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refactor(MathTool): 重命名随机数生成方法并优化蘑菇矿挖爪属性
将 randomVector2In 重命名为 sampleInCircle,randomRingPoint 重命名为 sampleInRing,randChoiceWeightsFrom 重命名为 randomChoiceFromWeights,signBeforeStr 重命名为 toSigned 调整蘑菇矿挖爪的攻击力和掉落率,减少基础伤害至0.5,固定掉落率为0.1,优化物品掉落逻辑
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@@ -1,7 +1,7 @@
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[gd_scene load_steps=4 format=3 uid="uid://dwsyn746hr25d"]
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[ext_resource type="PackedScene" uid="uid://ckq2cq6m23hq3" path="res://components/Abstracts/WeaponCardBase.tscn" id="1_aoaad"]
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[ext_resource type="Script" path="res://scripts/Contents/Weapons/MushroomPickaxe.gd" id="2_5dp3e"]
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[ext_resource type="Script" uid="uid://bmmf864uc3atu" path="res://scripts/Contents/Weapons/MushroomPickaxe.gd" id="2_5dp3e"]
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[ext_resource type="Texture2D" uid="uid://cqg0aluvegqfe" path="res://resources/bullets/MushroomPickaxe/frames/Shroomite_Digging_Claw.webp" id="2_u2d30"]
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[node name="MushroomPickaxe" instance=ExtResource("1_aoaad")]
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@@ -11,8 +11,8 @@ displayName = "蘑菇矿挖爪"
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costBeachball = 750
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store = {
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"atk": 1,
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"count": 5.0,
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"rate": 0.15
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"count": 3.0,
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"rate": 0.1
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}
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storeType = {
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"atk": 1,
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@@ -26,10 +26,14 @@ debugRebuild = true
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[node name="avatar" parent="container/info" index="0"]
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texture = ExtResource("2_u2d30")
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[node name="energy" parent="container/info/infos/energyInfo" index="1"]
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text = "2.0"
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[node name="beachball" parent="container/info/infos" index="1"]
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count = 750
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[node name="name" parent="container/info" index="2"]
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displayName = "蘑菇矿挖爪"
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[node name="description" parent="container" index="2"]
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text = "[center]命中时造成[color=cyan]1[/color]→[color=yellow]2[/color]点伤害,有[color=cyan]15%[/color]→[color=yellow]19%[/color]概率挖出1~[color=cyan]5[/color]→[color=yellow]6[/color]个随机物品。[/center]"
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text = "[center]命中时造成[color=cyan]1[/color]点伤害,有[color=cyan]10%[/color]概率挖出1~[color=cyan]3[/color]个随机物品。[/center]"
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