Dialogue /125
怪物 | Cue | Dialogue |
---|---|---|
竄逃之彼 | PrimaryDefenderStartsFight | 為什麼它要這樣穿它皮膚?一定很痛苦吧?它會讓它覺得舒服一點。 |
竄逃之彼 | PrimaryDefenderStartsFight | 它不是王,但是這裡依舊是它的地盤,它會保護它! |
竄逃之彼 | PrimaryDefenderStartsFight | 它沒辦法拿到它!不 不 不 不! |
竄逃之彼 | PrimaryDefenderStartsFight | 它爬進它的巢穴!王會不高興的! |
竄逃之彼 | PrimaryDefenderStartsFight | 剪、剪、刺! |
竄逃之彼 | PrimaryDefenderStartsFight | 它討厭金屬房間。它討厭它! |
竄逃之彼 | PrimaryDefenderStartsFight | 討價還討價還討價還討價還價.... |
竄逃之彼 | PrimaryDefenderStartsFight | 它給這個,它拿到這個,它給這個,它拿到這個... |
竄逃之彼 | PrimaryDefenderStartsFight | 討價還討價還價...它給這個,它拿這個... |
竄逃之彼 | PrimaryDefenderStartsFight | 它因為這個禮物被懲罰了。它不會再聽話了! |
竄逃之彼 | PrimaryDefenderStartsFight | 朋友!它很享受死亡。它會給一些回報! |
竄逃之彼 | PrimaryDefenderStartsFight | 它帶著禮物醒來!想看看它的禮物能幹嘛嗎? |
竄逃之彼 | PrimaryDefenderStartsFight | 它又活過來了!它準備好玩更多了嗎? |
竄逃之彼 | PrimaryDefenderStartsFight | 它披上了夢想家的力量。它可以感受到嗎? |
竄逃之彼 | PrimaryDefenderStartsFight | 艾許環繞著它!它的思念像它的骨頭一樣破碎! |
竄逃之彼 | PrimaryDefenderStartsFight | 寒冰爬過它的皮膚。緩慢地。看到了嗎?感受到雪崩的感覺了嗎? |
竄逃之彼 | PrimaryDefenderStartsFight | 煮飯!嘶嘶作響的快炒著,就像它的骨頭和肉在紅色火炬上那樣! |
竄逃之彼 | PrimaryDefenderStartsFight | 它很累。它將擺脫肉體上的負擔。 |
竄逃之彼 | SafehouseLeaderIntro | 它以前不是王。不過這個區域現在是它的了。高級,好吃。 |
竄逃之彼 | SecondaryDefenderArrival | 它服侍領域! |
竄逃之彼 | SecondaryDefenderArrival | 它真是忌妒,但不是為了這個! |
竄逃之彼 | SecondaryDefenderArrival | 趕快收起它的快樂夥伴! |
竄逃之彼 | SecondaryDefenderArrival | 它在這裡幫忙做手術! |
竄逃之彼 | SecondaryDefenderArrival | 它會修好它的,別亂動。 |
竄逃之彼 | SecondaryDefenderArrival | 這裡的王啊,命令它! |
竄逃之彼 | SecondaryDefenderArrival | 吹牛的它一邊尖叫一邊跳著舞,但一事無成... |
竄逃之彼 | SecondaryDefenderArrival | 曾經很厲害的它需要一個朋友,對吧? |
竄逃之彼 | SecondaryDefenderArrival | 衝鋒的它需要它的幫助! |
竄逃之彼 | SecondaryDefenderArrival | 它為愛而戰!它為女王而戰! |
竄逃之彼 | SecondaryDefenderArrival | 肢解的它就像它這種怪物!它喜歡它! |
竄逃之彼 | SecondaryDefenderArrival | 它來戰鬥!它來切、來戳、來撕裂! |
竄逃之彼 | SecondaryDefenderArrival | 它想要這個區域...它要它! |
竄逃之彼 | SecondaryDefenderArrival | 它拿走了玩具。它什麼都沒拿到。 |
竄逃之彼 | SecondaryDefenderArrival | 它破壞了它的工作!它是它的敵人! |
竄逃之彼 | SecondaryDefenderArrival | 它聽到王要它去殺! |
竄逃之彼 | SecondaryDefenderArrival | 保護的它很快會遇到它的先祖.... |
竄逃之彼 | SecondaryDefenderArrival | 它會拿到它的手!還有腿!還有臉! |
竄逃之彼 | SecondaryDefenderArrival | 它想要吹牛的它的臉。可以給它它的臉嗎? |
竄逃之彼 | SecondaryDefenderArrival | 毛茸茸的它說它很弱,它不弱,它證明。 |
竄逃之彼 | SecondaryDefenderArrival | 它會展現對女王的愛!斬殺、刺穿、咬人的愛! |
竄逃之彼 | SecondaryDefenderArrival | 它看起來都一樣。它會刺穿它們全部! |
竄逃之彼 | ReplyToSecondaryDefenderArrival | 出去,出去,出去! |
竄逃之彼 | ReplyToSecondaryDefenderArrival | 它會讓它變成碎片。 |
竄逃之彼 | ReplyToSecondaryDefenderArrival | 這很糟糕,非常糟糕,素行不良! |
竄逃之彼 | ReplyToSecondaryDefenderArrival | 它很困惑。到來的它不想殺逃亡的它。 |
竄逃之彼 | ReplyToSecondaryDefenderArrival | 它不想無處可去!它想去某個地方! |
