菌潮蝰蛇
亡灵
无法被击退
Blighted Viper
幽魂N
标签blight_monster, chaos_affinity, extra_large_height, ghost, ghost_armour, immobile, is_unarmed, melee, reptile_beast, undead
生命
100%
异常状态临界值
100%
抗性
0 0 0 0
伤害
200%
命中
100%
暴击几率
+5%
暴击伤害
+130%
攻击距离
6 ~ 22
攻击间隔
1.5 秒
伤害分布
±20%
经验值
100%
Model Size
70%
类型
BlightSnakeSpectralViper
Metadata
SummonedSpectralViper
等级
68
生命
6,433
护甲
28,790
闪避值
4,739
能量护盾
0
伤害
747
法术伤害
747
命中
290
攻击间隔
1.5
经验值
10,255
异常状态临界值
6,433
冰缓
20
Shock
20
Brittle
115
Scorch
20
Sap
56
MeleePartialChaos
攻击, 范围攻击, 技能可幻影射手, 投射物, 近战单一目标, 攻击可重复, 近战, 玩家投射物
普通攻击
基本伤害: 598–897
暴击几率: 5%
攻击伤害: 75%
攻击间隔: 1.5 秒
对你的敌人无情痛击。
攻击伤害总降 25%
将物理伤害的 25% 转化为混沌伤害
skill can fire arrows [1]
skill can fire wand projectiles [1]
visual hit effect chaos is green [1]
FaceLastTarget
面对最后目标

Object Type

version 2
extends "Metadata/Monsters/Monster"

Actor
{
	basic_action = "Emerge"
	slow_animations_go_to_idle = false
}

Life
{
	corpse_usable = false
}

Pathfinding
{
	immobile = true
}

DiesAfterTime
{
	
}

StateMachine
{
	define_shared_state = "idling;"
}

Object Type Codes

version 2
extends "Metadata/Monsters/Monster"

BaseEvents
{
	on_construction_complete = "AddEffectPack( Metadata/Effects/Spells/monsters_effects/League_Blight/Mind_Control_Epk/MindControl2.epk );"
}

Life
{
	on_death = "DetachAllOfType( Metadata/Effects/Spells/monsters_effects/League_Legion/Vaal/Napuatzi/on_act_viperIdle.ao );"
}

StateMachine
{
	on_state_idling_1 = "AddAttached( Metadata/Effects/Spells/monsters_effects/League_Legion/Vaal/Napuatzi/on_act_viperIdle.ao,  );"
	create_state_idling_1 = "AddAttached( Metadata/Effects/Spells/monsters_effects/League_Legion/Vaal/Napuatzi/on_act_viperIdle.ao,  );"
}

Preload
{
	preload_epk = "Metadata/Effects/Spells/monsters_effects/League_Blight/Mind_Control_Epk/MindControl2.epk"
}
-- src\Data\Spectres.lua
minions["Metadata/Monsters/LeagueBlight/Generic/SummonedSpectralViper"] = {
    name = "Blighted Viper",
    life = 1,
    fireResist = 0,
    coldResist = 0,
    lightningResist = 0,
    chaosResist = 0,
    damage = 2,
    damageSpread = 0.2,
    attackTime = 1.5,
    attackRange = 22,
    accuracy = 1,
    skillList = {
        "MeleePartialChaos",
        "FaceLastTarget",
    },
    modList = {
    },
}
-- src\Data\Skills\spectre.lua
skills["MeleePartialChaos"] = {
    name = "Default Attack",
    hidden = true,
    color = 4,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    description = "Strike your foes down with a powerful blow.",
    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 = {
        "active_skill_damage_+%_final",
        "skill_physical_damage_%_to_convert_to_chaos",
        "skill_can_fire_arrows",
        "skill_can_fire_wand_projectiles",
        "visual_hit_effect_chaos_is_green",
    },
    levels = {
        [1] = {0, 25, baseMultiplier = 0.75, levelRequirement = 1, statInterpolation = {2},  cost = { }, },
    },
}
-- src\Data\Skills\spectre.lua
skills["FaceLastTarget"] = {
    name = "Face Last Target",
    hidden = true,
    color = 4,
    baseEffectiveness = 0,
    incrementalEffectiveness = 0,
    skillTypes = {
    },
    statDescriptionScope = "skill_stat_descriptions",
    castTime = 0.01,
    baseFlags = {
    },
    baseMods = {
    },
    qualityStats = {
    },
    stats = {
    },
    levels = {
        [1] = {levelRequirement = 1, statInterpolation = {},  cost = { }, },
    },
}
无法被击退
IdImmuneToKnockback
FamilyImmuneToKnockback
Domains怪物 (3)
GenerationType传奇 (3)
Req. level1
Stats
  • cannot be knocked back Min: 1 Max: 1 全域
  • Edit

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