执炬族民
Torchbearer Kin
SpectreY
Area熔火院落, 寂灵之渊, 金字塔避难所
Tagsfast_movement, fire_affinity, humanoid, melee, not_int, physical_affinity, red_blood, StaffWood_onhit_audio
Packs
  • 熔火院落: 战鼓族民, 萨满族民, 颅顶族民, 狂野族民, 佩牙族民, 执炬族民
  • 熔火院落: 战鼓族民, 萨满族民, 阔步族民, 持矛族民, 持矛族民, 执炬族民
  • 金字塔避难所: 萨满族民, 战鼓族民, 臣服的巨兽, 颅顶族民, 狂野族民, 佩牙族民, 执炬族民
  • 金字塔避难所: 萨满族民, 战鼓族民, 臣服的巨兽, 阔步族民, 持矛族民, 持矛族民, 执炬族民
  • 生命
    65%
    +25%
    闪避
    +25%
    抗性
    0 0 0 0
    伤害
    65%
    命中
    100%
    暴击 Chance
    6%
    Attack Distance
    3 ~ 8
    攻击间隔
    1.5 Second
    Damage Spread
    ±20%
    经验值
    65%
    Model Size
    100%
    Type
    GoblinMiner
    Metadata
    GoblinMinerTorch
    等级
    65
    生命
    4,233
    2,529
    伤害
    138
    法术伤害
    138
    命中
    2,214
    攻击间隔
    1.5
    经验值
    13,980
    召唤物生命
    4,083
    召唤物伤害
    539
    召唤物护甲
    3,540
    MeleeAtAnimationSpeedFire
    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: 110–166
    暴击率: 5%
    攻击间隔: 1.5 秒
    物理伤害的 40% 转化为火焰伤害
    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
    {
    	
    }
    
    Stats
    {
    	set_base_heavy_stun_duration_ms = 2566
    }
    
    Actor
    {
    	basic_action = "ChangeToStance1"
    	leveled_starting_effects = "EASLeftTurn180"
    }
    
    
    Functions
    {
    	fix_orientation =
    	"
    		/* arg1 doesn't exist by the time AddOnActionEnd happens so needs to be put somewhere */
    		this.temp_anim_orientation = arg1;
    		AddOnActionEnd(
    		{
    			SetOrientation( GetOrientation() + temp_anim_orientation, false, true );
    			PlayAnimationType( Idle, 1.0, 0, 0 );
                this.temp_anim_orientation = null;
    		}, true );
    	"
    }
    
    Positioned
    {
    	force_placement = true
    	collision_hull_type = "projectile"
    }
    
    StateMachine
    {
    	define_shared_state =
    	"
    		make_walk;
    	"
    
    	on_or_create_state_make_walk_0 = "ResetBaseHullType();"
    	on_or_create_state_make_walk_1 = "OverrideBaseHullType( walk );"
    }

    Object Type Codes

    version 2
    extends "Metadata/Monsters/Monster"
    
    Transitionable
    {
    	on_transition =
    	"
    		Roll( 1, 2, { PlayEffect( 'Metadata/Monsters/Goblins/GoblinMiner/GoblinMinerAggroAudio.ao' ); } );
    	"
    }
    
    Life
    {
    	on_spawned_alive = "IfTypeContains( Torch, { AddEffectPackAttached( 'Metadata/Effects/Spells/monsters_effects/Act4_FOUR/MiningGoblin/epk/GoblinTorch01_flames.epk', 'Metadata/Effects/Spells/monsters_effects/Act4_FOUR/MiningGoblin/GoblinTorch01.ao' ); } );"
    	on_death = "IfTypeContains( Torch, { RemoveEffectPackAttached( 'Metadata/Effects/Spells/monsters_effects/Act4_FOUR/MiningGoblin/epk/GoblinTorch01_flames.epk', 'Metadata/Effects/Spells/monsters_effects/Act4_FOUR/MiningGoblin/GoblinTorch01.ao' ); } );"
    }
    -- src\Data\Spectres.lua
    minions["Metadata/Monsters/Goblins/GoblinMiner/GoblinMinerTorch"] = {
        name = "Torchbearer Kin",
        life = 0.65,
        fireResist = 0,
        coldResist = 0,
        lightningResist = 0,
        chaosResist = 0,
        damage = 0.65,
        damageSpread = 0.2,
        attackTime = 1.5,
        attackRange = 8,
        accuracy = 1,
        weaponType1 = "One Hand Mace",
        skillList = {
            "MeleeAtAnimationSpeedFire",
        },
        modList = {
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["MeleeAtAnimationSpeedFire"] = {
        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 = {
            "active_skill_base_physical_damage_%_to_convert_to_fire",
            "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] = {40, levelRequirement = 1, statInterpolation = {},  cost = { }, },
        },
    }
    
    Edit

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