Autómata vaal mejorado
Constructo
monster ignores delve darkness mechanic [1]
monster casts elemental hit text [1]
monster beyond portal chance +% final [-66]
monster hellscape charge +% [-66]
Velocidad de ataque aumentada un 40%
stance movement speed +% final [110]
Enhanced Vaal Automaton
SpectreY
Spectre OverrideMetadata/Monsters/LegionLeague/LegionVaalConstructSlashySpectre
Tagsbone_armour, bones, construct, has_two_hand_sword, has_two_handed_melee, legion_monster, medium_height, melee, no_pantheon_mod, not_dex, not_int, physical_affinity, slashing_weapon, very_slow_movement
Vida
300%
Armadura
+100%
Ailment Threshold
300%
Resistencia
20 20 20 0
Damage
150%
Precisión
100%
Probabilidad de golpe crítico
+5%
Multiplicador de golpe crítico
+130%
Attack Distance
6 ~ 9
Attack Time
1.605 Second
Damage Spread
±20%
Experiencia
100%
Model Size
115%
Type
LegionVaalConstructSlashy
Metadata
LegionVaalConstructSlashy
Nivel
68
Vida
19,300
Armadura
57,580
Evasión
4,739
Escudo de energía
0
Damage
560
Daño de hechizos
560
Precisión
290
Attack Time
1.605
Experiencia
10,255
Ailment Threshold
19,300
Chill
61
Shock
61
Brittle
345
Scorch
61
Sap
169
Melee
Attack, RangedAttack, MirageArcherCanUse, Projectile, MeleeSingleTarget, Multistrikeable, Melee, ProjectilesFromUser
Ataque estándar
Base Damage: 448–672
Probabilidad de golpe crítico: 5%
Attack Time: 1.605 seg
Derriba a tus enemigos con un golpe poderoso.
skill can fire arrows [1]
skill can fire wand projectiles [1]
ElementalHitSkeletonKnightIncursion
Attack, Projectile, ProjectilesFromUser, Totemable, Trappable, Mineable, MeleeSingleTarget, Multistrikeable, Melee, Fire, Cold, Lightning, RangedAttack, MirageArcherCanUse, Area, Triggerable, RandomElement
Golpe elemental
Base Damage: 448–672
Probabilidad de golpe crítico: 5%
Daño de ataque: 150%
Attack Time: 1.605 seg
Cada ataque de esta habilidad elige un elemento al azar y solo puede infligir daño de ese elemento. Si el ataque golpea a un enemigo, infligirá daño en un área a su alrededor, y el radio será mayor si el enemigo está bajo el efecto de un estado alterado del elemento elegido. Evitará elegir el mismo elemento dos veces seguidas.
Inflige un 50% más de daño de ataque
Inflige un 118.4% más de daño
25% de probabilidad de congelar, electrocutar y quemar
El radio base es de 1 metro
action attack or cast time uses animation length [1]
is area damage [1]
projectile uses contact position [1]
skill can fire arrows [1]
skill can fire wand projectiles [1]
use scaled contact offset [1]
IncursionLeapSlamChampion
Attack, Area, Melee, Movement, Travel, Slam, Totemable
Salto con impacto
Base Damage: 448–672
Probabilidad de golpe crítico: 5%
Daño de ataque: 150%
Attack Time: 1.605 seg
Tiempo de recarga: 6 seg
Saltas por los aires para infligir daño y empujar a los enemigos con tu arma en el lugar donde caes. Empujas a los enemigos sobre los que caerías fuera de tu camino. Requiere un hacha, una maza, un cetro, una espada o un báculo.
Inflige un 50% más de daño de ataque
El radio base es de 1.5 metros
cast time overrides attack duration [1]
is area damage [1]

Object Type

version 2
extends "Metadata/Monsters/LegionLeague/LegionMonsterBaseSink"

Actor
{
	main_hand_unarmed_type = "One_Hand_Mace"
}

Object Type Codes

version 2
extends "Metadata/Monsters/LegionLeague/LegionMonsterBaseSink"

Actor
{
	on_event_leave_ground_for_LeapSlam = 
	"
		AddEffectPack( Metadata/Effects/Spells/monsters_effects/League_Incursion/diversefx/melee_attacks/physical/empowering_dash/dash_effect.epk );
		PlayEffect( Metadata/Effects/Spells/monsters_effects/League_Incursion/diversefx/melee_attacks/physical/empowering_dash/vaaldash_kickup.ao, default, 1.0, 1.0, 0, inherit );
	"
	on_event_hit_ground_for_LeapSlam = "RemoveEffectPack( Metadata/Effects/Spells/monsters_effects/League_Incursion/diversefx/melee_attacks/physical/empowering_dash/dash_effect.epk );"
}

