[DNT] Bone Snake
monster casts puncture text [1]
stance movement speed +% final [100]
SpectreY
Tagsbeast, melee, not_int, not_str, physical_affinity, reptile_beast, skeleton, SpearWood_onhit_audio, undead, very_slow_movement
生命
100%
閃避值
+25%
抗性
0 0 0 0
傷害
100%
命中
100%
暴擊 Chance
5%
暴擊傷害加成
+30%
Attack Distance
6 ~ 6
攻擊時間
1.32 Second
Damage Spread
±20%
經驗值
100%
Model Size
90%
Type
BoneCoilSnake
Metadata
SkeletonSnakeBone_
等級
68
生命
7,757
護甲值
3,451
閃避值
596
傷害
233
法術傷害
233
命中
2,180
攻擊時間
1.32
經驗值
28,634
Minion Life
11,280
Minion Damage
1,896
Minion Armour
3,451
MeleeAtAnimationSpeed
攻擊, 範圍攻擊, 技能可幻影射手, 投射物, 近戰單一目標, 攻擊可重複, 近戰, 玩家投射物
基礎攻擊
Base Damage: 186–280
暴擊率: 5%
攻擊時間: 1.32 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]
MonsterPuncture
攻擊, 範圍攻擊, 技能可幻影射手, 投射物, 玩家投射物, 持續時間, 陷阱技能, 地雷技能, 圖騰技能, 近戰單一目標, 攻擊可重複, 近戰, DoT, 可觸發, 物理
放血
Base Damage: 186–280
暴擊率: 5%
攻擊傷害: 120%
攻擊時間: 1.32 秒
對目標進行一個放血攻擊,對其造成一個流血的減益效果,效果可被作用期間詞綴影響。限定弓、匕首、爪與劍。
造成 20% 更多攻擊傷害
施加之流血具有 20% 更多幅度
造成流血

Object Type

version 2
extends "Metadata/Monsters/Monster"

Actor
{
	main_hand_unarmed_type = "Dagger"
	basic_action = "ChangeToStance1"
	basic_action = "ChangeToStance2"
	basic_action = "Emerge"
}


Life
{
	on_death = "SetStateTo( hidemesh, 1 );"
}

StateMachine
{
	define_shared_state = "hidemesh;"
}

Transitionable
{
	
}

Stats
{
	set_base_heavy_stun_duration_ms = 3000
}

Object Type Codes

version 2
extends "Metadata/Monsters/Monster"

StateMachine
{
	on_or_create_state_hidemesh_1 =
	"
		HideMeshSegments( SkeletonSnakeDSShape, SkeletonSnakeSSShape, ribbon_meshShape, spine_combined_fin_mesh2Shape, spine_combined_meshShape );
		ShowMeshSegments( spine_segment_fin_mesh_Shape8, spine_segment_mesh_1Shape, spine_segment_mesh_2Shape, spine_segment_mesh_3Shape, spine_segment_mesh_4Shape, spine_segment_mesh_5Shape, spine_segment_mesh_Shape8 );
	"

	on_or_create_state_hidemesh_0 =
	"
		ShowMeshSegments( ribbon_meshShape, spine_combined_fin_mesh2Shape, spine_combined_meshShape );
		HideMeshSegments( spine_segment_fin_mesh_Shape8, spine_segment_mesh_1Shape, spine_segment_mesh_2Shape, spine_segment_mesh_3Shape, spine_segment_mesh_4Shape, spine_segment_mesh_5Shape, spine_segment_mesh_Shape8 );
	"
}

Actor
{
	on_start_Emerge = "SetStateTo( hidemesh, 1 );"
	on_end_Emerge = "SetStateTo( hidemesh, 0 );"
	on_start_Death = "SetStateTo( hidemesh, 1 );"
}
-- src\Data\Spectres.lua
minions["Metadata/Monsters/SkeletonSnakeBone_"] = {
    name = "[DNT] Bone Snake",
    life = 1,
    fireResist = 0,
    coldResist = 0,
    lightningResist = 0,
    chaosResist = 0,
    damage = 1,
    damageSpread = 0.2,
    attackTime = 1.32,
    attackRange = 6,
    accuracy = 1,
    skillList = {
        "MeleeAtAnimationSpeed",
        "MonsterPuncture",
    },
    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["MonsterPuncture"] = {
    name = "Puncture",
    hidden = true,
    color = ,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    description = "Punctures enemies, causing a bleeding debuff, which will be affected by modifiers to skill duration. Puncture works with bows, daggers, claws or swords.",
    skillTypes = {
        [SkillType.Attack] = true,
        [SkillType.RangedAttack] = true,
        [SkillType.MirageArcherCanUse] = true,
        [SkillType.Projectile] = true,
        [SkillType.ProjectilesFromUser] = true,
        [SkillType.Duration] = true,
        [SkillType.Trappable] = true,
        [SkillType.Mineable] = true,
        [SkillType.Totemable] = true,
        [SkillType.MeleeSingleTarget] = true,
        [SkillType.Multistrikeable] = true,
        [SkillType.Melee] = true,
        [SkillType.DamageOverTime] = true,
        [SkillType.Triggerable] = true,
        [SkillType.Physical] = true,
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 1,
    baseFlags = {
        attack = true,
        melee = true,
        projectile = true,
        duration = true,
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
        "active_skill_bleeding_effect_+%_final",
        "skill_can_fire_arrows",
        "attacks_inflict_bleeding_on_hit",
    },
    levels = {
        [1] = {20, baseMultiplier = 1.2, levelRequirement = 9, statInterpolation = {1},  cost = { }, },
        [2] = {40, baseMultiplier = 1.2, levelRequirement = 30, statInterpolation = {1},  cost = { }, },
        [3] = {60, baseMultiplier = 1.2, levelRequirement = 60, statInterpolation = {1},  cost = { }, },
    },
}
monster casts puncture text [1]
IdMonsterCastsPunctureText
FamilyMonsterCastsPunctureText
Domains怪物 (3)
GenerationType傳奇 (3)
Req. level1
Stats
  • monster casts puncture text Min: 1 Max: 1 Global
  • stance movement speed +% final [100]
    IdStanceSnakeSlither
    FamilyStance
    Domains怪物 (3)
    GenerationType傳奇 (3)
    Req. level1
    Stats
  • stance movement speed +% final Min: 100 Max: 100 Global
  • Craft Tagsarmour defences speed
    Edit

    Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.