Abbild des Freibeuters
Untot
50% des physischen Schadens werden in Blitzschaden umgewandelt
80% erhöhte Angriffsgeschwindigkeit
Fertigkeiten feuern 2 zusätzliche Projektile
Effigy of the Buccaneer
SpectreN
Tagsghost, ghost_armour, ghost_blood, has_bow, large_height, medium_movement, not_str, physical_affinity, puncturing_weapon, ranged, undead
Leben
320%
Energy Shield From Life
50%
Ausweichen
+50%
Ailment Threshold
320%
Widerstand
30 30 30 20
Damage
240%
Genauigkeit
100%
Kritische Trefferchance
+5%
Multiplikator für kritischen Treffer
+130%
Attack Distance
6 ~ 40
Attack Time
1.5 Second
Damage Spread
±20%
Erfahrung
200%
Model Size
150%
Type
GhostBossLake
Metadata
GhostPirateBossLake
Stufe
68
Leben
20,587
Rüstung
28,790
Ausweichen
7,109
Energieschild
3,064
Damage
897
Zauberschaden
897
Genauigkeit
290
Attack Time
1.5
Erfahrung
20,510
Ailment Threshold
20,587
Chill
65
Shock
65
Brittle
368
Scorch
65
Sap
180
MeleeAtAnimationSpeedUnique
Attack, RangedAttack, MirageArcherCanUse, Projectile, MeleeSingleTarget, Multistrikeable, Melee, ProjectilesFromUser
Standardangriff
Base Damage: 717–1076
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]
MonsterShockedGroundRainOfArrows
Attack, RangedAttack, MirageArcherCanUse, Area, ProjectileSpeed, Totemable, Trappable, Mineable, Triggerable, Rain
Pfeilregen
Base Damage: 717–1076
Kritische Trefferchance: 5%
Attack Time: 1.5 Sek.
Schießt eine große Menge Pfeile in die Luft, die nach kurzer Zeit am Zielort landen.
Verursacht 132% mehr Schaden
active skill area of effect radius +% final [33]
base is projectile [1]
is area damage [1]
rain of arrows place shocking ground duration ms [4000]
MonsterPunctureAtAnimationSpeedUnique
Attack, RangedAttack, MirageArcherCanUse, Projectile, ProjectilesFromUser, Duration, Trappable, Mineable, Totemable, MeleeSingleTarget, Multistrikeable, Melee, DamageOverTime, Triggerable, Physical
Durchstoßen
Base Damage: 717–1076
Kritische Trefferchance: 5%
Angriffsschaden: 120%
Attack Time: 1.5 Sek.
Durchstößt Gegner und verursacht die Schwächung Bluten, die durch die Modifikatoren der Fertigkeitsdauer beeinflusst wird. Durchstoßen kann mit Bögen, Dolchen, Klauen oder Schwertern verwendet werden.
Verursacht 20% mehr Angriffsschaden
+197% mehr Schaden mit Bluten
Verursacht Bluten
action attack or cast time uses animation length [1]
projectile uses contact position [1]
skill can fire arrows [1]
use scaled contact offset [1]

Object Type

version 2
extends "Metadata/Monsters/Monster"

Actor
{
	main_hand_unarmed_type = "Bow"
}

Stats
{
	supress_muzzle_flash = 1
}

Object Type Codes

version 2
extends "Metadata/Monsters/Monster"

