四手巨獸
野獸
stance movement speed +% final [30]
Quadrilla
SpectreY
Area叢林遺跡, 狂嗥洞穴, 河畔, 殘破, 高地神塔庇護所
Tagsallows_inc_aoe, beast, fast_movement, mammal_beast, melee, MonsterBlunt_onhit_audio, not_dex, not_int, physical_affinity, red_blood
Packs
  • 叢林遺跡, 狂嗥洞穴: 四手巨獸
  • 高地神塔庇護所: 四手巨獸, 蠍猴
  • 生命
    200%
    抗性
    0 0 0 0
    傷害
    200%
    命中
    100%
    暴擊 Chance
    5%
    Attack Distance
    9 ~ 21
    攻擊時間
    1.995 Second
    Damage Spread
    ±20%
    經驗值
    200%
    Model Size
    100%
    Type
    Quadrilla
    Metadata
    Quadrilla
    等級
    65
    生命
    13,026
    傷害
    425
    法術傷害
    425
    命中
    2,214
    攻擊時間
    1.995
    經驗值
    43,014
    召喚物生命
    12,564
    召喚物傷害
    1,658
    召喚物護甲
    6,575
    GAQuadrillaSunder
    可觸發, 攻擊
    Base Damage: 340–510
    暴擊率: 5%
    攻擊時間: 1.995 秒
    +25 近戰打擊距離
    action attack or cast time uses animation length [1]
    is area damage [1]
    EAAQuadrillaThrow
    action attack or cast time uses animation length [1]
    MeleeAtAnimationSpeed
    攻擊, 範圍攻擊, 技能可幻影射手, 投射物, 近戰單一目標, 近戰, 玩家投射物
    基礎攻擊
    Base Damage: 340–510
    暴擊率: 5%
    攻擊時間: 1.995 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]
    GPAQuadrillaRock
    投射物, 玩家投射物, 攻擊, 傷害, 範圍, 陷阱技能, 圖騰技能, 地雷技能, 法術可重複, 可觸發
    Base Damage: 340–510
    暴擊率: 5%
    攻擊時間: 1.995 秒
    通用的怪物砲擊技能。與怪物投射物相似,但帶有衝擊效果。
    穿透所有目標
    action attack or cast time uses animation length [1]
    base is projectile [1]
    number of projectiles override [1]
    projectile uses contact position [1]
    use scaled contact offset [1]
    SSMQuadrillaRock
    法術, 法術可重複, 可觸發
    施放時間: 1 秒
    alternate minion [1022]
    monster no drops or experience [1]
    number of monsters to summon [1]
    summon specific monsters radius +% [-99]
    summoned monsters are minions [1]
    QuadrillaShieldCharge
    攻擊, 近戰, 近戰單一目標, 位移, 快行
    重盾衝鋒
    Base Damage: 340–510
    暴擊率: 5%
    攻擊時間: 1.995 秒
    向一個目標衝鋒,使用盾牌對其猛擊的同時也用近戰武器順手補刀。此攻擊將會擊退目標並將其擊暈,在路徑上的敵人將會被推向兩旁。傷害與擊暈機率將視衝鋒距離而定。不能被多重打擊輔助。
    增加 23% 移動速度
    ignores proximity shield [1]
    shield charge continue past target [1]
    shield charge extra distance [10]
    TCQuadrillaCharge
    攻擊, 近戰, 近戰單一目標, 位移, 快行
    圓盾衝鋒
    Base Damage: 340–510
    暴擊率: 5%
    攻擊時間: 1.995 秒
    冷卻時間: 10 秒
    向一個目標衝鋒,使用盾牌對其猛擊的同時也用近戰武器順手補刀。此攻擊將會擊退目標並將其擊暈,在路徑上的敵人將會被推向兩旁。傷害與擊暈機率將視衝鋒距離而定。不能被多重打擊輔助。
    ignores proximity shield [1]
    shield charge continue past target [1]
    shield charge extra distance [10]
    EASQuadrillaTaunt
    冷卻時間: 90 秒
    action attack or cast time uses animation length [1]

    Object Type

    version 2
    extends "Metadata/Monsters/Monster"
    
    StateMachine
    {
    	define_shared_state = "has_rock_target; rotate; attach;"
    }
    
    Actor
    {
    	basic_action = "MoveForced"
    	basic_action = "ChangeToStance2"
    	on_event_start_face_for_EmptyActionSpell = "SetTarget( rock_throw, true );"
    	on_event_end_face_for_EmptyActionSpell = "SetTargetLocation( rock_throw, _, _, true );"
    }
    
    Functions
    {
    	TargetTheThing =
    	"
    		this.rock_throw = arg1;
    		SetTargetLocation( rock_throw );
    	"
    }
    
    Transitionable
    {
    	
    }
    
    Stats
    {
    	set_base_heavy_stun_duration_ms = 3000
    }

    Object Type Codes

    version 2
    extends "Metadata/Monsters/Monster"
    
