Dialogue /121
怪物 | Cue | Dialogue |
---|---|---|
琳.依休 | PrimaryDefenderStartsFight | 你在這個美麗的大陸上是一場災禍,而我們是治愈的方法。 |
琳.依休 | PrimaryDefenderStartsFight | 讓你來到這一步已經是一種侮辱,污穢。 |
琳.依休 | PrimaryDefenderStartsFight | 搶劫,是嗎?我來的地方,我們會活生生地將劫匪的皮扒下。 |
琳.依休 | PrimaryDefenderStartsFight | 似乎有老鼠徘徊在我們神聖的大廳裡。 |
琳.依休 | PrimaryDefenderStartsFight | 小老鼠,陷阱已經觸發了。 |
琳.依休 | PrimaryDefenderStartsFight | 在黑暗中的時間讓我更恨你。 |
琳.依休 | PrimaryDefenderStartsFight | 不敢相信我居然為了你和你的協議將自己淪陷了。 |
琳.依休 | PrimaryDefenderStartsFight | 汙穢,我的忠誠已重新調整。不要指望我重蹈覆轍。 |
琳.依休 | PrimaryDefenderStartsFight | 當我閉上眼睛時,我仍然可以感受到死亡的寒冷蔓延。別擔心,你也很快就能感受到它。 |
琳.依休 | PrimaryDefenderStartsFight | 你還記得你曾敗在我手中嗎?讓我提醒你。 |
琳.依休 | PrimaryDefenderStartsFight | 跑吧小老鼠,我的箭會找到你的。 |
琳.依休 | PrimaryDefenderStartsFight | 流亡者,來猜個謎語吧。一個人要如何無所不在呢? |
琳.依休 | PrimaryDefenderStartsFight | 懷抱接受雪,或遭埋葬。 |
琳.依休 | PrimaryDefenderStartsFight | 暴風雪將回應我的召喚! |
琳.依休 | PrimaryDefenderStartsFight | 有了這靴子,我可以無視大自然,雖然我從來也不怕冷! |
琳.依休 | SafehouseLeaderIntro | 我們天生就是領導者,而你呢?天生就是來服務我們。 |
琳.依休 | SecondaryDefenderArrival | 他們看到太多了,殺了他們。 |
琳.依休 | SecondaryDefenderArrival | 廢物!不要忘了貨物! |
琳.依休 | SecondaryDefenderArrival | 感覺就像空間越來越狹窄,對吧流亡者? |
琳.依休 | SecondaryDefenderArrival | 我們無所不在。 |
琳.依休 | SecondaryDefenderArrival | 看好了,流亡者。這將是你親眼目睹的最後一幕。 |
琳.依休 | SecondaryDefenderArrival | 能為了這樣的信念服務,我感到光榮。 |
琳.依休 | SecondaryDefenderArrival | 卡魯人甚麼都做不好嗎? |
琳.依休 | SecondaryDefenderArrival | 越早結束你就能越快回歸大海呀,海盜。 |
琳.依休 | SecondaryDefenderArrival | 噁心的妖怪,別讓我後會。 |
琳.依休 | SecondaryDefenderArrival | 噁心的艾茲麥,給我像貴族一樣戰鬥。 |
琳.依休 | SecondaryDefenderArrival | 盡量別害死我們,祭火者。 |
琳.依休 | SecondaryDefenderArrival | 為了純淨的未來而戰! |
琳.依休 | SecondaryDefenderArrival | 我寧願把你殺了也不能失去這裡。 |
琳.依休 | SecondaryDefenderArrival | 其他人聽到你死了以後一定會很難過的… |
琳.依休 | SecondaryDefenderArrival | 你不該招惹我的。 |
琳.依休 | SecondaryDefenderArrival | 我是來收拾你所造成的爛攤子,同時收拾你。 |
琳.依休 | SecondaryDefenderArrival | 布琳洛特,我會確保你和你的船一起下沉。 |
琳.依休 | SecondaryDefenderArrival | 先是你,接著你骯髒的夥伴,小領主。 |
琳.依休 | SecondaryDefenderArrival | 庫歐,這不過是時間的問題。我只邁出了第一步。 |
琳.依休 | SecondaryDefenderArrival | 沒有你和你的虐待屬性,密教會更好。 |
琳.依休 | SecondaryDefenderArrival | 你很是狡猾,馬隆尼。但認為你可以跟上我的節奏嗎? |
琳.依休 | SecondaryDefenderArrival | 廢物們,淨化現在開始。 |
琳.依休 | ReplyToSecondaryDefenderArrival | 不會讓你活著慢慢後悔的! |
琳.依休 | ReplyToSecondaryDefenderArrival | 你這個機會主義的小蠕蟲。 |
琳.依休 | ReplyToSecondaryDefenderArrival | 渣滓,你永遠不會再看到日光了。 |
琳.依休 | ReplyToSecondaryDefenderArrival | 當這一切結束時,你將成為螞蟻的食物。 |
琳.依休 | ReplyToSecondaryDefenderArrival | 哦,不,你不會知道怎麼發生的。 |
琳.依休 | ReplyToSecondaryDefenderArrival | 噁。你讓布林洛特看起來都很有吸引力。 |
