[DNT] Soul Gemling Spirit
Spectre | Y |
---|---|
Tags | 1HSword_onhit_audio, humanoid, medium_movement |
ライフ
100%
Ailment Threshold
%
耐性
0
0
0
0
Damage
100%
命中
100%
クリティカル率
+5%
クリティカルダメージ倍率
+130%
Attack Distance
5 ~ 14
Attack Time
1.5 Second
Damage Spread
±20%
経験値
100%
Model Size
100%
Type
SoulGemlingSpirit
Metadata
SoulGemlingSpirit
The following values do not include map affix bonuses, monster buff bonuses, altar bonuses, atlas skill bonuses.
レベル
68
ライフ
7,757
防具
3,451
回避
477
エナジーシールド
0
Damage
233
スペルダメージ
233
命中
0
Attack Time
1.5
経験値
28,634
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
Attack, RangedAttack, MirageArcherCanUse, Projectile, MeleeSingleTarget, Multistrikeable, Melee, ProjectilesFromUser
基本アタック
Base Damage: 186–280
[Critical|クリティカルヒット]率: 5%
Attack Time: 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]
projectile uses contact position [1]
skill can fire wand projectiles [1]
use scaled contact offset [1]
MDSoulGemlingBeam
Multicastable, Triggerable
action attack or cast time uses animation length [1]
EASSoulGemlingBeam
action attack or cast time uses animation length [1]
Object Type
version 2 extends "Metadata/Monsters/Monster" StateMachine {} Actor { basic_action = "FaceLastTarget" basic_action = "ChangeToStance1" } Stats { set_phase_through_objects = 1 } Positioned { on_initial_position_set = "" blocking = false collision_hull_type = "projectile" } Functions { stop_moving = "SetImmobile( true );" start_moving = "SetImmobile( false );" set_speed = "SetBaseSpeed( arg1 );" } StateMachine { define_shared_state = "laser_active;" on_state_laser_active_1 = "SetUsesDirectionalRunAnimations( true );" on_state_laser_active_0 = "SetUsesDirectionalRunAnimations( false );" }
Object Type Codes
version 2 extends "Metadata/Monsters/Monster" Positioned { on_position_set = "SetHeight( 25 ); LockHeight( 25 );" }
-- src\Data\Spectres.lua minions["Metadata/Monsters/SoulGemMonster/SoulGemlingSpirit"] = { name = "[DNT] Soul Gemling Spirit", life = 1, fireResist = 0, coldResist = 0, lightningResist = 0, chaosResist = 0, damage = 1, damageSpread = 0.2, attackTime = 1.5, attackRange = 14, accuracy = 1, skillList = { "MeleeAtAnimationSpeed", "EASSoulGemlingBeam", "MDSoulGemlingBeam", }, 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.Multistrikeable] = 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["EASSoulGemlingBeam"] = { name = "EASSoulGemlingBeam", 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 = { }, }, }, } -- src\Data\Skills\spectre.lua skills["MDSoulGemlingBeam"] = { name = "MDSoulGemlingBeam", hidden = true, color = , baseEffectiveness = 0, incrementalEffectiveness = 0, skillTypes = { [SkillType.Multicastable] = true, [SkillType.Triggerable] = true, }, statDescriptionScope = "skill_stat_descriptions", castTime = 1, baseFlags = { }, baseMods = { }, qualityStats = { }, stats = { "action_attack_or_cast_time_uses_animation_length", }, levels = { [1] = {levelRequirement = 1, statInterpolation = {}, cost = { }, }, }, }