Archer de Greust
Humanoïde
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
Vie
108%
Armure
+25%
Évasion
+10%
Ailment Threshold
108%
Résistance
0 0 0 0
Damage
144%
Précision
100%
Chances de coup critique
+5%
Multiplicateur de coups critiques
+130%
Attack Distance
6 ~ 40
Attack Time
1.995 Second
Damage Spread
±20%
Expérience
120%
Model Size
100%
Type
BanditBow
Metadata
GreustArcher
Niveau
68
Vie
6,948
Armure
35,988
Évasion
5,213
Bouclier d'énergie
0
Damage
538
Dégâts des sorts
538
Précision
290
Attack Time
1.995
Expérience
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
Chances de coup critique: 5%
Dégâts d'Attaque: 66%
Dégâts d'Attaque: 66.5%
Attack Time: 1.995 sec.
33.5% de Perte de Dégâts d'Attaque
Tire une Flèche supplémentaire
Mutile au Toucher
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
Attaque par défaut
Base Damage: 430–645
Chances de coup critique: 5%
Attack Time: 1.995 sec.
Frappez vos ennemis d'un coup puissant.
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 = { }, },
    },
}