沸者遗骨
恶魔
Boiled Dead
幽魂Y
标签demon, flesh_armour, has_dagger, has_one_handed_melee, humanoid, medium_height, medium_movement, melee, not_dex, not_int, physical_affinity, puncturing_weapon, red_blood
生命
132%
护甲
+25%
异常状态临界值
132%
抗性
20 20 20 0
伤害
165%
命中
100%
暴击几率
+5%
暴击伤害
+130%
攻击距离
6 ~ 10
攻击间隔
1.5 秒
伤害分布
±30%
经验值
110%
Model Size
100%
类型
HalfSkeleton
Metadata
HalfSkeleton3
等级
68
生命
8,492
护甲
35,988
闪避值
4,739
能量护盾
0
伤害
616
法术伤害
616
命中
290
攻击间隔
1.5
经验值
11,281
异常状态临界值
8,492
冰缓
27
Shock
27
Brittle
152
Scorch
27
Sap
74
MeleeAtAnimationSpeed
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: 431–801
暴击几率: 5%
攻击间隔: 1.5 秒
对你的敌人无情痛击。
action attack or cast time uses animation length [1]
projectile uses contact position [1]
skill can fire arrows [1]
skill can fire wand projectiles [1]
use scaled contact offset [1]

Object Type

version 2
extends "Metadata/Monsters/Monster"

Actor
{
}

Object Type Codes

version 2
extends "Metadata/Monsters/Monster"
-- src\Data\Spectres.lua
minions["Metadata/Monsters/HalfSkeleton/HalfSkeleton3"] = {
    name = "Boiled Dead",
    life = 1.32,
    fireResist = 20,
    coldResist = 20,
    lightningResist = 20,
    chaosResist = 0,
    damage = 1.65,
    damageSpread = 0.3,
    attackTime = 1.5,
    attackRange = 10,
    accuracy = 1,
    weaponType1 = "Dagger",
    skillList = {
        "MeleeAtAnimationSpeed",
    },
    modList = {
    },
}
-- src\Data\Skills\spectre.lua
skills["MeleeAtAnimationSpeed"] = {
    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 = {
        "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 = { }, },
    },
}