Spectre | Y |
---|---|
Area | ジッグラトの避難所, 黒の間, 黒の間 |
Tags | 2HBluntWood_onhit_audio, allows_additional_projectiles, allows_inc_aoe, construct, humanoid, lightning_affinity, medium_movement, not_dex, ranged, red_blood |
Packs |
ライフ
250%
Energy Shield From Life
8%
アーマー
+100%
耐性
30
0
30
0
Damage
250%
命中
100%
クリティカルヒット Chance
5%
クリティカルダメージボーナス
+30%
Attack Distance
5 ~ 14
Attack Time
1.5 Second
Damage Spread
±20%
経験値
250%
Model Size
100%
Type
VaalPyramidHands
Metadata
VaalPyramidHands
The following values do not include map affix bonuses, monster buff bonuses, altar bonuses, atlas skill bonuses.
レベル
70
ライフ
20,047
アーマー
7,754
回避力
502
エナジーシールド
1,743
Damage
620
スペルダメージ
620
命中
2,328
Attack Time
1.5
経験値
86,598
Minion Life
28,212
Minion Energy Shield
2,453
Minion Damage
5,406
Minion Armour
15,508
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).
EDSPyramidHandLightningLance
Triggerable, Spell, Damage
キャストタイム: 1 秒
4463から6695の雷ダメージを与える
action attack or cast time uses animation length [1]
is area damage [1]
spell maximum action distance +% [-65]
MPSVaalHumanoidPyramidHandsGrenade
Spell, Projectile, ProjectilesFromUser, Triggerable, Damage
キャストタイム: 1 秒
クールダウン時間: 10 秒
action attack or cast time uses animation length [1]
ballistic projectiles always bounce [1]
base deal no damage [1]
base is projectile [1]
maintain projectile direction when using contact position [1]
monster projectile variation [1126]
projectile ballistic angle from reference event [1]
projectile ballistic gravity override [3000]
projectile spread radius [9]
projectile uses contact position [1]
spell maximum action distance +% [-30]
GSPyramidHandGenadeExplosion
Triggerable, Spell, Damage
キャストタイム: 1 秒
2789から8368の雷ダメージを与える
base is projectile [1]
is area damage [1]
Object Type
version 2 extends "Metadata/Monsters/Monster" Stats { strafe_distance_+% = -60 } StateMachine { define_shared_state = "lock_on;" on_state_lock_on_0 = "SetUsesDirectionalRunAnimations( false );" on_state_lock_on_1 = "SetUsesDirectionalRunAnimations( true );" } Animated { // need this to enable the turn anims always_interpolate_bearing = true }
Object Type Codes
version 2 extends "Metadata/Monsters/Monster" /* ------------------------------------------------------------------------------------------------------------------- */ /* Movement/Turning */ /* ------------------------------------------------------------------------------------------------------------------- */ Positioned { on_initial_position_set = "StartStateTimer( check_bearing );" on_movement_started = " If( GetState( current_rotate_dir ) > 0, (){ SetStateTo( current_rotate_dir, 0 ); } ); " } StateMachine { define_state = "current_rotate_dir;" define_timer = "check_bearing = 0.033;" // compare the bearing and orientation here, and then set the current_rotate_dir state to 1 or 11 for left/right turns // that state being set to one of those values causes the additive turn anim to play, then the state is reset after that anim is finished // there is a 10 degree no-turn forward angle, to prevent tiny turns that aren't needed on_timer_check_bearing = " this.orientation = GetOrientation(); this.bearing = GetAnimatedBearing(); this.angle_diff = bearing - orientation; this.angle_diff = Round( EvalIf( angle_diff > 180.0, angle_diff - 360.0, EvalIf( angle_diff < -180, angle_diff + 360.0, angle_diff ) ), 2 ); If( Or( And( angle_diff <= 5.0, angle_diff >= -5.0 ), GetCurrentMoveSpeed() > 1.0 ), (){ SetStateTo( current_rotate_dir, 0 ); } ); If( And( angle_diff > 5.0, GetCurrentMoveSpeed() < 1.0 ), (){ SetStateTo( current_rotate_dir, 1 ); } ); If( And( angle_diff < -5.0, GetCurrentMoveSpeed() < 1.0 ), (){ SetStateTo( current_rotate_dir, 2 ); } ); // Speed up the additive turn anims as the turn speed increases local angle_diff_clamped = Clamp( angle_diff, -100, 100 ); local scaling_factor = 1.0 + Eval( Abs( angle_diff_clamped ) / 100 ); local layer_speed = Clamp( scaling_factor, 1.0, 3.0 ); // Log( 'Angle Diff: {angle_diff} | Layer Speed: {layer_speed}', c ); SetLayerAnimationSpeed( 9, layer_speed ); SetLayerAnimationSpeed( 10, layer_speed ); StartStateTimer( check_bearing ); " // if current_rotate_dir is 0, it means the monster isn't turning so fade out the additive turns on_state_current_rotate_dir_0 = " FadeAnimations( 9, 0.5 ); FadeAnimations( 10, 0.5 ); " // play a different additive turn anim for different turn directions and velocity on_state_current_rotate_dir_1 = " FadeAnimations( 10, 0.5 ); PlayAdditiveAnimation( turn_01_right, 9 ); " on_state_current_rotate_dir_2 = " FadeAnimations( 9, 0.5 ); PlayAdditiveAnimation( turn_01_left, 10 ); " }
-- src\Data\Spectres.lua minions["Metadata/Monsters/VaalHumanoids/VaalHumanoidPyramidHands/VaalPyramidHands"] = { name = "Brutal Transcendent", life = 2.5, energyShield = 0.08, fireResist = 0, coldResist = 0, lightningResist = 0, chaosResist = 0, damage = 2.5, damageSpread = 0.2, attackTime = 1.5, attackRange = 14, accuracy = 1, skillList = { "MPSVaalHumanoidPyramidHandsGrenade", "GSPyramidHandGenadeExplosion", "EDSPyramidHandLightningLance", }, modList = { }, } -- src\Data\Skills\spectre.lua skills["MPSVaalHumanoidPyramidHandsGrenade"] = { name = "MPSVaalHumanoidPyramidHandsGrenade", hidden = true, color = , baseEffectiveness = 0, incrementalEffectiveness = 0, skillTypes = { [SkillType.Spell] = true, [SkillType.Projectile] = true, [SkillType.ProjectilesFromUser] = true, [SkillType.Triggerable] = true, [SkillType.Damage] = true, }, statDescriptionScope = "skill_stat_descriptions", castTime = 1, baseFlags = { spell = true, projectile = true, }, baseMods = { }, qualityStats = { }, stats = { "monster_projectile_variation", "spell_maximum_action_distance_+%", "projectile_spread_radius", "projectile_ballistic_gravity_override", "base_is_projectile", "projectile_uses_contact_position", "maintain_projectile_direction_when_using_contact_position", "action_attack_or_cast_time_uses_animation_length", "base_deal_no_damage", "projectile_ballistic_angle_from_reference_event", "ballistic_projectiles_always_bounce", }, levels = { [1] = {1126, -30, 9, 3000, levelRequirement = 1, statInterpolation = {}, cost = { }, }, }, } -- src\Data\Skills\spectre.lua skills["GSPyramidHandGenadeExplosion"] = { name = "GSPyramidHandGenadeExplosion", hidden = true, color = , baseEffectiveness = 0, incrementalEffectiveness = 0, skillTypes = { [SkillType.Triggerable] = true, [SkillType.Spell] = true, [SkillType.Damage] = true, }, statDescriptionScope = "geometry_spell", castTime = 1, baseFlags = { spell = true, area = true, projectile = true, }, baseMods = { }, qualityStats = { }, stats = { "spell_minimum_base_lightning_damage", "spell_maximum_base_lightning_damage", "is_area_damage", "base_is_projectile", }, levels = { [1] = {0.5, 1.5, levelRequirement = 1, statInterpolation = {3, 3}, cost = { }, }, }, } -- src\Data\Skills\spectre.lua skills["EDSPyramidHandLightningLance"] = { name = "EDSPyramidHandLightningLance", hidden = true, color = , baseEffectiveness = 0, incrementalEffectiveness = 0, skillTypes = { [SkillType.Triggerable] = true, [SkillType.Spell] = true, [SkillType.Damage] = true, }, statDescriptionScope = "skill_stat_descriptions", castTime = 1, baseFlags = { spell = true, area = true, }, baseMods = { }, qualityStats = { }, stats = { "spell_minimum_base_lightning_damage", "spell_maximum_base_lightning_damage", "spell_maximum_action_distance_+%", "is_area_damage", "action_attack_or_cast_time_uses_animation_length", }, levels = { [1] = {0.80000001192093, 1.2000000476837, -65, levelRequirement = 1, statInterpolation = {3, 3}, cost = { }, }, }, }
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Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.