靈牛

Spirit Ox
Spectre | N |
---|---|
Tags | beast, fast_movement, Unarmed_onhit_audio, very_fast_movement |
生命
100%
抗性




傷害
100%
命中
100%
暴擊 Chance
5%
+30%
Attack Distance
6 ~ 14
攻擊時間
1.5 Second
Damage Spread
±20%
經驗值
100%
Model Size
100%
Type
ChargingOx
Metadata
ChargingOx
下列的數值並未包含地圖加成、怪物Buff加成、祭壇加成、輿圖天賦加成。
下列的數值為技能基礎數值,並未包含地圖加成、怪物Buff加成、祭壇加成、輿圖天賦加成、怪物本身傷害加成(例: 釋界 150% 加成),怪物稀有度加成(例: 傳奇 +70% 更多, 傳奇攻擊 33% 更少)。
TCSpiritOxCharge
攻擊, 近戰, 近戰單一目標, 位移, 快行
圓盾衝鋒
Base Damage: 186–280
暴擊率: 5%
攻擊時間: 1.5 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。
base phasing without visual [1]
ignores proximity shield [1]
is area damage [1]
skill cannot be interrupted [1]
skill cannot be knocked back [1]
skill cannot be stunned [1]

Object Type
version 2 extends "Metadata/Monsters/Monster" extends "Metadata/Monsters/TormentedSpirits/SpiritFadeIn" Stats { // set_base_heavy_stun_duration_ms = REPLACE_WITH_HEAVY_STUN_ANIM_LENGTH } Actor { basic_action = "MoveForced" } Functions { RandomAnimTiming = "SetCurrentAnimationPosition( Random( 0.0, 0.5 ), true );" } Positioned { force_placement = true blocking = false does_not_push_when_pushed = true ignore_being_pushed = true }
Object Type Codes
version 2 extends "Metadata/Monsters/Monster" extends "Metadata/Monsters/TormentedSpirits/SpiritFadeIn" BaseEvents { on_construction_complete = "AddEffectPack( 'Metadata/Effects/Spells/monsters_effects/monster_mods/tormented_spirits/spirit_animals/epk/wildspirit_skin_01.epk' );" }
-- src\Data\Spectres.lua minions["Metadata/Monsters/TormentedSpirits/Ox/ChargingOx"] = { name = "Spirit Ox", life = 1, fireResist = 0, coldResist = 0, lightningResist = 0, chaosResist = 0, damage = 1, damageSpread = 0.2, attackTime = 1.5, attackRange = 14, accuracy = 1, skillList = { "TCSpiritOxCharge", }, modList = { }, } -- src\Data\Skills\spectre.lua skills["TCSpiritOxCharge"] = { 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, area = true, }, baseMods = { }, qualityStats = { }, stats = { "ignores_proximity_shield", "is_area_damage", "skill_cannot_be_interrupted", "skill_cannot_be_stunned", "skill_cannot_be_knocked_back", "base_phasing_without_visual", }, levels = { [1] = {levelRequirement = 1, statInterpolation = {}, cost = { }, }, }, }
key | val |
---|---|
StateMachine.define_shared_state | fade |
Actor.basic_action | MoveForced |
Functions.RandomAnimTiming | SetCurrentAnimationPosition( Random( 0.0, 0.5 ), true ); |
Positioned.force_placement | true |
Positioned.blocking | false |
Positioned.does_not_push_when_pushed | true |
Positioned.ignore_being_pushed | true |
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Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.
Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.