Esclavo Fenumal
Bestia
El 80% del daño físico se convierte en daño de rayo
Fenumal Drone
SpectreN
Tagsanimal_claw_weapon, beast, bone_armour, Lanzador de hechizos, extra_extra_small_height, insect, is_unarmed, lightning_affinity, medium_movement, not_int, not_str, red_blood
Vida
450%
Evasión
+50%
Ailment Threshold
450%
Resistencia
40 40 40 25
Damage
225%
Precisión
100%
Probabilidad de golpe crítico
+5%
Multiplicador de Golpe Crítico
+130%
Attack Distance
5 ~ 7
Attack Time
0.99 Second
Damage Spread
±20%
Experiencia
300%
Model Size
100%
Type
SandLeaperBestiary
Metadata
SandLeaperBestiaryClone
Nivel
68
Vida
28,950
Armaduras
28,790
Evasión
7,109
Escudo de energía
0
Damage
840
Daño de hechizos
840
Precisión
290
Attack Time
0.99
Experiencia
30,765
Ailment Threshold
28,950
Chill
92
Shock
92
Brittle
518
Scorch
92
Sap
253
LivingBombBestiarySandLeaper
Spell, Damage, Area, Trappable, Totemable, Mineable, AreaSpell
Tiempo de lanzamiento: 4 seg
Tiempo de recarga: 10 seg
Inflige de 3764 a 5646 de daño de rayo
is area damage [1]

Object Type

version 2
extends "Metadata/Monsters/Monster"

Positioned
{
	collision_hull_type = "projectile"
	blocking = false
}

Stats
{
	immune_to_curses = 1
	immune_to_auras_from_other_entities = 1
	set_item_drop_slots = 0
	untargetable_by_monster_ai = 1
	set_monster_do_not_fracture = 1
	set_max_frenzy_charges = 0
	set_max_power_charges = 0
	set_max_endurance_charges = 0
	base_cannot_be_damaged = 1
	base_cannot_be_stunned = 1
	cannot_be_knocked_back = 1
	set_monster_no_beyond_portal = 1
	set_cannot_be_afflicted = 1
}

Life
{
	corpse_usable = false
}

DiesAfterTime
{
}

Object Type Codes

version 2
extends "Metadata/Monsters/Monster"

Targetable
{
	no_highlight = true
	targetable = false
}

StateMachine
{
	on_timer_phasein = "EnableRendering(); AddEffectPack( Metadata/Effects/Spells/monsters_effects/League_Bestiary/fadein_epk.epk );"
	on_timer_effect_fade_remove =  "RemoveEffectPack( Metadata/Effects/Spells/monsters_effects/League_Bestiary/fadein_epk.epk ); AddEffectPack( Metadata/Effects/Spells/monsters_effects/League_Bestiary/diverse_effects/stampede/EPK/fade_in_stampede.epk ); AddEffectPack( Metadata/Effects/Spells/monsters_effects/League_Bestiary/diverse_effects/stampede/EPK/stampede_fx.epk );"
}

BaseEvents
{
	on_construction_complete = "DisableRendering(); StartStateTimer( phasein, 0.1 ); StartStateTimer( effect_fade_remove, 1.0 );"
}

Actor
{
	on_start_LivingBomb = "HideAllMeshSegments(); RemoveEffectPack( Metadata/Effects/Spells/monsters_effects/League_Bestiary/diverse_effects/stampede/EPK/fade_in_stampede.epk ); AddEffectPack( Metadata/Effects/Spells/monsters_effects/League_Bestiary/diverse_effects/stampede/EPK/fade_out_stampede.epk );"
}

Render
{
	hide_mini_life_bar = true
}
-- src\Data\Spectres.lua
minions["Metadata/Monsters/LeagueBestiary/SandLeaperBestiaryClone"] = {
    name = "Fenumal Drone",
    life = 4.5,
    fireResist = 40,
    coldResist = 40,
    lightningResist = 40,
    chaosResist = 25,
    damage = 2.25,
    damageSpread = 0.2,
    attackTime = 0.99,
    attackRange = 7,
    accuracy = 1,
    skillList = {
        "LivingBombBestiarySandLeaper",
    },
    modList = {
    },
}
-- src\Data\Skills\spectre.lua
skills["LivingBombBestiarySandLeaper"] = {
    name = "LivingBombBestiarySandLeaper",
    hidden = true,
    color = 4,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
        [SkillType.Spell] = true,
        [SkillType.Damage] = true,
        [SkillType.Area] = true,
        [SkillType.Trappable] = true,
        [SkillType.Totemable] = true,
        [SkillType.Mineable] = true,
        [SkillType.AreaSpell] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 4,
    baseFlags = {
        area = true,
        spell = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "spell_minimum_base_lightning_damage",
        "spell_maximum_base_lightning_damage",
        "is_area_damage",
    },
    levels = {
        [1] = {0.80000001192093, 1.2000000476837, levelRequirement = 5, statInterpolation = {3, 3},  cost = { }, },
    },
}
El 80% del daño físico se convierte en daño de rayo
IdMonsterConvertToLightningDamage1
FamilyLightningDamageAsPortionOfDamage
Domainsmonstruo (3)
GenerationTypeúnico (3)
Req. level1
Stats
  • base physical damage % to convert to lightning Min: 80 Max: 80 Global
  • Craft Tagsphysical_damage elemental_damage damage physical elemental lightning
    Edit

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