布洛纳克,捕人者
人形
monster dropped item rarity +% [1500]
Bronnach, the Manhunter
SpectreN
TagsArrow_onhit_audio, fast_movement, human, humanoid, not_int, not_str, red_blood
生命
65%
闪避
+50%
抗性
0 0 0 0
伤害
175%
命中
100%
暴击 Chance
5%
Attack Distance
4 ~ 60
攻击间隔
1.005 Second
Damage Spread
±20%
经验值
250%
Model Size
100%
Type
ExileRanger1
Metadata
ExileRanger1
等级
68
生命
5,042
2,413
伤害
408
法术伤害
408
命中
2,464
攻击间隔
1.005
经验值
71,585
召唤物生命
4,505
召唤物伤害
1,695
召唤物护甲
2,413
MeleeBowRogueExile
攻击, 范围攻击, 技能可幻影射手, 投射物, 玩家投射物, Barrageable, UsableWhileMoving, Bow, NoAttackInPlace
弓射击
Base Damage: 326–490
暴击率: 5%
攻击间隔: 1.005 秒
使用弓发射一支箭矢。
base is projectile [1]
can perform skill while moving [1]
check for targets between initiator and projectile source [1]
has modular projectiles enabled [1]
movement speed +% final while performing action [-70]
movement speed acceleration +% per second while performing action [160]
movement speed while performing action locked duration % [50]
precise cursor targeting uses contact point height offset [1]
projectile uses contact direction [1]
projectile uses contact position [1]
should use additive aiming animation [1]
SnipeRogueExileRanger1
攻击, 范围攻击, 技能可幻影射手, 投射物, 玩家投射物, 引导, Barrageable, 范围, PerfectTiming, Bow, NoAttackInPlace, 冰冷, SkillConsumesFreeze
狙击
Base Damage: 326–490
暴击率: 5%
攻击伤害: 140%
攻击间隔: 1.005 秒
持续吟唱给弓箭充能后射出强力一击。在完成最大充能的瞬间施放可以使箭矢在击中时爆炸,直接击中消耗冻结消耗冻结击中重度晕眩敌人会强化爆炸。
你的击中不能眩晕敌人
攻击伤害总增 40%
无法被冰冻
攻击速度词缀也会影响该技能的消耗
active skill override turn duration ms [120]
base is projectile [1]
base minimum channel time ms [300]
channel end duration as % of attack time [133]
channel skill end animation duration multiplier permyriad [2500]
channel start lock cancelling of attack time % [16]
channel start lock cancelling scales with attack speed [1]
check for targets between initiator and projectile source [1]
has modular projectiles enabled [1]
perfect strike timing window base ms [300]
precise cursor targeting uses contact point height offset [1]
projectile uses contact direction [1]
projectile uses contact position [1]
quality display active skill base area of effect radius is gem [1]
skill animation duration multiplier override [2]
skill moving start slowdown [1]
BarrageRogueExileRanger1
法术, 持续时间, ModifiesNextSkill, 冷却, ConsumesCharges, UsableWhileMoving, 增益, EmpowersOtherSkill, SkillConsumesFrenzyChargesOnUse, UsableWhileMounted, NoAttackInPlace
弹幕
施放间隔: 0.7 秒
冷却时间: 2 秒
准备好一排箭或战矛,强化你的下一次可作为弹幕的弓箭战矛投射物攻击,使其可以重复多次。使用时消耗狂怒球可以增加重复次数。
被强化攻击重复 +2 次,每消耗一个狂怒球额外重复 +1
重复造成的伤害总降 50%
被重复技能的攻击时间的 600% 计入该技能的冷却时间,最多 30
增益持续时间上限为 5
active skill ignore setting aim stance [1]
base deal no damage [1]
can perform skill while moving [1]
movement speed +% final while performing action [-70]
movement speed acceleration +% per second while performing action [160]
movement speed while performing action locked duration % [50]
BoneCageRogueExileRanger1
法术, 持续时间, 范围, 物理, Unleashable, 新星, UsableWhileMoving, 伤害, 可触发, 可秘能爆发, NoAttackInPlace
画地为牢
暴击率: 15%
施放间隔: 1 秒
在你的周围升起一圈尖刺,当敌人触及时会被摧毁,对敌人造成伤害和定身
造成 250.2 - 375.4 物理伤害
被辅助技能的效果范围总增 50%
被辅助技能的冷却时间为 6
对敌人造成相当于伤害总增 +200% 的定身效果
牢笼范围为 1.8
爆炸范围为 1
牢笼持续时间为 1.6
base pinned art variation [1]
can perform skill while moving [1]
is area damage [1]
movement speed +% final while performing action [-70]
movement speed acceleration +% per second while performing action [160]
movement speed while performing action locked duration % [50]
ring of bone maximum number of rings [1]
ring of bone spike break chance % [100]
IceNovaRogueExileRanger1
法术, 伤害, 范围, 陷阱技能, 图腾技能, 地雷技能, 法术可重复, 可触发, 冰冷, Unleashable, 范围法术, 新星, Invokable, UsableWhileMoving, 可秘能爆发, NoAttackInPlace, 持续时间, CreatesGroundEffect
冰霜新星
暴击率: 7%
施放间隔: 1 秒
冷却时间: 8 秒
向四面八方召唤寒冰波,根据敌人与你的距离将其击退。对寒冰弹投射物附近施放寒冰新星,会改为使它从寒冰弹发出。尽量消耗一次冰霜灌注,留下冰缓地面
造成 454.4 - 631.3 冰霜伤害
被辅助技能的效果范围总增 50%
被辅助技能的冷却时间为 8
造成的冰缓强度总增 133%
冻结积蓄总增 100%
击退敌人
新星范围为 3.2
active skill consumes a cold infusion [1]
can perform skill while moving [1]
generic knockback +% final at max distance [-90]
generic knockback +% final at min distance [50]
generic knockback distance limit [20]
ice nova number of frost bolts to cast on [1]
is area damage [1]
movement speed +% final while performing action [-70]
movement speed acceleration +% per second while performing action [160]
movement speed while performing action locked duration % [50]
FreezingSalvoRogueExileRanger1
伤害, 范围, 冰冷, 投射物, 玩家投射物, 攻击, 范围攻击, CannotChain, ProjectileNoCollision, Bow, HasSeals, GroundTargetedProjectile, NoAttackInPlace
冻结齐射
Base Damage: 326–490
暴击率: 5%
攻击伤害: 48%
攻击间隔: 1.005 秒
被动地在空中凝结寒冰飞弹。使用此技能会射出一发飞弹,每积累一发飞弹都会额外射出一发。向其效果范围内的每个冰霜碎片额外发射一发飞弹,使其立即引爆
攻击伤害总降 52%
物理伤害的 80% 转化为冰霜伤害
投射物速度降低 10%
攻击速度总降 15%
冻结积蓄总增 100%
冲击范围为 1.2
最多额外积累 10 发飞弹
0.75 秒积累一发飞弹
active skill base secondary area of effect radius [25]
base is projectile [1]
can perform skill while moving [1]
is area damage [1]
movement speed +% final while performing action [-35]
movement speed acceleration +% per second while performing action [160]
