Prowling Shade
SpectreY
AreaJiquani's Sanctum, The Ziggurat Refuge, Jiquani's Sanctum
Tagsallows_inc_aoe, 施法, Claw_onhit_audio, cold_affinity, fast_movement, ghost, ghost_blood, melee, not_str, undead
Packs
  • Jiquani's Sanctum, Jiquani's Sanctum: Prowling Shade
  • The Ziggurat Refuge: Prowling Shade, Gelid Zealot, Gelid Zealot
  • The Ziggurat Refuge: Prowling Shade, Gelid Zealot, Gelid Zealot
  • 生命
    225%
    Energy Shield From Life
    33%
    闪避值
    +33%
    抗性
    -30 75 0 0
    伤害
    225%
    命中
    100%
    Critical Hits Chance
    5%
    Critical Damage Bonus
    +30%
    Attack Distance
    6 ~ 16
    攻击间隔
    1.32 Second
    Damage Spread
    ±20%
    经验值
    225%
    Model Size
    100%
    Type
    ProwlingShade
    Metadata
    ProwlingShade
    等级
    65
    生命
    9,818
    [护甲]
    2,023
    闪避值
    585
    能量护盾
    4,836
    伤害
    478
    法术伤害
    478
    命中
    1,974
    攻击间隔
    1.32
    经验值
    48,391
    Minion Life
    9,470
    Minion Energy Shield
    4,664
    Minion Damage
    1,865
    Minion Armour
    2,023
    MeleeAtAnimationSpeedComboTEMP
    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
    普通攻击
    Base Damage: 382–573
    暴击几率: 5%
    攻击间隔: 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]
    GSProwlingShadeIceBeam
    可触发, 法术, 伤害
    暴击几率: 8%
    施放间隔: 3.2 秒
    冷却时间: 8 秒
    造成 384- 576 [冰霜]伤害
    冻结积蓄值总增 250%
    is area damage [1]
    spell maximum action distance +% [-45]
    DTTProwlingShadeDash
    法术, 位移
    施放间隔: 1.33 秒
    冷却时间: 4.5 秒
    action attack or cast time uses animation length [1]
    leap slam minimum distance [20]
    spell maximum action distance +% [-50]
    walk emerge extra distance [-15]
    MeleeAtAnimationSpeedComboTEMP2
    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
    普通攻击
    Base Damage: 382–573
    暴击几率: 5%
    攻击间隔: 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]

    Object Type

    version 2
    extends "Metadata/Monsters/Monster"
    
    StateMachine
    {
    	define_shared_state = "invisible"
    }
    
    Transitionable
    {
    	
    }
    
    Stats
    {
    	set_base_heavy_stun_duration_ms = 2533
    }

    Object Type Codes

    version 2
    extends "Metadata/Monsters/Monster"
    
    StateMachine
    {
    	create_state_invisible_1 = "AddEffectPack( 'Metadata/Effects/Spells/monsters_effects/Act3_FOUR/ProwlingShade/epks/phasing_out.epk' );"
    
    	on_state_invisible_1 =
    	"
    		AddEffectPack( 'Metadata/Effects/Spells/monsters_effects/Act3_FOUR/ProwlingShade/epks/phasing_out.epk' );
    		DisableArrowAttachment();
    	"
    
    	on_state_invisible_0 =
    	"
    		EnableArrowAttachment();
    		AddEffectPack( 'Metadata/Effects/Spells/monsters_effects/Act3_FOUR/ProwlingShade/epks/phasing_in.epk', 1.0 );
    		RemoveEffectPack( 'Metadata/Effects/Spells/monsters_effects/Act3_FOUR/ProwlingShade/epks/phasing_out.epk' );
    	"
    }
    
    Transitionable
    {
    	on_transition =
    	"
    		Roll( 1, 2,
    		{
    			PlayEffect( 'Metadata/Monsters/VaalMonsters/Machinarium/Wraith/ProwlingShadeAggroAudio.ao' );
    		} );
    	"
    }
    
