • 物理伤害的 50% 转换为闪电伤害
    IdMonsterElementalSkeletonLightning
    FamilyLightningDamageAsPortionOfDamage
    Domains怪物 (3)
    GenerationType传奇 (3)
    Req. level1
    Stats
  • base physical damage % to convert to lightning Min: 50 Max: 50 全域
  • Craft Tagsphysical_damage elemental_damage damage physical elemental lightning
    狂弓将军
    亡灵
    damage taken +% from spike traps final [-100]
    damage taken +% from arrow traps final [-100]
    immune to labyrinth degen effect [1]
    immune to lava damage [1]
    物理伤害的 50% 转换为闪电伤害
    Lieutenant of the Bow
    幽魂N
    标签bone_armour, bones, has_bow, humanoid, lightning_affinity, medium_height, not_int, not_str, physical_affinity, puncturing_weapon, ranged, skeleton, undead, very_slow_movement
    生命
    401%
    闪避值
    +10%
    异常状态临界值
    401%
    抗性
    0 0 85 0
    伤害
    150%
    命中
    100%
    暴击几率
    +5%
    暴击伤害
    +130%
    攻击距离
    6 ~ 40
    攻击间隔
    1.995 秒
    伤害分布
    ±20%
    经验值
    150%
    Model Size
    122%
    类型
    LabyrinthLieutenantSkeletonRangedBoss
    Metadata
    LabyrinthLieutenantSkeletonRanged2
    等级
    68
    生命
    25,798
    护甲
    28,790
    闪避值
    5,213
    能量护盾
    0
    伤害
    560
    法术伤害
    560
    命中
    290
    攻击间隔
    1.995
    经验值
    15,383
    异常状态临界值
    25,798
    冰缓
    82
    Shock
    82
    Brittle
    462
    Scorch
    82
    Sap
    225
    Melee
    攻击, 范围攻击, 技能可幻影射手, 投射物, 近战单一目标, 攻击可重复, 近战, 玩家投射物
    普通攻击
    基本伤害: 448–672
    暴击几率: 5%
    攻击间隔: 1.995 秒
    对你的敌人无情痛击。
    skill can fire arrows [1]
    skill can fire wand projectiles [1]
    LieutenantRainOfArrows
    攻击, 范围攻击, 技能可幻影射手, 范围, 投射物速度, 图腾技能, 陷阱技能, 地雷技能, 可触发, 雨
    箭雨
    基本伤害: 448–672
    暴击几率: 5%
    攻击间隔: 1.995 秒
    冷却时间: 15 秒
    对空射出无数箭矢, 并在一段时间后如雨般洒落在目标区域.
    25% 物理伤害转换为闪电伤害
    伤害总增 80%
    25% 的几率使敌人感电
    active skill area of effect radius +% final [47]
    base is projectile [1]
    is area damage [1]
    monster penalty against minions damage +% final vs player minions [-30]
    LieutenantSplitArrow
    攻击, 范围攻击, 技能可幻影射手, 投射物, 玩家投射物, 图腾技能, 陷阱技能, 地雷技能, 可触发
    分裂箭矢
    基本伤害: 448–672
    暴击几率: 5%
    攻击间隔: 1.995 秒
    冷却时间: 15 秒
    对不同的目标射出多重箭矢。
    50% 物理伤害转换为闪电伤害
    伤害总降 20%
    额外获得 5 个箭矢
    物理伤害提高 28%
    25% 的几率使敌人感电
    skill can fire arrows [1]

    Object Type

    version 2
    extends "Metadata/Monsters/Skeletons/SkeletonRangedBossLieutenant"
    
    Transitionable
    {
    	num_states = 3
    }
    
    NPC
    {
    	marker_enabled = false
    }

    Object Type Codes

    version 2
    extends "Metadata/Monsters/Skeletons/SkeletonRangedBossLieutenant"
    