琳.依休 | ReplyToSecondaryDefenderArrival | 不要碰我!你這個野獸! |
琳.依休 | ReplyToSecondaryDefenderArrival | 就這樣是嗎?我對你又一個只是「啞風」,就像之前一樣。 |
琳.依休 | ReplyToSecondaryDefenderArrival | 不要被自己的陷阱給纏住了,野獸。 |
琳.依休 | ReplyToSecondaryDefenderArrival | 哈! |
琳.依休 | SecondaryDefenderArrival | 狼群已經將你給包圍… |
琳.依休 | SecondaryDefenderArrival | 一切都結束了,流亡者。 |
琳.依休 | SecondaryDefenderArrival | 對優越者低頭吧,流亡者。 |
琳.依休 | SecondaryDefenderArrival | 我要撕裂你! |
琳.依休 | SecondaryDefenderArrival | 盡量不要受傷啦。 |
琳.依休 | SecondaryDefenderArrival | 四處命令布林洛特?感覺真對。 |
琳.依休 | SecondaryDefenderArrival | 生物,你的女王命令你以她的名義戰鬥! |
琳.依休 | SecondaryDefenderArrival | 狡猾,而不是蠻力將能讓我們在這裡取得勝利。按照我的命令去做,小領主。 |
琳.依休 | SecondaryDefenderArrival | 好好的服侍我,庫歐,不然我只好消滅你。 |
琳.依休 | SecondaryDefenderArrival | 按照我的指令行事,勝利將會是我們的。 |
琳.依休 | KillPlayer | 擺脫了。 |
琳.依休 | KillPlayer | 低賤。繼續走! |
琳.依休 | KillPlayer | 現在不過是另一具身體。 |
琳.依休 | KillPlayer | 不錯,接下來呢? |
琳.依休 | Escape | 廢物。 |
琳.依休 | Escape | 成功是不可避免的。 |
琳.依休 | Escape | 你贏不了的。 |
琳.依休 | Defeated | 麼羞辱...! |
琳.依休 | Defeated | 一切都毀了。 |
琳.依休 | Defeated | 深不可測! |
琳.依休 | Defeated | 我們的機會…沒了… |
琳.依休 | Defeated | 不,不要監獄! |
琳.依休 | Defeated | 神呀…不要又來了! |
琳.依休 | Defeated | 我比這更好! |
琳.依休 | Defeated | 我再次面對死亡… |
琳.依休 | Defeated | 以為會像上次一樣容易... |
琳.依休 | Defeated | 該死的。失算。 |
琳.依休 | Defeated | 我被憤怒蒙蔽了... |
琳.依休 | OfferBargain | 紅刃都不及你的殘暴。只要你放過我,我會聽你的。 |
琳.依休 | OfferBargain | 殺了我啊,我知道你很殘酷,或者…你有其他選擇。放過我。我可以代人來跟你談談。但拜託你對他們留點尊重。 |
琳.依休 | OfferBargain | 我的生命值得讓你犧牲了解更多的機會嗎?你真要殺了我嗎,流亡者。我對你還是很有用處的。我很容易交到朋友,甚至可以快速學會我想學的東西。給我證明我能力的機會,我的一切都是你的。 |
琳.依休 | OfferBargain | 我很不適任這份工作。你已經證明的很清楚了。這場犯罪值得我送命嗎?我不這麼認為。再者,我想找到更適合我的工作,你不覺得嗎? |
琳.依休 | OfferBargain | 我的啞風兄弟姊妹們警告我,離開他們只會使我墮入黑暗。或許他們是對的。如果你允許,我想我會離開密教。 |
琳.依休 | OfferBargain | 你真是個嗜血的小野獸,對吧?我相當欽佩它。我想如果我跟你話唬爛,我會以死作收吧,所以如果我提供你資訊的話,你會放過我吧。我所知曉的所有資訊。 |
琳.依休 | OfferBargain | 我可以提供你純淨的啞風之血,或其它實質上的補償。選一個吧。 |
琳.依休 | BarginAccepted | 真讓我驚訝。你說啥我就做啥。 |
琳.依休 | BarginAccepted | 我會保留最後的談判。未來如果你有想到的話。 |
琳.依休 | BarginAccepted | 你不會後悔的! |
琳.依休 | BarginAccepted | 你碰到予生者的話,請用刀…幫我問候他。 |
琳.依休 | BarginAccepted | 我知道你是講理的。 |
琳.依休 | BarginAccepted | 很公平的交易。下次見! |
琳.依休 | OfferBetrayal | 知道為什麼永生密教會在這慘敗嗎?因為他們沒有啞風者的領導權。反而是讓些雜魚在運營。我們來改變他們如何? |
琳.依休 | OfferBetrayal | 這就是我信任外來意志的結果。放了我,我會讓其他人看看啞風族是怎麼處理失敗的。 |
琳.依休 | OfferBetrayal | 如果你認為我會在沒有考慮任何可能的因素就進入戰場,那麼你太小看我了。我對這個結果有時麼計畫?把過錯推卸在不重要的人身上。這群蠢蛋總有一個人可以,你看如何? |
琳.依休 | OfferBetrayal | 我不笨。我知道你想幹嘛。你想要資訊。如果你讓我活著,我會告訴你我在這同伴們的任何事。 |
琳.依休 | OfferBetrayal | 天啊,我多想要個理由可以繼續跟隨布琳洛特那個惡棍。別讓我失望了,流亡者。 |
琳.依休 | OfferBetrayal | 西拉克就好比一場會走路也會講話的移動式雪崩。我們啞風族非常清楚雪崩的威力,你也應該多多警惕。 |
