가시투성이 가오리
Spiked Ray
SpectreY
Tagsbeast, medium_movement, MonsterBlunt_onhit_audio, not_dex, not_int, red_blood
생명력
120%
방어도
+50%
저항
0 0 0 0
Damage
120%
정확도
100%
치명타 명중 Chance
5%
치명타 피해 보너스
+30%
Attack Distance
5 ~ 26
공격 속도
1.5 Second
Damage Spread
±20%
경험치
120%
Model Size
100%
Type
ElectricStingray
Metadata
ElectricStingray_
레벨
68
생명력
9,308
방어도
5,177
회피
477
Damage
280
주문 피해
280
정확도
2,180
공격 속도
1.5
경험치
34,361
Minion Life
13,536
Minion Damage
2,276
Minion Armour
8,628
MeleeAtAnimationSpeed
Attack, RangedAttack, MirageArcherCanUse, Projectile, MeleeSingleTarget, Multistrikeable, Melee, ProjectilesFromUser
기본 공격
Base Damage: 224–336
치명타 명중 확률: 5%
공격 속도: 1.5 초
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
치명타 명중 확률: 5%
시전 속도: 1.47 초
4611~13832 번개 피해
투사체가 모든 대상 관통
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 = { }, },
    },
}
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