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mirror of https://github.com/Rundll86/Dog-Lynx-And-HCN.git synced 2026-06-04 10:47:13 +08:00

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
This commit is contained in:
2025-09-09 22:32:07 +08:00
parent a7d1264830
commit 1f8e0a3e5a
3 changed files with 5 additions and 3 deletions
+1 -2
View File
@@ -22,9 +22,8 @@ storeType = {
"mincount": 1.0
}
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。"
needEnergy = 10.0
needEnergy = 25.0
cooldown = 500.0
debugRebuild = true
[node name="avatar" parent="container/info" index="0"]
texture = ExtResource("3_wfty8")
+2 -1
View File
@@ -54,7 +54,8 @@ func apply(entity: EntityBase):
level += 1
entity.inventory[ItemStore.ItemType.BEACHBALL] -= costBeachball
store = update(level, originalStore.duplicate(), entity)
costBeachball *= 2
costBeachball = floor(GameRule.weaponUpdateCost * costBeachball)
needEnergy = GameRule.weaponUpdateEnergy * needEnergy
rebuildInfo()
return allHave
func multipiler() -> float:
+2
View File
@@ -28,3 +28,5 @@ static var appleDropRateInfluenceByLuckValue: float = MathTool.percent(2) # 幸
static var critRateInfluenceByLuckValue: float = MathTool.percent(2.5) # 幸运值对暴击率的影响
static var penerateRateInfluenceByLuckValue: float = MathTool.percent(3) # 幸运值对穿透率的影响
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
static var weaponUpdateCost: float = 1.5 # 武器升级后消耗的棒球数量倍数
static var weaponUpdateEnergy: float = 1.25 # 武器升级后消耗的能量倍数