竄逃之彼 | ReplyToSecondaryDefenderArrival | 紅火柴!它會展示祈禱的它。 |
竄逃之彼 | ReplyToSecondaryDefenderArrival | 騙子!大自然希冀渴望著逃離它! |
竄逃之彼 | ReplyToSecondaryDefenderArrival | 支解的它不會喜歡它將做的事情... |
竄逃之彼 | ReplyToSecondaryDefenderArrival | 它依舊有情緒...痛...扭動還有飢餓的情緒... |
竄逃之彼 | ReplyToSecondaryDefenderArrival | 它喜歡它並討厭它,為什麼不能好好相處? |
竄逃之彼 | SecondaryDefenderArrival | 它來幫忙戰鬥的它! |
竄逃之彼 | SecondaryDefenderArrival | 快點!快點!還要更快點! |
竄逃之彼 | SecondaryDefenderArrival | 快,還要更快!很多碎片!很多碎片! |
竄逃之彼 | SecondaryDefenderArrival | 很多器官在等著它去抱著耳語... |
竄逃之彼 | SecondaryDefenderArrival | 它是有著許多歡樂與暴力的許多之王! |
竄逃之彼 | SecondaryDefenderArrival | 發光的它要聽它的命令! |
竄逃之彼 | SecondaryDefenderArrival | 大笑的它會被新的命令吸收! |
竄逃之彼 | SecondaryDefenderArrival | 它是許多之王,它告訴它該怎麼做!它會殺掉它並帶著它的骨頭碎片回來! |
竄逃之彼 | SecondaryDefenderArrival | 它的女王必須承認它的王! |
竄逃之彼 | SecondaryDefenderArrival | 它的領域中會有一個屬於肢解的它負責的特別區域。 |
竄逃之彼 | KillPlayer | 它做到了!它保護了它的領域! |
竄逃之彼 | KillPlayer | 它的骨頭現在會產生清脆的純白碎片。 |
竄逃之彼 | KillPlayer | 時間到了,它走了。 |
竄逃之彼 | KillPlayer | 為什麼它不繼續?跟它玩!玩! |
竄逃之彼 | Escape | 就像回家一樣。一個它死了,一個它活了。 |
竄逃之彼 | Escape | 它不能有它。它說的是永恆! |
竄逃之彼 | Escape | 它不會被抓住! |
竄逃之彼 | Defeated | 它的領域!不!!!! |
竄逃之彼 | Defeated | 它不懂... |
竄逃之彼 | Defeated | 為什麼...為什麼它想要它的朋友!? |
竄逃之彼 | Defeated | 它...只是在玩... |
竄逃之彼 | Defeated | 不 不 不 不,不要又是孤單的地方!! |
竄逃之彼 | Defeated | 討價還價...討價...討價還討價還價... |
竄逃之彼 | Defeated | 如此的苦痛!! |
竄逃之彼 | Defeated | 它可以再次通過黑暗的地方嗎? |
竄逃之彼 | Defeated | 它現在也是迷失的它。它的公平....它很公平... |
竄逃之彼 | Defeated | 它讓王失望了。它乞求憐憫!給它憐憫! |
竄逃之彼 | Defeated | 它...輸了...?它裡面受傷了。沉悶而尖銳...仍然在動... |
竄逃之彼 | OfferBargain | 它不想前往黑暗處…領主們對它竊竊私語的地方。它需要留下來!不計一切都要留下! |
竄逃之彼 | OfferBargain | 巢穴嗡嗡作響但它終究是孤獨的!放它走。它想帶來幾個朋友。 |
竄逃之彼 | OfferBargain | 禮物!放在亮亮的地方。給眾人力量。給朋友。是的。這樣就能找到「不死的它」。 |
竄逃之彼 | OfferBargain | 它妒忌。討厭這裡。它想去別的地方。這裡太多動靜,太多苦痛。它願意讓它去別的地方嗎?它將帶來朋友。 |
竄逃之彼 | OfferBargain | 它想逃走!讓它去吧!! |
竄逃之彼 | OfferBargain | 它所聽到它不明白的話語。而領主們聽到這些話語時,他們會點頭並露出兇惡的獠牙。它可以為它覆誦這些話語。它想听到這些話嗎? |
竄逃之彼 | OfferBargain | 它收集了如此美麗的皮膚和爪子。如此尖銳和閃爍。將這樣的禮物送給它,它會很難過,但它不前往黑暗之地。從黑暗的地方拯救它,它將顯露出它的美。 |
竄逃之彼 | BarginAccepted | 巢穴成長著。 |
竄逃之彼 | BarginAccepted | 與它的距離更加接近,卻仍無一絲親近感。 |
竄逃之彼 | BarginAccepted | 它將記得分離的痛苦。 |
竄逃之彼 | BarginAccepted | 塊陶呀! |
竄逃之彼 | BarginAccepted | 睜大眼睛,豎起耳朵。 |
竄逃之彼 | BarginAccepted | 它將會想念被精心挑選過的禮物。 |
竄逃之彼 | OfferBetrayal | 它已經看了和聽了君主一輩子了。它可以模仿他們。它可以散播許多他們不實的事。如果保證不將它送入黑暗之地,它可以這樣做。 |
竄逃之彼 | OfferBetrayal | 其他人認為它不能說謊,但它知道許多謊言在其它地方就是實話。它可以將這實話帶給不死之彼,君主就會被懲罰。這樣如何? |
竄逃之彼 | OfferBetrayal | 當它試圖與眾多人中的一個成為朋友時,他們的皮膚會流出液體!它認為這是液態恐懼。它可以讓其他人感到恐懼,直到他們逃跑,潮濕和閃閃發光,就像它一樣!那它能放它走嗎? |
竄逃之彼 | OfferBetrayal | 它聽著,它一直都在聆聽。想知道它都聽了些甚麼嗎?它可以複訟這裡許多人的話語。 |
竄逃之彼 | OfferBetrayal | 它希望它幫助它?它不想死。它出生在紅色火炬上是有缺陷的,並不像它的兄弟姐妹一樣,不會因為成為領主們的骨肉而歡欣鼓舞。它會做任何事情避免回到血垢的淤泥中… |