    Animated
    {
    	preload_animated_object = "Metadata/Monsters/VaalMonsters/Machinarium/Wraith/ProwlingShadeAggroAudio.ao"
    }
    -- src\Data\Spectres.lua
    minions["Metadata/Monsters/VaalMonsters/Machinarium/Wraith/ProwlingShade"] = {
        name = "Prowling Shade",
        life = 2.25,
        energyShield = 0.33,
        fireResist = 0,
        coldResist = 0,
        lightningResist = 0,
        chaosResist = 0,
        damage = 2.25,
        damageSpread = 0.2,
        attackTime = 1.32,
        attackRange = 16,
        accuracy = 1,
        skillList = {
            "MeleeAtAnimationSpeedComboTEMP",
            "MeleeAtAnimationSpeedComboTEMP2",
            "GSProwlingShadeIceBeam",
            "DTTProwlingShadeDash",
        },
        modList = {
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["MeleeAtAnimationSpeedComboTEMP"] = {
        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["MeleeAtAnimationSpeedComboTEMP2"] = {
        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["GSProwlingShadeIceBeam"] = {
        name = "GSProwlingShadeIceBeam",
        hidden = true,
        color = ,
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        skillTypes = {
            [SkillType.Triggerable] = true,
            [SkillType.Spell] = true,
            [SkillType.Damage] = true,
        },
        statDescriptionScope = "geometry_spell",
        castTime = 3.2,
        baseFlags = {
            spell = true,
            area = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "spell_minimum_base_cold_damage",
            "spell_maximum_base_cold_damage",
            "active_skill_hit_damage_freeze_multiplier_+%_final",
            "spell_maximum_action_distance_+%",
            "is_area_damage",
        },
        levels = {
            [1] = {0.80000001192093, 1.2000000476837, 250, -45, critChance = 8, levelRequirement = 35, statInterpolation = {3, 3},  cost = { }, },
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["DTTProwlingShadeDash"] = {
        name = "DTTProwlingShadeDash",
        hidden = true,
        color = ,
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        skillTypes = {
            [SkillType.Spell] = true,
            [SkillType.Movement] = true,
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 1.33,
        baseFlags = {
            spell = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "walk_emerge_extra_distance",
            "leap_slam_minimum_distance",
            "spell_maximum_action_distance_+%",
            "action_attack_or_cast_time_uses_animation_length",
        },
        levels = {
            [1] = {-15, 20, -50, levelRequirement = 1, statInterpolation = {},  cost = { }, },
        },
    }
    
    Prowling Shade
    Undead
    monster no drops or experience [1]
    SpectreN
    TagsClaw_onhit_audio, fast_movement, ghost, ghost_armour, ghost_blood, is_unarmed, no_final_gasp, no_forced_item_drops, no_fractured, non_attacking, not_str, undead
    生命
    120%
    Energy Shield From Life
    20%
    闪避值
    +60%
    抗性
    -30 75 0 0
    伤害
    120%
    命中
    100%
    Critical Hits Chance
    5%
    Critical Damage Bonus
    +30%
    Attack Distance
    6 ~ 16
    攻击间隔
    1.32 Second
    Damage Spread
    ±20%
    经验值
    120%
    Model Size
    100%
    Type
    ProwlingShadeClone
    Metadata
    ProwlingShadeClone_

    Object Type

    version 2
    extends "Metadata/Monsters/Monster"
    
    BaseEvents
    {
    	on_construction_complete = 
    	"
    		CopyAnimation( reference );
    		PauseAnimation();
    	"
    }
    
    Actor
    {
    	basic_action = "Emerge"
    }
    
    Positioned
    {
    	object_size = 0
    	collision_hull_type = "projectile"
    	force_placement = true
    }
    
    Stats
    {
    	immune_to_curses = 1
    	immune_to_auras_from_other_entities = 1
    	set_item_drop_slots = 0
    	set_monster_no_drops_or_experience = 1
    	set_monster_do_not_fracture = 1
    	set_max_frenzy_charges = 0
    	set_max_endurance_charges = 0
    	set_max_power_charges = 0
    	base_cannot_be_stunned = 1
    	cannot_be_knocked_back = 1
    	set_phase_through_objects = 1
    	set_hidden_monster_can_have_auras = 1
    }
    
    Life
    {
    	corpse_usable = false
    }
    
    StateMachine
    {
    	define_shared_state = "epk;"
    }

    Object Type Codes

    version 2
    extends "Metadata/Monsters/Monster"
    
    Targetable
    {
    	no_highlight = true
    	targetable = false
    }
    
    StateMachine
    {
    	define_state = "active"
    	on_or_create_state_active_0 = "AddEffectPack( 'Metadata/Effects/Spells/monsters_effects/Act3_FOUR/ProwlingShade/epks/revenant_shimmer.epk' );"
    }
    -- src\Data\Spectres.lua
    minions["Metadata/Monsters/VaalMonsters/Machinarium/Wraith/ProwlingShadeClone_"] = {
        name = "Prowling Shade",
        life = 1.2,
        energyShield = 0.2,
        fireResist = 0,
        coldResist = 0,
        lightningResist = 0,
        chaosResist = 0,
        damage = 1.2,
        damageSpread = 0.2,
        attackTime = 1.32,
        attackRange = 16,
        accuracy = 1,
        skillList = {
        },
        modList = {
        },
    }
    
    monster no drops or experience [1]
    IdMonsterNoDropsOrExperience
    FamilyMonsterNoDropsOrExperience
    Domains怪物 (3)
    GenerationType传奇 (3)
    Req. level1
    Stats
  • monster no drops or experience Min: 1 Max: 1 Global
  • Edit

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