アトラスの民兵
人型
Atlas Militia
SpectreY
Tagsbludgeoning_weapon, has_two_hand_mace, has_two_handed_melee, human, humanoid, light_armour, melee, physical_affinity, slow_movement
ライフ
300%
Ailment Threshold
300%
耐性
0 0 0 0
Damage
132%
命中
100%
クリティカル率
+5%
クリティカルダメージ倍率
+130%
Attack Distance
6 ~ 11
Attack Time
1.5 Second
Damage Spread
±0%
経験値
120%
Model Size
100%
Type
EpilogueAtlasMilitia
Metadata
AtlasMilitiaSword

Object Type

version 2
abstract
extends "Metadata/Monsters/Monster"

Positioned
{
	team = 1
	blocking = false
}

Stats
{
	immune_to_curses = 1
	immune_to_auras_from_other_entities = 1
	set_item_drop_slots = 0
	set_monster_no_drops_or_experience = 1
	set_max_frenzy_charges = 0
	set_max_endurance_charges = 0
	set_max_power_charges = 0
	is_hidden_monster = 1
	base_cannot_be_damaged = 1
	base_cannot_be_stunned = 1
	cannot_be_knocked_back = 1
}

StateMachine
{
	define_shared_state =
	"
		portal_progress;
		formation_position = 1;
		fade_out;
	"

	on_state_portal_progress_1 =
	"
		this.map_device = FindClosestObject( Metadata/Terrain/Act11/Camp/Objects/AtlasPatrolMapDevice );
		IfState( formation_position, 0, { this.walking_location = FindClosestObject( Metadata/Terrain/Act11/Camp/Objects/AtlasPatrolGoalMarkerLeft ); } );
		IfState( formation_position, 1, { this.walking_location = FindClosestObject( Metadata/Terrain/Act11/Camp/Objects/AtlasPatrolActivationMarker ); } );
		IfState( formation_position, 2, { this.walking_location = FindClosestObject( Metadata/Terrain/Act11/Camp/Objects/AtlasPatrolGoalMarkerRight ); } );
		PathTo( walking_location );
		Delay( 0.1, { SetStateTo( portal_progress, 2 ); } );
	"
}

Actor
{
	on_animation_start_Idle =
	"
		IfState( portal_progress, 2,
		{
			MatchOrientation( walking_location );
			IfState( formation_position, 1,
			{
				Delay( 0.2,
				{
					map_device.SetStateTo( active, 1 );
					parent.spawnedmilitia.SetStateTo( portal_progress, 3 );
					this.walking_location = FindClosestObject( Metadata/Terrain/Act11/Camp/Objects/AtlasPatrolGoalMarkerCentre );
					PathTo( walking_location );
				} );
			} );
		} );
		IfState( portal_progress, 3,
		{
			MatchOrientation( walking_location );
			DelayRandom( 0, 0.2,
			{
				this.my_portal = FindClosestObject( Metadata/Terrain/Act11/Camp/Objects/AtlasPatrolMapPortal, 50 );
				my_portal.DelayRandom( 2, 2.5, { SetStateTo( active, 0 ); } );
				map_device.SetStateTo( active, 0 );
				PathTo( map_device, true );
				SetStateTo( fade_out, 1 );
				Delay( 3, { Delete(); } );
			} );
		} );
	"
}

Object Type Codes

version 2
extends "Metadata/Monsters/Monster"

Targetable
{
	no_highlight = true
	targetable = false
}

StateMachine
{
	on_state_fade_out_1 =
	"
		IfState( formation_position, 1,
		{
			Delay( 0.23, { AddEffectPack( Metadata/Effects/Spells/NPC/Atlas/epk/plane_transition.epk ); } );
		},
		{
			Delay( 0.17, { AddEffectPack( Metadata/Effects/Spells/NPC/Atlas/epk/plane_transition.epk ); } );
		} );
	"

	create_state_fade_out_1 = "DisableRendering();"
}

Render
{ 
	dampen_height_speed = 9.0
}
-- src\Data\Spectres.lua
minions["Metadata/Monsters/Epilogue/AtlasMilitiaSword"] = {
    name = "Atlas Militia",
    life = 3,
    fireResist = 0,
    coldResist = 0,
    lightningResist = 0,
    chaosResist = 0,
    damage = 1.32,
    damageSpread = 0,
    attackTime = 1.5,
    attackRange = 11,
    accuracy = 1,
    weaponType1 = "One Hand Sword",
    weaponType2 = "Shield",
    skillList = {
    },
    modList = {
    },
}
アトラスの民兵
人型
Atlas Militia
SpectreY
Tagsbludgeoning_weapon, has_two_hand_mace, has_two_handed_melee, human, humanoid, light_armour, melee, physical_affinity, slow_movement
ライフ
300%
Ailment Threshold
300%
耐性
0 0 0 0
Damage
132%
命中
100%
クリティカル率
+5%
クリティカルダメージ倍率
+130%
Attack Distance
6 ~ 11
Attack Time
1.5 Second
Damage Spread
±0%
経験値
120%
Model Size
100%
Type
EpilogueAtlasMilitia
Metadata
AtlasMilitiaSpear