Life
{
	on_death = "RemoveEffects(); HideWeapons(); AddEffectPack( Metadata/Effects/Spells/monsters_effects/ghostpirates/bio_stuff.epk ); RemoveEffectPack( Metadata/Effects/Spells/monsters_effects/act1/ghostpirate/fade_by_player_dist.epk );"
	on_spawned_alive = "AddEffectPack( Metadata/Effects/Spells/monsters_effects/act1/ghostpirate/fade_by_player_dist.epk );"
	on_spawned_dead = "RemoveEffects(); HideWeapons(); AddEffectPack( Metadata/Effects/Spells/monsters_effects/ghostpirates/bio_stuff.epk ); RemoveEffectPack( Metadata/Effects/Spells/monsters_effects/act1/ghostpirate/fade_by_player_dist.epk );" 
}
-- src\Data\Spectres.lua
minions["Metadata/Monsters/LeagueLake/GhostPirateBossLake"] = {
    name = "Effigy of the Buccaneer",
    life = 3.2,
    energyShield = 0.5,
    fireResist = 30,
    coldResist = 30,
    lightningResist = 30,
    chaosResist = 20,
    damage = 2.4,
    damageSpread = 0.2,
    attackTime = 1.5,
    attackRange = 40,
    accuracy = 1,
    weaponType1 = "Bow",
    skillList = {
        "MeleeAtAnimationSpeedUnique",
        "MonsterShockedGroundRainOfArrows",
        "MonsterPunctureAtAnimationSpeedUnique",
    },
    modList = {
    },
}
-- src\Data\Skills\spectre.lua
skills["MeleeAtAnimationSpeedUnique"] = {
    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["MonsterShockedGroundRainOfArrows"] = {
    name = "Rain of Arrows",
    hidden = true,
    color = "2",
    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_damage_+%_final",
        "rain_of_arrows_place_shocking_ground_duration_ms",
        "base_projectile_speed_+%",
        "active_skill_area_of_effect_radius_+%_final",
        "is_area_damage",
        "base_is_projectile",
    },
    levels = {
        [1] = {30, 3000, -50, -26, levelRequirement = 3, statInterpolation = {1, 1, 1, 1},  cost = { }, },
        [2] = {32, 3000, -50, -25, levelRequirement = 5, statInterpolation = {1, 1, 1, 1},  cost = { }, },
        [3] = {34, 3000, -50, -23, levelRequirement = 8, statInterpolation = {1, 1, 1, 1},  cost = { }, },
        [4] = {36, 3000, -50, -21, levelRequirement = 10, statInterpolation = {1, 1, 1, 1},  cost = { }, },
        [5] = {38, 3000, -50, -20, levelRequirement = 12, statInterpolation = {1, 1, 1, 1},  cost = { }, },
        [6] = {40, 3000, -50, -18, levelRequirement = 14, statInterpolation = {1, 1, 1, 1},  cost = { }, },
        [7] = {42, 3000, -50, -17, levelRequirement = 17, statInterpolation = {1, 1, 1, 1},  cost = { }, },
        [8] = {44, 3000, -50, -15, levelRequirement = 20, statInterpolation = {1, 1, 1, 1},  cost = { }, },
        [9] = {46, 3000, -50, -13, levelRequirement = 24, statInterpolation = {1, 1, 1, 1},  cost = { }, },
        [10] = {48, 3000, -50, -12, levelRequirement = 30, statInterpolation = {1, 1, 1, 1},  cost = { }, },
        [11] = {50, 3000, -50, -10, levelRequirement = 31, statInterpolation = {1, 1, 1, 1},  cost = { }, },
        [12] = {112, 4000, 0, 16, levelRequirement = 36, statInterpolation = {1, 1, 1, 1},  cost = { }, },
        [13] = {114, 4000, 0, 18, levelRequirement = 41, statInterpolation = {1, 1, 1, 1},  cost = { }, },
        [14] = {116, 4000, 0, 19, levelRequirement = 44, statInterpolation = {1, 1, 1, 1},  cost = { }, },
        [15] = {118, 4000, 0, 21, levelRequirement = 51, statInterpolation = {1, 1, 1, 1},  cost = { }, },
        [16] = {120, 4000, 0, 23, levelRequirement = 52, statInterpolation = {1, 1, 1, 1},  cost = { }, },
        [17] = {122, 4000, 0, 24, levelRequirement = 57, statInterpolation = {1, 1, 1, 1},  cost = { }, },
        [18] = {124, 4000, 0, 26, levelRequirement = 60, statInterpolation = {1, 1, 1, 1},  cost = { }, },