Preload
{
   preload_buff = "incursion_construct_enrage"
}
-- src\Data\Spectres.lua
minions["Metadata/Monsters/LegionLeague/LegionVaalConstructSlashy"] = {
    name = "Enhanced Vaal Automaton",
    life = 3,
    fireResist = 20,
    coldResist = 20,
    lightningResist = 20,
    chaosResist = 0,
    damage = 1.5,
    damageSpread = 0.2,
    attackTime = 1.605,
    attackRange = 9,
    accuracy = 1,
    weaponType1 = "Two Hand Sword",
    skillList = {
        "ElementalHitSkeletonKnightIncursion",
        "Melee",
        "IncursionLeapSlamChampion",
    },
    modList = {
    },
}
-- src\Data\Skills\spectre.lua
skills["ElementalHitSkeletonKnightIncursion"] = {
    name = "Elemental Hit",
    hidden = true,
    color = "2",
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    description = "Each attack with this skill will choose an element at random, and will only be able to deal damage of that element. If the attack hits an enemy, it will deal damage in an area around them, with the radius being larger if that enemy is suffering from an ailment of the chosen element. It will avoid choosing the same element twice in a row.",
    skillTypes = {
        [SkillType.Attack] = true,
        [SkillType.Projectile] = true,
        [SkillType.ProjectilesFromUser] = true,
        [SkillType.Totemable] = true,
        [SkillType.Trappable] = true,
        [SkillType.Mineable] = true,
        [SkillType.MeleeSingleTarget] = true,
        [SkillType.Multistrikeable] = true,
        [SkillType.Melee] = true,
        [SkillType.Fire] = true,
        [SkillType.Cold] = true,
        [SkillType.Lightning] = true,
        [SkillType.RangedAttack] = true,
        [SkillType.MirageArcherCanUse] = true,
        [SkillType.Area] = true,
        [SkillType.Triggerable] = true,
        [SkillType.RandomElement] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1,
    baseFlags = {
        attack = true,
        area = true,
        melee = true,
        projectile = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "active_skill_damage_+%_final",
        "chance_to_freeze_shock_ignite_%",
        "active_skill_base_area_of_effect_radius",
        "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",
        "is_area_damage",
    },
    levels = {
        [1] = {0, 25, 10, baseMultiplier = 1.5, levelRequirement = 1, statInterpolation = {2},  cost = { }, },
        [3] = {1, 25, 10, baseMultiplier = 1.5, levelRequirement = 45, statInterpolation = {2},  cost = { }, },
        [4] = {200, 25, 10, baseMultiplier = 1.5, levelRequirement = 84, statInterpolation = {2},  cost = { }, },
    },
}
-- 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["IncursionLeapSlamChampion"] = {
    name = "Leap Slam",
    hidden = true,
    color = 4,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    description = "Jump through the air, damaging and knocking back enemies with your weapon where you land. Enemies you would land on are pushed out of the way. Requires an Axe, Mace, Sceptre, Sword or Staff.",
    skillTypes = {
        [SkillType.Attack] = true,
        [SkillType.Area] = true,
        [SkillType.Melee] = true,
        [SkillType.Movement] = true,
        [SkillType.Travel] = true,
        [SkillType.Slam] = true,
        [SkillType.Totemable] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 2,
    baseFlags = {
        attack = true,
        area = true,
        melee = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "active_skill_base_area_of_effect_radius",
        "is_area_damage",
        "cast_time_overrides_attack_duration",
    },
    levels = {
        [1] = {15, baseMultiplier = 1.5, levelRequirement = 1, statInterpolation = {},  cost = { }, },
    },
}
monster ignores delve darkness mechanic [1]
IdMonsterIgnoresDelveDarkness
FamilyMonsterIgnoresDelveDarkness
Domainsmonstruo (3)
GenerationTypeÚnico (3)
Req. level1
Stats
  • monster ignores delve darkness mechanic Min: 1 Max: 1 Global
  • monster casts elemental hit text [1]
    IdMonsterCastsElementalHitText
    FamilyMonsterCastsElementalHitText
    Domainsmonstruo (3)
    GenerationTypeÚnico (3)
    Req. level1
    Stats
  • monster casts elemental hit text Min: 1 Max: 1 Global
