mirror of
https://github.com/Rundll86/Dog-Lynx-And-HCN.git
synced 2026-07-05 09:42:13 +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:
@@ -22,9 +22,8 @@ storeType = {
|
|||||||
"mincount": 1.0
|
"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。"
|
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
|
cooldown = 500.0
|
||||||
debugRebuild = true
|
|
||||||
|
|
||||||
[node name="avatar" parent="container/info" index="0"]
|
[node name="avatar" parent="container/info" index="0"]
|
||||||
texture = ExtResource("3_wfty8")
|
texture = ExtResource("3_wfty8")
|
||||||
|
|||||||
@@ -54,7 +54,8 @@ func apply(entity: EntityBase):
|
|||||||
level += 1
|
level += 1
|
||||||
entity.inventory[ItemStore.ItemType.BEACHBALL] -= costBeachball
|
entity.inventory[ItemStore.ItemType.BEACHBALL] -= costBeachball
|
||||||
store = update(level, originalStore.duplicate(), entity)
|
store = update(level, originalStore.duplicate(), entity)
|
||||||
costBeachball *= 2
|
costBeachball = floor(GameRule.weaponUpdateCost * costBeachball)
|
||||||
|
needEnergy = GameRule.weaponUpdateEnergy * needEnergy
|
||||||
rebuildInfo()
|
rebuildInfo()
|
||||||
return allHave
|
return allHave
|
||||||
func multipiler() -> float:
|
func multipiler() -> float:
|
||||||
|
|||||||
@@ -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 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 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 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
|
||||||
|
|||||||
Reference in New Issue
Block a user