兩棲徘徊者
Amphibious Prowler
SpectreY
Tagsbeast, Beast_onhit_audio, medium_movement, not_int, red_blood
生命
130%
護甲
+50%
閃避值
+25%
抗性
0 30 0 0
傷害
130%
命中
100%
暴擊 Chance
5%
暴擊傷害加成
+30%
Attack Distance
5 ~ 16
Attack Time
1.5 Second
Damage Spread
±20%
經驗值
130%
Model Size
100%
Type
ProwlerLeviathan
Metadata
ProwlerLeviathan
等級
68
生命
10,084
護甲
5,177
閃避值
596
傷害
303
法術傷害
303
命中
2,180
Attack Time
1.5
經驗值
37,224
Minion Life
14,664
Minion Damage
2,465
Minion Armour
8,628
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: 242–364
暴擊率: 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]

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/ProwlerLeviathan/ProwlerLeviathanAggroAudio.ao' ); } );
	"
}

Animated
{

	preload_animated_object = "Metadata/Monsters/ProwlerLeviathan/ProwlerLeviathanAggroAudio.ao"

}
-- src\Data\Spectres.lua
minions["Metadata/Monsters/ProwlerLeviathan/ProwlerLeviathan"] = {
    name = "Amphibious Prowler",
    life = 1.3,
    fireResist = 0,
    coldResist = 0,
    lightningResist = 0,
    chaosResist = 0,
    damage = 1.3,
    damageSpread = 0.2,
    attackTime = 1.5,
    attackRange = 16,
    accuracy = 1,
    skillList = {
        "MeleeAtAnimationSpeed",
    },
    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 = { }, },
    },
}
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