mirror of
https://github.com/Rundll86/Dog-Lynx-And-HCN.git
synced 2026-05-28 06:51:54 +08:00
fix(武器): 调整DaoStatue伤害计算逻辑和描述
feat(游戏流程): 添加初始选择界面自动触发开始按钮逻辑 refactor(战斗系统): 分离调试和发布版的波次配置 style(资源): 更新图片导入配置为VRAM压缩格式 chore: 忽略zip文件并修复.gitignore格式
This commit is contained in:
@@ -1,3 +1,4 @@
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.godot
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.codebuddy
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cvb*
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*.zip
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@@ -15,7 +15,7 @@ store = {
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"atk": 50,
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"rate1": 0.05,
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"rate2": 0.025,
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"rate3": 0.15
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"rate3": 0.01
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}
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storeType = {
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"atk": 1,
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@@ -28,7 +28,8 @@ descriptionTemplate = "挥出[b]天地之剑[/b],蓄力一段时间后,
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攻击速度每降低[color=yellow]1%[/color],伤害+$rate2;
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每失去[color=yellow]1[/color]点生命值,伤害+$rate1;
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命中时每拥有[color=yellow]1[/color]层[b]气[/b],伤害+$rate3;"
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拥有的所有[b]气力[/b]层数之和,每化解[color=yellow]1[/color]点伤害,[b]无量斩[/b]的伤害+$rate3;
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每次攻击都会消耗气力。"
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sources = Array[String](["Nine Sols"])
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tease = "天机不可泄露"
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needEnergy = 50.0
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@@ -60,7 +61,8 @@ text = "[center]挥出[b]天地之剑[/b],蓄力一段时间后,
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攻击速度每降低[color=yellow]1%[/color],伤害+[color=cyan]2.5%[/color];
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每失去[color=yellow]1[/color]点生命值,伤害+[color=cyan]5.0%[/color];
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命中时每拥有[color=yellow]1[/color]层[b]气[/b],伤害+[color=cyan]15.0%[/color];[/center]"
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拥有的所有[b]气力[/b]层数之和,每化解[color=yellow]1[/color]点伤害,[b]无量斩[/b]的伤害+[color=cyan]1.0%[/color];
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每次攻击都会消耗气力。[/center]"
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[node name="tease" parent="container" parent_id_path=PackedInt32Array(575698869) index="3" unique_id=689277044]
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text = "“天机不可泄露”"
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@@ -3,19 +3,20 @@
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://b1aq0k7tf1p1"
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path="res://.godot/imported/kernyr.jpg-d82cf548a25a07dbd282dd92971a45c3.ctex"
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path.s3tc="res://.godot/imported/kernyr.jpg-d82cf548a25a07dbd282dd92971a45c3.s3tc.ctex"
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metadata={
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"vram_texture": false
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"imported_formats": ["s3tc_bptc"],
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"vram_texture": true
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}
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[deps]
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source_file="res://resources/characters/kernyr/kernyr.jpg"
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dest_files=["res://.godot/imported/kernyr.jpg-d82cf548a25a07dbd282dd92971a45c3.ctex"]
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dest_files=["res://.godot/imported/kernyr.jpg-d82cf548a25a07dbd282dd92971a45c3.s3tc.ctex"]
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[params]
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compress/mode=0
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compress/mode=2
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compress/high_quality=false
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compress/lossy_quality=0.7
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compress/uastc_level=0
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@@ -23,7 +24,7 @@ compress/rdo_quality_loss=0.0
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compress/hdr_compression=1
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compress/normal_map=0
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compress/channel_pack=0
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mipmaps/generate=false
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mipmaps/generate=true
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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@@ -37,4 +38,4 @@ process/normal_map_invert_y=false
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process/hdr_as_srgb=false
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process/hdr_clamp_exposure=false
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process/size_limit=0
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detect_3d/compress_to=1
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detect_3d/compress_to=0
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@@ -24,6 +24,8 @@ func beforeOpen(_args: Array = []):
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if WorldManager.isRelease():
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clearWeapons()
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title2.hide()
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if !title1.visible:
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startBtn.pressed.emit()
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)
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else:
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initialFeedSelection.add_child(card)
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@@ -32,6 +34,8 @@ func beforeOpen(_args: Array = []):
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if WorldManager.isRelease():
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clearFeeds()
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title1.hide()
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if !title2.visible:
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startBtn.pressed.emit()
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)
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func clearFeeds():
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@@ -58,10 +58,11 @@ static var WAVE_MOWING = [
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Wave.create("MTY", 1, 5, false, 0, INF, 1),
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]
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static var WAVE_EMPTY = []
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static var waveConfig = [WAVE_TESTBOSS_ALL, 1]
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static var waveReleaseConfig = [WAVE_TESTBOSS_ALL, 1]
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static var waveDebugConfig = [WAVE_MOWING, 1]
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static var current: int = startWith(1) if WorldManager.isRelease() else startWith(waveConfig[1])
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static var data = WAVE_NORMAL if WorldManager.isRelease() else waveConfig[0]
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static var current: int = startWith(waveReleaseConfig[1]) if WorldManager.isRelease() else startWith(waveDebugConfig[1])
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static var data = waveReleaseConfig[0] if WorldManager.isRelease() else waveDebugConfig[0]
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static func create(
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entity_: String,
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@@ -8,6 +8,7 @@ func update(to: int, origin: Dictionary, _entity: EntityBase):
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origin["rate3"] *= soulLevel
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return origin
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func attack(entity: EntityBase):
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var parryCounter = entity.getOrCreateCycleTimer("parry", 2000, 100)
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for bullet in BulletBase.generate(
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ComponentManager.getBullet("Wuwei"),
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entity,
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@@ -18,5 +19,12 @@ func attack(entity: EntityBase):
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bullet.baseDamage = readStore("atk")
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bullet.baseDamage *= max(-0.99, readStore("rate2") * ((1.0 - entity.fields[FieldStore.Entity.ATTACK_SPEED]) * 100)) + 1
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bullet.baseDamage *= max(-0.99, readStore("rate1") * (entity.fields[FieldStore.Entity.MAX_HEALTH] - entity.health)) + 1
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bullet.baseDamage *= max(-0.99, readStore("rate3") * len(entity.getOrCreateCycleTimer("parry", 2000, 100).bullets)) + 1
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var atkAll = 0
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for bulle in parryCounter.bullets:
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if bulle is ParryBallBullet:
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atkAll += bulle.atk
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bullet.baseDamage *= max(-0.99, readStore("rate3") * atkAll) + 1
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for bulle in parryCounter.bullets:
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if bulle is ParryBallBullet:
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bulle.tryDestroy()
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return true
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