movement speed while performing action locked duration % [50]
projectile uses contact position [1]
EscapeShotRogueExileRanger1
攻击, 范围攻击, 冰冷, 范围, 投射物速度, ProjectileNumber, ProjectilesNumberModifiersNotApplied, Jumping, ProjectileNoCollision, Bow, GroundTargetedProjectile, CanCancelActions, NoAttackInPlace
逃脱射击
Base Damage: 326–490
暴击率: 5%
攻击伤害: 225%
攻击间隔: 1.005 秒
向后跳跃,同时发射一支冰霜箭矢,可以冰缓冻结你逃离位置周围的敌人。此箭矢击中时会产生冰霜碎片
被辅助技能落地时产生奉献地面,持续 4
被辅助技能在 1.4 米的区域内产生奉献地面
攻击伤害总增 125%
物理伤害的 100% 转化为冰霜伤害
投射物数量无法被修改
攻击时间 +0.7
冻结积蓄总增 600%
冲击范围为 2.4
base is projectile [1]
base skill show average damage instead of dps [1]
check for targets between initiator and projectile source [1]
has modular projectiles enabled [1]
is area damage [1]
projectile distance override [20]
projectile uses contact direction [1]
projectile uses contact position [1]
projectiles fire at ground [1]
support holy descent consecrated ground on landing [1]
DodgeRollRogueExileGeneric
UsableWhileShapeshifted
闪避翻滚距离 +4.6
攻击伤害总降 10%
该法术的施法速度不能被调整
action allowed queue time override ms [100]
action attack or cast time uses animation length [1]
base deal no damage [1]
base skill enabled while mounted [1]
dodge roll additional pushiness modifier [5]
dodge roll stun threshold +% final [100]
dynamic target updating prioritises movement vector [1]
skill cannot be knocked back [1]
skill is not considered a skill [1]
usable while shapeshifted town or hideout only [1]
WalkEmergeRogueExile
walk emerge distance [300]

Object Type

version 2
extends "Metadata/Monsters/RogueExiles/RogueExileBase"

PlayerClass
{
	class = "Ranger"
}

Object Type Codes

version 2
extends "Metadata/Monsters/RogueExiles/RogueExileBase"

/* ------------------------------------------------------------------------------------------------------------------- */
/* Audio */
/* ------------------------------------------------------------------------------------------------------------------- */

Functions
{
	combat_dialogue =
	{
		Roll( 1, 3,
		{
			PlayTextAudio( RogueExile_Bronnach_Combat_Random, 'Metadata/Monsters/RogueExiles/Dex/ExileRanger1' );
		} );
	}

	// this will have a chance to fire instead of the class specific lines when combat first starts
	player_engaged_random = { PlayTextAudio( RogueExile_Bronnach_EngageGeneral_Random, 'Metadata/Monsters/RogueExiles/Dex/ExileRanger1' ); }
}

Brackets
{
	player_engaged_dialogue_StrFour = { PlayTextAudio( RogueExile_Bronnach_EngageGeneral_Random, 'Metadata/Monsters/RogueExiles/Dex/ExileRanger1' ); }
	player_engaged_dialogue_StrFourb = { PlayTextAudio( RogueExile_Bronnach_EngageWarrior, 'Metadata/Monsters/RogueExiles/Dex/ExileRanger1' ); }
	player_engaged_dialogue_IntFour = { PlayTextAudio( RogueExile_Bronnach_EngageWitch, 'Metadata/Monsters/RogueExiles/Dex/ExileRanger1' ); }
	player_engaged_dialogue_IntFourb = { PlayTextAudio( RogueExile_Bronnach_EngageSorceress, 'Metadata/Monsters/RogueExiles/Dex/ExileRanger1' ); }
	player_engaged_dialogue_DexFour = { PlayTextAudio( RogueExile_Bronnach_EngageGeneral_Random, 'Metadata/Monsters/RogueExiles/Dex/ExileRanger1' ); }
	player_engaged_dialogue_DexFourb = { PlayTextAudio( RogueExile_Bronnach_EngageHuntress, 'Metadata/Monsters/RogueExiles/Dex/ExileRanger1' ); }
	player_engaged_dialogue_StrDexFour = { PlayTextAudio( RogueExile_Bronnach_EngageGeneral_Random, 'Metadata/Monsters/RogueExiles/Dex/ExileRanger1' ); }
	player_engaged_dialogue_StrDexFourb = { PlayTextAudio( RogueExile_Bronnach_EngageGeneral_Random, 'Metadata/Monsters/RogueExiles/Dex/ExileRanger1' ); }
	player_engaged_dialogue_DexIntFour = { PlayTextAudio( RogueExile_Bronnach_EngageGeneral_Random, 'Metadata/Monsters/RogueExiles/Dex/ExileRanger1' ); }
	player_engaged_dialogue_DexIntFourb = { PlayTextAudio( RogueExile_Bronnach_EngageMonk, 'Metadata/Monsters/RogueExiles/Dex/ExileRanger1' ); }
	player_engaged_dialogue_StrIntFour = { PlayTextAudio( RogueExile_Bronnach_EngageGeneral_Random, 'Metadata/Monsters/RogueExiles/Dex/ExileRanger1' ); }
	player_engaged_dialogue_StrIntFourb = { PlayTextAudio( RogueExile_Bronnach_EngageGeneral_Random, 'Metadata/Monsters/RogueExiles/Dex/ExileRanger1' ); }
	
	player_death_dialogue_StrFour = { PlayTextAudio( RogueExile_Bronnach_KillGeneral_Random, 'Metadata/Monsters/RogueExiles/Dex/ExileRanger1' ); }
	player_death_dialogue_StrFourb = { PlayTextAudio( RogueExile_Bronnach_KillWarrior, 'Metadata/Monsters/RogueExiles/Dex/ExileRanger1' ); }
	player_death_dialogue_IntFour = { PlayTextAudio( RogueExile_Bronnach_KillWitch, 'Metadata/Monsters/RogueExiles/Dex/ExileRanger1' ); }
	player_death_dialogue_IntFourb = { PlayTextAudio( RogueExile_Bronnach_KillSorceress, 'Metadata/Monsters/RogueExiles/Dex/ExileRanger1' ); }
	player_death_dialogue_DexFour = { PlayTextAudio( RogueExile_Bronnach_KillGeneral_Random, 'Metadata/Monsters/RogueExiles/Dex/ExileRanger1' ); }
	player_death_dialogue_DexFourb = { PlayTextAudio( RogueExile_Bronnach_KillHuntress, 'Metadata/Monsters/RogueExiles/Dex/ExileRanger1' ); }
