苍白水行者
Spectre | Y |
---|---|
Area | 遗世监禁, 冰川池塘, 冰封瀑布, 金字塔避难所 |
Tags | cold_affinity, humanoid, melee, not_dex, not_str, physical_affinity, Unarmed_onhit_audio, undead, very_slow_movement, zombie |
Packs |
生命
120%
Energy Shield From Life
10%
抗性




伤害
120%
命中
100%
暴击 Chance
5%
+30%
Attack Distance
4 ~ 13
攻击间隔
1.5 Second
Damage Spread
±20%
经验值
120%
Model Size
100%
Type
PaleWalker
Metadata
PaleWalkerShield_
The following values do not include map affix bonuses, monster buff bonuses, altar bonuses, atlas skill bonuses.
等级
65
生命
7,034
2,023
663
782
伤害
255
法术伤害
255
命中
2,214
攻击间隔
1.5
经验值
25,808
召唤物生命
6,785
Minion Energy Shield
754
召唤物伤害
995
召唤物护甲
2,023
The following values are skill base values and do not include map affix bonuses, monster buff bonuses, altar bonuses, atlas skill bonuses, monster base damage(ex: The Maven 150% multiplier), monster rarity bonuses (ex: unique 70% more, unique attack 33% less).
MeleeAtAnimationSpeed
攻击, 范围攻击, 技能可幻影射手, 投射物, 近战单一目标, 近战, 玩家投射物
基础攻击
Base Damage: 204–306
暴击率: 5%
攻击间隔: 1.5 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]

EASPaleWalkerWaterShield
冷却时间: 8 秒
action attack or cast time uses animation length [1]
Object Type
version 2 extends "Metadata/Monsters/Monster" Actor { basic_action = "ChangeToStance1" basic_action = "ChangeToStance2" } StateMachine { define_shared_state = "shield_stacks;" on_state_shield_stacks_0 = "ForceSkillIntoCooldown( EASPaleWalkerWaterShield );" } Transitionable {} Stats { set_base_heavy_stun_duration_ms = 3216 }
Object Type Codes
version 2 extends "Metadata/Monsters/Monster" StateMachine { on_state_shield_stacks_5 = " this.shield = AddAttached( 'Metadata/Effects/Spells/monsters_effects/Act4_FOUR/PaleWalker/ao/water_armour.ao',); shield.AddEffectPack( 'Metadata/Effects/Spells/monsters_effects/Act4_FOUR/PaleWalker/epk/water_shield_fadein.epk', 1.0 ); " on_state_shield_stacks_0 = "DetachAllOfType( 'Metadata/Effects/Spells/monsters_effects/Act4_FOUR/PaleWalker/ao/water_armour.ao' );" on_exit_state_shield_stacks_5 = "shield.AddEffectPack( 'Metadata/Effects/Spells/monsters_effects/Act4_FOUR/PaleWalker/epk/water_shield_hit.epk', 0.5 );" on_exit_state_shield_stacks_4 = "shield.AddEffectPack( 'Metadata/Effects/Spells/monsters_effects/Act4_FOUR/PaleWalker/epk/water_shield_hit.epk', 0.5 );" on_exit_state_shield_stacks_3 = "shield.AddEffectPack( 'Metadata/Effects/Spells/monsters_effects/Act4_FOUR/PaleWalker/epk/water_shield_hit.epk', 0.5 );" on_exit_state_shield_stacks_2 = "shield.AddEffectPack( 'Metadata/Effects/Spells/monsters_effects/Act4_FOUR/PaleWalker/epk/water_shield_hit.epk', 0.5 );" on_exit_state_shield_stacks_1 = "shield.AddEffectPack( 'Metadata/Effects/Spells/monsters_effects/Act4_FOUR/PaleWalker/epk/water_shield_hit.epk', 0.5 );" create_state_shield_stacks_5 = "AddAttached( 'Metadata/Effects/Spells/monsters_effects/Act4_FOUR/PaleWalker/ao/water_armour.ao', );" create_state_shield_stacks_4 = "AddAttached( 'Metadata/Effects/Spells/monsters_effects/Act4_FOUR/PaleWalker/ao/water_armour.ao', );" create_state_shield_stacks_3 = "AddAttached( 'Metadata/Effects/Spells/monsters_effects/Act4_FOUR/PaleWalker/ao/water_armour.ao', );" create_state_shield_stacks_2 = "AddAttached( 'Metadata/Effects/Spells/monsters_effects/Act4_FOUR/PaleWalker/ao/water_armour.ao', );" create_state_shield_stacks_1 = "AddAttached( 'Metadata/Effects/Spells/monsters_effects/Act4_FOUR/PaleWalker/ao/water_armour.ao', );" on_change_state_shield_stacks = " this.shield_intensity = GetState( shield_stacks ) * 0.2; this.shield_intensity = 1.0 - shield_intensity; Call( update_water_states, shield_intensity ); " } BaseEvents { on_wake = " this.shield_intensity = GetState( shield_stacks ) * 0.2; this.shield_intensity = 1.0 - shield_intensity; Call( update_water_states, shield_intensity ); " } Functions { update_water_states = " this.specific_object_position = null; this.specific_object_position += arg1; this.specific_object_position += 0.0; this.specific_object_position += 0.0; " } Preload { preload_monster_variety = "Metadata/Monsters/PaleWalker/PaleWalkerMirageClone" preload_epk = "Metadata/Effects/Spells/monsters_effects/Act4_FOUR/PaleWalker/epk/water_shield_fadein.epk" preload_epk = "Metadata/Effects/Spells/monsters_effects/Act4_FOUR/PaleWalker/epk/water_shield_hit.epk" preload_animated_object = "Metadata/Effects/Spells/monsters_effects/Act4_FOUR/PaleWalker/ao/water_armour.ao" } Transitionable { on_transition = " Roll( 1, 2, { PlayEffect( 'Metadata/Monsters/PaleWalker/PaleWalkerAggroAudio.ao' ); } ); " }
-- src\Data\Spectres.lua minions["Metadata/Monsters/PaleWalker/PaleWalkerShield_"] = { name = "Pale Waterwalker", life = 1.2, energyShield = 0.1, fireResist = 0, coldResist = 0, lightningResist = 0, chaosResist = 0, damage = 1.2, damageSpread = 0.2, attackTime = 1.5, attackRange = 13, accuracy = 1, skillList = { "MeleeAtAnimationSpeed", "EASPaleWalkerWaterShield", }, 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.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["EASPaleWalkerWaterShield"] = { name = "EASPaleWalkerWaterShield", hidden = true, color = , baseEffectiveness = 0, incrementalEffectiveness = 0, skillTypes = { }, statDescriptionScope = "skill_stat_descriptions", castTime = 1, baseFlags = { }, baseMods = { }, qualityStats = { }, stats = { "action_attack_or_cast_time_uses_animation_length", }, levels = { [1] = {levelRequirement = 1, statInterpolation = {}, cost = { }, }, }, }
Family | Nothing |
---|---|
Domains | 怪物 (3) |
GenerationType | 传奇 (3) |
Req. level | 1 |
attack maximum action distance + [-3]
stance movement speed +% final [204]
Family | Stance |
---|---|
Domains | 怪物 (3) |
GenerationType | 传奇 (3) |
Req. level | 1 |
Stats |
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Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.
Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.