  • monster beyond portal chance +% final [-66]
    monster hellscape charge +% [-66]
    IdBreachReducedBeyondPortalChance
    FamilyBeyondPortalChance
    Domainsmonstruo (3)
    GenerationTypeÚnico (3)
    Req. level1
    Stats
  • monster hellscape charge +% Min: -66 Max: -66 Global
  • monster beyond portal chance +% final Min: -66 Max: -66 Global
  • IdNothing
    FamilyNothing
    Domainsmonstruo (3)
    GenerationTypeÚnico (3)
    Req. level1
    Velocidad de ataque aumentada un 40%
    stance movement speed +% final [110]
    IdStanceIncursionSkeleton
    FamilyStance
    Domainsmonstruo (3)
    GenerationTypeÚnico (3)
    Req. level1
    Stats
  • attack speed +% Min: 40 Max: 40 Global
  • stance movement speed +% final Min: 110 Max: 110 Global
  • Craft Tagsattack speed
    Autómata vaal mejorado
    Constructo
    monster ignores delve darkness mechanic [1]
    monster casts elemental hit text [1]
    monster beyond portal chance +% final [-66]
    monster hellscape charge +% [-66]
    Velocidad de ataque aumentada un 40%
    stance movement speed +% final [110]
    Enhanced Vaal Automaton
    SpectreY
    Tagsbone_armour, bones, construct, has_two_hand_sword, has_two_handed_melee, legion_monster, melee, no_pantheon_mod, not_dex, not_int, physical_affinity, slashing_weapon, very_slow_movement
    Vida
    300%
    Armadura
    +100%
    Ailment Threshold
    300%
    Resistencia
    20 20 20 0
    Damage
    150%
    Precisión
    100%
    Probabilidad de golpe crítico
    +5%
    Multiplicador de golpe crítico
    +130%
    Attack Distance
    6 ~ 9
    Attack Time
    1.605 Second
    Damage Spread
    ±20%
    Experiencia
    100%
    Model Size
    115%
    Type
    LegionVaalConstructSlashy
    Metadata
    LegionVaalConstructSlashySpectre
    Nivel
    68
    Vida
    19,300
    Armadura
    57,580
    Evasión
    4,739
    Escudo de energía
    0
    Damage
    560
    Daño de hechizos
    560
    Precisión
    290
    Attack Time
    1.605
    Experiencia
    10,255
    Ailment Threshold
    19,300
    Chill
    61
    Shock
    61
    Brittle
    345
    Scorch
    61
    Sap
    169
    Melee
    Attack, RangedAttack, MirageArcherCanUse, Projectile, MeleeSingleTarget, Multistrikeable, Melee, ProjectilesFromUser
    Ataque estándar
    Base Damage: 448–672
    Probabilidad de golpe crítico: 5%
    Attack Time: 1.605 seg
    Derriba a tus enemigos con un golpe poderoso.
    skill can fire arrows [1]
    skill can fire wand projectiles [1]
    ElementalHitSkeletonKnightIncursion
    Attack, Projectile, ProjectilesFromUser, Totemable, Trappable, Mineable, MeleeSingleTarget, Multistrikeable, Melee, Fire, Cold, Lightning, RangedAttack, MirageArcherCanUse, Area, Triggerable, RandomElement
    Golpe elemental
    Base Damage: 448–672
    Probabilidad de golpe crítico: 5%
    Daño de ataque: 150%
    Attack Time: 1.605 seg
    Cada ataque de esta habilidad elige un elemento al azar y solo puede infligir daño de ese elemento. Si el ataque golpea a un enemigo, infligirá daño en un área a su alrededor, y el radio será mayor si el enemigo está bajo el efecto de un estado alterado del elemento elegido. Evitará elegir el mismo elemento dos veces seguidas.
    Inflige un 50% más de daño de ataque
    Inflige un 118.4% más de daño
    25% de probabilidad de congelar, electrocutar y quemar
    El radio base es de 1 metro
    action attack or cast time uses animation length [1]
    is area damage [1]
    projectile uses contact position [1]
    skill can fire arrows [1]
    skill can fire wand projectiles [1]
    use scaled contact offset [1]
    IncursionLeapSlamChampion
    Attack, Area, Melee, Movement, Travel, Slam, Totemable
    Salto con impacto
    Base Damage: 448–672
    Probabilidad de golpe crítico: 5%
    Daño de ataque: 150%
    Attack Time: 1.605 seg
    Tiempo de recarga: 6 seg
    Saltas por los aires para infligir daño y empujar a los enemigos con tu arma en el lugar donde caes. Empujas a los enemigos sobre los que caerías fuera de tu camino. Requiere un hacha, una maza, un cetro, una espada o un báculo.
    Inflige un 50% más de daño de ataque
    El radio base es de 1.5 metros
    cast time overrides attack duration [1]
    is area damage [1]

