Spectre | Y |
---|---|
Area | 지구라트 피난처, 검은 내실, 검은 내실 |
Tags | 2HBluntWood_onhit_audio, allows_additional_projectiles, allows_inc_aoe, construct, humanoid, lightning_affinity, medium_movement, not_dex, ranged, red_blood |
Packs |
생명력
250%
Energy Shield From Life
8%
방어도
+100%
Ailment Threshold
%
저항
30
0
30
0
Damage
250%
정확도
100%
치명타 확률
+5%
치명타 피해 배율
+130%
Attack Distance
5 ~ 14
Attack Time
1.5 Second
Damage Spread
±20%
경험치
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.
레벨
70
생명력
21,790
방어도
3,877
회피
502
에너지 보호막
0
Damage
620
주문 피해
620
정확도
0
Attack Time
1.5
경험치
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
시전 속도: 1 초
20.58~30.87 번개 피해
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
시전 속도: 1 초
재사용 대기시간: 10 초
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
시전 속도: 1 초
12.86~38.58 번개 피해
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 = { }, }, }, }