琳.依休 | OfferBetrayal | 等等!我現在還是密教的一員,但喬根殺了自己的兄弟。你真的要放了這樣的弒兄者一馬? |
琳.依休 | OfferBetrayal | 我甚至無法開始形容我看著那些崇火、殘敗的紅刃在做垂死的掙扎有多享受。 |
琳.依休 | OfferBetrayal | 看著馬洛尼的眼睛。齒輪正在轉動了。他計畫著某件事。你想要等待並調查,還是我們應該要讓他待在正確的位置? |
琳.依休 | OfferBetrayal | 我恨你,流亡者,但也只比其他垃圾恨多一點點。只要能讓我繼續活著,我可以殘害他們任何一個人。 |
琳.依休 | OfferExecute | 死亡不再有以前那樣的威懾力。 |
琳.依休 | OfferExecute | 在我的隊長面前,我會勇敢地死去。 |
琳.依休 | OfferExecute | 讓我展示一下死亡的正確方法。 |
琳.依休 | OfferExecute | 審問夠了,你侮辱了我。我只選擇死亡。 |
琳.依休 | ReplyToBetrayalAccepted | 你覺得我沒想到叛變?我早就預知到了。 |
琳.依休 | ReplyToBetrayalAccepted | 我有冒犯過你嗎,瓦甘? |
琳.依休 | ReplyToBetrayalAccepted | 你已經辜負了你的聲譽,布林洛特。 |
琳.依休 | ReplyToBetrayalAccepted | 你…將背叛我作為禮物嗎?你是最愚蠢的蠢蛋! |
琳.依休 | ReplyToBetrayalAccepted | 我純粹是為了惹惱你而做,喬恩,因為你永遠無法回家。 |
琳.依休 | ReplyToBetrayalAccepted | 你不是說密教會讓過去的關係無關緊要。 |
琳.依休 | Interrogated | 我只會告訴你我想告訴你的。 |
琳.依休 | Interrogated | 無論你審問我多少次,我都不會供口招來的。 |
琳.依休 | Interrogated | 我以為我們達成了共識! |
琳.依休 | ReplyToExecution | 失敗的代價。 |
琳.依休 | ReplyToExecution | 你…你這個野蠻人! |
琳.依休 | ReplyToExecution | 一線光明! |
琳.依休 | SafehouseLeaderDefeated | 我全部計劃好了。我怎麼可能會輸?我......我一定是被從中算計了!是誰? |
琳.依休 | PrimaryDefenderStartsFight | 看見一位啞風!流亡者小心。 |
琳.依休 | PrimaryDefenderStartsFight | 啞風,上次見到你,你的血液可沒有那麼純潔。 |
琳.依休 | Defeated | 可悲的狗,給我待著。 |
琳.依休 | BarginAccepted | 不要讓我後悔這個決定,啞風。 |
琳.依休 | Interrogated | 琳,我們將不擇手段取得我們要的。 |
琳.依休
人形
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]
Rin Yuushu
幽魂 | N |
---|---|
標籤 | betrayal_syndicate_member, 法術, cold_affinity, fast_movement, has_bow, human, humanoid, light_armour, medium_height, not_int, puncturing_weapon, ranged, red_blood |
生命
600%
護甲
+25%
閃避
+100%
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 ~ 75
攻擊間隔
1.995 秒
傷害分佈
±20%
經驗值
200%
Model Size
100%
類型
BetrayalRin
Metadata
BetrayalRin
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
35,988
閃避
9,478
能量護盾
0
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)。
MeleeBetrayalRin
攻擊, 範圍攻擊, 技能可幻影射手, 投射物, 近戰單一目標, 攻擊可重複, 近戰, 玩家投射物
普通攻擊
基本傷害: 418–628
暴擊率: 5%
攻擊傷害: 85%
攻擊間隔: 1.995 秒
用強大的攻擊擊倒敵人。
造成 15% 更少攻擊傷害
造成 37.56% 更多傷害
50% 物理傷害轉化至冰冷傷害
skill can fire arrows [1]
skill can fire wand projectiles [1]
造成 37.56% 更多傷害
50% 物理傷害轉化至冰冷傷害
skill can fire arrows [1]
skill can fire wand projectiles [1]
WalkEmergeBetrayal
walk emerge distance [300]
BetrayalRinSnipe
攻擊, 範圍攻擊, 技能可幻影射手, 投射物, 玩家投射物, 傷害, 可觸發
基本傷害: 418–628
暴擊率: 5%
攻擊傷害: 180%
攻擊間隔: 1.995 秒
冷卻時間: 6 秒
投射物穿透全部目標
造成 80% 更多攻擊傷害
50% 物理傷害轉化至冰冷傷害
25% 更少攻擊速度
base is projectile [1]
monster projectile variation [55]
skill can fire arrows [1]
造成 80% 更多攻擊傷害