	player_death_dialogue_StrDexFour = { PlayTextAudio( RogueExile_Bronnach_KillGeneral_Random, 'Metadata/Monsters/RogueExiles/Dex/ExileRanger1' ); }
	player_death_dialogue_StrDexFourb = { PlayTextAudio( RogueExile_Bronnach_KillGeneral_Random, 'Metadata/Monsters/RogueExiles/Dex/ExileRanger1' ); }
	player_death_dialogue_DexIntFour = { PlayTextAudio( RogueExile_Bronnach_KillGeneral_Random, 'Metadata/Monsters/RogueExiles/Dex/ExileRanger1' ); }
	player_death_dialogue_DexIntFourb = { PlayTextAudio( RogueExile_Bronnach_KillMonk_Random, 'Metadata/Monsters/RogueExiles/Dex/ExileRanger1' ); }
	player_death_dialogue_StrIntFour = { PlayTextAudio( RogueExile_Bronnach_KillGeneral_Random, 'Metadata/Monsters/RogueExiles/Dex/ExileRanger1' ); }
	player_death_dialogue_StrIntFourb = { PlayTextAudio( RogueExile_Bronnach_KillGeneral_Random, 'Metadata/Monsters/RogueExiles/Dex/ExileRanger1' ); }
}
-- src\Data\Spectres.lua
minions["Metadata/Monsters/RogueExiles/Dex/ExileRanger1"] = {
    name = "Bronnach, the Manhunter",
    life = 0.65,
    fireResist = 0,
    coldResist = 0,
    lightningResist = 0,
    chaosResist = 0,
    damage = 1.75,
    damageSpread = 0.2,
    attackTime = 1.005,
    attackRange = 60,
    accuracy = 1,
    skillList = {
        "MeleeBowRogueExile",
        "SnipeRogueExileRanger1",
        "BarrageRogueExileRanger1",
        "BoneCageRogueExileRanger1",
        "FreezingSalvoRogueExileRanger1",
        "EscapeShotRogueExileRanger1",
        "DodgeRollRogueExileGeneric",
        "IceNovaRogueExileRanger1",
        "WalkEmergeRogueExile",
    },
    modList = {
    },
}
-- src\Data\Skills\spectre.lua
skills["MeleeBowRogueExile"] = {
    name = "Bow Shot",
    hidden = true,
    color = ,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    description = "Fire an arrow with your Bow.",
    skillTypes = {
        [SkillType.Attack] = true,
        [SkillType.RangedAttack] = true,
        [SkillType.MirageArcherCanUse] = true,
        [SkillType.Projectile] = true,
        [SkillType.ProjectilesFromUser] = true,
        [SkillType.Barrageable] = true,
        [SkillType.UsableWhileMoving] = true,
        [SkillType.Bow] = true,
        [SkillType.NoAttackInPlace] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1,
    baseFlags = {
        attack = true,
        projectile = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "movement_speed_+%_final_while_performing_action",
        "movement_speed_acceleration_+%_per_second_while_performing_action",
        "movement_speed_while_performing_action_locked_duration_%",
        "base_is_projectile",
        "projectile_uses_contact_position",
        "projectile_uses_contact_direction",
        "check_for_targets_between_initiator_and_projectile_source",
        "skill_can_fire_arrows",
        "can_perform_skill_while_moving",
        "should_use_additive_aiming_animation",
        "has_modular_projectiles_enabled",
        "precise_cursor_targeting_uses_contact_point_height_offset",
    },
    levels = {
        [1] = {-70, 160, 50, levelRequirement = 1, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["SnipeRogueExileRanger1"] = {
    name = "Snipe",
    hidden = true,
    color = ,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    description = "[Channelling|Channel] to charge up your bow before releasing a powerful shot. Releasing with [PerfectTiming|Perfect Timing] causes the arrow to explode on impact and [Consume] [Freeze] on directly [HitDamage|Hitting]. [Consume|Consuming] [Freeze] or [HitDamage|Hitting] a [HeavyStun|Heavy Stunned] enemy enhances the explosion.",
    skillTypes = {
        [SkillType.Attack] = true,
        [SkillType.RangedAttack] = true,
        [SkillType.MirageArcherCanUse] = true,
        [SkillType.Projectile] = true,
        [SkillType.ProjectilesFromUser] = true,
        [SkillType.Channel] = true,
        [SkillType.Barrageable] = true,
        [SkillType.Area] = true,
        [SkillType.PerfectTiming] = true,
        [SkillType.Bow] = true,
        [SkillType.NoAttackInPlace] = true,
        [SkillType.Cold] = true,
        [SkillType.SkillConsumesFreeze] = true,
    },
    statDescriptionScope = "channelled_snipe/statset_0",
    castTime = 1,
    baseFlags = {
        attack = true,
        area = true,
        projectile = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "active_skill_override_turn_duration_ms",
        "skill_animation_duration_multiplier_override",
        "perfect_strike_timing_window_base_ms",
        "channel_start_lock_cancelling_of_attack_time_%",
        "base_minimum_channel_time_ms",
        "channel_skill_end_animation_duration_multiplier_permyriad",
        "channel_end_duration_as_%_of_attack_time",
        "base_is_projectile",
        "projectile_uses_contact_position",
        "projectile_uses_contact_direction",
        "check_for_targets_between_initiator_and_projectile_source",
