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
43,185
閃避
6,303
能量護盾
2,022
傷害
523
法術傷害
523
命中
290
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 |