Anstürmender Bulle
Bestie
Charging Bull
SpectreN
Tagsbeast, bludgeoning_weapon, flesh_armour, has_one_hand_mace, has_one_handed_melee, large_model, medium_height, medium_movement, melee, not_dex, not_int, physical_affinity, red_blood
Packs
  • Anstürmender Bulle
  • Leben
    238%
    Rüstung
    +100%
    Ailment Threshold
    238%
    Widerstand
    40 0 0 0
    Damage
    191%
    Genauigkeit
    100%
    Kritische Trefferchance
    +5%
    Multiplikator für kritischen Treffer
    +130%
    Attack Distance
    6 ~ 9
    Attack Time
    1.5 Second
    Damage Spread
    ±20%
    Erfahrung
    170%
    Model Size
    100%
    Type
    LabyrinthLieutenantBullMinion
    Metadata
    LabyrinthLieutenantBullMinion
    Stufe
    68
    Leben
    15,311
    Rüstung
    57,580
    Ausweichen
    4,739
    Energieschild
    0
    Damage
    713
    Zauberschaden
    713
    Genauigkeit
    290
    Attack Time
    1.5
    Erfahrung
    17,434
    Ailment Threshold
    15,311
    Chill
    48
    Shock
    48
    Brittle
    274
    Scorch
    48
    Sap
    134
    MeleeAtAnimationSpeed
    Attack, RangedAttack, MirageArcherCanUse, Projectile, MeleeSingleTarget, Multistrikeable, Melee, ProjectilesFromUser
    Standardangriff
    Base Damage: 571–856
    Kritische Trefferchance: 5%
    Attack Time: 1.5 Sek.
    Streckt Eure Feinde mit einem mächtigen Schlag nieder.
    action attack or cast time uses animation length [1]
    projectile uses contact position [1]
    skill can fire arrows [1]
    skill can fire wand projectiles [1]
    use scaled contact offset [1]
    BullCharge
    Attack
    Base Damage: 571–856
    Kritische Trefferchance: 5%
    Attack Time: 1.5 Sek.
    Abklingzeit: 4 Sek.
    Verursacht 15% mehr Schaden

    Object Type

    version 2
    extends "Metadata/Monsters/Monster"
    
    NPC
    {
    
    }
    
    Transitionable
    {
    
    }

    Object Type Codes

    version 2
    extends "Metadata/Monsters/Monster"
    
    Render
    {
         //turn_duration = 0.4
    }
    
    -- src\Data\Spectres.lua
    minions["Metadata/Monsters/Bull/LabyrinthLieutenantBullMinion"] = {
        name = "Charging Bull",
        life = 2.38,
        fireResist = 40,
        coldResist = 0,
        lightningResist = 0,
        chaosResist = 0,
        damage = 1.91,
        damageSpread = 0.2,
        attackTime = 1.5,
        attackRange = 9,
        accuracy = 1,
        weaponType1 = "One Hand Mace",
        skillList = {
            "MeleeAtAnimationSpeed",
            "BullCharge",
        },
        modList = {
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["MeleeAtAnimationSpeed"] = {
        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",
            "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["BullCharge"] = {
        name = "BullCharge",
        hidden = true,
        color = 4,
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        skillTypes = {
            [SkillType.Attack] = true,
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 2.75,
        baseFlags = {
            attack = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
        },
        levels = {
            [1] = {levelRequirement = 2, statInterpolation = {},  cost = { }, },
            [2] = {15, levelRequirement = 68, statInterpolation = {1},  cost = { }, },
        },
    }
    
    Edit

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