        "skill_can_fire_arrows",
        "has_modular_projectiles_enabled",
        "attack_speed_modifiers_apply_to_over_time_cost",
        "channel_start_lock_cancelling_scales_with_attack_speed",
        "skill_moving_start_slowdown",
        "never_freeze",
        "precise_cursor_targeting_uses_contact_point_height_offset",
        "quality_display_active_skill_base_area_of_effect_radius_is_gem",
        "never_freeze",
        "cannot_stun",
    },
    levels = {
        [1] = {120, 2, 300, 16, 300, 2500, 133, baseMultiplier = 1.4, levelRequirement = 1, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["BarrageRogueExileRanger1"] = {
    name = "Barrage",
    hidden = true,
    color = ,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    description = "Ready a volley of arrows or spears, [Empowered|Empowering] your next Barrageable [Bow|Bow] or [Projectile] [Spear|Spear] [Attack|Attack] to [Repeat] multiple times. Consumes your [Charges|Frenzy Charges] on use to add additional repeats.",
    skillTypes = {
        [SkillType.Spell] = true,
        [SkillType.Duration] = true,
        [SkillType.ModifiesNextSkill] = true,
        [SkillType.Cooldown] = true,
        [SkillType.ConsumesCharges] = true,
        [SkillType.UsableWhileMoving] = true,
        [SkillType.Buff] = true,
        [SkillType.EmpowersOtherSkill] = true,
        [SkillType.SkillConsumesFrenzyChargesOnUse] = true,
        [SkillType.UsableWhileMounted] = true,
        [SkillType.NoAttackInPlace] = true,
    },
    statDescriptionScope = "empower_barrage",
    castTime = 0.7,
    baseFlags = {
        spell = true,
        duration = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "empower_barrage_cooldown_%_of_attack_time",
        "base_skill_effect_duration",
        "empowered_barrage_maximum_cooldown_ms",
        "empower_barrage_base_number_of_barrage_repeats",
        "empower_barrage_number_of_barrage_repeats_per_frenzy_charge",
        "movement_speed_+%_final_while_performing_action",
        "movement_speed_acceleration_+%_per_second_while_performing_action",
        "movement_speed_while_performing_action_locked_duration_%",
        "empower_barrage_damage_-%_final_with_repeated_projectiles",
        "can_perform_skill_while_moving",
        "base_deal_no_damage",
        "active_skill_ignore_setting_aim_stance",
        "quality_display_barrage_is_gem",
    },
    levels = {
        [1] = {600, 5000, 30000, 2, 1, -70, 160, 50, 50, levelRequirement = 1, statInterpolation = {1},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["BoneCageRogueExileRanger1"] = {
    name = "Bone Cage",
    hidden = true,
    color = ,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    description = "Raise a ring of bone spikes around you. The spikes are destroyed when enemies touch them, damaging and [Pinned|Pinning] those enemies. Raising a new ring of spikes destroys the previous one.",
    skillTypes = {
        [SkillType.Spell] = true,
        [SkillType.Duration] = true,
        [SkillType.Area] = true,
        [SkillType.Physical] = true,
        [SkillType.Unleashable] = true,
        [SkillType.Nova] = true,
        [SkillType.UsableWhileMoving] = true,
        [SkillType.Damage] = true,
        [SkillType.Triggerable] = true,
        [SkillType.Cascadable] = true,
        [SkillType.NoAttackInPlace] = true,
    },
    statDescriptionScope = "ring_of_bone",
    castTime = 1,
    baseFlags = {
        area = true,
        spell = true,
        duration = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "spell_minimum_base_physical_damage",
        "spell_maximum_base_physical_damage",
        "base_skill_effect_duration",
        "active_skill_base_area_of_effect_radius",
        "active_skill_base_secondary_area_of_effect_radius",
        "ring_of_bone_maximum_number_of_rings",
        "movement_speed_+%_final_while_performing_action",
        "movement_speed_acceleration_+%_per_second_while_performing_action",
        "movement_speed_while_performing_action_locked_duration_%",
        "ring_of_bone_spike_break_chance_%",
        "base_pinned_art_variation",
        "active_skill_pins_as_though_dealt_damage_+%_final",
        "support_hourglass_display_cooldown_time_ms",
        "support_aoe_cooldown_aoe_+%_final",
        "is_area_damage",
        "can_perform_skill_while_moving",
        "base_all_damage_can_pin",
    },
    levels = {
        [1] = {0.80000001192093, 1.2000000476837, 1600, 18, 10, 1, -70, 160, 50, 100, 1, 200, 6000, 50, critChance = 15, levelRequirement = 1, statInterpolation = {3, 3},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["FreezingSalvoRogueExileRanger1"] = {
    name = "Freezing Salvo",
    hidden = true,
    color = ,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    description = "Passively coalesces icy missiles from the air over time. Using the skill fires a missile, firing an additional missile for each that has been accumulated. Fires an additional missile, up to its current missile count, targeting each [IceFragment|Ice Fragment] in its Area of effect, causing the [IceFragment|Fragments] to [DetonationTime|Detonate] immediately.",