    Object Type

    version 2
    extends "Metadata/Monsters/LegionLeague/LegionMonsterBaseSinkSpectre"
    
    Actor
    {
    	main_hand_unarmed_type = "One_Hand_Mace"
    }

    Object Type Codes

    version 2
    extends "Metadata/Monsters/LegionLeague/LegionMonsterBaseSinkSpectre"
    
    Actor
    {
    	on_event_leave_ground_for_LeapSlam = 
    	"
    		AddEffectPack( Metadata/Effects/Spells/monsters_effects/League_Incursion/diversefx/melee_attacks/physical/empowering_dash/dash_effect.epk );
    		PlayEffect( Metadata/Effects/Spells/monsters_effects/League_Incursion/diversefx/melee_attacks/physical/empowering_dash/vaaldash_kickup.ao, default, 1.0, 1.0, 0, inherit );
    	"
    	on_event_hit_ground_for_LeapSlam = "RemoveEffectPack( Metadata/Effects/Spells/monsters_effects/League_Incursion/diversefx/melee_attacks/physical/empowering_dash/dash_effect.epk );"
    }
    
    Preload
    {
       preload_buff = "incursion_construct_enrage"
    }
    -- src\Data\Spectres.lua
    minions["Metadata/Monsters/LegionLeague/LegionVaalConstructSlashySpectre"] = {
        name = "Enhanced Vaal Automaton",
        life = 3,
        fireResist = 20,
        coldResist = 20,
        lightningResist = 20,
        chaosResist = 0,
        damage = 1.5,
        damageSpread = 0.2,
        attackTime = 1.605,
        attackRange = 9,
        accuracy = 1,
        weaponType1 = "Two Hand Sword",
        skillList = {
            "ElementalHitSkeletonKnightIncursion",
            "Melee",
            "IncursionLeapSlamChampion",
        },
        modList = {
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["ElementalHitSkeletonKnightIncursion"] = {
        name = "Elemental Hit",
        hidden = true,
        color = "2",
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        description = "Each attack with this skill will choose an element at random, and will only be able to deal damage of that element. If the attack hits an enemy, it will deal damage in an area around them, with the radius being larger if that enemy is suffering from an ailment of the chosen element. It will avoid choosing the same element twice in a row.",
        skillTypes = {
            [SkillType.Attack] = true,
            [SkillType.Projectile] = true,
            [SkillType.ProjectilesFromUser] = true,
            [SkillType.Totemable] = true,
            [SkillType.Trappable] = true,
            [SkillType.Mineable] = true,
            [SkillType.MeleeSingleTarget] = true,
            [SkillType.Multistrikeable] = true,
            [SkillType.Melee] = true,
            [SkillType.Fire] = true,
            [SkillType.Cold] = true,
            [SkillType.Lightning] = true,
            [SkillType.RangedAttack] = true,
            [SkillType.MirageArcherCanUse] = true,
            [SkillType.Area] = true,
            [SkillType.Triggerable] = true,
            [SkillType.RandomElement] = true,
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 1,
        baseFlags = {
            attack = true,
            area = true,
            melee = true,
            projectile = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "active_skill_damage_+%_final",
            "chance_to_freeze_shock_ignite_%",
            "active_skill_base_area_of_effect_radius",
            "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",
            "is_area_damage",
        },
        levels = {
            [1] = {0, 25, 10, baseMultiplier = 1.5, levelRequirement = 1, statInterpolation = {2},  cost = { }, },
            [3] = {1, 25, 10, baseMultiplier = 1.5, levelRequirement = 45, statInterpolation = {2},  cost = { }, },
            [4] = {200, 25, 10, baseMultiplier = 1.5, levelRequirement = 84, statInterpolation = {2},  cost = { }, },
        },
    }
    -- 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["IncursionLeapSlamChampion"] = {
        name = "Leap Slam",
        hidden = true,
        color = 4,
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        description = "Jump through the air, damaging and knocking back enemies with your weapon where you land. Enemies you would land on are pushed out of the way. Requires an Axe, Mace, Sceptre, Sword or Staff.",
        skillTypes = {
            [SkillType.Attack] = true,
            [SkillType.Area] = true,
            [SkillType.Melee] = true,
            [SkillType.Movement] = true,
            [SkillType.Travel] = true,
            [SkillType.Slam] = true,
            [SkillType.Totemable] = true,
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 2,
        baseFlags = {
            attack = true,
            area = true,
            melee = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "active_skill_base_area_of_effect_radius",
            "is_area_damage",
            "cast_time_overrides_attack_duration",
        },
        levels = {
            [1] = {15, baseMultiplier = 1.5, levelRequirement = 1, statInterpolation = {},  cost = { }, },
        },
    }
    
