Especialista brutal
Brutal Transcendent
Spectre | Y |
---|---|
Area | El refugio del zigurat, Las cámaras negras, Las cámaras negras |
Tags | 2HBluntWood_onhit_audio, allows_additional_projectiles, allows_inc_aoe, construct, humanoid, lightning_affinity, medium_movement, not_dex, ranged, red_blood |
Packs |
Vida
250%
Energy Shield From Life
8%
Armadura
+100%
Resistencia




Damage
250%
Precisión
100%
Impactos críticos Chance
5%
Bonificación de daño crítico
+30%
Attack Distance
5 ~ 14
Tiempo de ataque
1.5 Second
Damage Spread
±20%
Experiencia
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.
Nivel
65
Vida
14,980
Armadura
4,046
Evasión
440
Escudo de energía
1,303
Damage
531
Daño de hechizos
531
Precisión
1,974
Tiempo de ataque
1.5
Experiencia
53,768
Minion Life
13,747
Minion Energy Shield
1,195
Minion Damage
1,128
Minion Armour
8,092
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
Tiempo de lanzamiento: 1 seg
Inflige de 139.6 a 209.4 de daño de rayo
action attack or cast time uses animation length [1]
base skill can be avoided by dodge roll [1]
base skill can be blocked [1]
is area damage [1]
spell maximum action distance +% [-65]
MPSVaalHumanoidPyramidHandsGrenade
Spell, Projectile, ProjectilesFromUser, Triggerable, Damage
Tiempo de lanzamiento: 1 seg
Tiempo de recarga: 10 seg
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
Tiempo de lanzamiento: 1 seg
Inflige de 87.27 a 261.8 de daño de rayo
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", "base_skill_can_be_blocked", "base_skill_can_be_avoided_by_dodge_roll", }, 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.