50% 物理傷害轉化至冰冷傷害
25% 更少攻擊速度
base is projectile [1]
monster projectile variation [55]
skill can fire arrows [1]
EmptyActionAttackRinMultiProjectile
攻擊
基本傷害: 418–628
暴擊率: 5%
攻擊間隔: 1.995 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]
DeceleratingProjectileRin
法術, 投射物, 可觸發
施放時間: 1 秒
造成 149.5% 更多傷害
75% 物理傷害轉化至冰冷傷害
base is projectile [1]
decelerating projectile speed variation +% [100]
number of projectiles override [2]
total projectile spread angle override [5]
75% 物理傷害轉化至冰冷傷害
base is projectile [1]
decelerating projectile speed variation +% [100]
number of projectiles override [2]
total projectile spread angle override [5]
BetrayalRinRainOfArrows
攻擊, 範圍攻擊, 技能可幻影射手, 範圍, 投射物速度, 圖騰技能, 陷阱技能, 地雷技能, 可觸發, 雨
箭雨
基本傷害: 418–628
暴擊率: 5%
攻擊傷害: 85%
攻擊間隔: 1.995 秒
冷卻時間: 8 秒
對空射出無數箭矢,並在一段時間後如雨般灑落在目標區域。
造成 15% 更少攻擊傷害
造成 149.5% 更多傷害
75% 物理傷害轉化至冰冷傷害
25% 更少攻擊速度
base is projectile [1]
is area damage [1]
造成 149.5% 更多傷害
75% 物理傷害轉化至冰冷傷害
25% 更少攻擊速度
base is projectile [1]
is area damage [1]
BetrayalRinDeceleratingProjectileDetonation
可觸發, 法術
施放時間: 1 秒
BetrayalRinDeceleratingProjectileDetonationWave
可觸發, 攻擊
基本傷害: 418–628
暴擊率: 5%
攻擊傷害: 80%
攻擊間隔: 1.995 秒
造成 20% 更少攻擊傷害
造成 149.5% 更多傷害
75% 物理傷害轉化至冰冷傷害
造成 149.5% 更多傷害
75% 物理傷害轉化至冰冷傷害
BetrayalRinDeceleratingProjectileExplosion
法術, 可觸發
施放時間: 1 秒
造成 775.8 至 1164 冰冷傷害
is area damage [1]
is area damage [1]
EAASanctumRinSnipe
攻擊
基本傷害: 418–628
暴擊率: 5%
攻擊間隔: 1.995 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( Mutewind_hoodShape );" create_state_Boots_0 = "ShowMeshSegments( Mutewind_bootsShape );" create_state_Gloves_0 = "ShowMeshSegments( Mutewind_elbowsShape, Mutewind_glovesShape );" create_state_Back_0 = "AddAttached( Art/Models/Items/Quivers/RikerRinQuivers/RinsQuiver.fmt, aux_back_attachment );" //create_state_Weapon_0 = "ShowMeshSegments( );" create_state_Helm_11 = "ShowMeshSegment( Mutewind_hood_loweredShape );" create_state_Helm_12 = "ShowMeshSegment( Mutewind_hood_loweredShape );" create_state_Helm_13 = "ShowMeshSegment( Mutewind_hood_loweredShape );" create_state_Helm_14 = "ShowMeshSegment( Mutewind_hood_loweredShape );" create_state_Helm_15 = "ShowMeshSegment( Mutewind_hood_loweredShape );" //Azal's Eye create_state_Helm_16 = "ShowMeshSegment( Mutewind_hoodShape );" create_state_Helm_17 = "ShowMeshSegment( Mutewind_hood_loweredShape );" create_state_Helm_18 = "ShowMeshSegment( Mutewind_hood_loweredShape );" create_state_Helm_19 = "ShowMeshSegment( Mutewind_hood_loweredShape );" //Sen-Kin's Descent create_state_Helm_20 = "ShowMeshSegment( Mutewind_hoodShape );" //Moknuma's Conjuring create_state_Gloves_48 = "ShowMeshSegment( Mutewind_elbowsShape );" //Akanilim's Hide create_state_Back_21 = " AddAttached( Metadata/Monsters/LeagueBetrayal/BetrayalAttachments/AkanilimsHideWingsHeld.ao, aux_back_attachment ); PlayAnimationAttached( Metadata/Monsters/LeagueBetrayal/BetrayalAttachments/AkanilimsHideWingsHeld.ao, Rin ); " //Shiaphet's Pall create_state_Back_22 = " AddAttached( Metadata/Monsters/LeagueBetrayal/BetrayalAttachments/ShiaphetsPallCapeHeld.ao, aux_back_attachment ); PlayAnimationAttached( Metadata/Monsters/LeagueBetrayal/BetrayalAttachments/ShiaphetsPallCapeHeld.ao, Rin ); " //Xunti's Parasol create_state_Back_23 = " AddAttached( Metadata/Monsters/LeagueBetrayal/BetrayalAttachments/XuntisParasolCapeHeld.ao, aux_back_attachment ); PlayAnimationAttached( Metadata/Monsters/LeagueBetrayal/BetrayalAttachments/XuntisParasolCapeHeld.ao, Rin ); " //Tekiton's Spine create_state_Back_24 = " AddAttached( Metadata/Monsters/LeagueBetrayal/BetrayalAttachments/TekitonsSpineCapeHeld.ao, aux_back_attachment ); PlayAnimationAttached( Metadata/Monsters/LeagueBetrayal/BetrayalAttachments/TekitonsSpineCapeHeld.ao, Rin ); " //Gogori's Plague create_state_Back_25 = " AddAttached( Metadata/Monsters/LeagueBetrayal/BetrayalAttachments/GogorisPlagueWingsHeld.ao, aux_back_attachment ); PlayAnimationAttached( Metadata/Monsters/LeagueBetrayal/BetrayalAttachments/GogorisPlagueWingsHeld.ao, Rin ); " //Harimal's Campaign create_state_Back_26 = " AddAttached( Metadata/Monsters/LeagueBetrayal/BetrayalAttachments/HarimalsCampaignCapeHeld.ao, aux_back_attachment ); PlayAnimationAttached( Metadata/Monsters/LeagueBetrayal/BetrayalAttachments/HarimalsCampaignCapeHeld.ao, Rin ); " //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, Rin ); " //Bu's Bottle create_state_Back_28 = " AddAttached( Metadata/Monsters/LeagueBetrayal/BetrayalAttachments/BusBottleCapeHeld.ao, aux_back_attachment ); PlayAnimationAttached( Metadata/Monsters/LeagueBetrayal/BetrayalAttachments/BusBottleCapeHeld.ao, Rin ); " //Rithkin's Dance create_state_Back_29 = " AddAttached( Metadata/Monsters/LeagueBetrayal/BetrayalAttachments/RithkinsDanceCapeHeld.ao, aux_back_attachment ); PlayAnimationAttached( Metadata/Monsters/LeagueBetrayal/BetrayalAttachments/RithkinsDanceCapeHeld.ao, Rin ); " //Cantar's Coffin create_state_Back_30 = " AddAttached( Metadata/Monsters/LeagueBetrayal/BetrayalAttachments/CantarsCoffinCapeHeld.ao, aux_back_attachment ); PlayAnimationAttached( Metadata/Monsters/LeagueBetrayal/BetrayalAttachments/CantarsCoffinCapeHeld.ao, Rin ); " } Preload { preload_animated_object = "Metadata/Effects/Spells/Masters/Rin/decelerating_projectile/stationary_projectile.ao" preload_animated_object = "Metadata/Effects/Spells/Masters/Rin/Snipe/snipe_impact.ao" }
