Vaal-Andenken
Konstrukt
monster casts elemental hit text [1]
Vaal Memory
SpectreY
Tagsbone_armour, bones, construct, has_two_hand_sword, has_two_handed_melee, medium_height, melee, not_dex, not_int, physical_affinity, skeleton, slashing_weapon, undead, very_slow_movement
Packs
  • Vaal-Andenken, Vaal-Andenken
  • Vaal-Andenken, Vaal-Andenken, Unvergessenes Konstrukt
  • Leben
    120%
    Rüstung
    +100%
    Ailment Threshold
    120%
    Widerstand
    20 20 20 0
    Damage
    100%
    Genauigkeit
    100%
    Kritische Trefferchance
    +5%
    Multiplikator für kritischen Treffer
    +130%
    Attack Distance
    6 ~ 9
    Attack Time
    1.605 Second
    Damage Spread
    ±30%
    Erfahrung
    100%
    Model Size
    115%
    Type
    ConstructMeleeArmouredProphecy
    Metadata
    VaalFallenSword
    Stufe
    68
    Leben
    7,720
    Rüstung
    57,580
    Ausweichen
    4,739
    Energieschild
    0
    Damage
    374
    Zauberschaden
    374
    Genauigkeit
    290
    Attack Time
    1.605
    Erfahrung
    10,255
    Ailment Threshold
    7,720
    Chill
    24
    Shock
    24
    Brittle
    138
    Scorch
    24
    Sap
    67
    Melee
    Attack, RangedAttack, MirageArcherCanUse, Projectile, MeleeSingleTarget, Multistrikeable, Melee, ProjectilesFromUser
    Standardangriff
    Base Damage: 261–486
    Kritische Trefferchance: 5%
    Attack Time: 1.605 Sek.
    Streckt Eure Feinde mit einem mächtigen Schlag nieder.
    skill can fire arrows [1]
    skill can fire wand projectiles [1]
    ElementalHitSkeletonKnight
    Attack, Projectile, ProjectilesFromUser, Totemable, Trappable, Mineable, MeleeSingleTarget, Multistrikeable, Melee, Fire, Cold, Lightning, RangedAttack, MirageArcherCanUse, Area, Triggerable, RandomElement
    Elementartreffer
    Base Damage: 261–486
    Kritische Trefferchance: 5%
    Angriffsschaden: 150%
    Attack Time: 1.605 Sek.
    Jeder Angriff mit dieser Fertigkeit wählt zufällig ein Element aus und kann somit nur Schaden dieses Elements verursachen. Wenn dieser Angriff einen Gegner trifft, verursacht er in einem Bereich um ihn herum Schaden, wobei der Radius größer wird, falls der Gegner von einer Beeinträchtigung des gewählten Elements betroffen ist. Der Angriff vermeidet die Auswahl des gleichen Elements zweimal hintereinander.
    Verursacht 50% mehr Angriffsschaden
    Verursacht 359% mehr Schaden
    50% Chance, einzufrieren, zu schocken und zu entzünden
    Basisradius beträgt 1 Meter
    action attack or cast time uses animation length [1]
    is area damage [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"
    
    Actor
    {
    	main_hand_unarmed_type = "One_Hand_Mace"
    	basic_action = "Emerge"
    }

    Object Type Codes

    version 2
    extends "Metadata/Monsters/Monster"
    
