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https://github.com/Rundll86/Dog-Lynx-And-HCN.git
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feat(武器): 为火山武器添加第四段攻击并调整动画参数
- 添加第四段伤害计算(dmg4)并更新伤害乘数数组 - 调整基础攻击力从15降至10,修改各段伤害比例 - 延长攻击动画时间从1.7秒增至2.0秒 - 更新动画关键帧和碰撞检测时机 - 修改武器描述文本以反映4段攻击特性 - 调整碰撞体大小和位置以适应新动画
This commit is contained in:
@@ -120,7 +120,7 @@ step = 0.1
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[sub_resource type="Animation" id="Animation_o5h0y"]
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resource_name = "stab"
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length = 1.7
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length = 2.0
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step = 0.05
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tracks/0/type = "bezier"
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tracks/0/imported = false
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@@ -129,9 +129,9 @@ tracks/0/path = NodePath("anchor/textureSword:position:x")
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tracks/0/interp = 1
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tracks/0/loop_wrap = true
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tracks/0/keys = {
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"handle_modes": PackedInt32Array(0, 0),
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"points": PackedFloat32Array(150, -0.25, 0, 0.25, 0, 300, -0.083333336, -8.333334, 0, 0),
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"times": PackedFloat32Array(0, 0.25)
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"handle_modes": PackedInt32Array(0, 0, 2),
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"points": PackedFloat32Array(150, -0.25, 0, 0.25, 0, 500, -0.083333336, -8.333334, 0, 0, 300, -0.01666667, 83.333336, 0, 0),
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"times": PackedFloat32Array(0, 0.2, 0.3)
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}
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tracks/1/type = "value"
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tracks/1/imported = false
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@@ -152,9 +152,9 @@ tracks/2/path = NodePath("anchor:rotation")
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tracks/2/interp = 1
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tracks/2/loop_wrap = true
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tracks/2/keys = {
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"handle_modes": PackedInt32Array(0, 0, 0, 2, 2, 2),
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"points": PackedFloat32Array(0, -0.25, 0, 0.25, 0, 0, -0.25, 0, 0.25, 0, 0.7853982, -0.06585455, -0.14365458, 0.2, 0, -0.7853982, -0.06666666, 0.2617994, 0, 0, -0.7853982, -0.033333343, 0, 0, 0, 5.497787, -0.049999993, -1.0471975, 0, 0),
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"times": PackedFloat32Array(0, 0.3, 0.6, 1, 1.2, 1.5)
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"handle_modes": PackedInt32Array(0, 0, 0, 0, 2, 1, 1),
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"points": PackedFloat32Array(0, -0.25, 0, 0.25, 0, 0, -0.25, 0, 0.25, 0, 0.7853982, -0.06585455, -0.14365458, 0.2, 0, -0.7853982, -0.06666666, 0.2617994, 0, 0, -0.7853982, -0.033333343, 0, 0, 0, 5.497787, 0, 0, 0, 0, 0, 0, 0, 0, 0),
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"times": PackedFloat32Array(0, 0.3, 0.6, 0.888264, 1.2, 1.45, 1.7079643)
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}
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tracks/3/type = "value"
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tracks/3/imported = false
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@@ -175,10 +175,10 @@ tracks/4/path = NodePath("%texture/../hitbox3:disabled")
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tracks/4/interp = 1
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tracks/4/loop_wrap = true
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tracks/4/keys = {
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"times": PackedFloat32Array(0, 1.2, 1.5),
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"transitions": PackedFloat32Array(1, 1, 1),
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"times": PackedFloat32Array(0, 1.2, 1.4, 1.45, 1.7106247),
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"transitions": PackedFloat32Array(1, 1, 1, 1, 1),
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"update": 1,
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"values": [true, false, true]
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"values": [true, false, true, false, true]
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}
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tracks/5/type = "bezier"
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tracks/5/imported = false
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@@ -187,9 +187,9 @@ tracks/5/path = NodePath("anchor:scale:x")
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tracks/5/interp = 1
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tracks/5/loop_wrap = true
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tracks/5/keys = {
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"handle_modes": PackedInt32Array(0, 2),
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"handle_modes": PackedInt32Array(0, 0),
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"points": PackedFloat32Array(1, -0.25, 0, 0.25, 0, 1e-05, -0.033333343, 0.16666502, 0, 0),
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"times": PackedFloat32Array(1.5, 1.7)
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"times": PackedFloat32Array(1.8, 2)
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}
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tracks/6/type = "bezier"
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tracks/6/imported = false
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@@ -198,9 +198,9 @@ tracks/6/path = NodePath("anchor:scale:y")
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tracks/6/interp = 1
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tracks/6/loop_wrap = true
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tracks/6/keys = {
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"handle_modes": PackedInt32Array(0, 2),
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"handle_modes": PackedInt32Array(0, 0),
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"points": PackedFloat32Array(1, -0.25, 0, 0.25, 0, 1e-05, -0.033333343, 0.16666502, 0, 0),
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"times": PackedFloat32Array(1.5, 1.7)
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"times": PackedFloat32Array(1.8, 2)
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}
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tracks/7/type = "bezier"
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tracks/7/imported = false
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@@ -209,9 +209,9 @@ tracks/7/path = NodePath("anchor:modulate:a")
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tracks/7/interp = 1
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tracks/7/loop_wrap = true
