帝國先鋒
人形
Imperial Vanguard
幽魂Y
標籤bandit, bone_armour, bones, has_bow, human, humanoid, medium_height, not_int, physical_affinity, puncturing_weapon, ranged, very_slow_movement
生命
108%
護甲
+25%
閃避
+10%
異常狀態臨界值
108%
抗性
0 0 0 0
傷害
144%
命中
100%
暴擊率
+5%
暴擊加成
+130%
攻擊距離
6 ~ 40
攻擊間隔
1.995 秒
傷害分佈
±20%
經驗值
120%
Model Size
100%
類型
BanditBow
Metadata
BanditRangedTornadoShotPetrified
等級
68
生命
6,948
護甲
28,790
閃避
4,739
能量護盾
0
傷害
538
法術傷害
538
命中
0
攻擊間隔
1.995
經驗值
12,306
異常狀態臨界值
6,948
冰緩
22
感電
22
易碎
124
焦灼
22
殘喘
61
MeleeAtAnimationSpeed
攻擊, 範圍攻擊, 技能可幻影射手, 投射物, 近戰單一目標, 攻擊可重複, 近戰, 玩家投射物
普通攻擊
基本傷害: 430–645
暴擊率: 5%
攻擊間隔: 1.995 秒
用強大的攻擊擊倒敵人。
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]
SkeletonSoldierTornadoShot
攻擊, 投射物, 玩家投射物, 陷阱技能, 地雷技能, 圖騰技能, 範圍攻擊, 技能可幻影射手, 可觸發
龍捲射擊
基本傷害: 430–645
暴擊率: 5%
攻擊間隔: 1.995 秒
射出一支穿透之箭直到它抵達目標地。當它抵達目標地後,會在該地產生一道龍捲,向全方位射出飛箭,在飛行一段距離後消逝。
造成 40% 更少傷害
發射 +3 個二段投射物
base is projectile [1]
skill can fire arrows [1]

Object Type

version 2
extends "Metadata/Monsters/Bandits/BanditBow"

Transitionable
{
}

Stats
{
	set_immune_to_cheats = 1
}

Object Type Codes

version 2
extends "Metadata/Monsters/Bandits/BanditBow"

Transitionable
{
	create_untransitioned = "AddEffectPack( Metadata/Effects/Spells/monsters_effects/act9/StoneEpk/StonePetrify.epk ); PlayAnimationRandom( attack1_bow ); PauseAnimation();"
	on_transition = "RemoveEffectPack( Metadata/Effects/Spells/monsters_effects/act9/StoneEpk/StonePetrify.epk );"
}

Animated
{
	preload_animated_object = "Metadata/Effects/Spells/monsters_effects/act9/Basilisk/BanditBreakout.ao"
}
-- src\Data\Spectres.lua
minions["Metadata/Monsters/Bandits/BanditRangedTornadoShotPetrified"] = {
    name = "Imperial Vanguard",
    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",
        "SkeletonSoldierTornadoShot",
    },
    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["SkeletonSoldierTornadoShot"] = {
    name = "Tornado Shot",
    hidden = true,
    color = "2",
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    description = "Fires a piercing shot that travels until it reaches the targeted location. It will then fire projectiles out in all directions from that point, which will travel for a short time before disappearing.",
    skillTypes = {
        [SkillType.Attack] = true,
        [SkillType.Projectile] = true,
        [SkillType.ProjectilesFromUser] = true,
        [SkillType.Trappable] = true,
        [SkillType.Mineable] = true,
        [SkillType.Totemable] = true,
        [SkillType.RangedAttack] = true,
        [SkillType.MirageArcherCanUse] = true,
        [SkillType.Triggerable] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1,
    baseFlags = {
        attack = true,
        projectile = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "active_skill_damage_+%_final",
        "tornado_shot_num_of_secondary_projectiles",
        "base_is_projectile",
        "skill_can_fire_arrows",
    },
    levels = {
        [1] = {-30, 3, levelRequirement = 2, statInterpolation = {1},  cost = { }, },
        [2] = {-35, 3, levelRequirement = 38, statInterpolation = {1},  cost = { }, },
        [3] = {-40, 3, levelRequirement = 54, statInterpolation = {1},  cost = { }, },
    },
}
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