Bogenschütze Greusts
Humanoid
Greust's Archer
SpectreN
Tagsbandit, flesh_armour, has_bow, human, humanoid, medium_height, not_int, physical_affinity, puncturing_weapon, ranged, red_blood, very_slow_movement
Leben
108%
Rüstung
+25%
Ausweichen
+10%
Ailment Threshold
108%
Widerstand
0 0 0 0
Damage
144%
Genauigkeit
100%
Kritische Trefferchance
+5%
Multiplikator für kritischen Treffer
+130%
Attack Distance
6 ~ 40
Attack Time
1.995 Second
Damage Spread
±20%
Erfahrung
120%
Model Size
100%
Type
BanditBow
Metadata
GreustArcher
Stufe
68
Leben
6,948
Rüstung
35,988
Ausweichen
5,213
Energieschild
0
Damage
538
Zauberschaden
538
Genauigkeit
290
Attack Time
1.995
Erfahrung
12,306
Ailment Threshold
6,948
Chill
22
Shock
22
Brittle
124
Scorch
22
Sap
61
GreustArcherBlastRainTriggered
Attack, Area, ProjectileSpeed, Totemable, Trappable, Mineable, Fire, RangedAttack, Triggerable, Rain
Base Damage: 430–645
Kritische Trefferchance: 5%
Angriffsschaden: 66%
Angriffsschaden: 66.5%
Attack Time: 1.995 Sek.
Verursacht 33.5% weniger Angriffsschaden
Feuert einen zusätzliches Pfeil
Verstümmelt bei Treffer
active skill area of effect radius +% final [-50]
base is projectile [1]
blast rain arrow delay ms [10]
blast rain no los required [1]
cast on trigger cascade event % [100]
is area damage [1]
skill can fire arrows [1]
TriggerCascadeGreustArcher
Triggerable
trigger cascade A [6]
trigger cascade B [3]
trigger cascade behaviour variation [1]
trigger cascade ms between spikes [100]
trigger cascade number of spikes [10]
trigger cascade target variation [1]
MeleeAtAnimationSpeed
Attack, RangedAttack, MirageArcherCanUse, Projectile, MeleeSingleTarget, Multistrikeable, Melee, ProjectilesFromUser
Standardangriff
Base Damage: 430–645
Kritische Trefferchance: 5%
Attack Time: 1.995 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]

Object Type

version 2
extends "Metadata/Monsters/Monster"

Pathfinding
{
	immobile = true
}

Stats
{
	uses_no_mana = 1
	untargetable_by_monster_ai = 1
	base_cannot_be_damaged = 1
	base_cannot_be_stunned = 1
	immune_to_curses = 1
	immune_to_auras_from_other_entities = 1
	base_maximum_life = 1
	base_maximum_mana = 10000
	item_drop_slots = 0
	elemental_reflect_damage_taken_+% = -300
	physical_reflect_damage_taken_+% = -300
	avoid_all_elemental_status_% = 300
	set_cannot_die = 1
	projectiles_nova = 0
	is_hidden_monster = 1
}

Life
{
	corpse_usable = false
}

Object Type Codes

version 2
extends "Metadata/Monsters/Monster"
-- src\Data\Spectres.lua
minions["Metadata/Monsters/Ralakesh/Greust/GreustArcher"] = {
    name = "Greust's Archer",
    life = 1.08,
    fireResist = 0,
    coldResist = 0,
    lightningResist = 0,
    chaosResist = 0,
    damage = 1.44,
    damageSpread = 0.2,
    attackTime = 1.995,
    attackRange = 40,
    accuracy = 1,
    weaponType1 = "Bow",
    skillList = {
        "MeleeAtAnimationSpeed",
        "GreustArcherBlastRainTriggered",
        "TriggerCascadeGreustArcher",
    },
    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["GreustArcherBlastRainTriggered"] = {
    name = "GreustArcherBlastRainTriggered",
    hidden = true,
    color = 4,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
        [SkillType.Attack] = true,
        [SkillType.Area] = true,
        [SkillType.ProjectileSpeed] = true,
        [SkillType.Totemable] = true,
        [SkillType.Trappable] = true,
        [SkillType.Mineable] = true,
        [SkillType.Fire] = true,
        [SkillType.RangedAttack] = true,
        [SkillType.Triggerable] = true,
        [SkillType.Rain] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1,
    baseFlags = {
        attack = true,
        area = true,
        projectile = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "number_of_additional_arrows",
        "blast_rain_arrow_delay_ms",
        "cast_on_trigger_cascade_event_%",
        "active_skill_area_of_effect_radius_+%_final",
        "base_is_projectile",
        "is_area_damage",
        "blast_rain_no_los_required",
        "global_maim_on_hit",
        "skill_can_fire_arrows",
    },
    levels = {
        [1] = {1, 10, 100, -50, baseMultiplier = 0.665, levelRequirement = 1, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["TriggerCascadeGreustArcher"] = {
    name = "TriggerCascadeGreustArcher",
    hidden = true,
    color = 4,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
        [SkillType.Triggerable] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1,
    baseFlags = {
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "trigger_cascade_number_of_spikes",
        "trigger_cascade_A",
        "trigger_cascade_ms_between_spikes",
        "trigger_cascade_behaviour_variation",
        "trigger_cascade_target_variation",
        "trigger_cascade_B",
    },
    levels = {
        [1] = {10, 6, 100, 1, 1, 3, levelRequirement = 1, statInterpolation = {},  cost = { }, },
    },
}