Object Type

version 2
abstract
extends "Metadata/Monsters/Monster"

Positioned
{
	team = 1
	blocking = false
}

Stats
{
	immune_to_curses = 1
	immune_to_auras_from_other_entities = 1
	set_item_drop_slots = 0
	set_monster_no_drops_or_experience = 1
	set_max_frenzy_charges = 0
	set_max_endurance_charges = 0
	set_max_power_charges = 0
	is_hidden_monster = 1
	base_cannot_be_damaged = 1
	base_cannot_be_stunned = 1
	cannot_be_knocked_back = 1
}

StateMachine
{
	define_shared_state =
	"
		portal_progress;
		formation_position = 1;
		fade_out;
	"

	on_state_portal_progress_1 =
	"
		this.map_device = FindClosestObject( Metadata/Terrain/Act11/Camp/Objects/AtlasPatrolMapDevice );
		IfState( formation_position, 0, { this.walking_location = FindClosestObject( Metadata/Terrain/Act11/Camp/Objects/AtlasPatrolGoalMarkerLeft ); } );
		IfState( formation_position, 1, { this.walking_location = FindClosestObject( Metadata/Terrain/Act11/Camp/Objects/AtlasPatrolActivationMarker ); } );
		IfState( formation_position, 2, { this.walking_location = FindClosestObject( Metadata/Terrain/Act11/Camp/Objects/AtlasPatrolGoalMarkerRight ); } );
		PathTo( walking_location );
		Delay( 0.1, { SetStateTo( portal_progress, 2 ); } );
	"
}

Actor
{
	on_animation_start_Idle =
	"
		IfState( portal_progress, 2,
		{
			MatchOrientation( walking_location );
			IfState( formation_position, 1,
			{
				Delay( 0.2,
				{
					map_device.SetStateTo( active, 1 );
					parent.spawnedmilitia.SetStateTo( portal_progress, 3 );
					this.walking_location = FindClosestObject( Metadata/Terrain/Act11/Camp/Objects/AtlasPatrolGoalMarkerCentre );
					PathTo( walking_location );
				} );
			} );
		} );
		IfState( portal_progress, 3,
		{
			MatchOrientation( walking_location );
			DelayRandom( 0, 0.2,
			{
				this.my_portal = FindClosestObject( Metadata/Terrain/Act11/Camp/Objects/AtlasPatrolMapPortal, 50 );
				my_portal.DelayRandom( 2, 2.5, { SetStateTo( active, 0 ); } );
				map_device.SetStateTo( active, 0 );
				PathTo( map_device, true );
				SetStateTo( fade_out, 1 );
				Delay( 3, { Delete(); } );
			} );
		} );
	"
}

Object Type Codes

version 2
extends "Metadata/Monsters/Monster"

Targetable
{
	no_highlight = true
	targetable = false
}

StateMachine
{
	on_state_fade_out_1 =
	"
		IfState( formation_position, 1,
		{
			Delay( 0.23, { AddEffectPack( Metadata/Effects/Spells/NPC/Atlas/epk/plane_transition.epk ); } );
		},
		{
			Delay( 0.17, { AddEffectPack( Metadata/Effects/Spells/NPC/Atlas/epk/plane_transition.epk ); } );
		} );
	"

	create_state_fade_out_1 = "DisableRendering();"
}

Render
{ 
	dampen_height_speed = 9.0
}
-- src\Data\Spectres.lua
minions["Metadata/Monsters/Epilogue/AtlasMilitiaSpear"] = {
    name = "Atlas Militia",
    life = 3,
    fireResist = 0,
    coldResist = 0,
    lightningResist = 0,
    chaosResist = 0,
    damage = 1.32,
    damageSpread = 0,
    attackTime = 1.5,
    attackRange = 11,
    accuracy = 1,
    weaponType1 = "Staff",
    weaponType2 = "Shield",
    skillList = {
    },
    modList = {
    },
}
アトラスの民兵
人型
Atlas Militia
SpectreY
Tagsbludgeoning_weapon, has_two_hand_mace, has_two_handed_melee, human, humanoid, light_armour, melee, physical_affinity, slow_movement
ライフ
300%
Ailment Threshold
300%
耐性
0 0 0 0
Damage
132%
命中
100%
クリティカル率
+5%
クリティカルダメージ倍率
+130%
Attack Distance
6 ~ 11
Attack Time
1.5 Second
Damage Spread
±0%
経験値
120%
Model Size
100%
Type
EpilogueAtlasMilitia
Metadata
AtlasMilitiaMaul_