    monster ignores delve darkness mechanic [1]
    IdMonsterIgnoresDelveDarkness
    FamilyMonsterIgnoresDelveDarkness
    Domainsmonstruo (3)
    GenerationTypeÚnico (3)
    Req. level1
    Stats
  • monster ignores delve darkness mechanic Min: 1 Max: 1 Global
  • monster casts elemental hit text [1]
    IdMonsterCastsElementalHitText
    FamilyMonsterCastsElementalHitText
    Domainsmonstruo (3)
    GenerationTypeÚnico (3)
    Req. level1
    Stats
  • monster casts elemental hit text Min: 1 Max: 1 Global
  • monster beyond portal chance +% final [-66]
    monster hellscape charge +% [-66]
    IdBreachReducedBeyondPortalChance
    FamilyBeyondPortalChance
    Domainsmonstruo (3)
    GenerationTypeÚnico (3)
    Req. level1
    Stats
  • monster hellscape charge +% Min: -66 Max: -66 Global
  • monster beyond portal chance +% final Min: -66 Max: -66 Global
  • IdNothing
    FamilyNothing
    Domainsmonstruo (3)
    GenerationTypeÚnico (3)
    Req. level1
    Velocidad de ataque aumentada un 40%
    stance movement speed +% final [110]
    IdStanceIncursionSkeleton
    FamilyStance
    Domainsmonstruo (3)
    GenerationTypeÚnico (3)
    Req. level1
    Stats
  • attack speed +% Min: 40 Max: 40 Global
  • stance movement speed +% final Min: 110 Max: 110 Global
  • Craft Tagsattack speed
    Autómata vaal mejorado
    Constructo
    monster ignores delve darkness mechanic [1]
    monster casts elemental hit text [1]
    monster beyond portal chance +% final [-66]
    monster hellscape charge +% [-66]
    No puedes ganar cargas
    Velocidad de ataque aumentada un 40%
    stance movement speed +% final [110]
    Enhanced Vaal Automaton
    SpectreY
    Spectre OverrideMetadata/Monsters/LegionLeague/LegionVaalConstructSlashySpectre
    Tagsbone_armour, bones, construct, has_two_hand_sword, has_two_handed_melee, legion_monster, medium_height, melee, no_pantheon_mod, not_dex, not_int, physical_affinity, slashing_weapon, very_slow_movement
    Vida
    300%
    Armadura
    +100%
    Ailment Threshold
    300%
    Resistencia
    20 20 20 0
    Damage
    150%
    Precisión
    100%
    Probabilidad de golpe crítico
    +5%
    Multiplicador de golpe crítico
    +130%
    Attack Distance
    6 ~ 9
    Attack Time
    1.605 Second
    Damage Spread
    ±20%
    Experiencia
    100%
    Model Size
    115%
    Type
    LegionVaalConstructSlashy
    Metadata
    LegionVaalConstructSlashyEndless
    Nivel
    68
    Vida
    19,300
    Armadura
    57,580
    Evasión
    4,739
    Escudo de energía
    0
    Damage
    560
    Daño de hechizos
    560
    Precisión
    290
    Attack Time
    1.605
    Experiencia
    10,255
    Ailment Threshold
    19,300
    Chill
    61
    Shock
    61
    Brittle
    345
    Scorch
    61
    Sap
    169
    Melee
    Attack, RangedAttack, MirageArcherCanUse, Projectile, MeleeSingleTarget, Multistrikeable, Melee, ProjectilesFromUser
    Ataque estándar
    Base Damage: 448–672
    Probabilidad de golpe crítico: 5%
    Attack Time: 1.605 seg
    Derriba a tus enemigos con un golpe poderoso.
    skill can fire arrows [1]
    skill can fire wand projectiles [1]
    ElementalHitSkeletonKnightIncursion
    Attack, Projectile, ProjectilesFromUser, Totemable, Trappable, Mineable, MeleeSingleTarget, Multistrikeable, Melee, Fire, Cold, Lightning, RangedAttack, MirageArcherCanUse, Area, Triggerable, RandomElement
    Golpe elemental
    Base Damage: 448–672
    Probabilidad de golpe crítico: 5%
    Daño de ataque: 150%
    Attack Time: 1.605 seg
    Cada ataque de esta habilidad elige un elemento al azar y solo puede infligir daño de ese elemento. Si el ataque golpea a un enemigo, infligirá daño en un área a su alrededor, y el radio será mayor si el enemigo está bajo el efecto de un estado alterado del elemento elegido. Evitará elegir el mismo elemento dos veces seguidas.
    Inflige un 50% más de daño de ataque
    Inflige un 118.4% más de daño
    25% de probabilidad de congelar, electrocutar y quemar
    El radio base es de 1 metro
    action attack or cast time uses animation length [1]
    is area damage [1]
    projectile uses contact position [1]
    skill can fire arrows [1]
    skill can fire wand projectiles [1]
    use scaled contact offset [1]
    IncursionLeapSlamChampion
    Attack, Area, Melee, Movement, Travel, Slam, Totemable
    Salto con impacto
    Base Damage: 448–672
    Probabilidad de golpe crítico: 5%
    Daño de ataque: 150%
    Attack Time: 1.605 seg
    Tiempo de recarga: 6 seg
    Saltas por los aires para infligir daño y empujar a los enemigos con tu arma en el lugar donde caes. Empujas a los enemigos sobre los que caerías fuera de tu camino. Requiere un hacha, una maza, un cetro, una espada o un báculo.
    Inflige un 50% más de daño de ataque
    El radio base es de 1.5 metros
    cast time overrides attack duration [1]
    is area damage [1]