    StateMachine
    {
    	on_state_attach_01 = "AddAttachedOffset( 'Metadata/Terrain/Jungle/JungleExterior/Fills/QuadrillaProps/Block01.ao', R_Weapon, 0.83333333 );"
    	on_state_attach_0 = "DetachAllOfType( 'Metadata/Terrain/Jungle/JungleExterior/Fills/QuadrillaProps/Block01.ao' );"
    }
    
    Transitionable
    {
    	on_transition =
    	"
    		Roll( 1, 2, { PlayEffect( 'Metadata/Monsters/Quadrilla/QuadrillaAggroAudio.ao' ); } );
    	"
    }
    
    Render
    {
    	selection_size_override = "200, 200, 250"
    }
    
    -- src\Data\Spectres.lua
    minions["Metadata/Monsters/Quadrilla/Quadrilla"] = {
        name = "Quadrilla",
        life = 2,
        fireResist = 0,
        coldResist = 0,
        lightningResist = 0,
        chaosResist = 0,
        damage = 2,
        damageSpread = 0.2,
        attackTime = 1.995,
        attackRange = 21,
        accuracy = 1,
        skillList = {
            "MeleeAtAnimationSpeed",
            "GPAQuadrillaRock",
            "SSMQuadrillaRock",
            "TCQuadrillaCharge",
            "GAQuadrillaSunder",
            "EAAQuadrillaThrow",
            "EASQuadrillaTaunt",
            "QuadrillaShieldCharge",
        },
        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.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["GPAQuadrillaRock"] = {
        name = "GPAQuadrillaRock",
        hidden = true,
        color = ,
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        description = "Generic monster mortar skill. Like Monster Projectile but has an impact effect.",
        skillTypes = {
            [SkillType.Projectile] = true,
            [SkillType.ProjectilesFromUser] = true,
            [SkillType.Attack] = true,
            [SkillType.Damage] = true,
            [SkillType.Area] = true,
            [SkillType.Trappable] = true,
            [SkillType.Totemable] = true,
            [SkillType.Mineable] = true,
            [SkillType.Multicastable] = true,
            [SkillType.Triggerable] = true,
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 1,
        baseFlags = {
            attack = true,
            area = true,
            projectile = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "number_of_projectiles_override",
            "base_is_projectile",
            "action_attack_or_cast_time_uses_animation_length",
            "use_scaled_contact_offset",
            "projectile_uses_contact_position",
            "always_pierce",
        },
        levels = {
            [1] = {1, levelRequirement = 1, statInterpolation = {},  cost = { }, },
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["SSMQuadrillaRock"] = {
        name = "SSMQuadrillaRock",
        hidden = true,
        color = ,
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        skillTypes = {
            [SkillType.Spell] = true,
            [SkillType.Multicastable] = true,
            [SkillType.Triggerable] = true,
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 1,
        baseFlags = {
            spell = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "alternate_minion",
            "number_of_monsters_to_summon",
            "summon_specific_monsters_radius_+%",
            "summoned_monsters_are_minions",
            "monster_no_drops_or_experience",
        },
        levels = {
            [1] = {1022, 1, -99, levelRequirement = 1, statInterpolation = {},  cost = { }, },
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["TCQuadrillaCharge"] = {
        name = "Table Charge",
        hidden = true,
        color = ,
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        description = "Charges at an enemy, bashing it with the character's shield and striking it. This knocks it back and stuns it. Enemies in the way are pushed to the side. Damage and stun are proportional to distance travelled. Cannot be supported by Multistrike.",
        skillTypes = {
            [SkillType.Attack] = true,
            [SkillType.Melee] = true,
            [SkillType.MeleeSingleTarget] = true,
            [SkillType.Movement] = true,
            [SkillType.Travel] = true,
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 1,
        baseFlags = {
            attack = true,
            melee = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "shield_charge_extra_distance",
            "ignores_proximity_shield",
            "shield_charge_continue_past_target",
        },
        levels = {
            [1] = {10, levelRequirement = 1, statInterpolation = {},  cost = { }, },
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["GAQuadrillaSunder"] = {
        name = "GAQuadrillaSunder",
        hidden = true,
        color = ,
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        skillTypes = {
            [SkillType.Triggerable] = true,
            [SkillType.Attack] = true,
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 1,
        baseFlags = {
            attack = true,
            area = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "melee_range_+",
            "is_area_damage",
            "action_attack_or_cast_time_uses_animation_length",
        },
        levels = {
            [1] = {25, levelRequirement = 1, statInterpolation = {},  cost = { }, },
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["EAAQuadrillaThrow"] = {
        name = "EAAQuadrillaThrow",
        hidden = true,
        color = ,
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        skillTypes = {
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 1,
        baseFlags = {
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "action_attack_or_cast_time_uses_animation_length",
        },
        levels = {
            [1] = {levelRequirement = 1, statInterpolation = {},  cost = { }, },
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["EASQuadrillaTaunt"] = {
        name = "EASQuadrillaTaunt",
        hidden = true,
        color = ,
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        skillTypes = {
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 1,
        baseFlags = {
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "action_attack_or_cast_time_uses_animation_length",
        },
        levels = {
            [1] = {levelRequirement = 1, statInterpolation = {},  cost = { }, },
        },
    }
    -- src\Data\Skills\spectre.lua
    skills["QuadrillaShieldCharge"] = {
        name = "Shield Charge",
        hidden = true,
        color = ,
        baseEffectiveness = 0,
        incrementalEffectiveness = 0,
        description = "Charges at an enemy, bashing it with the character's shield and striking it. This knocks it back and stuns it. Enemies in the way are pushed to the side. Damage and stun are proportional to distance travelled. Cannot be supported by Multistrike.",
        skillTypes = {
            [SkillType.Attack] = true,
            [SkillType.Melee] = true,
            [SkillType.MeleeSingleTarget] = true,
            [SkillType.Movement] = true,
            [SkillType.Travel] = true,
        },
        statDescriptionScope = "skill_stat_descriptions",
        castTime = 1,
        baseFlags = {
            attack = true,
            melee = true,
        },
        baseMods = {
        },
        qualityStats = {
        },
        stats = {
            "base_movement_velocity_+%",
            "shield_charge_extra_distance",
            "ignores_proximity_shield",
            "shield_charge_continue_past_target",
        },
        levels = {
            [1] = {23, 10, levelRequirement = 1, statInterpolation = {},  cost = { }, },
        },
    }
    
