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refactor(武器系统): 重构武器能量消耗机制
移除全局武器升级能量消耗倍数,改为各武器独立设置升级能量消耗 调整矢量核心武器的属性计算和初始能量值 为所有武器类型添加升级时的能量消耗增量
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@@ -22,19 +22,18 @@ storeType = {
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"mincount": 1.0
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}
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descriptionTemplate = "发射$mincount~$maxcount个[b]无主的飞星[/b],在$forwardtime秒后向目标冲刺并造成$atk点伤害。"
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needEnergy = 25.0
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needEnergy = 10.0
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cooldown = 500.0
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debugRebuild = true
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[node name="avatar" parent="container/info" index="0"]
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texture = ExtResource("3_wfty8")
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[node name="energy" parent="container/info/infos/energyInfo" index="1"]
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text = "25.0"
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text = "136.0"
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[node name="name" parent="container/info" index="2"]
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displayName = "矢量核心"
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quality = 2
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[node name="description" parent="container" index="2"]
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text = "[center]发射[color=cyan]5[/color]~[color=cyan]10[/color]个[b]无主的飞星[/b],在[color=cyan]0.75[/color]秒后向目标冲刺并造成[color=cyan]7[/color]点伤害。[/center]"
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text = "[center]发射[color=cyan]5[/color]→[color=yellow]5[/color]~[color=cyan]10[/color]→[color=yellow]11[/color]个[b]无主的飞星[/b],在[color=cyan]0.75[/color]→[color=yellow]0.71[/color]秒后向目标冲刺并造成[color=cyan]7[/color]→[color=yellow]12[/color]点伤害。[/center]"
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@@ -5,6 +5,7 @@ class_name BigLaserWeapon
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func update(to: int, origin: Dictionary, _entity: EntityBase):
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origin["atk"] += 5 * to * soulLevel
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origin["time"] /= 1 + 0.05 * to * soulLevel
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needEnergy += 5
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return origin
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func attack(entity: EntityBase):
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var weaponPos = entity.findWeaponAnchor("normal")
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@@ -8,6 +8,7 @@ func update(to: int, origin: Dictionary, _entity: EntityBase):
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origin["power"] += 0.05 * to * soulLevel
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origin["trace"] += 0.25 * to * soulLevel
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origin["angle"] /= 1 + 0.05 * to * soulLevel
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needEnergy += 1
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return origin
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func attack(entity: EntityBase):
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var weaponPos = entity.findWeaponAnchor("normal")
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@@ -5,6 +5,7 @@ func update(to: int, origin: Dictionary, _entity: EntityBase):
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origin["atk"] += 1 * to * soulLevel
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origin["rate"] += 0.04 * to * soulLevel
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origin["count"] += 1 * to * soulLevel
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needEnergy += 0.5
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return origin
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func attack(entity: EntityBase):
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var weaponPos = entity.findWeaponAnchor("normal")
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@@ -5,7 +5,9 @@ class_name VectorStarWeapon
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func update(to: int, origin: Dictionary, _entity: EntityBase):
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origin["atk"] += 5 * to * soulLevel
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origin["forwardtime"] /= 1 + 0.05 * to * soulLevel
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origin["maxcount"] += 1 * to * soulLevel
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origin["mincount"] += 0.5 * to * soulLevel
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origin["maxcount"] += 1.5 * to * soulLevel
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needEnergy += 2
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return origin
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func attack(entity: EntityBase):
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var weaponPos = entity.findWeaponAnchor("normal")
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@@ -79,7 +79,6 @@ func apply(entity: EntityBase):
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entity.inventory[ItemStore.ItemType.BEACHBALL] -= costBeachball
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updateStore(level, entity)
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costBeachball = floor(GameRule.weaponUpdateCost * costBeachball)
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needEnergy = GameRule.weaponUpdateEnergy * needEnergy
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rebuildInfo()
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return allHave
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func updateStore(to: int, entity: EntityBase):
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@@ -21,4 +21,3 @@ static var critRateInfluenceByLuckValue: float = MathTool.percent(2.5) # 幸运
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static var penerateRateInfluenceByLuckValue: float = MathTool.percent(3) # 幸运值对穿透率的影响
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static var detainTime: float = 1000 # 血量如果在这个时间内没有改变才会开始播放降低动画
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static var weaponUpdateCost: float = 1.5 # 武器升级后消耗的棒球数量倍数
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static var weaponUpdateEnergy: float = 1.01 # 武器升级后消耗的能量倍数
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