    skillTypes = {
        [SkillType.Damage] = true,
        [SkillType.Area] = true,
        [SkillType.Cold] = true,
        [SkillType.Projectile] = true,
        [SkillType.ProjectilesFromUser] = true,
        [SkillType.Attack] = true,
        [SkillType.RangedAttack] = true,
        [SkillType.CannotChain] = true,
        [SkillType.ProjectileNoCollision] = true,
        [SkillType.Bow] = true,
        [SkillType.HasSeals] = true,
        [SkillType.GroundTargetedProjectile] = true,
        [SkillType.NoAttackInPlace] = true,
    },
    statDescriptionScope = "freezing_salvo",
    castTime = 1,
    baseFlags = {
        attack = true,
        area = true,
        projectile = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "freezing_salvo_seals_gain_base_interval_ms",
        "active_skill_hit_damage_freeze_multiplier_+%_final",
        "base_number_of_projectiles",
        "active_skill_base_area_of_effect_radius",
        "active_skill_base_secondary_area_of_effect_radius",
        "active_skill_base_physical_damage_%_to_convert_to_cold",
        "movement_speed_+%_final_while_performing_action",
        "movement_speed_acceleration_+%_per_second_while_performing_action",
        "movement_speed_while_performing_action_locked_duration_%",
        "active_skill_hit_damage_freeze_multiplier_+%_final",
        "freezing_salvo_maximum_number_of_seals",
        "base_projectile_speed_+%",
        "active_skill_attack_speed_+%_final",
        "base_is_projectile",
        "skill_can_fire_arrows",
        "projectile_uses_contact_position",
        "can_perform_skill_while_moving",
        "is_area_damage",
        "quality_display_freezing_salvo_is_gem",
    },
    levels = {
        [1] = {750, 50, 1, 12, 25, 80, -35, 160, 50, 50, 10, -10, -15, baseMultiplier = 0.48, levelRequirement = 1, statInterpolation = {1, 1},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["EscapeShotRogueExileRanger1"] = {
    name = "Escape Shot",
    hidden = true,
    color = ,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    description = "Leap backwards, firing an icy arrow which can [Chill] or [Freeze] enemies around the location from which you escaped. This arrow will create [IceFragment|Ice Fragments] on impact.",
    skillTypes = {
        [SkillType.Attack] = true,
        [SkillType.RangedAttack] = true,
        [SkillType.Cold] = true,
        [SkillType.Area] = true,
        [SkillType.ProjectileSpeed] = true,
        [SkillType.ProjectileNumber] = true,
        [SkillType.ProjectilesNumberModifiersNotApplied] = true,
        [SkillType.Jumping] = true,
        [SkillType.ProjectileNoCollision] = true,
        [SkillType.Bow] = true,
        [SkillType.GroundTargetedProjectile] = true,
        [SkillType.CanCancelActions] = true,
        [SkillType.NoAttackInPlace] = true,
    },
    statDescriptionScope = "escape_shot",
    castTime = 1,
    baseFlags = {
        attack = true,
        area = true,
        projectile = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "active_skill_hit_damage_freeze_multiplier_+%_final",
        "active_skill_base_area_of_effect_radius",
        "active_skill_hit_damage_freeze_multiplier_+%_final",
        "active_skill_base_physical_damage_%_to_convert_to_cold",
        "total_attack_time_+_ms",
        "projectile_distance_override",
        "support_holy_descent_consecrated_ground_base_duration_ms",
        "support_holy_descent_consecrated_ground_on_landing_radius",
        "base_is_projectile",
        "is_area_damage",
        "skill_can_fire_arrows",
        "modifiers_to_projectile_count_do_not_apply",
        "has_modular_projectiles_enabled",
        "projectile_uses_contact_position",
        "projectile_uses_contact_direction",
        "check_for_targets_between_initiator_and_projectile_source",
        "projectiles_fire_at_ground",
        "base_skill_show_average_damage_instead_of_dps",
        "support_holy_descent_consecrated_ground_on_landing",
    },
    levels = {
        [1] = {300, 24, 300, 100, 700, 20, 4000, 14, baseMultiplier = 2.25, levelRequirement = 1, statInterpolation = {1},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["DodgeRollRogueExileGeneric"] = {
    name = "DodgeRollRogueExileGeneric",
    hidden = true,
    color = ,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
        [SkillType.UsableWhileShapeshifted] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 0.75,
    baseFlags = {
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "action_allowed_queue_time_override_ms",
        "dodge_roll_base_travel_distance",
        "dodge_roll_additional_pushiness_modifier",
        "dodge_roll_stun_threshold_+%_final",
        "base_deal_no_damage",