    FamilyNothing
    Domains怪物 (3)
    GenerationType傳奇 (3)
    Req. level1
    stance movement speed +% final [30]
    FamilyStance
    Domains怪物 (3)
    GenerationType傳奇 (3)
    Req. level1
    Stats
  • stance movement speed +% final Min: 30 Max: 30 Global
  • keyval
    Stats.item_drop_slots1
    Stats.energy_shield_recharge_rate_per_minute_%750
    Stats.base_maximum_mana200
    Stats.maximum_physical_damage_reduction_%75
    Stats.base_maximum_all_resistances_%75
    Stats.monster_base_flask_charges_percent_of_monster_power50
    Stats.base_critical_hit_damage_bonus30
    Stats.max_endurance_charges3
    Stats.max_frenzy_charges3
    Stats.max_power_charges3
    Stats.object_inherent_base_maximum_block_%_from_ot50
    Stats.movement_velocity_cap128
    Stats.max_azurite_debuff_stacks10
    Stats.ignore_skill_weapon_restrictions1
    Stats.melee_hit_damage_stun_multiplier_+%_final_from_ot33
    Stats.physical_hit_damage_stun_multiplier_+%_final_from_ot100
    Stats.scale_melee_range_to_actor_scale1
    Stats.use_melee_pattern_range1
    Stats.melee_swing_not_scaled_by_area_modifiers1
    Stats.actor_scale_+%_limit200
    Stats.base_heavy_stun_duration_ms3000
    Stats.melee_defer_damage_prediction1
    Stats.poise_decay_delay_ms8000
    Stats.poise_decay_%_per_second5
    Stats.base_block_angle_degrees180
    Stats.action_attack_or_cast_time_uses_animation_length1
    Stats.slow_potency_+%_final_per_additional_player-10
    Stats.check_for_targets_between_initiator_and_projectile_source1
    Stats.maximum_life_+%_final_per_additional_player50
    Stats.maximum_energy_shield_+%_final_per_additional_player50
    Stats.poise_threshold_+%_final_per_additional_player50
    Stats.stun_base_duration_override_ms500
    Stats.bleeding_moving_damage_%_of_base_override200
    ObjectMagicProperties.stat_description_listMetadata/StatDescriptions/monster_stat_descriptions.csd
    Positioned.blockingtrue
    Positioned.team0
    Positioned.serialise_collidabletrue
    BaseEvents.server_onlytrue
    Actor.basic_actionMove, MoveForced, MoveToFormation, Flee, StrafeLeft, StrafeRight, StrafeRandom, Advance, DoNothing, MonsterPickup, MinionInteraction, MoveForced, ChangeToStance2
    Actor.slow_animations_go_to_idlefalse
    Actor.on_event_start_face_for_EmptyActionSpellSetTarget( rock_throw, true );
    Actor.on_event_end_face_for_EmptyActionSpellSetTargetLocation( rock_throw, _, _, true );
    StateMachine.define_shared_statehas_rock_target; rotate; attach;
    Functions.TargetTheThing =
    Functions.",
    Functions.this.rock_throwarg1;
    Functions.SetTargetLocation( rock_throw );
    Edit

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