Лучник Груста
Гуманоид
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
Здоровье
108%
Броня
+25%
Уклонение
+10%
Ailment Threshold
108%
Сопротивление
0 0 0 0
Damage
144%
Точность
100%
Шанс критического удара
+5%
Множитель критического удара
+130%
Attack Distance
6 ~ 40
Attack Time
1.995 Second
Damage Spread
±20%
Опыт
120%
Model Size
100%
Type
BanditBow
Metadata
GreustArcher
Уровень
68
Здоровье
6,948
Броня
35,988
Уклонение
5,213
Энергетический щит
0
Damage
538
Урон от чар
538
Точность
290
Attack Time
1.995
Опыт
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
Шанс критического удара: 5%
Урон от атаки: 66%
Урон от атаки: 66.5%
Attack Time: 1.995 сек.
Наносит на 33.5% меньше урона атаками
Выпускает дополнительную стрелу
Накладывает увечье при нанесении удара
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
Атака
Base Damage: 430–645
Шанс критического удара: 5%
Attack Time: 1.995 сек.
Герой наносит обычный удар.
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 = { }, },
    },
}