    Life
    {
    	on_spawned_alive = "AddEffectPack( Metadata/Effects/Spells/monsters_effects/skeleton/LieutenantLightning/LieutenantLightning.epk );"
    	on_death = "RemoveEffectPack( Metadata/Effects/Spells/monsters_effects/skeleton/LieutenantLightning/LieutenantLightning.epk );"
    }
    -- src\Data\Spectres.lua
    minions["Metadata/Monsters/Labyrinth/LabyrinthLieutenantSkeletonRanged2"] = {
        name = "Lieutenant of the Bow",
        life = 4.01,
        fireResist = 0,
        coldResist = 0,
        lightningResist = 85,
        chaosResist = 0,
        damage = 1.5,
        damageSpread = 0.2,
        attackTime = 1.995,
        attackRange = 40,
        accuracy = 1,
        weaponType1 = "Bow",
        skillList = {
            "Melee",
            "LieutenantRainOfArrows",
            "LieutenantSplitArrow",
        },
        modList = {
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["Melee"] = {
        name = "Default Attack",
        hidden = true,
        color = 4,
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        description = "Strike your foes down with a powerful blow.",
        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",
        },
        levels = {
            [1] = {levelRequirement = 1, statInterpolation = {},  cost = { }, },
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["LieutenantRainOfArrows"] = {
        name = "Rain of Arrows",
        hidden = true,
        color = 4,
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        description = "Fires a large number of arrows into the air, to land at the target after a short delay.",
        skillTypes = {
            [SkillType.Attack] = true,
            [SkillType.RangedAttack] = true,
            [SkillType.MirageArcherCanUse] = true,
            [SkillType.Area] = true,
            [SkillType.ProjectileSpeed] = true,
            [SkillType.Totemable] = true,
            [SkillType.Trappable] = true,
            [SkillType.Mineable] = true,
            [SkillType.Triggerable] = true,
            [SkillType.Rain] = true,
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 1,
        baseFlags = {
            attack = true,
            area = true,
            projectile = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "active_skill_area_of_effect_radius_+%_final",
            "active_skill_damage_+%_final",
            "skill_physical_damage_%_to_convert_to_lightning",
            "base_chance_to_shock_%",
            "base_is_projectile",
            "is_area_damage",
        },
        levels = {
            [1] = {23, 80, 25, 25, levelRequirement = 7, statInterpolation = {1},  cost = { }, },
            [2] = {31, 80, 25, 25, levelRequirement = 30, statInterpolation = {1},  cost = { }, },
            [3] = {39, 80, 25, 25, levelRequirement = 42, statInterpolation = {1},  cost = { }, },
            [4] = {47, 80, 25, 25, levelRequirement = 56, statInterpolation = {1},  cost = { }, },
            [5] = {-30, 47, 80, 25, 25, levelRequirement = 68, statInterpolation = {1, 1},  cost = { }, },
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["LieutenantSplitArrow"] = {
        name = "Split Arrow",
        hidden = true,
        color = 4,
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        description = "Fires multiple arrows at different targets.",
        skillTypes = {
            [SkillType.Attack] = true,
            [SkillType.RangedAttack] = true,
            [SkillType.MirageArcherCanUse] = true,
            [SkillType.Projectile] = true,
            [SkillType.ProjectilesFromUser] = true,
            [SkillType.Totemable] = true,
            [SkillType.Trappable] = true,
            [SkillType.Mineable] = true,
            [SkillType.Triggerable] = true,
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 1,
        baseFlags = {
            attack = true,
            projectile = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "number_of_additional_arrows",
            "physical_damage_+%",
            "active_skill_damage_+%_final",
            "skill_physical_damage_%_to_convert_to_lightning",
            "base_chance_to_shock_%",
            "skill_can_fire_arrows",
        },
        levels = {
            [1] = {5, 28, -20, 50, 25, levelRequirement = 7, statInterpolation = {},  cost = { }, },
        },
    }
    
    damage taken +% from spike traps final [-100]
    IdLabyrinthSpikeTrapDamageTaken2
    FamilyLabyrinthTrapDamage
    Domains怪物 (3)
    GenerationType传奇 (3)
    Req. level1
    Stats
  • damage taken +% from spike traps final Min: -100 Max: -100 全域
  • damage taken +% from arrow traps final [-100]
    IdLabyrinthArrowTrapDamageTaken2_
    FamilyLabyrinthTrapDamage
    Domains怪物 (3)
    GenerationType传奇 (3)
    Req. level1
    Stats
  • damage taken +% from arrow traps final Min: -100 Max: -100 全域
  • immune to labyrinth degen effect [1]
    IdLabyrinthDegenTrapImmunity1
    FamilyLabyrinthTrapDamage
    Domains怪物 (3)
    GenerationType传奇 (3)
    Req. level1
    Stats
  • immune to labyrinth degen effect Min: 1 Max: 1 全域
  • immune to lava damage [1]
    IdImmuneToLavaDamage
    FamilyImmuneToLavaDamage
    Domains怪物 (3)
    GenerationType传奇 (3)
    Req. level1
    Stats
  • immune to lava damage Min: 1 Max: 1 全域
  • 物理伤害的 50% 转换为闪电伤害
    IdMonsterElementalSkeletonLightning
    FamilyLightningDamageAsPortionOfDamage
    Domains怪物 (3)
    GenerationType传奇 (3)
    Req. level1
    Stats
  • base physical damage % to convert to lightning Min: 50 Max: 50 全域
  • Craft Tagsphysical_damage elemental_damage damage physical elemental lightning
    Edit

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