mirror of
https://github.com/Rundll86/Dog-Lynx-And-HCN.git
synced 2026-06-28 22:42:31 +08:00
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
This commit is contained in:
@@ -22,19 +22,18 @@ storeType = {
|
|||||||
"mincount": 1.0
|
"mincount": 1.0
|
||||||
}
|
}
|
||||||
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。"
|
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。"
|
||||||
needEnergy = 25.0
|
needEnergy = 10.0
|
||||||
cooldown = 500.0
|
cooldown = 500.0
|
||||||
debugRebuild = true
|
|
||||||
|
|
||||||
[node name="avatar" parent="container/info" index="0"]
|
[node name="avatar" parent="container/info" index="0"]
|
||||||
texture = ExtResource("3_wfty8")
|
texture = ExtResource("3_wfty8")
|
||||||
|
|
||||||
[node name="energy" parent="container/info/infos/energyInfo" index="1"]
|
[node name="energy" parent="container/info/infos/energyInfo" index="1"]
|
||||||
text = "25.0"
|
text = "136.0"
|
||||||
|
|
||||||
[node name="name" parent="container/info" index="2"]
|
[node name="name" parent="container/info" index="2"]
|
||||||
displayName = "矢量核心"
|
displayName = "矢量核心"
|
||||||
quality = 2
|
quality = 2
|
||||||
|
|
||||||
[node name="description" parent="container" index="2"]
|
[node name="description" parent="container" index="2"]
|
||||||
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]"
|
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]"
|
||||||
|
|||||||
@@ -5,6 +5,7 @@ class_name BigLaserWeapon
|
|||||||
func update(to: int, origin: Dictionary, _entity: EntityBase):
|
func update(to: int, origin: Dictionary, _entity: EntityBase):
|
||||||
origin["atk"] += 5 * to * soulLevel
|
origin["atk"] += 5 * to * soulLevel
|
||||||
origin["time"] /= 1 + 0.05 * to * soulLevel
|
origin["time"] /= 1 + 0.05 * to * soulLevel
|
||||||
|
needEnergy += 5
|
||||||
return origin
|
return origin
|
||||||
func attack(entity: EntityBase):
|
func attack(entity: EntityBase):
|
||||||
var weaponPos = entity.findWeaponAnchor("normal")
|
var weaponPos = entity.findWeaponAnchor("normal")
|
||||||
|
|||||||
@@ -8,6 +8,7 @@ func update(to: int, origin: Dictionary, _entity: EntityBase):
|
|||||||
origin["power"] += 0.05 * to * soulLevel
|
origin["power"] += 0.05 * to * soulLevel
|
||||||
origin["trace"] += 0.25 * to * soulLevel
|
origin["trace"] += 0.25 * to * soulLevel
|
||||||
origin["angle"] /= 1 + 0.05 * to * soulLevel
|
origin["angle"] /= 1 + 0.05 * to * soulLevel
|
||||||
|
needEnergy += 1
|
||||||
return origin
|
return origin
|
||||||
func attack(entity: EntityBase):
|
func attack(entity: EntityBase):
|
||||||
var weaponPos = entity.findWeaponAnchor("normal")
|
var weaponPos = entity.findWeaponAnchor("normal")
|
||||||
|
|||||||
@@ -5,6 +5,7 @@ func update(to: int, origin: Dictionary, _entity: EntityBase):
|
|||||||
origin["atk"] += 1 * to * soulLevel
|
origin["atk"] += 1 * to * soulLevel
|
||||||
origin["rate"] += 0.04 * to * soulLevel
|
origin["rate"] += 0.04 * to * soulLevel
|
||||||
origin["count"] += 1 * to * soulLevel
|
origin["count"] += 1 * to * soulLevel
|
||||||
|
needEnergy += 0.5
|
||||||
return origin
|
return origin
|
||||||
func attack(entity: EntityBase):
|
func attack(entity: EntityBase):
|
||||||
var weaponPos = entity.findWeaponAnchor("normal")
|
var weaponPos = entity.findWeaponAnchor("normal")
|
||||||
|
|||||||
@@ -5,7 +5,9 @@ class_name VectorStarWeapon
|
|||||||
func update(to: int, origin: Dictionary, _entity: EntityBase):
|
func update(to: int, origin: Dictionary, _entity: EntityBase):
|
||||||
origin["atk"] += 5 * to * soulLevel
|
origin["atk"] += 5 * to * soulLevel
|
||||||
origin["forwardtime"] /= 1 + 0.05 * to * soulLevel
|
origin["forwardtime"] /= 1 + 0.05 * to * soulLevel
|
||||||
origin["maxcount"] += 1 * to * soulLevel
|
origin["mincount"] += 0.5 * to * soulLevel
|
||||||
|
origin["maxcount"] += 1.5 * to * soulLevel
|
||||||
|
needEnergy += 2
|
||||||
return origin
|
return origin
|
||||||
func attack(entity: EntityBase):
|
func attack(entity: EntityBase):
|
||||||
var weaponPos = entity.findWeaponAnchor("normal")
|
var weaponPos = entity.findWeaponAnchor("normal")
|
||||||
|
|||||||
@@ -79,7 +79,6 @@ func apply(entity: EntityBase):
|
|||||||
entity.inventory[ItemStore.ItemType.BEACHBALL] -= costBeachball
|
entity.inventory[ItemStore.ItemType.BEACHBALL] -= costBeachball
|
||||||
updateStore(level, entity)
|
updateStore(level, entity)
|
||||||
costBeachball = floor(GameRule.weaponUpdateCost * costBeachball)
|
costBeachball = floor(GameRule.weaponUpdateCost * costBeachball)
|
||||||
needEnergy = GameRule.weaponUpdateEnergy * needEnergy
|
|
||||||
rebuildInfo()
|
rebuildInfo()
|
||||||
return allHave
|
return allHave
|
||||||
func updateStore(to: int, entity: EntityBase):
|
func updateStore(to: int, entity: EntityBase):
|
||||||
|
|||||||
@@ -21,4 +21,3 @@ static var critRateInfluenceByLuckValue: float = MathTool.percent(2.5) # 幸运
|
|||||||
static var penerateRateInfluenceByLuckValue: float = MathTool.percent(3) # 幸运值对穿透率的影响
|
static var penerateRateInfluenceByLuckValue: float = MathTool.percent(3) # 幸运值对穿透率的影响
|
||||||
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
|
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
|
||||||
static var weaponUpdateCost: float = 1.5 # 武器升级后消耗的棒球数量倍数
|
static var weaponUpdateCost: float = 1.5 # 武器升级后消耗的棒球数量倍数
|
||||||
static var weaponUpdateEnergy: float = 1.01 # 武器升级后消耗的能量倍数
|
|
||||||
|
|||||||
Reference in New Issue
Block a user