竄逃之彼 | OfferBetrayal | 它討厭它的光芒。你沒看見嗎?刺眼,灼熱,噁心!它必須對它做點甚麼! |
竄逃之彼 | OfferBetrayal | 它討厭自己噁心的巢穴。沒有任何想法,只會開口,只會對敵人流口水。它們是動物。患病的動物。它恨他們! |
竄逃之彼 | OfferBetrayal | 它的女王不喜歡它給的禮物。不是很多腿的它,也不是張牙舞爪的它。它的女王總是生氣。所以它給了女王更多的憤怒。 |
竄逃之彼 | OfferBetrayal | 支解的它破壞了這麼多東西!將骨頭變成碎片,碎片變成灰塵!即使它請求,它也不會留下任何碎片給它!那個支解的它對它來說是如此卑鄙。 |
竄逃之彼 | OfferBetrayal | 拆卸的它嘗試將碎片重新組合在一起。但它總是錯的!它不能讓碎片固定住!成堆的手臂、臉和皮膚!它想幫忙,但拆卸的它反而威脅它。所以它放棄了。它想對拆卸的它做甚麼都無所謂了。 |
竄逃之彼 | OfferExecute | 沒錯沒錯,把它送為黑暗之地! |
竄逃之彼 | OfferExecute | 他會為它的王而死! |
竄逃之彼 | OfferExecute | 它只是眾多之一。殺了它還有千千萬萬個它。 |
竄逃之彼 | OfferExecute | 不!它不會回到那孤單之地。必須殺了它! |
竄逃之彼 | ReplyToBetrayalAccepted | 它會受到史無前例的折磨! |
竄逃之彼 | ReplyToBetrayalAccepted | 背叛它。對它做任何事情。它匍匐乞求、服務。它唯一要求的不是回到黑暗的地方,回到領主們低聲嘲笑,傷害它的地方… |
竄逃之彼 | ReplyToBetrayalAccepted | 要是他早知道紅色火炬在他出生時就教過它,守護之彼不會發牢騷了… |
竄逃之彼 | ReplyToBetrayalAccepted | 它厭惡祈禱之彼!多麼閃亮!噁心的閃亮… |
竄逃之彼 | ReplyToBetrayalAccepted | 吹噓之彼太愚蠢了。它有個創造者,但它逃跑了。 |
竄逃之彼 | ReplyToBetrayalAccepted | 它瞧著、看著、聽著,但完全不了解。 |
竄逃之彼 | ReplyToBetrayalAccepted | 它很快樂!肢解之彼讓它的心臟重新活過來,就像在破碎太陽下裸露的溫暖肌肉! |
竄逃之彼 | Interrogated | 為什麼它要這樣對它! |
竄逃之彼 | Interrogated | 不!不要是那個孤單的地方! |
竄逃之彼 | Interrogated | 不討價還價一下嗎? |
竄逃之彼 | ReplyToExecution | 它好粗魯! |
竄逃之彼 | ReplyToExecution | 很多變成很少... |
竄逃之彼 | ReplyToExecution | 它 笑了。 |
竄逃之彼 | SafehouseLeaderDefeated | 不...它的王之力! |
竄逃之彼 | PrimaryDefenderStartsFight | 無論永生密教跟你說了些什麼,你都不該聽信的,怪物。 |
竄逃之彼 | Defeated | 別再回來了,惡魔。 |
竄逃之彼 | BarginAccepted | 我想...我們有共識了..。 |
竄逃之彼 | Interrogated | 野獸屬於柵欄裡面。 |
竄逃之彼 | ReplyToExecution | 你看見了嗎,惡魔?說話啊。 |
竄逃之彼
惡魔
行動速度不能被調整至低於 50% 基礎值
不能被擊退
cannot be stunned for ms after stun finished [0]
cannot be stunned while stunned [1]
cannot be stunned for ms after stun finished [0]
cannot be stunned while stunned [1]
It That Fled
幽魂 | N |
---|---|
標籤 | animal_claw_weapon, betrayal_breach, betrayal_syndicate_member, 法術, chaos_affinity, demon, fast_movement, hard_armour, human, humanoid, is_unarmed, medium_height, ranged, red_blood |
生命
600%
生命轉為護盾
33%
護甲
+50%
閃避
+33%
異常狀態臨界值
600%
抗性
40
40
40
25
傷害
140%
命中
100%
暴擊率
+5%
暴擊加成
+130%
攻擊距離
6 ~ 9
攻擊間隔
1.995 秒
傷害分佈
±20%
經驗值
200%
Model Size
100%
類型
BetrayalBreach
Metadata
BetrayalBreach
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。
等級
68
生命
38,600
護甲
28,790
閃避
4,739
能量護盾
0
傷害
523
法術傷害
523
命中
0
攻擊間隔
1.995
經驗值
20,510
異常狀態臨界值
38,600
冰緩
122
感電
122
易碎
691
焦灼
122
殘喘
337
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)。
WalkEmergeBetrayal
walk emerge distance [300]
BetrayalBreachProjectile
法術, 投射物, 玩家投射物, 可觸發
暴擊率: 5%
施放時間: 1.2 秒
造成 235.9 至 353.9 物理傷害
20% 物理傷害轉化至混沌傷害
base is projectile [1]
monster projectile variation [87]
projectile uses contact position [1]
20% 物理傷害轉化至混沌傷害
