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https://github.com/Rundll86/Dog-Lynx-And-HCN.git
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fix(武器): 修正魔法导弹法杖的生成数量问题
将魔法导弹法杖的生成数量从随机1~3枚固定为1枚,并更新相关描述文本。同时调整了测试用的波次配置,将调试模式下的波次改为测试BOSS波次。
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@@ -8,6 +8,8 @@
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script = ExtResource("2_r857c")
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avatarTexture = ExtResource("2_3sdrm")
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displayName = "导弹法杖"
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quality = 2
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typeTopic = 3
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emitType = 3
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store = {
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"G": 197392.0,
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@@ -25,7 +27,7 @@ storeType = {
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"missle-m": 0,
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"track": 0
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}
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descriptionTemplate = "召唤1~$count枚[b]魔法导弹[/b],围绕鼠标指针做由鼠标指针提供向心力的圆周运动。
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descriptionTemplate = "召唤[color=yellow]1[/color]枚[b]魔法导弹[/b],围绕鼠标指针做由鼠标指针提供向心力的圆周运动。
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鼠标指针质量:$cursor-mkg,
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魔法导弹质量:$missle-mkg,
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初始轨道半径:$trackm,
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@@ -42,12 +44,14 @@ texture = ExtResource("2_3sdrm")
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[node name="name" parent="container/info/displays" parent_id_path=PackedInt32Array(784441328) index="0" unique_id=1576068972]
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displayName = "导弹法杖"
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quality = 2
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typeTopic = 3
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[node name="source" parent="container/info/displays" parent_id_path=PackedInt32Array(784441328) index="1" unique_id=365191794]
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text = "万有引力 × 宇宙航行"
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[node name="description" parent="container" parent_id_path=PackedInt32Array(575698869) index="2" unique_id=566230682]
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text = "[center]召唤1~[color=cyan]3[/color]枚[b]魔法导弹[/b],围绕鼠标指针做由鼠标指针提供向心力的圆周运动。
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text = "[center]召唤[color=yellow]1[/color]枚[b]魔法导弹[/b],围绕鼠标指针做由鼠标指针提供向心力的圆周运动。
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鼠标指针质量:[color=cyan]100.00[/color]kg,
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魔法导弹质量:[color=cyan]10.00[/color]kg,
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初始轨道半径:[color=cyan]200.00[/color]m,
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@@ -61,7 +61,7 @@ static var WAVE_MOWING = [
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]
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static var WAVE_EMPTY = []
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static var waveReleaseConfig = [WAVE_TESTBOSS_ALL, 1]
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static var waveDebugConfig = [WAVE_NORMAL, 1]
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static var waveDebugConfig = [WAVE_TESTBOSS_ALL, 1]
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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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@@ -13,21 +13,20 @@ func update(to: int, origin: Dictionary, _entity: EntityBase):
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return origin
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func loopStart(entity: EntityBase):
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for i in randi_range(1, readStore("count")):
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for bullet in BulletBase.generate(
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ComponentManager.getBullet("MagicMissle"),
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entity,
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get_global_mouse_position() + Vector2.from_angle(randf_range(0, 2 * PI)) * readStore("track"),
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0
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):
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if bullet is MagicMissleBullet:
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bullet.look_at(get_global_mouse_position())
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bullet.rotation += PI / 2
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bullet.speedV2 += Vector2.from_angle(bullet.rotation) * sqrt((readStore("G") * readStore("cursor-m") / readStore("track") ** 2) * readStore("track")) / 120
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bullet.roundBullets = roundBullets
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bullet.baseDamage = readStore("atk")
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bullet.powerScale = readStore("count")
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roundBullets.append(bullet)
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for bullet in BulletBase.generate(
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ComponentManager.getBullet("MagicMissle"),
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entity,
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get_global_mouse_position() + Vector2.from_angle(randf_range(0, 2 * PI)) * readStore("track"),
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0
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):
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if bullet is MagicMissleBullet:
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bullet.look_at(get_global_mouse_position())
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bullet.rotation += PI / 2
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bullet.speedV2 += Vector2.from_angle(bullet.rotation) * sqrt((readStore("G") * readStore("cursor-m") / readStore("track") ** 2) * readStore("track")) / 120
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bullet.roundBullets = roundBullets
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bullet.baseDamage = readStore("atk")
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bullet.powerScale = readStore("count")
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roundBullets.append(bullet)
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return true
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func loopExit(_entity: EntityBase):
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for bullet in roundBullets:
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