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feat(武器): 调整火山武器的数值平衡
降低火山武器的沙滩球消耗至200 提高火山武器各段伤害加成系数至0.03 提高基础攻击力加成至2倍 移除调试标记debugRebuild
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@@ -11,7 +11,7 @@ avatarTexture = ExtResource("2_hh01t")
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displayName = "火山"
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quality = 4
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typeTopic = 2
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costBeachball = 300
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costBeachball = 200
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store = {
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"atk": 10.0,
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"count": 1.0,
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@@ -34,7 +34,6 @@ storeType = {
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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,第4段攻击的同时发射$count支[b]火山幻影[/b],造成$dmg5伤害。"
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cooldown = 1750.0
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debugRebuild = true
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[node name="avatar" parent="container/info" index="0"]
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texture = ExtResource("2_hh01t")
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@@ -3,13 +3,13 @@ extends Weapon
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func update(to: int, origin: Dictionary, _entity: EntityBase):
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origin["rotate"] += 0.005 * to * soulLevel
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origin["dmg1"] += 0.025 * to * soulLevel
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origin["dmg2"] += 0.025 * to * soulLevel
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origin["dmg3"] += 0.025 * to * soulLevel
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origin["dmg4"] += 0.025 * to * soulLevel
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origin["dmg5"] += 0.025 * to * soulLevel
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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["dmg5"] += 0.03 * to * soulLevel
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origin["count"] = 1 * soulLevel
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origin["atk"] += 1 * to * soulLevel
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origin["atk"] += 2 * to * soulLevel
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return origin
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func attack(entity: EntityBase):
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for j in BulletBase.generate(
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