base is projectile [1]
monster projectile variation [87]
projectile uses contact position [1]
BetrayalBreachProjectile2
法術, 投射物, 玩家投射物, 可觸發
暴擊率: 5%
施放時間: 1.33 秒
造成 78.64 至 118 物理傷害
20% 物理傷害轉化至混沌傷害
base is projectile [1]
monster projectile variation [88]
number of projectiles override [1]
projectile uses contact position [1]
20% 物理傷害轉化至混沌傷害
base is projectile [1]
monster projectile variation [88]
number of projectiles override [1]
projectile uses contact position [1]
BetrayalBreachProjectile3
法術, 投射物, 玩家投射物, 可觸發
暴擊率: 5%
施放時間: 1.33 秒
造成 235.9 至 353.9 物理傷害
20% 物理傷害轉化至混沌傷害
base is projectile [1]
monster projectile variation [89]
number of projectiles override [1]
projectile uses contact position [1]
20% 物理傷害轉化至混沌傷害
base is projectile [1]
monster projectile variation [89]
number of projectiles override [1]
projectile uses contact position [1]
BetrayalBreachProjectile4
法術, 投射物, 玩家投射物, 可觸發
暴擊率: 5%
施放時間: 3 秒
造成 179.8 至 269.6 物理傷害
20% 物理傷害轉化至混沌傷害
base is projectile [1]
monster projectile variation [90]
projectile uses contact position [1]
20% 物理傷害轉化至混沌傷害
base is projectile [1]
monster projectile variation [90]
projectile uses contact position [1]
EmptyActionBetrayalBreachProjectile
法術
施放時間: 3.17 秒
冷卻時間: 10 秒
skill cannot be knocked back [1]
skill cannot be stunned [1]
skill cannot be stunned [1]
BetrayalBreachProjectileGeometry
法術, 可觸發
暴擊率: 5%
施放時間: 1 秒
造成 1086 至 1629 物理傷害
20% 物理傷害轉化至混沌傷害
is area damage [1]
20% 物理傷害轉化至混沌傷害
is area damage [1]
BetrayalBreachSlamHand
法術, 可觸發, 範圍
暴擊率: 5%
施放時間: 1 秒
造成 882.2 至 1323 物理傷害
20% 物理傷害轉化至混沌傷害
active skill area of effect radius +% final [10]
is area damage [1]
20% 物理傷害轉化至混沌傷害
active skill area of effect radius +% final [10]
is area damage [1]
EmptyActionAttackBreachCombo
法術
施放時間: 3 秒
冷卻時間: 10 秒
25% 更少攻擊速度
skill cannot be knocked back [1]
skill cannot be stunned [1]
skill cannot be knocked back [1]
skill cannot be stunned [1]
Object Type
version 2 extends "Metadata/Monsters/LeagueBetrayal/BetrayalTarget"
Object Type Codes
version 2 extends "Metadata/Monsters/LeagueBetrayal/BetrayalTarget" StateMachine { //create_state_Helm_0 = "ShowMeshSegments( );" create_state_Boots_0 = "ShowMeshSegments( BootsShape );" create_state_Gloves_0 = "ShowMeshSegments( GlovesShape );" //create_state_Back_0 = "ShowMeshSegments( );" //create_state_Weapon_0 = "ShowMeshSegments( );" //Akanilim's Hide create_state_Back_21 = " AddAttached( Metadata/Monsters/LeagueBetrayal/BetrayalAttachments/AkanilimsHideWingsHeld.ao, aux_back_attachment ); PlayAnimationAttached( Metadata/Monsters/LeagueBetrayal/BetrayalAttachments/AkanilimsHideWingsHeld.ao, Breach ); " //Shiaphet's