苍白水行者
亡灵
attack maximum action distance + [-3]
stance movement speed +% final [204]
Pale Waterwalker
SpectreY
Area遗世监禁, 冰川池塘, 冰封瀑布, 金字塔避难所
Tagscold_affinity, humanoid, melee, not_dex, not_str, physical_affinity, Unarmed_onhit_audio, undead, very_slow_movement, zombie
Packs
  • 遗世监禁, 冰川池塘: 苍白拐骗者, 苍白水行者, 球根之喉
  • 金字塔避难所: 苍白拐骗者, 苍白水行者, 球根之喉
  • 生命
    120%
    Energy Shield From Life
    10%
    抗性
    0 30 -30 0
    伤害
    120%
    命中
    100%
    暴击 Chance
    5%
    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_
    等级
    65
    生命
    7,034
    2,023
    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
    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 = { }, },
        },
    }
    
    FamilyNothing
    Domains怪物 (3)
    GenerationType传奇 (3)
    Req. level1
    attack maximum action distance + [-3]
    stance movement speed +% final [204]
    FamilyStance
    Domains怪物 (3)
    GenerationType传奇 (3)
    Req. level1
    Stats
  • stance movement speed +% final Min: 204 Max: 204 Global
  • attack maximum action distance + Min: -3 Max: -3 Global
  • Edit

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