トゲのあるエイ
Spiked Ray
SpectreY
Tagsbeast, medium_movement, MonsterBlunt_onhit_audio, not_dex, not_int, red_blood
ライフ
120%
防具
+50%
Ailment Threshold
%
耐性
0 0 0 0
Damage
120%
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 ~ 26
Attack Time
1.5 Second
Damage Spread
±20%
経験値
120%
Model Size
100%
Type
ElectricStingray
Metadata
ElectricStingray_
レベル
68
ライフ
9,308
防具
3,451
回避
477
エナジーシールド
0
Damage
280
スペルダメージ
280
命中
0
Attack Time
1.5
経験値
34,361
MeleeAtAnimationSpeed
Attack, RangedAttack, MirageArcherCanUse, Projectile, MeleeSingleTarget, Multistrikeable, Melee, ProjectilesFromUser
基本アタック
Base Damage: 224–336
[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]
MPSElectricStingRayProjectile
Spell, Projectile, ProjectilesFromUser, Triggerable, Damage
クリティカル率: 5%
キャストタイム: 1.47 秒
24.85から74.54ダメージを与える
投射物は全ての対象を貫通する
action attack or cast time uses animation length [1]
base is projectile [1]
check for targets between initiator and projectile source [1]
maintain projectile direction when using contact position [1]
monster projectile variation [1057]
projectile uses contact position [1]
spell maximum action distance +% [-30]
use scaled contact offset [1]

Object Type

version 2
extends "Metadata/Monsters/Monster"

Transitionable
{
	
}

Object Type Codes

version 2
extends "Metadata/Monsters/Monster"

Transitionable
{

	on_transition =
	"
		Roll( 1, 2, { PlayEffect( 'Metadata/Monsters/ElectricStingray/Audio/ElectricStingrayAggroAudio.ao' ); } );
	"
}

Animated
{

	preload_animated_object = "Metadata/Monsters/ElectricStingray/Audio/ElectricStingrayAggroAudio.ao"

}
-- src\Data\Spectres.lua
minions["Metadata/Monsters/ElectricStingray/ElectricStingray_"] = {
    name = "Spiked Ray",
    life = 1.2,
    fireResist = 0,
    coldResist = 0,
    lightningResist = 0,
    chaosResist = 0,
    damage = 1.2,
    damageSpread = 0.2,
    attackTime = 1.5,
    attackRange = 26,
    accuracy = 1,
    skillList = {
        "MeleeAtAnimationSpeed",
        "MPSElectricStingRayProjectile",
    },
    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["MPSElectricStingRayProjectile"] = {
    name = "MPSElectricStingRayProjectile",
    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 = 1.47,
    baseFlags = {
        spell = true,
        projectile = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "spell_minimum_base_lightning_damage",
        "spell_maximum_base_lightning_damage",
        "spell_maximum_action_distance_+%",
        "monster_projectile_variation",
        "base_is_projectile",
        "action_attack_or_cast_time_uses_animation_length",
        "projectile_uses_contact_position",
        "use_scaled_contact_offset",
        "check_for_targets_between_initiator_and_projectile_source",
        "maintain_projectile_direction_when_using_contact_position",
        "always_pierce",
    },
    levels = {
        [1] = {0.5, 1.5, -30, 1057, critChance = 5, levelRequirement = 1, statInterpolation = {3, 3},  cost = { }, },
    },
}