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%
防具
+100%
Ailment Threshold
%
耐性
30
0
30
0
Damage
250%
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
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
21,790
防具
3,877
回避
502
エナジーシールド
0
Damage
620
スペルダメージ
620
命中
0
Attack Time
1.5
経験値
86,598
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
20.58から30.87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]
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]
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
12.86から38.58の雷ダメージを与える
base is projectile [1]
is area damage [1]
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 = { }, }, }, }