[DNT] Bone Snake
monster casts puncture text [1]
stance movement speed +% final [100]
SpectreY
Tagsbeast, melee, not_int, not_str, physical_affinity, reptile_beast, skeleton, SpearWood_onhit_audio, undead, very_slow_movement
生命
100%
闪避值
+25%
Ailment Threshold
%
抗性
0 0 0 0
伤害
100%
命中
100%
攻击暴击率
+5%
暴击伤害
+130%
Attack Distance
6 ~ 6
Attack Time
1.32 Second
Damage Spread
±20%
经验值
100%
Model Size
90%
Type
BoneCoilSnake
Metadata
SkeletonSnakeBone_
等级
68
生命
7,757
[护甲]
3,451
闪避值
477
能量护盾
0
伤害
233
法术伤害
233
命中
0
Attack Time
1.32
经验值
28,634
MeleeAtAnimationSpeed
攻击, 范围攻击, 技能可幻影射手, 投射物, 近战单一目标, 攻击可重复, 近战, 玩家投射物
普通攻击
Base Damage: 186–280
暴击几率: 5%
Attack Time: 1.32 秒
action attack or cast time uses animation length [1]
projectile uses contact position [1]
skill can fire wand projectiles [1]
use scaled contact offset [1]
MonsterPuncture
攻击, 范围攻击, 技能可幻影射手, 投射物, 玩家投射物, 持续时间, 陷阱技能, 地雷技能, 图腾技能, 近战单一目标, 攻击可重复, 近战, DoT, 可触发, 物理
放血
Base Damage: 186–280
暴击几率: 5%
攻击伤害: 120%
Attack Time: 1.32 秒
对敌人放血,施加一个流血减益效果。该效果受技能持续时间属性影响。流血的敌人在移动时会受到更多的伤害。限定弓类,匕首,爪类与剑类。
攻击伤害总增 20%
20% more Magnitude of Bleeding inflicted
造成流血

Object Type

version 2
extends "Metadata/Monsters/Monster"

Actor
{
	main_hand_unarmed_type = "Dagger"
	basic_action = "ChangeToStance1"
	basic_action = "ChangeToStance2"
	basic_action = "Emerge"
}


Life
{
	on_death = "SetStateTo( hidemesh, 1 );"
}

StateMachine
{
	define_shared_state = "hidemesh;"
}

Transitionable
{
	
}

Stats
{
	set_base_heavy_stun_duration_ms = 3000
}

Object Type Codes

version 2
extends "Metadata/Monsters/Monster"

StateMachine
{
	on_or_create_state_hidemesh_1 =
	"
		HideMeshSegments( SkeletonSnakeDSShape, SkeletonSnakeSSShape, ribbon_meshShape, spine_combined_fin_mesh2Shape, spine_combined_meshShape );
		ShowMeshSegments( spine_segment_fin_mesh_Shape8, spine_segment_mesh_1Shape, spine_segment_mesh_2Shape, spine_segment_mesh_3Shape, spine_segment_mesh_4Shape, spine_segment_mesh_5Shape, spine_segment_mesh_Shape8 );
	"

	on_or_create_state_hidemesh_0 =
	"
		ShowMeshSegments( ribbon_meshShape, spine_combined_fin_mesh2Shape, spine_combined_meshShape );
		HideMeshSegments( spine_segment_fin_mesh_Shape8, spine_segment_mesh_1Shape, spine_segment_mesh_2Shape, spine_segment_mesh_3Shape, spine_segment_mesh_4Shape, spine_segment_mesh_5Shape, spine_segment_mesh_Shape8 );
	"
}

Actor
{
	on_start_Emerge = "SetStateTo( hidemesh, 1 );"
	on_end_Emerge = "SetStateTo( hidemesh, 0 );"
	on_start_Death = "SetStateTo( hidemesh, 1 );"
}
-- src\Data\Spectres.lua
minions["Metadata/Monsters/SkeletonSnakeBone_"] = {
    name = "[DNT] Bone Snake",
    life = 1,
    fireResist = 0,
    coldResist = 0,
    lightningResist = 0,
    chaosResist = 0,
    damage = 1,
    damageSpread = 0.2,
    attackTime = 1.32,
    attackRange = 6,
    accuracy = 1,
    skillList = {
        "MeleeAtAnimationSpeed",
        "MonsterPuncture",
    },
    modList = {
    },
}
-- src\Data\Skills\spectre.lua
skills["MeleeAtAnimationSpeed"] = {
    name = "Basic Attack",
    hidden = true,
    color = ,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    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["MonsterPuncture"] = {
    name = "Puncture",
    hidden = true,
    color = ,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    description = "Punctures enemies, causing a bleeding debuff, which will be affected by modifiers to skill duration. Puncture works with bows, daggers, claws or swords.",
    skillTypes = {
        [SkillType.Attack] = true,
        [SkillType.RangedAttack] = true,
        [SkillType.MirageArcherCanUse] = true,
        [SkillType.Projectile] = true,
        [SkillType.ProjectilesFromUser] = true,
        [SkillType.Duration] = true,
        [SkillType.Trappable] = true,
        [SkillType.Mineable] = true,
        [SkillType.Totemable] = true,
        [SkillType.MeleeSingleTarget] = true,
        [SkillType.Multistrikeable] = true,
        [SkillType.Melee] = true,
        [SkillType.DamageOverTime] = true,
        [SkillType.Triggerable] = true,
        [SkillType.Physical] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1,
    baseFlags = {
        attack = true,
        melee = true,
        projectile = true,
        duration = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "active_skill_bleeding_effect_+%_final",
        "skill_can_fire_arrows",
        "attacks_inflict_bleeding_on_hit",
    },
    levels = {
        [1] = {20, baseMultiplier = 1.2, levelRequirement = 9, statInterpolation = {1},  cost = { }, },
        [2] = {40, baseMultiplier = 1.2, levelRequirement = 30, statInterpolation = {1},  cost = { }, },
        [3] = {60, baseMultiplier = 1.2, levelRequirement = 60, statInterpolation = {1},  cost = { }, },
    },
}
monster casts puncture text [1]
IdMonsterCastsPunctureText
FamilyMonsterCastsPunctureText
Domains怪物 (3)
GenerationType传奇 (3)
Req. level1
Stats
  • monster casts puncture text Min: 1 Max: 1 Global
  • stance movement speed +% final [100]
    IdStanceSnakeSlither
    FamilyStance
    Domains怪物 (3)
    GenerationType传奇 (3)
    Req. level1
    Stats
  • stance movement speed +% final Min: 100 Max: 100 Global
  • Craft Tagsarmour defences speed
    Edit

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