Pall create_state_Back_22 = " AddAttached( Metadata/Monsters/LeagueBetrayal/BetrayalAttachments/ShiaphetsPallCapeHeld.ao, aux_back_attachment ); PlayAnimationAttached( Metadata/Monsters/LeagueBetrayal/BetrayalAttachments/ShiaphetsPallCapeHeld.ao, Breach ); " //Xunti's Parasol create_state_Back_23 = " AddAttached( Metadata/Monsters/LeagueBetrayal/BetrayalAttachments/XuntisParasolCapeHeld.ao, aux_back_attachment ); PlayAnimationAttached( Metadata/Monsters/LeagueBetrayal/BetrayalAttachments/XuntisParasolCapeHeld.ao, Breach ); " //Tekiton's Spine create_state_Back_24 = " AddAttached( Metadata/Monsters/LeagueBetrayal/BetrayalAttachments/TekitonsSpineCapeHeld.ao, aux_back_attachment ); PlayAnimationAttached( Metadata/Monsters/LeagueBetrayal/BetrayalAttachments/TekitonsSpineCapeHeld.ao, Breach ); " //Gogori's Plague create_state_Back_25 = " AddAttached( Metadata/Monsters/LeagueBetrayal/BetrayalAttachments/GogorisPlagueWingsHeld.ao, aux_back_attachment ); PlayAnimationAttached( Metadata/Monsters/LeagueBetrayal/BetrayalAttachments/GogorisPlagueWingsHeld.ao, Breach ); " //Harimal's Campaign create_state_Back_26 = " AddAttached( Metadata/Monsters/LeagueBetrayal/BetrayalAttachments/HarimalsCampaignCapeHeld.ao, aux_back_attachment ); PlayAnimationAttached( Metadata/Monsters/LeagueBetrayal/BetrayalAttachments/HarimalsCampaignCapeHeld.ao, Breach ); " //Tau Poh's Banner create_state_Back_27 = " AddAttached( Metadata/Monsters/LeagueBetrayal/BetrayalAttachments/TauPohsBannerCapeHeld.ao, aux_back_attachment ); PlayAnimationAttached( Metadata/Monsters/LeagueBetrayal/BetrayalAttachments/TauPohsBannerCapeHeld.ao, Breach ); " //Bu's Bottle create_state_Back_28 = " AddAttached( Metadata/Monsters/LeagueBetrayal/BetrayalAttachments/BusBottleCapeHeld.ao, aux_back_attachment ); PlayAnimationAttached( Metadata/Monsters/LeagueBetrayal/BetrayalAttachments/BusBottleCapeHeld.ao, Breach ); " //Rithkin's Dance create_state_Back_29 = " AddAttached( Metadata/Monsters/LeagueBetrayal/BetrayalAttachments/RithkinsDanceCapeHeld.ao, aux_back_attachment ); PlayAnimationAttached( Metadata/Monsters/LeagueBetrayal/BetrayalAttachments/RithkinsDanceCapeHeld.ao, Breach ); " //Cantar's Coffin create_state_Back_30 = " AddAttached( Metadata/Monsters/LeagueBetrayal/BetrayalAttachments/CantarsCoffinCapeHeld.ao, aux_back_attachment ); PlayAnimationAttached( Metadata/Monsters/LeagueBetrayal/BetrayalAttachments/CantarsCoffinCapeHeld.ao, Breach ); " } Preload { preload_animated_object = "Metadata/Effects/Spells/monsters_effects/League_Betrayal/ItThatFled/breach_fulmination/fulmination_start.ao" }