    Render
    {
         //turn_duration = 0.35
    }
    -- src\Data\Spectres.lua
    minions["Metadata/Monsters/Prophecy/VaalFallenSword"] = {
        name = "Vaal Memory",
        life = 1.2,
        fireResist = 20,
        coldResist = 20,
        lightningResist = 20,
        chaosResist = 0,
        damage = 1,
        damageSpread = 0.3,
        attackTime = 1.605,
        attackRange = 9,
        accuracy = 1,
        weaponType1 = "Two Hand Sword",
        skillList = {
            "ElementalHitSkeletonKnight",
            "Melee",
        },
        modList = {
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["ElementalHitSkeletonKnight"] = {
        name = "Elemental Hit",
        hidden = true,
        color = "2",
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        description = "Each attack with this skill will choose an element at random, and will only be able to deal damage of that element. If the attack hits an enemy, it will deal damage in an area around them, with the radius being larger if that enemy is suffering from an ailment of the chosen element. It will avoid choosing the same element twice in a row.",
        skillTypes = {
            [SkillType.Attack] = true,
            [SkillType.Projectile] = true,
            [SkillType.ProjectilesFromUser] = true,
            [SkillType.Totemable] = true,
            [SkillType.Trappable] = true,
            [SkillType.Mineable] = true,
            [SkillType.MeleeSingleTarget] = true,
            [SkillType.Multistrikeable] = true,
            [SkillType.Melee] = true,
            [SkillType.Fire] = true,
            [SkillType.Cold] = true,
            [SkillType.Lightning] = true,
            [SkillType.RangedAttack] = true,
            [SkillType.MirageArcherCanUse] = true,
            [SkillType.Area] = true,
            [SkillType.Triggerable] = true,
            [SkillType.RandomElement] = true,
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 1,
        baseFlags = {
            attack = true,
            area = true,
            melee = true,
            projectile = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "active_skill_damage_+%_final",
            "chance_to_freeze_shock_ignite_%",
            "active_skill_base_area_of_effect_radius",
            "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",
            "is_area_damage",
        },
        levels = {
            [1] = {150, 50, 10, baseMultiplier = 1.5, levelRequirement = 1, statInterpolation = {2},  cost = { }, },
            [3] = {300, 50, 10, baseMultiplier = 1.5, levelRequirement = 45, statInterpolation = {2},  cost = { }, },
            [4] = {400, 50, 10, baseMultiplier = 1.5, levelRequirement = 84, statInterpolation = {2},  cost = { }, },
        },
    }
    -- 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 = { }, },
        },
    }
    
    monster casts elemental hit text [1]
    IdMonsterCastsElementalHitText
    FamilyMonsterCastsElementalHitText
    DomainsMonster (3)
    GenerationTypeEinzigartig (3)
    Req. level1
    Stats
  • monster casts elemental hit text Min: 1 Max: 1 Global
  • Vaal-Andenken
    Konstrukt
    monster casts elemental hit text [1]
    Vaal Memory
    SpectreY
    Tagsbludgeoning_weapon, bone_armour, bones, construct, has_two_hand_mace, has_two_handed_melee, medium_height, melee, not_dex, not_int, physical_affinity, skeleton, undead, very_slow_movement
    Packs
  • Vaal-Andenken, Vaal-Andenken
  • Vaal-Andenken, Vaal-Andenken, Unvergessenes Konstrukt
  • Leben
    120%
    Rüstung
    +100%
    Ailment Threshold
    120%
    Widerstand
    20 20 20 0
    Damage
    100%
    Genauigkeit
    100%
    Kritische Trefferchance
    +5%
    Multiplikator für kritischen Treffer
    +130%
    Attack Distance
    6 ~ 9
    Attack Time
    1.605 Second
    Damage Spread
    ±30%
    Erfahrung
    100%
    Model Size
    115%
    Type
    ConstructMeleeArmouredProphecy
    Metadata
    VaalFallenMaul
    Stufe
    68
    Leben
    7,720
    Rüstung
    57,580
    Ausweichen
    4,739
    Energieschild
    0
    Damage
    374
    Zauberschaden
    374
    Genauigkeit
    290
    Attack Time
    1.605
    Erfahrung
    10,255
    Ailment Threshold
    7,720
    Chill
    24
    Shock
    24
    Brittle
    138
    Scorch
    24
    Sap
    67
    Melee
    Attack, RangedAttack, MirageArcherCanUse, Projectile, MeleeSingleTarget, Multistrikeable, Melee, ProjectilesFromUser
    Standardangriff
    Base Damage: 261–486
    Kritische Trefferchance: 5%
    Attack Time: 1.605 Sek.
    Streckt Eure Feinde mit einem mächtigen Schlag nieder.
    skill can fire arrows [1]
    skill can fire wand projectiles [1]
    ElementalHitSkeletonKnight
    Attack, Projectile, ProjectilesFromUser, Totemable, Trappable, Mineable, MeleeSingleTarget, Multistrikeable, Melee, Fire, Cold, Lightning, RangedAttack, MirageArcherCanUse, Area, Triggerable, RandomElement
    Elementartreffer
    Base Damage: 261–486
    Kritische Trefferchance: 5%
    Angriffsschaden: 150%
    Attack Time: 1.605 Sek.
    Jeder Angriff mit dieser Fertigkeit wählt zufällig ein Element aus und kann somit nur Schaden dieses Elements verursachen. Wenn dieser Angriff einen Gegner trifft, verursacht er in einem Bereich um ihn herum Schaden, wobei der Radius größer wird, falls der Gegner von einer Beeinträchtigung des gewählten Elements betroffen ist. Der Angriff vermeidet die Auswahl des gleichen Elements zweimal hintereinander.
    Verursacht 50% mehr Angriffsschaden
    Verursacht 359% mehr Schaden
    50% Chance, einzufrieren, zu schocken und zu entzünden
    Basisradius beträgt 1 Meter
    action attack or cast time uses animation length [1]
    is area damage [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"
    