        "skill_cannot_be_knocked_back",
        "spell_cast_time_cannot_be_modified",
        "action_attack_or_cast_time_uses_animation_length",
        "usable_while_shapeshifted_town_or_hideout_only",
        "dynamic_target_updating_prioritises_movement_vector",
        "skill_is_not_considered_a_skill",
        "base_skill_enabled_while_mounted",
    },
    levels = {
        [1] = {100, 46, 5, 100, baseMultiplier = 0.9, levelRequirement = 1, statInterpolation = {},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["IceNovaRogueExileRanger1"] = {
    name = "Ice Nova",
    hidden = true,
    color = ,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    description = "Conjure a wave of ice in all directions, [Knockback|Knocking Back] enemies based on how close they are to you. Casting Ice Nova targeting near a Frostbolt [Projectile] will cause it to originate from the Frostbolt instead of you. [Consume|Consumes] a [Cold] [ElementalInfusion|Infusion] if possible to leave a patch of [ChilledGround|Chilled Ground].",
    skillTypes = {
        [SkillType.Spell] = true,
        [SkillType.Damage] = true,
        [SkillType.Area] = true,
        [SkillType.Trappable] = true,
        [SkillType.Totemable] = true,
        [SkillType.Mineable] = true,
        [SkillType.Multicastable] = true,
        [SkillType.Triggerable] = true,
        [SkillType.Cold] = true,
        [SkillType.Unleashable] = true,
        [SkillType.AreaSpell] = true,
        [SkillType.Nova] = true,
        [SkillType.Invokable] = true,
        [SkillType.UsableWhileMoving] = true,
        [SkillType.Cascadable] = true,
        [SkillType.NoAttackInPlace] = true,
        [SkillType.Duration] = true,
        [SkillType.CreatesGroundEffect] = true,
    },
    statDescriptionScope = "ice_nova/statset_0",
    castTime = 1,
    baseFlags = {
        area = true,
        spell = true,
        duration = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "spell_minimum_base_cold_damage",
        "spell_maximum_base_cold_damage",
        "active_skill_hit_damage_freeze_multiplier_+%_final",
        "active_skill_chill_effect_+%_final",
        "generic_knockback_+%_final_at_min_distance",
        "generic_knockback_+%_final_at_max_distance",
        "generic_knockback_distance_limit",
        "active_skill_base_area_of_effect_radius",
        "ice_nova_number_of_frost_bolts_to_cast_on",
        "active_skill_chill_effect_+%_final",
        "movement_speed_+%_final_while_performing_action",
        "movement_speed_acceleration_+%_per_second_while_performing_action",
        "movement_speed_while_performing_action_locked_duration_%",
        "support_hourglass_display_cooldown_time_ms",
        "support_aoe_cooldown_aoe_+%_final",
        "is_area_damage",
        "global_knockback",
        "can_perform_skill_while_moving",
        "active_skill_consumes_a_cold_infusion",
    },
    levels = {
        [1] = {0.94999998807907, 1.3200000524521, 100, 100, 50, -90, 20, 32, 1, 33, -70, 160, 50, 8000, 50, critChance = 7, levelRequirement = 1, statInterpolation = {3, 3, 1, 1},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["WalkEmergeRogueExile"] = {
    name = "WalkEmergeRogueExile",
    hidden = true,
    color = ,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1.272,
    baseFlags = {
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "walk_emerge_distance",
    },
    levels = {
        [1] = {300, levelRequirement = 1, statInterpolation = {},  cost = { }, },
    },
}
monster dropped item rarity +% [1500]
FamilyMonsterDroppedItemRarity
Domains怪物 (3)
GenerationType传奇 (3)
Req. level1
Stats
  • monster dropped item rarity +% Min: 1500 Max: 1500 Global
  • keyval
    Stats.item_drop_slots0
    Stats.energy_shield_recharge_rate_per_minute_%750
    Stats.base_maximum_mana200
    Stats.maximum_physical_damage_reduction_%90
    Stats.base_maximum_all_resistances_%75
    Stats.monster_base_flask_charges_percent_of_monster_power50
    Stats.base_critical_hit_damage_bonus30
    Stats.max_endurance_charges3
    Stats.max_frenzy_charges3
    Stats.max_power_charges3
    Stats.object_inherent_base_maximum_block_%_from_ot50
    Stats.movement_velocity_cap128
    Stats.max_azurite_debuff_stacks10
    Stats.ignore_skill_weapon_restrictions1
    Stats.melee_hit_damage_stun_multiplier_+%_final_from_ot33
    Stats.physical_hit_damage_stun_multiplier_+%_final_from_ot100
    Stats.scale_melee_range_to_actor_scale1
    Stats.use_melee_pattern_range1
    Stats.melee_swing_not_scaled_by_area_modifiers1
    Stats.actor_scale_+%_limit100
    Stats.base_heavy_stun_duration_ms2000
    Stats.melee_defer_damage_prediction1
    Stats.poise_decay_delay_ms8000
    Stats.poise_decay_%_per_second50
    Stats.base_block_angle_degrees210
    Stats.action_attack_or_cast_time_uses_animation_length0
    Stats.slow_potency_+%_final_per_additional_player-10
    Stats.check_for_targets_between_initiator_and_projectile_source1
