Танцующий дервиш
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Dancing Dervish
Attribute /4

dancing_dervish_buff

KeyValue
AcronymIgnite
BuffGroupsID-1
IsBuffDefinition1
BuffMergeModesID3
Танцующий дервиш
Механизм
Dancing Dervish
SpectreN
Tagsconstruct, fast_movement, ghost_armour, is_unarmed, medium_height, physical_affinity
Здоровье
500%
Ailment Threshold
500%
Сопротивление
40 40 40 20
Damage
0%
Точность
340%
Шанс критического удара
+5%
Множитель критического удара
+130%
Attack Distance
6 ~ 105
Attack Time
1 Second
Damage Spread
±0%
Опыт
100%
Model Size
100%
Type
UniqueAnimatedWeapon
Metadata
UniqueAnimatedWeapon
IsSummoned
Y
Уровень
68
Здоровье
32,167
Броня
28,790
Уклонение
4,739
Энергетический щит
0
Damage
0
Урон от чар
0
Точность
986
Attack Time
1
Опыт
10,255
Ailment Threshold
32,167
Chill
102
Shock
102
Brittle
575
Scorch
102
Sap
281
Melee
Attack, RangedAttack, MirageArcherCanUse, Projectile, MeleeSingleTarget, Multistrikeable, Melee, ProjectilesFromUser
Атака
Шанс критического удара: 5%
Attack Time: 1 сек.
Герой наносит обычный удар.
skill can fire arrows [1]
skill can fire wand projectiles [1]
DancingDervishCycloneChannelled
Attack, Area, Melee, Movement, Channel
Вихрь
Шанс критического удара: 5%
Урон от атаки: 65%
Урон от атаки: 65%
Attack Time: 1 сек.
При поддержании умения герой отправляется в указанное место, непрерывно вращаясь и атакуя врагов вокруг себя. Во время поддержания этого умения героя нельзя отбросить.
Наносит на 35% меньше урона атаками
8% увеличение области действия за 0.1 м дополнительной дальности ударов ближнего боя
Получает 1 стадию каждые 0.17 секунд(-ы) при поддержании
Максимум 6 стадий
+0.1 м к радиусу за стадию
Теряет 1 стадию каждые 0.33 секунд(-ы), если не поддерживается
is area damage [1]
skill can add multiple charges per action [1]

Object Type

version 2
extends "Metadata/Monsters/Monster"

Positioned 
{
	collision_hull_type = "projectile" 
}

Stats
{
	set_item_drop_slots = 0
	minion_does_not_equip_quiver = 1
	monster_inherent_damage_taken_+%_final = -95
	monster_gets_item_stats = 1

}
Actor
{
	basic_action = "Emerge"
}

Life
{
	corpse_usable = false
	on_death = "Delete();"
}

Animated
{
	animated_object = "Metadata/Monsters/AnimatedItem/AnimatedItemDedicated.ao"
}

DiesAfterTime
{
}

Object Type Codes

version 2
extends "Metadata/Monsters/Monster"

Render
{
	allow_attached_arrows = false
	use_attached_selection_box_if_no_drawcalls = true
}
-- src\Data\Spectres.lua
minions["Metadata/Monsters/AnimatedItem/UniqueAnimatedWeapon"] = {
    name = "Dancing Dervish",
    life = 5,
    fireResist = 40,
    coldResist = 40,
    lightningResist = 40,
    chaosResist = 20,
    damage = 0,
    damageSpread = 0,
    attackTime = 1,
    attackRange = 105,
    accuracy = 3.4,
    skillList = {
        "Melee",
        "DancingDervishCycloneChannelled",
    },
    modList = {
    },
}
-- 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 = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["DancingDervishCycloneChannelled"] = {
    name = "Cyclone",
    hidden = true,
    color = 4,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    description = "Channel this skill to move towards a targeted location while spinning constantly attacking enemies in an area around you. While channelling this skill, you cannot be knocked back.",
    skillTypes = {
        [SkillType.Attack] = true,
        [SkillType.Area] = true,
        [SkillType.Melee] = true,
        [SkillType.Movement] = true,
        [SkillType.Channel] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1,
    baseFlags = {
        attack = true,
        area = true,
        melee = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "cyclone_gain_stage_every_x_ms_while_channelling",
        "cyclone_melee_weapon_range_+_per_stage",
        "cyclone_stage_decay_time_ms",
        "cyclone_max_number_of_stages",
        "cyclone_area_of_effect_+%_per_additional_melee_range",
        "is_area_damage",
        "skill_can_add_multiple_charges_per_action",
    },
    levels = {
        [1] = {170, 1, 330, 6, 8, baseMultiplier = 0.65, levelRequirement = 0, statInterpolation = {},  cost = { }, },
    },
}
IdUniqueAnimateWeaponAura
FamilyUniqueAnimateWeaponAura
Domainsмонстр (3)
GenerationTypeУникальный (3)
Req. level1
Танцующий дервиш
Радиус: 1
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Dancing Dervish