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Чащобная громадина
SpectreY
Area{Чащобы}{Чащоба}, {Чащобы}{Чащоба}, {Лаборатории вечных}{Лаборатория вечных}
Tagsanimal_claw_weapon, beast, flesh_armour, has_one_hand_sword, has_one_handed_melee, large_model, mammal_beast, medium_height, melee, physical_affinity, red_blood, ursine_beast, very_slow_movement
Packs
  • {Чащобы}{Чащоба}: Чащобная громадина
  • {Чащобы}{Чащоба}: Чащобная громадина
  • {Лаборатории вечных}{Лаборатория вечных}: Чащобная громадина, Кровавый примат
  • WorldAreas#1380: Косматая образина, Костолом, Лохматый костолом, Чащобная громадина, Крушитель, Пещерный зверь
  • Здоровье
    210%
    Ailment Threshold
    210%
    Сопротивление
    MonsterResistanceIconFire0 MonsterResistanceIconCold0 MonsterResistanceIconLightning0 MonsterResistanceIconChaos0
    Damage
    150%
    Точность
    100%
    Шанс критического удара
    +5%
    Множитель критического удара
    +130%
    Attack Distance
    6 ~ 14
    Attack Time
    1.095 Second
    Damage Spread
    ±20%
    Опыт
    150%
    Model Size
    100%
    Type
    Beast
    Metadata
    BeastGroundSlam
    Уровень
    68
    Здоровье
    13,510
    Броня
    28,790
    Уклонение
    4,739
    Damage
    560
    Урон от чар
    560
    Точность
    580
    Attack Time
    1.095
    Опыт
    15,383
    Minion Life
    2,930
    Minion Damage
    447
    Ailment Threshold
    13,510
    Chill
    43
    Shock
    43
    Brittle
    242
    Scorch
    43
    Sap
    118
    Phys Convert Ele
    240%
    MeleeAtAnimationSpeed
    Attack, RangedAttack, MirageArcherCanUse, Projectile, MeleeSingleTarget, Multistrikeable, Melee, ProjectilesFromUser
    Атака
    Base Damage: 448—672
    Шанс критического удара: 5%
    Attack Time: 1.095 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]
    iconbasicattack
    GroundSlamBeast
    Attack, Area, Multistrikeable, Melee, Slam, Totemable
    Сотрясение
    Base Damage: 448—672
    Шанс критического удара: 5%
    Урон от атаки: 175%
    Attack Time: 1.095 сек.
    Перезарядка: 2.75 сек.
    Герой с силой бьёт по земле перед собой и создаёт волну, которая движется вперёд, наносит урон и с повышенной вероятностью оглушает врагов. Волна наносит больше урона врагам поблизости. Можно использовать с топорами, булавами, скипетрами, посохами или без оружия.
    Наносит на 75% больше урона атаками
    25% снижение порога оглушения врагов
    Наносит вплоть до +20% больше урона от ударов по врагам вблизи
    action attack or cast time uses animation length [1]
    active skill area of effect radius +% final [10]
    is area damage [1]
    icongroundslam

    Object Type

    version 2
    extends "Metadata/Monsters/Monster"
    
    Actor
    {
    	main_hand_unarmed_type = "One_Hand_Sword"
    	basic_action = "Revive"
    }
    
    
    -- src\Data\Spectres.lua
    minions["Metadata/Monsters/Beasts/BeastGroundSlam"] = {
        fireResist = 0,
        coldResist = 0,
        lightningResist = 0,
        chaosResist = 0,
        name = "Thicket Hulk",
        life = 2.1,
        damage = 1.5,
        damageSpread = 0.2,
        attackTime = 1.095,
        attackRange = 14,
        accuracy = 1,
        skillList = {
            "GroundSlamBeast",
            "MeleeAtAnimationSpeed",
        },
        modList = {
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["GroundSlamBeast"] = {
        name = "Ground Slam",
        hidden = true,
        color = "1",
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        description = "Slams the ground in front of you, creating a wave that travels forward and damages enemies with an increased chance to stun. The wave deals more damage to closer enemies. Requires an Axe, Mace, Sceptre, Staff or Unarmed.",
        skillTypes = {
            [SkillType.Attack] = true,
            [SkillType.Area] = true,
            [SkillType.Multistrikeable] = true,
            [SkillType.Melee] = true,
            [SkillType.Slam] = true,
            [SkillType.Totemable] = true,
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 1,
        baseFlags = {
            attack = true,
            area = true,
            melee = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "active_skill_damage_+%_final",
            "base_stun_threshold_reduction_+%",
            "groundslam_damage_to_close_targets_+%_final",
            "active_skill_area_of_effect_radius_+%_final",
            "is_area_damage",
            "action_attack_or_cast_time_uses_animation_length",
        },
        levels = {
            [1] = {100, 25, 20, 10, baseMultiplier = 1.75, levelRequirement = 1, statInterpolation = {2},  cost = { }, },
            [2] = {0, 25, 20, 10, baseMultiplier = 1.75, levelRequirement = 68, statInterpolation = {2},  cost = { }, },
        },
    }
    -- 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 = { }, },
        },
    }
    
    Edit

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