-- src\Data\Spectres.lua minions["Metadata/Monsters/LeagueBetrayal/BetrayalRin"] = { name = "Rin Yuushu", life = 6, fireResist = 40, coldResist = 40, lightningResist = 40, chaosResist = 25, damage = 1.4, damageSpread = 0.2, attackTime = 1.995, attackRange = 75, accuracy = 1, weaponType1 = "Bow", skillList = { "MeleeBetrayalRin", "BetrayalRinRainOfArrows", "BetrayalRinSnipe", "EmptyActionAttackRinMultiProjectile", "EAASanctumRinSnipe", "WalkEmergeBetrayal", "DeceleratingProjectileRin", "BetrayalRinDeceleratingProjectileDetonationWave", "BetrayalRinDeceleratingProjectileExplosion", "BetrayalRinDeceleratingProjectileDetonation", }, modList = { }, } -- src\Data\Skills\spectre.lua skills["MeleeBetrayalRin"] = { 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_cold", "skill_can_fire_arrows", "skill_can_fire_wand_projectiles", }, levels = { [1] = {0, 50, baseMultiplier = 0.85, levelRequirement = 1, statInterpolation = {2}, cost = { }, }, [2] = {0, 50, baseMultiplier = 0.85, levelRequirement = 20, statInterpolation = {2}, cost = { }, }, [3] = {1, 50, baseMultiplier = 0.85, levelRequirement = 21, statInterpolation = {2}, cost = { }, }, [4] = {50, 50, baseMultiplier = 0.85, levelRequirement = 84, statInterpolation = {2}, cost = { }, }, }, } -- src\Data\Skills\spectre.lua skills["BetrayalRinRainOfArrows"] = { name = "Rain of Arrows", hidden = true, color = "4", baseEffectiveness = 0, incrementalEffectiveness = 0, description = "Fires a large number of arrows into the air, to land at the target after a short delay.", skillTypes = { [SkillType.Attack] = true, [SkillType.RangedAttack] = true, [SkillType.MirageArcherCanUse] = true, [SkillType.Area] = true, [SkillType.ProjectileSpeed] = true, [SkillType.Totemable] = true, [SkillType.Trappable] = true, [SkillType.Mineable] = true, [SkillType.Triggerable] = true, [SkillType.Rain] = true, }, statDescriptionScope = "skill_stat_descriptions", castTime = 1, baseFlags = { attack = true, area = true, projectile = true, }, baseMods = { }, qualityStats = { }, stats = { "active_skill_damage_+%_final", "skill_physical_damage_%_to_convert_to_cold", "active_skill_attack_speed_+%_final", "base_is_projectile", "is_area_damage", }, levels = { [1] = {0, 75, -25, baseMultiplier = 0.85, levelRequirement = 1, statInterpolation = {2}, cost = { }, }, [2] = {0, 75, -25, baseMultiplier = 0.85, levelRequirement = 20, statInterpolation = {2}, cost = { }, }, [3] = {1, 75, -25, baseMultiplier = 0.85, levelRequirement = 21, statInterpolation = {2}, cost = { }, }, [4] = {200, 75, -25, baseMultiplier = 0.85, levelRequirement = 84, statInterpolation = {2}, cost = { }, }, }, } -- src\Data\Skills\spectre.lua skills["BetrayalRinSnipe"] = { name = "BetrayalRinSnipe", hidden = true, color = "4", baseEffectiveness = 0, incrementalEffectiveness = 0, skillTypes = { [SkillType.Attack] = true, [SkillType.RangedAttack] = true, [SkillType.MirageArcherCanUse] = true, [SkillType.Projectile] = true, [SkillType.ProjectilesFromUser] = true, [SkillType.Damage] = true, [SkillType.Triggerable] = true, }, statDescriptionScope = "skill_stat_descriptions", castTime = 2.5, baseFlags = { attack = true, projectile = true, }, baseMods = { }, qualityStats = { }, stats = { "skill_physical_damage_%_to_convert_to_cold", "active_skill_attack_speed_+%_final", "monster_projectile_variation", "base_is_projectile", "always_pierce", "skill_can_fire_arrows", }, levels = { [1] = {50, -25, 55, baseMultiplier = 1.8, levelRequirement = 1, statInterpolation = {}, cost = { }, }, }, } -- src\Data\Skills\spectre.lua skills["EmptyActionAttackRinMultiProjectile"] = { name = "EmptyActionAttackRinMultiProjectile", hidden = true, color = "4", baseEffectiveness = 0, incrementalEffectiveness = 0, skillTypes = { [SkillType.Attack] = true, }, statDescriptionScope = "skill_stat_descriptions", castTime = 3.33, baseFlags = { attack = 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["EAASanctumRinSnipe"] = { name = "EAASanctumRinSnipe", hidden = true, color = "4", baseEffectiveness = 0, incrementalEffectiveness = 0, skillTypes = { [SkillType.Attack] = true, }, statDescriptionScope = "skill_stat_descriptions", castTime = 2.5, baseFlags = { attack = 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["DeceleratingProjectileRin"] = { name = "DeceleratingProjectileRin", hidden = true, color = "4", baseEffectiveness = 0, incrementalEffectiveness = 0, skillTypes = { [SkillType.Spell] = true, [SkillType.Projectile] = true, [SkillType.Triggerable] = true, }, statDescriptionScope = "skill_stat_descriptions", castTime = 1, baseFlags = { spell = true, projectile = true, }, baseMods = { }, qualityStats = { }, stats = { "active_skill_damage_+%_final", "skill_physical_damage_%_to_convert_to_cold", "number_of_projectiles_override", "decelerating_projectile_speed_variation_+%", "total_projectile_spread_angle_override", "base_is_projectile", }, levels = { [1] = {0, 75, 2, 100, 5, levelRequirement = 1, statInterpolation = {2}, cost = { }, }, [2] = {0, 75, 2, 100, 5, levelRequirement = 20, statInterpolation = {2}, cost = { }, }, [3] = {1, 75, 2, 100, 5, levelRequirement = 21, statInterpolation = {2}, cost = { }, }, [4] = {200, 75, 2, 100, 5, levelRequirement = 84, statInterpolation = {2}, cost = { }, }, }, } -- src\Data\Skills\spectre.lua skills["BetrayalRinDeceleratingProjectileDetonationWave"] = { name = "BetrayalRinDeceleratingProjectileDetonationWave", hidden = true, color = "4", baseEffectiveness = 0, incrementalEffectiveness = 0, skillTypes = { [SkillType.Triggerable] = true, [SkillType.Attack] = true, }, statDescriptionScope = "skill_stat_descriptions", castTime = 1, baseFlags = { attack = true, }, baseMods = { }, qualityStats = { }, stats = { "active_skill_damage_+%_final", "skill_physical_damage_%_to_convert_to_cold", }, levels = { [1] = {0, 75, baseMultiplier = 0.8, levelRequirement = 1, statInterpolation = {2}, cost = { }, }, [2] = {0, 75, baseMultiplier = 0.8, levelRequirement = 20, statInterpolation = {2}, cost = { }, }, [3] = {1, 75, baseMultiplier = 0.8, levelRequirement = 21, statInterpolation = {2}, cost = { }, }, [4] = {200, 75, baseMultiplier = 0.8, levelRequirement = 84, statInterpolation = {2}, cost = { }, }, }, } -- src\Data\Skills\spectre.lua skills["BetrayalRinDeceleratingProjectileExplosion"] = { name = "BetrayalRinDeceleratingProjectileExplosion", 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_cold_damage", "spell_maximum_base_cold_damage", "is_area_damage", }, levels = { [1] = {0.80000001192093, 1.2000000476837, levelRequirement = 1, statInterpolation = {3, 3}, cost = { }, }, }, } -- src\Data\Skills\spectre.lua skills["BetrayalRinDeceleratingProjectileDetonation"] = { name = "BetrayalRinDeceleratingProjectileDetonation", hidden = true, color = "4", baseEffectiveness = 0, incrementalEffectiveness = 0, skillTypes = { [SkillType.Triggerable] = true, [SkillType.Spell] = true, }, statDescriptionScope = "skill_stat_descriptions", castTime = 1, baseFlags = { spell = true, }, baseMods = { }, qualityStats = { }, stats = { }, levels = { [1] = {levelRequirement = 0, statInterpolation = {}, 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 |