    Stats.maximum_life_+%_final_per_additional_player50
    Stats.maximum_energy_shield_+%_final_per_additional_player50
    Stats.poise_threshold_+%_final_per_additional_player50
    Stats.stun_base_duration_override_ms500
    Stats.bleeding_moving_damage_%_of_base_override200
    Stats.enable_weapon_setstrue
    Stats.base_number_of_weapon_sets1
    Stats.max_viper_strike_orbs4
    Stats.max_fuse_arrow_orbs5
    Stats.max_fire_beam_stacks8
    Stats.maximum_righteous_charges5
    Stats.maximum_blood_scythe_charges5
    Stats.base_number_of_traps_allowed15
    Stats.base_number_of_remote_mines_allowed15
    Stats.max_charged_attack_stacks6
    Stats.max_talisman_degen_stacks20
    Stats.max_frost_nova_stacks20
    Stats.max_rampage_stacks1000
    Stats.damage_+%_per_10_rampage_stacks2
    Stats.movement_velocity_+%_per_10_rampage_stacks1
    Stats.minions_have_labyrinth_trap_degen_effect_+%-90
    Stats.minions_are_immune_to_labyrinth_degen_effect0
    Stats.minion_damage_taken_+%_from_spike_traps_final-90
    Stats.minion_damage_taken_+%_from_arrow_traps_final0
    Stats.minion_damage_taken_+%_from_guillotine_traps_final-90
    Stats.traps_explode_on_timeout1
    Stats.maximum_rage30
    Stats.max_delve_degen_stacks5000
    Stats.melee_variation1
    Stats.base_total_number_of_sigils_allowed3
    Stats.enable_movement_skill_animation_skipping1
    Stats.additional_insanity_effects_while_delirious1
    Stats.max_steel_ammo12
    Stats.chance_to_deal_triple_damage_%_per_brutal_charge3
    Stats.stun_threshold_+%_per_brutal_charge10
    Stats.elemental_damage_taken_goes_to_energy_shield_over_4_seconds_%_per_absorption_charge12
    Stats.mines_invulnerable_for_duration_ms2000
    Stats.traps_invulnerable_for_duration_ms2000
    Stats.damage_taken_when_hit_+%_final_per_fortification-1
    Stats.base_max_fortification20
    Stats.base_presence_radius40
    Stats.mtx_max_killstreak_stacks1000
    Stats.mtx_max_killcounter_stacks30000
    Stats.melee_strike_bonus_attack_distance2
    Stats.accuracy_rating_+%_final_at_max_distance_scaled-90
    Stats.base_weapon_swap_duration_ms250
    Stats.quadruped_head_turn_duration_ms100
    Stats.has_quadruped_head_control0
    Stats.base_pay_cost_over_start_of_skill_animation1
    Stats.base_knockback_speed_+%-30
    Stats.base_maximum_number_of_stored_corpses10
    Stats.global_resummon_time_ms7500
    Stats.disable_minion_formation1
    Stats.crossbow_ammo_switch_time_ms300
    Stats.rage_loss_delay_ms2000
    Stats.object_inherent_armour_break_amount_+%_final_against_normal_monsters200
    Stats.object_inherent_armour_break_amount_+%_final_against_magic_monsters100
    Stats.object_inherent_evasion_break_amount_+%_final_against_normal_monsters200
    Stats.object_inherent_evasion_break_amount_+%_final_against_magic_monsters100
    Stats.fixed_frost_wall_limit60
    Stats.player_allow_dodge_roll_cancel1
    Stats.maximum_cold_infusion_stacks6
    Stats.maximum_fire_infusion_stacks6
    Stats.maximum_lightning_infusion_stacks6
    Stats.minimum_number_of_projectiles_to_fire_is_11
    Stats.base_infusion_duration_ms15000
    Stats.base_spirit10000
    Stats.active_skill_base_reload_time_override200
    Stats.additional_life_scaling_index10
    Stats.heat_base_delay_before_decay_ms3000
    Stats.heat_base_decay_rate_ms500
    ObjectMagicProperties.stat_description_listMetadata/StatDescriptions/monster_stat_descriptions.csd
    Positioned.blockingtrue
    Positioned.team0
    Positioned.serialise_collidabletrue
    Positioned.secondary_object_size4
    Positioned.object_targeting_size3
    Positioned.base_pushiness30
    BaseEvents.server_onlytrue
    Actor.basic_actionMove, MoveForced, MoveToFormation, Flee, StrafeLeft, StrafeRight, StrafeRandom, Advance, DoNothing, MonsterPickup, MinionInteraction, Interaction, InteractionChannelled, WashedUp, Dance, AreaTransitionAnimation, SinPickup, BloodVortexGetUp, EpilogueKnockdown, AncestralTrialDestroyTotem, RevivePlayer, BasicTownPortal, BindSpectre, MountMinion, Ascend, FakeDeath, Revive, Emerge
    Actor.slow_animations_go_to_idlefalse
    Actor.actor_sizeMedium
    Actor.leveled_starting_effectsDoLiterallyNothing
    Actor.blend_once_animations_by_defaulttrue
    Actor.simulation_height24
    StateMachine.define_shared_statelock_on;
    StateMachine.on_state_lock_on_0{ SetUsesDirectionalRunAnimations( false ); }
    StateMachine.on_state_lock_on_1{ SetUsesDirectionalRunAnimations( true ); }
    Animated.turn_duration0.2
    Animated.always_interpolate_bearingtrue
    MinimapIcon.iconRogueExile
    Functions.update_and_face_target =
    Functions.local turn_amountCalculateOrientation( arg1 );
    Functions.If( arg3, (){ TurnToOverTime( turn_amount, arg2, false ); } );
    Functions.If( arg4, (){ SetTarget( arg1, true ); } );
    Functions.If( arg5, (){ SetTargetLocation( arg1 ); } );
    PlayerClass.classRanger
    布洛纳克,捕人者 Text Audio /58
    名字
    无处可藏!