    Object Type

    version 2
    extends "Metadata/Monsters/LegionLeague/LegionMonsterBaseSink"
    
    Actor
    {
    	main_hand_unarmed_type = "One_Hand_Mace"
    }

    Object Type Codes

    version 2
    extends "Metadata/Monsters/LegionLeague/LegionMonsterBaseSink"
    
    Actor
    {
    	on_event_leave_ground_for_LeapSlam = 
    	"
    		AddEffectPack( Metadata/Effects/Spells/monsters_effects/League_Incursion/diversefx/melee_attacks/physical/empowering_dash/dash_effect.epk );
    		PlayEffect( Metadata/Effects/Spells/monsters_effects/League_Incursion/diversefx/melee_attacks/physical/empowering_dash/vaaldash_kickup.ao, default, 1.0, 1.0, 0, inherit );
    	"
    	on_event_hit_ground_for_LeapSlam = "RemoveEffectPack( Metadata/Effects/Spells/monsters_effects/League_Incursion/diversefx/melee_attacks/physical/empowering_dash/dash_effect.epk );"
    }
    
    Preload
    {
       preload_buff = "incursion_construct_enrage"
    }
    -- src\Data\Spectres.lua
    minions["Metadata/Monsters/LegionLeague/LegionVaalConstructSlashyEndless"] = {
        name = "Enhanced Vaal Automaton",
        life = 3,
        fireResist = 20,
        coldResist = 20,
        lightningResist = 20,
        chaosResist = 0,
        damage = 1.5,
        damageSpread = 0.2,
        attackTime = 1.605,
        attackRange = 9,
        accuracy = 1,
        weaponType1 = "Two Hand Sword",
        skillList = {
            "ElementalHitSkeletonKnightIncursion",
            "Melee",
            "IncursionLeapSlamChampion",
        },
        modList = {
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["ElementalHitSkeletonKnightIncursion"] = {
        name = "Elemental Hit",
        hidden = true,
        color = "2",
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        description = "Each attack with this skill will choose an element at random, and will only be able to deal damage of that element. If the attack hits an enemy, it will deal damage in an area around them, with the radius being larger if that enemy is suffering from an ailment of the chosen element. It will avoid choosing the same element twice in a row.",
        skillTypes = {
            [SkillType.Attack] = true,
            [SkillType.Projectile] = true,
            [SkillType.ProjectilesFromUser] = true,
            [SkillType.Totemable] = true,
            [SkillType.Trappable] = true,
            [SkillType.Mineable] = true,
            [SkillType.MeleeSingleTarget] = true,
            [SkillType.Multistrikeable] = true,
            [SkillType.Melee] = true,
            [SkillType.Fire] = true,
            [SkillType.Cold] = true,
            [SkillType.Lightning] = true,
            [SkillType.RangedAttack] = true,
            [SkillType.MirageArcherCanUse] = true,
            [SkillType.Area] = true,
            [SkillType.Triggerable] = true,
            [SkillType.RandomElement] = true,
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 1,
        baseFlags = {
            attack = true,
            area = true,
            melee = true,
            projectile = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "active_skill_damage_+%_final",
            "chance_to_freeze_shock_ignite_%",
            "active_skill_base_area_of_effect_radius",