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tracks/7/keys = {
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"handle_modes": PackedInt32Array(0, 2),
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"handle_modes": PackedInt32Array(0, 0),
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"points": PackedFloat32Array(1, -0.25, 0, 0.25, 0, 0, -0.033333343, 0.16666669, 0, 0),
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"times": PackedFloat32Array(1.5, 1.7)
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"times": PackedFloat32Array(1.8, 2)
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}
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tracks/8/type = "method"
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tracks/8/imported = false
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@@ -264,8 +264,12 @@ tracks/10/keys = {
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"end_offset": 0.0,
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"start_offset": 0.0,
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"stream": ExtResource("5_b5nxd")
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}, {
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"end_offset": 0.0,
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"start_offset": 0.0,
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"stream": ExtResource("5_b5nxd")
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}],
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"times": PackedFloat32Array(0, 0.6, 1.2)
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"times": PackedFloat32Array(0, 0.6, 1.2, 1.45)
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}
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tracks/10/use_blend = true
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@@ -320,7 +324,7 @@ color_initial_ramp = SubResource("GradientTexture1D_b5nxd")
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alpha_curve = SubResource("CurveTexture_o5h0y")
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_w1utg"]
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size = Vector2(273.5, 34)
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size = Vector2(328, 34)
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[sub_resource type="CapsuleShape2D" id="CapsuleShape2D_w1utg"]
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radius = 66.75
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@@ -361,7 +365,7 @@ process_material = SubResource("ParticleProcessMaterial_xrrxo")
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[node name="audio" type="AudioStreamPlayer2D" parent="texture/anchor/textureSword" index="1"]
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[node name="hitbox" parent="." index="1"]
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position = Vector2(245.25, 0)
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position = Vector2(412, 0)
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shape = SubResource("RectangleShape2D_w1utg")
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[node name="hitbox2" type="CollisionShape2D" parent="." index="2"]
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@@ -13,10 +13,11 @@ quality = 4
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typeTopic = 2
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costBeachball = 300
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store = {
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"atk": 15.0,
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"atk": 10.0,
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"dmg1": 1.0,
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"dmg2": 0.75,
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"dmg3": 3.0,
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"dmg3": 1.5,
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"dmg4": 1.25,
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"rotate": 0.05
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}
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storeType = {
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@@ -24,9 +25,10 @@ storeType = {
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"dmg1": 2,
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"dmg2": 2,
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"dmg3": 2,
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"dmg4": 2,
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"rotate": 2
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}
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descriptionTemplate = "召唤1支[b]火山[/b],以$rotate的效率跟随鼠标指向,进行3段攻击。基础接触伤害为$atk,三段造成的伤害分别为$dmg1,$dmg2,$dmg3。"
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descriptionTemplate = "召唤1支[b]火山[/b],以$rotate的效率跟随鼠标指向,进行基础伤害为$atk的4段挥舞攻击。造成的伤害分别为$dmg1,$dmg2,$dmg3,$dmg4。"
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cooldown = 1750.0
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debugRebuild = true
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@@ -45,4 +47,4 @@ quality = 4
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typeTopic = 2
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[node name="description" parent="container" index="2"]
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text = "[center]召唤1支[b]火山[/b],以[color=cyan]5%[/color]的效率跟随鼠标指向,进行3段攻击。基础接触伤害为[color=cyan]15[/color],三段造成的伤害分别为[color=cyan]100%[/color],[color=cyan]75%[/color],[color=cyan]300%[/color]。[/center]"
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text = "[center]召唤1支[b]火山[/b],以[color=cyan]5%[/color]的效率跟随鼠标指向,进行基础伤害为[color=cyan]10[/color]的4段挥舞攻击。造成的伤害分别为[color=cyan]100%[/color],[color=cyan]75%[/color],[color=cyan]150%[/color],[color=cyan]125%[/color]。[/center]"
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@@ -6,6 +6,7 @@ func update(to: int, origin: Dictionary, _entity: EntityBase):
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origin["dmg1"] += 0.03 * to * soulLevel
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origin["dmg2"] += 0.03 * to * soulLevel
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origin["dmg3"] += 0.03 * to * soulLevel
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origin["dmg4"] += 0.03 * to * soulLevel
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origin["atk"] += 1 * to * soulLevel
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return origin
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func attack(entity: EntityBase):
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@@ -18,4 +19,4 @@ func attack(entity: EntityBase):
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var bullet: Volcano = j
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bullet.baseDamage = readStore("atk")
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bullet.rotates = readStore("rotate")
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bullet.damageMultipliers = [readStore("dmg1"), readStore("dmg2"), readStore("dmg3")]
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bullet.damageMultipliers = [readStore("dmg1"), readStore("dmg2"), readStore("dmg3"), readStore("dmg4")]
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