    RogueExile_Bronnach_Combat_Random
    无处可藏!
    RogueExile_Bronnach_Combat_2
    无处可藏!
    RogueExile_Bronnach_Combat_3
    我就是为此而生的!
    RogueExile_Bronnach_Combat_4
    我就是为此而生的!
    RogueExile_Bronnach_Combat_5
    我就是为此而生的!
    RogueExile_Bronnach_Combat_6
    对!回击啊!
    RogueExile_Bronnach_Combat_7
    对!回击啊!
    RogueExile_Bronnach_Combat_8
    对!回击啊!
    RogueExile_Bronnach_Combat_9
    接招!
    RogueExile_Bronnach_Combat_10
    接招!
    RogueExile_Bronnach_Combat_11
    接招!
    RogueExile_Bronnach_Combat_12
    我喜欢挑战!
    RogueExile_Bronnach_Combat_13
    我喜欢挑战!
    RogueExile_Bronnach_Combat_14
    我喜欢挑战!
    RogueExile_Bronnach_Combat_15
    疼吗?疼就好!
    RogueExile_Bronnach_Combat_16
    疼吗?疼就好!
    RogueExile_Bronnach_Combat_17
    让我听听你的惨叫!
    RogueExile_Bronnach_Combat_18
    让我听听你的惨叫!
    RogueExile_Bronnach_Combat_19
    让我听听你的惨叫!
    RogueExile_Bronnach_Combat_20
    吃我一箭!
    RogueExile_Bronnach_Combat_21
    吃我一箭!
    RogueExile_Bronnach_Combat_22
    挣扎吧!
    RogueExile_Bronnach_Combat_23
    挣扎吧!
    RogueExile_Bronnach_Combat_24
    挣扎吧!
    RogueExile_Bronnach_Combat_25
    受苦吧!
    RogueExile_Bronnach_Combat_26
    受苦吧!
    RogueExile_Bronnach_Combat_27
    受苦吧!
    RogueExile_Bronnach_Combat_28
    流血吧!
    RogueExile_Bronnach_Combat_29
    流血吧!
    RogueExile_Bronnach_Combat_30
    裂!伤!破!
    RogueExile_Bronnach_Combat_31
    裂!伤!破!
    RogueExile_Bronnach_Combat_32
    重创!
    RogueExile_Bronnach_Combat_33
    重创!
    RogueExile_Bronnach_Combat_34
    贯穿!
    RogueExile_Bronnach_Combat_35
    贯穿!
    RogueExile_Bronnach_Combat_36
    开始逃跑,快,试试看吧。
    RogueExile_Bronnach_EngageGeneral_Random
    这是什么?又来了个玩物吗?
    RogueExile_Bronnach_EngageGeneral_2
    你的惨叫一定十分动听!
    RogueExile_Bronnach_EngageGeneral_3
    你会后悔来到这里的……
    RogueExile_Bronnach_EngageGeneral_4
    痛苦是最好的补偿。
    RogueExile_Bronnach_EngageGeneral_5
    等我解决了你,看你还能不能保持平静。
    RogueExile_Bronnach_EngageMonk
    喔,看那身腱子肉!底下埋着什么东西呢?
    RogueExile_Bronnach_EngageWarrior
    柔软的肌肤,肯定一碰就碎吧。
    RogueExile_Bronnach_EngageWitch
    你的手能编织法术,我的能把它撕开。
    RogueExile_Bronnach_EngageSorceress
    阿兹莫里人……?却不是我那个年代的……
    RogueExile_Bronnach_EngageHuntress
    乞丐,国王,都一样……都会哀嚎。
    RogueExile_Bronnach_KillGeneral_Random
    哎呀……毫无挑战,真是可惜。
    RogueExile_Bronnach_KillGeneral_2
    太令我失望了……
    RogueExile_Bronnach_KillGeneral_3
    我还以为能玩上几个小时呢。
    RogueExile_Bronnach_KillGeneral_4
    呃,真是浪费。
    RogueExile_Bronnach_KillGeneral_5
    你是怎么回事?
    RogueExile_Bronnach_KillGeneral_6
    去好好冥想吧。
    RogueExile_Bronnach_KillMonk_Random
    追求“内心平静”,还不是以惨叫收场?
    RogueExile_Bronnach_KillMonk_2
    想给我下咒是吧?真可爱。
    RogueExile_Bronnach_KillWitch
    当身体背叛了你,法术还有什么用?
    RogueExile_Bronnach_KillSorceress
    你空有力量,却还是那么……脆弱。
    RogueExile_Bronnach_KillWarrior
    你那一辈的阿兹莫里人都那么软弱吗?
    RogueExile_Bronnach_KillHuntress
    Edit

    Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.