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fix(Weapons): 调整武器升级消耗和能量需求
修改武器升级后的棒球消耗和能量需求计算方式,使用GameRule中的全局变量控制倍数 移除VectorStar的debugRebuild标志并调整其能量需求
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@@ -22,9 +22,8 @@ storeType = {
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"mincount": 1.0
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}
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descriptionTemplate = "发射$mincount~$maxcount个[b]无主[/b]的矢量星,在$forwardtime秒后向目标冲刺并造成$atk点伤害。"
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needEnergy = 10.0
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needEnergy = 25.0
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cooldown = 500.0
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debugRebuild = true
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[node name="avatar" parent="container/info" index="0"]
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texture = ExtResource("3_wfty8")
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@@ -54,7 +54,8 @@ func apply(entity: EntityBase):
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level += 1
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entity.inventory[ItemStore.ItemType.BEACHBALL] -= costBeachball
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store = update(level, originalStore.duplicate(), entity)
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costBeachball *= 2
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costBeachball = floor(GameRule.weaponUpdateCost * costBeachball)
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needEnergy = GameRule.weaponUpdateEnergy * needEnergy
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rebuildInfo()
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return allHave
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func multipiler() -> float:
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@@ -28,3 +28,5 @@ static var appleDropRateInfluenceByLuckValue: float = MathTool.percent(2) # 幸
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static var critRateInfluenceByLuckValue: float = MathTool.percent(2.5) # 幸运值对暴击率的影响
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static var penerateRateInfluenceByLuckValue: float = MathTool.percent(3) # 幸运值对穿透率的影响
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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
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static var weaponUpdateCost: float = 1.5 # 武器升级后消耗的棒球数量倍数
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static var weaponUpdateEnergy: float = 1.25 # 武器升级后消耗的能量倍数
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