Imperial Vanguard
Humanoid
SpectreY
Tagsbandit, bone_armour, bones, has_bow, human, humanoid, medium_height, not_int, not_str, physical_affinity, puncturing_weapon, ranged, very_slow_movement
Life
108%
Evasion
+10%
Ailment Threshold
108%
Resistance
0 0 0 0
Damage
144%
Accuracy
100%
Critical Strike Chance
+5%
Critical Strike Multiplier
+130%
Attack Distance
6 ~ 40
Attack Time
1.995 Second
Damage Spread
±20%
Experience
120%
Model Size
100%
Type
BanditBow
Metadata
BanditRangedTornadoShotPetrified
Level
68
Life
6,948
Armour
28,790
Evasion
5,213
Energy Shield
0
Damage
538
Spell Damage
538
Accuracy
290
Attack Time
1.995
Experience
12,306
Ailment Threshold
6,948
Chill
22
Shock
22
Brittle
124
Scorch
22
Sap
61
MeleeAtAnimationSpeed
Attack, RangedAttack, MirageArcherCanUse, Projectile, MeleeSingleTarget, Multistrikeable, Melee, ProjectilesFromUser
Default Attack
Base Damage: 430–645
Critical Strike Chance: 5%
Attack Time: 1.995 sec
Strike your foes down with a powerful blow.
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
Attack, Projectile, ProjectilesFromUser, Trappable, Mineable, Totemable, RangedAttack, MirageArcherCanUse, Triggerable
Tornado Shot
Base Damage: 430–645
Critical Strike Chance: 5%
Attack Time: 1.995 sec
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.
Deals 40% less Damage
Fires +3 secondary Projectiles
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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