Object Type

version 2
abstract
extends "Metadata/Monsters/Monster"

Positioned
{
	team = 1
	blocking = false
}

Stats
{
	immune_to_curses = 1
	immune_to_auras_from_other_entities = 1
	set_item_drop_slots = 0
	set_monster_no_drops_or_experience = 1
	set_max_frenzy_charges = 0
	set_max_endurance_charges = 0
	set_max_power_charges = 0
	is_hidden_monster = 1
	base_cannot_be_damaged = 1
	base_cannot_be_stunned = 1
	cannot_be_knocked_back = 1
}

StateMachine
{
	define_shared_state =
	"
		portal_progress;
		formation_position = 1;
		fade_out;
	"

	on_state_portal_progress_1 =
	"
		this.map_device = FindClosestObject( Metadata/Terrain/Act11/Camp/Objects/AtlasPatrolMapDevice );
		IfState( formation_position, 0, { this.walking_location = FindClosestObject( Metadata/Terrain/Act11/Camp/Objects/AtlasPatrolGoalMarkerLeft ); } );
		IfState( formation_position, 1, { this.walking_location = FindClosestObject( Metadata/Terrain/Act11/Camp/Objects/AtlasPatrolActivationMarker ); } );
		IfState( formation_position, 2, { this.walking_location = FindClosestObject( Metadata/Terrain/Act11/Camp/Objects/AtlasPatrolGoalMarkerRight ); } );
		PathTo( walking_location );
		Delay( 0.1, { SetStateTo( portal_progress, 2 ); } );
	"
}

Actor
{
	on_animation_start_Idle =
	"
		IfState( portal_progress, 2,
		{
			MatchOrientation( walking_location );
			IfState( formation_position, 1,
			{
				Delay( 0.2,
				{
					map_device.SetStateTo( active, 1 );
					parent.spawnedmilitia.SetStateTo( portal_progress, 3 );
					this.walking_location = FindClosestObject( Metadata/Terrain/Act11/Camp/Objects/AtlasPatrolGoalMarkerCentre );
					PathTo( walking_location );
				} );
			} );
		} );
		IfState( portal_progress, 3,
		{
			MatchOrientation( walking_location );
			DelayRandom( 0, 0.2,
			{
				this.my_portal = FindClosestObject( Metadata/Terrain/Act11/Camp/Objects/AtlasPatrolMapPortal, 50 );
				my_portal.DelayRandom( 2, 2.5, { SetStateTo( active, 0 ); } );
				map_device.SetStateTo( active, 0 );
				PathTo( map_device, true );
				SetStateTo( fade_out, 1 );
				Delay( 3, { Delete(); } );
			} );
		} );
	"
}

Object Type Codes

version 2
extends "Metadata/Monsters/Monster"

Targetable
{
	no_highlight = true
	targetable = false
}

StateMachine
{
	on_state_fade_out_1 =
	"
		IfState( formation_position, 1,
		{
			Delay( 0.23, { AddEffectPack( Metadata/Effects/Spells/NPC/Atlas/epk/plane_transition.epk ); } );
		},
		{
			Delay( 0.17, { AddEffectPack( Metadata/Effects/Spells/NPC/Atlas/epk/plane_transition.epk ); } );
		} );
	"

	create_state_fade_out_1 = "DisableRendering();"
}

Render
{ 
	dampen_height_speed = 9.0
}
-- src\Data\Spectres.lua
minions["Metadata/Monsters/Epilogue/AtlasMilitiaMaul_"] = {
    name = "Atlas Militia",
    life = 3,
    fireResist = 0,
    coldResist = 0,
    lightningResist = 0,
    chaosResist = 0,
    damage = 1.32,
    damageSpread = 0,
    attackTime = 1.5,
    attackRange = 11,
    accuracy = 1,
    weaponType1 = "Two Hand Mace",
    skillList = {
    },
    modList = {
    },
}