        [19] = {126, 4000, 0, 28, levelRequirement = 65, statInterpolation = {1, 1, 1, 1},  cost = { }, },
        [20] = {128, 4000, 0, 29, levelRequirement = 66, statInterpolation = {1, 1, 1, 1},  cost = { }, },
        [21] = {130, 4000, 0, 31, levelRequirement = 67, statInterpolation = {1, 1, 1, 1},  cost = { }, },
        [22] = {132, 4000, 0, 33, levelRequirement = 68, statInterpolation = {1, 1, 1, 1},  cost = { }, },
        [23] = {134, 4000, 0, 34, levelRequirement = 69, statInterpolation = {1, 1, 1, 1},  cost = { }, },
        [24] = {136, 4000, 0, 36, levelRequirement = 70, statInterpolation = {1, 1, 1, 1},  cost = { }, },
        [25] = {138, 4000, 0, 37, levelRequirement = 71, statInterpolation = {1, 1, 1, 1},  cost = { }, },
        [26] = {140, 4000, 0, 39, levelRequirement = 72, statInterpolation = {1, 1, 1, 1},  cost = { }, },
        [27] = {142, 4000, 0, 41, levelRequirement = 73, statInterpolation = {1, 1, 1, 1},  cost = { }, },
        [28] = {144, 4000, 0, 42, levelRequirement = 74, statInterpolation = {1, 1, 1, 1},  cost = { }, },
        [29] = {146, 4000, 0, 44, levelRequirement = 75, statInterpolation = {1, 1, 1, 1},  cost = { }, },
        [30] = {148, 4000, 0, 46, levelRequirement = 76, statInterpolation = {1, 1, 1, 1},  cost = { }, },
        [31] = {150, 4000, 0, 47, levelRequirement = 77, statInterpolation = {1, 1, 1, 1},  cost = { }, },
        [32] = {152, 4000, 0, 49, levelRequirement = 78, statInterpolation = {1, 1, 1, 1},  cost = { }, },
        [33] = {154, 4000, 0, 51, levelRequirement = 79, statInterpolation = {1, 1, 1, 1},  cost = { }, },
        [34] = {156, 4000, 0, 52, levelRequirement = 80, statInterpolation = {1, 1, 1, 1},  cost = { }, },
        [35] = {158, 4000, 0, 54, levelRequirement = 81, statInterpolation = {1, 1, 1, 1},  cost = { }, },
        [36] = {160, 4000, 0, 55, levelRequirement = 82, statInterpolation = {1, 1, 1, 1},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["MonsterPunctureAtAnimationSpeedUnique"] = {
    name = "Puncture",
    hidden = true,
    color = "2",
    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_damage_+%_final",
        "skill_can_fire_arrows",
        "global_bleed_on_hit",
        "action_attack_or_cast_time_uses_animation_length",
        "projectile_uses_contact_position",
        "use_scaled_contact_offset",
    },
    levels = {
        [1] = {112, baseMultiplier = 1.2, levelRequirement = 9, statInterpolation = {1},  cost = { }, },
        [2] = {155, baseMultiplier = 1.2, levelRequirement = 30, statInterpolation = {1},  cost = { }, },
        [3] = {197, baseMultiplier = 1.2, levelRequirement = 60, statInterpolation = {1},  cost = { }, },
    },
}
50% des physischen Schadens werden in Blitzschaden umgewandelt
IdMonsterElementalSkeletonLightning
FamilyLightningDamageAsPortionOfDamage
DomainsMonster (3)
GenerationTypeEinzigartig (3)
Req. level1
Stats
  • base physical damage % to convert to lightning Min: 50 Max: 50 Global
  • Craft Tagsphysical_damage elemental_damage damage physical elemental lightning
    80% erhöhte Angriffsgeschwindigkeit
    IdMonsterImplicitFastAttack2
    FamilyIncreasedAttackSpeed
    DomainsMonster (3)
    GenerationTypeEinzigartig (3)
    Req. level1
    Stats
  • attack speed +% Min: 80 Max: 80 Global
  • Craft Tagsattack speed
    Fertigkeiten feuern 2 zusätzliche Projektile
    IdMonsterMultipleProjectilesImplicit1
    FamilyMonsterMultipleProjectile
    DomainsMonster (3)
    GenerationTypeEinzigartig (3)
    Req. level1
    Stats
  • number of additional projectiles Min: 2 Max: 2 Global
  • Edit

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