    Actor
    {
    	main_hand_unarmed_type = "One_Hand_Mace"
    	basic_action = "Emerge"
    }

    Object Type Codes

    version 2
    extends "Metadata/Monsters/Monster"
    
    Render
    {
         //turn_duration = 0.35
    }
    -- src\Data\Spectres.lua
    minions["Metadata/Monsters/Prophecy/VaalFallenMaul"] = {
        name = "Vaal Memory",
        life = 1.2,
        fireResist = 20,
        coldResist = 20,
        lightningResist = 20,
        chaosResist = 0,
        damage = 1,
        damageSpread = 0.3,
        attackTime = 1.605,
        attackRange = 9,
        accuracy = 1,
        weaponType1 = "Two Hand Mace",
        skillList = {
            "ElementalHitSkeletonKnight",
            "Melee",
        },
        modList = {
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["ElementalHitSkeletonKnight"] = {
        name = "Elemental Hit",
        hidden = true,
        color = "2",
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        description = "Each attack with this skill will choose an element at random, and will only be able to deal damage of that element. If the attack hits an enemy, it will deal damage in an area around them, with the radius being larger if that enemy is suffering from an ailment of the chosen element. It will avoid choosing the same element twice in a row.",
        skillTypes = {
            [SkillType.Attack] = true,
            [SkillType.Projectile] = true,
            [SkillType.ProjectilesFromUser] = true,
            [SkillType.Totemable] = true,
            [SkillType.Trappable] = true,
            [SkillType.Mineable] = true,
            [SkillType.MeleeSingleTarget] = true,
            [SkillType.Multistrikeable] = true,
            [SkillType.Melee] = true,
            [SkillType.Fire] = true,
            [SkillType.Cold] = true,
            [SkillType.Lightning] = true,
            [SkillType.RangedAttack] = true,
            [SkillType.MirageArcherCanUse] = true,
            [SkillType.Area] = true,
            [SkillType.Triggerable] = true,
            [SkillType.RandomElement] = true,
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 1,
        baseFlags = {
            attack = true,
            area = true,
            melee = true,
            projectile = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "active_skill_damage_+%_final",
            "chance_to_freeze_shock_ignite_%",
            "active_skill_base_area_of_effect_radius",
            "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",
            "is_area_damage",
        },
        levels = {
            [1] = {150, 50, 10, baseMultiplier = 1.5, levelRequirement = 1, statInterpolation = {2},  cost = { }, },
            [3] = {300, 50, 10, baseMultiplier = 1.5, levelRequirement = 45, statInterpolation = {2},  cost = { }, },
            [4] = {400, 50, 10, baseMultiplier = 1.5, levelRequirement = 84, statInterpolation = {2},  cost = { }, },
        },
    }
    -- 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 = { }, },
        },
    }
    
    monster casts elemental hit text [1]
    IdMonsterCastsElementalHitText
    FamilyMonsterCastsElementalHitText
    DomainsMonster (3)
    GenerationTypeEinzigartig (3)
    Req. level1
    Stats
  • monster casts elemental hit text Min: 1 Max: 1 Global
  • Edit

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