            "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",
            "is_area_damage",
        },
        levels = {
            [1] = {0, 25, 10, baseMultiplier = 1.5, levelRequirement = 1, statInterpolation = {2},  cost = { }, },
            [3] = {1, 25, 10, baseMultiplier = 1.5, levelRequirement = 45, statInterpolation = {2},  cost = { }, },
            [4] = {200, 25, 10, baseMultiplier = 1.5, levelRequirement = 84, statInterpolation = {2},  cost = { }, },
        },
    }
    -- 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["IncursionLeapSlamChampion"] = {
        name = "Leap Slam",
        hidden = true,
        color = 4,
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        description = "Jump through the air, damaging and knocking back enemies with your weapon where you land. Enemies you would land on are pushed out of the way. Requires an Axe, Mace, Sceptre, Sword or Staff.",
        skillTypes = {
            [SkillType.Attack] = true,
            [SkillType.Area] = true,
            [SkillType.Melee] = true,
            [SkillType.Movement] = true,
            [SkillType.Travel] = true,
            [SkillType.Slam] = true,
            [SkillType.Totemable] = true,
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 2,
        baseFlags = {
            attack = true,
            area = true,
            melee = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "active_skill_base_area_of_effect_radius",
            "is_area_damage",
            "cast_time_overrides_attack_duration",
        },
        levels = {
            [1] = {15, baseMultiplier = 1.5, levelRequirement = 1, statInterpolation = {},  cost = { }, },
        },
    }
    
    monster ignores delve darkness mechanic [1]
    IdMonsterIgnoresDelveDarkness
    FamilyMonsterIgnoresDelveDarkness
    Domainsmonstruo (3)
    GenerationTypeÚnico (3)
    Req. level1
    Stats
  • monster ignores delve darkness mechanic Min: 1 Max: 1 Global
  • monster casts elemental hit text [1]
    IdMonsterCastsElementalHitText
    FamilyMonsterCastsElementalHitText
    Domainsmonstruo (3)
    GenerationTypeÚnico (3)
    Req. level1
    Stats
  • monster casts elemental hit text Min: 1 Max: 1 Global
  • monster beyond portal chance +% final [-66]
    monster hellscape charge +% [-66]
    IdBreachReducedBeyondPortalChance
    FamilyBeyondPortalChance
    Domainsmonstruo (3)
    GenerationTypeÚnico (3)
    Req. level1
    Stats
  • monster hellscape charge +% Min: -66 Max: -66 Global
  • monster beyond portal chance +% final Min: -66 Max: -66 Global
  • No puedes ganar cargas
    IdCannotGainCharges_
    FamilyCannotGainCharges
    Domainsmonstruo (3)
    GenerationTypeÚnico (3)
    Req. level1
    Stats
  • cannot gain charges Min: 1 Max: 1 Global
  • Craft Tagsendurance_charge frenzy_charge power_charge
    IdNothing
    FamilyNothing
    Domainsmonstruo (3)
    GenerationTypeÚnico (3)
    Req. level1
    Velocidad de ataque aumentada un 40%
    stance movement speed +% final [110]
    IdStanceIncursionSkeleton
    FamilyStance
    Domainsmonstruo (3)
    GenerationTypeÚnico (3)
    Req. level1
    Stats
  • attack speed +% Min: 40 Max: 40 Global
  • stance movement speed +% final Min: 110 Max: 110 Global
  • Craft Tagsattack speed