-- src\Data\Spectres.lua minions["Metadata/Monsters/LeagueBetrayal/BetrayalBreach"] = { name = "It That Fled", life = 6, energyShield = 0.33, fireResist = 40, coldResist = 40, lightningResist = 40, chaosResist = 25, damage = 1.4, damageSpread = 0.2, attackTime = 1.995, attackRange = 9, accuracy = 1, skillList = { "BetrayalBreachProjectile", "BetrayalBreachProjectile2", "BetrayalBreachProjectile3", "BetrayalBreachProjectile4", "BetrayalBreachProjectileGeometry", "EmptyActionBetrayalBreachProjectile", "EmptyActionAttackBreachCombo", "WalkEmergeBetrayal", "BetrayalBreachSlamHand", }, modList = { }, } -- src\Data\Skills\spectre.lua skills["BetrayalBreachProjectile"] = { name = "BetrayalBreachProjectile", hidden = true, color = "4", baseEffectiveness = 0, incrementalEffectiveness = 0, skillTypes = { [SkillType.Spell] = true, [SkillType.Projectile] = true, [SkillType.ProjectilesFromUser] = true, [SkillType.Triggerable] = true, }, statDescriptionScope = "skill_stat_descriptions", castTime = 1.2, baseFlags = { spell = true, projectile = true, }, baseMods = { }, qualityStats = { }, stats = { "spell_minimum_base_physical_damage", "spell_maximum_base_physical_damage", "monster_projectile_variation", "skill_physical_damage_%_to_convert_to_chaos", "base_is_projectile", "projectile_uses_contact_position", }, levels = { [1] = {0.80000001192093, 1.2000000476837, 87, 20, critChance = 5, levelRequirement = 1, statInterpolation = {3, 3}, cost = { }, }, }, } -- src\Data\Skills\spectre.lua skills["BetrayalBreachProjectile2"] = { name = "BetrayalBreachProjectile2", hidden = true, color = "4", baseEffectiveness = 0, incrementalEffectiveness = 0, skillTypes = { [SkillType.Spell] = true, [SkillType.Projectile] = true, [SkillType.ProjectilesFromUser] = true, [SkillType.Triggerable] = true, }, statDescriptionScope = "skill_stat_descriptions", castTime = 1.33, baseFlags = { spell = true, projectile = true, }, baseMods = { }, qualityStats = { }, stats = { "spell_minimum_base_physical_damage", "spell_maximum_base_physical_damage", "monster_projectile_variation", "skill_physical_damage_%_to_convert_to_chaos", "number_of_projectiles_override", "base_is_projectile", "projectile_uses_contact_position", }, levels = { [1] = {0.80000001192093, 1.2000000476837, 88, 20, 1, critChance = 5, levelRequirement = 1, statInterpolation = {3, 3}, cost = { }, }, }, } -- src\Data\Skills\spectre.lua skills["BetrayalBreachProjectile3"] = { name = "BetrayalBreachProjectile3", hidden = true, color = "4", baseEffectiveness = 0, incrementalEffectiveness = 0, skillTypes = { [SkillType.Spell] = true, [SkillType.Projectile] = true, [SkillType.ProjectilesFromUser] = true, [SkillType.Triggerable] = true, }, statDescriptionScope = "skill_stat_descriptions", castTime = 1.33, baseFlags = { spell = true, projectile = true, }, baseMods = { }, qualityStats = { }, stats = { "spell_minimum_base_physical_damage", "spell_maximum_base_physical_damage", "monster_projectile_variation", "skill_physical_damage_%_to_convert_to_chaos", "number_of_projectiles_override", "base_is_projectile", "projectile_uses_contact_position", }, levels = { [1] = {0.80000001192093, 1.2000000476837, 89, 20, 1, critChance = 5, levelRequirement = 1, statInterpolation = {3, 3}, cost = { }, }, }, } -- src\Data\Skills\spectre.lua skills["BetrayalBreachProjectile4"] = { name = "BetrayalBreachProjectile4", hidden = true, color = "4", baseEffectiveness = 0, incrementalEffectiveness = 0, skillTypes = { [SkillType.Spell] = true, [SkillType.Projectile] = true, [SkillType.ProjectilesFromUser] = true, [SkillType.Triggerable] = true, }, statDescriptionScope = "skill_stat_descriptions", castTime = 3, baseFlags = { spell = true, projectile = true, }, baseMods = { }, qualityStats = { }, stats = { "spell_minimum_base_physical_damage", "spell_maximum_base_physical_damage", "monster_projectile_variation", "skill_physical_damage_%_to_convert_to_chaos", "base_is_projectile", "projectile_uses_contact_position", }, levels = { [1] = {0.80000001192093, 1.2000000476837, 90, 20, critChance = 5, levelRequirement = 1, statInterpolation = {3, 3}, cost = { }, }, }, } -- src\Data\Skills\spectre.lua skills["BetrayalBreachProjectileGeometry"] = { name = "BetrayalBreachProjectileGeometry", hidden = true, color = "4", baseEffectiveness = 0, incrementalEffectiveness = 0, skillTypes = { [SkillType.Spell] = true, [SkillType.Triggerable] = true, }, statDescriptionScope = "skill_stat_descriptions", castTime = 1, baseFlags = { spell = true, area = true, }, baseMods = { }, qualityStats = { }, stats = { "spell_minimum_base_physical_damage", "spell_maximum_base_physical_damage", "skill_physical_damage_%_to_convert_to_chaos", "is_area_damage", }, levels = { [1] = {0.80000001192093, 1.2000000476837, 20, critChance = 5, levelRequirement = 0, statInterpolation = {3, 3}, cost = { }, }, }, } -- src\Data\Skills\spectre.lua skills["EmptyActionBetrayalBreachProjectile"] = { name = "EmptyActionBetrayalBreachProjectile", hidden = true, color = "4", baseEffectiveness = 0, incrementalEffectiveness = 0, skillTypes = { [SkillType.Spell] = true, }, statDescriptionScope = "skill_stat_descriptions", castTime = 3.17, baseFlags = { spell = true, }, baseMods = { }, qualityStats = { }, stats = { "skill_cannot_be_stunned", "skill_cannot_be_knocked_back", }, levels = { [1] = {levelRequirement = 0, statInterpolation = {}, cost = { }, }, }, } -- src\Data\Skills\spectre.lua skills["EmptyActionAttackBreachCombo"] = { name = "EmptyActionAttackBreachCombo", hidden = true, color = "4", baseEffectiveness = 0, incrementalEffectiveness = 0, skillTypes = { [SkillType.Spell] = true, }, statDescriptionScope = "skill_stat_descriptions", castTime = 3, baseFlags = { spell = true, }, baseMods = { }, qualityStats = { }, stats = { "active_skill_attack_speed_+%_final", "skill_cannot_be_stunned", "skill_cannot_be_knocked_back", }, levels = { [1] = {-25, levelRequirement = 0, statInterpolation = {}, cost = { }, }, }, } -- src\Data\Skills\spectre.lua skills["WalkEmergeBetrayal"] = { name = "WalkEmergeBetrayal", hidden = true, color = "4", baseEffectiveness = 0, incrementalEffectiveness = 0, skillTypes = { }, statDescriptionScope = "skill_stat_descriptions", castTime = 0.72, baseFlags = { }, baseMods = { }, qualityStats = { }, stats = { "walk_emerge_distance", }, levels = { [1] = {300, levelRequirement = 1, statInterpolation = {}, cost = { }, }, }, } -- src\Data\Skills\spectre.lua skills["BetrayalBreachSlamHand"] = { name = "BetrayalBreachSlamHand", hidden = true, color = "4", baseEffectiveness = 0, incrementalEffectiveness = 0, skillTypes = { [SkillType.Spell] = true, [SkillType.Triggerable] = true, [SkillType.Area] = true, }, statDescriptionScope = "skill_stat_descriptions", castTime = 1, baseFlags = { area = true, spell = true, }, baseMods = { }, qualityStats = { }, stats = { "spell_minimum_base_physical_damage", "spell_maximum_base_physical_damage", "skill_physical_damage_%_to_convert_to_chaos", "active_skill_area_of_effect_radius_+%_final", "is_area_damage", }, levels = { [1] = {0.80000001192093, 1.2000000476837, 20, 10, critChance = 5, levelRequirement = 1, statInterpolation = {3, 3}, cost = { }, }, }, }
行動速度不能被調整至低於 50% 基礎值
Id | CannotBeSlowedBelowValueBosses |
---|---|
Family | CannotBeSlowedBelowValue |
Domains | 怪物 (3) |
GenerationType | 傳奇 (3) |
Req. level | 1 |
Stats | |
Craft Tags | speed |
不能被擊退
Id | ImmuneToKnockback |
---|---|
Family | ImmuneToKnockback |
Domains | 怪物 (3) |
GenerationType | 傳奇 (3) |
Req. level | 1 |
Stats |
cannot be stunned for ms after stun finished [0]
cannot be stunned while stunned [1]
Id | StunRepeatImmunityBoss__ |
---|---|
Family | Nothing |
Domains | 怪物 (3) |
GenerationType | 傳奇 (3) |
Req. level | 1 |
Stats |
竄逃之彼 Text Audio /120
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Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.