Giant Cockroach
SpectreY
TagsClaw_onhit_audio, fast_movement, insect, not_int, not_str
生命
80%
闪避值
+33%
Ailment Threshold
%
抗性
0 0 0 0
伤害
80%
命中
100%
攻击暴击率
+5%
暴击伤害
+130%
Attack Distance
4 ~ 10
Attack Time
1.5 Second
Damage Spread
±20%
经验值
80%
Model Size
100%
Type
SewerCockroach
Metadata
SewerCockroach
等级
68
生命
6,206
Armour
3,451
闪避值
477
能量护盾
0
伤害
186
法术伤害
186
命中
0
Attack Time
1.5
经验值
22,907
MeleeAtAnimationSpeedChaosPoison
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: 149–224
暴击几率: 5%
Attack Time: 1.5 秒
将物理伤害的 50% 转化为混沌伤害
击中时必定使敌人中毒
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]

Object Type

version 2
extends "Metadata/Monsters/Monster"

Transitionable
{
	
}

Object Type Codes

version 2
extends "Metadata/Monsters/Monster"

Transitionable
{
	on_transition =
	"
		Roll( 1, 2, { PlayEffect( 'Metadata/Monsters/SewersMonsterCockroach/OnAggro_Audio/SewerCockroachAggroAudio.ao' ); } );
	"
}

Animated
{
	preload_animated_object = "Metadata/Monsters/SewersMonsterCockroach/OnAggro_Audio/SewerCockroachAggroAudio.ao"
}

-- src\Data\Spectres.lua
minions["Metadata/Monsters/SewersMonsterCockroach/SewerCockroach"] = {
    name = "Giant Cockroach",
    life = 0.8,
    fireResist = 0,
    coldResist = 0,
    lightningResist = 0,
    chaosResist = 0,
    damage = 0.8,
    damageSpread = 0.2,
    attackTime = 1.5,
    attackRange = 10,
    accuracy = 1,
    skillList = {
        "MeleeAtAnimationSpeedChaosPoison",
    },
    modList = {
    },
}
-- src\Data\Skills\spectre.lua
skills["MeleeAtAnimationSpeedChaosPoison"] = {
    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 = {
        "active_skill_base_physical_damage_%_to_convert_to_chaos",
        "base_chance_to_poison_on_hit_%",
        "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] = {50, 100, levelRequirement = 1, statInterpolation = {},  cost = { }, },
        [2] = {50, 100, levelRequirement = 19, statInterpolation = {},  cost = { }, },
        [3] = {50, 100, levelRequirement = 20, statInterpolation = {},  cost = { }, },
        [4] = {50, 100, levelRequirement = 84, statInterpolation = {},  cost = { }, },
    },
}