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mirror of https://github.com/Rundll86/Dog-Lynx-And-HCN.git synced 2026-06-09 13:17:12 +08:00

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。
This commit is contained in:
2026-04-18 08:35:48 +08:00
parent 2dd47a4f3e
commit 24051ce9e2
3 changed files with 21 additions and 18 deletions
+6 -2
View File
@@ -8,6 +8,8 @@
script = ExtResource("2_r857c")
avatarTexture = ExtResource("2_3sdrm")
displayName = "导弹法杖"
quality = 2
typeTopic = 3
emitType = 3
store = {
"G": 197392.0,
@@ -25,7 +27,7 @@ storeType = {
"missle-m": 0,
"track": 0
}
descriptionTemplate = "召唤1~$count枚[b]魔法导弹[/b],围绕鼠标指针做由鼠标指针提供向心力的圆周运动。
descriptionTemplate = "召唤[color=yellow]1[/color]枚[b]魔法导弹[/b],围绕鼠标指针做由鼠标指针提供向心力的圆周运动。
鼠标指针质量:$cursor-mkg
魔法导弹质量:$missle-mkg
初始轨道半径:$trackm
@@ -42,12 +44,14 @@ texture = ExtResource("2_3sdrm")
[node name="name" parent="container/info/displays" parent_id_path=PackedInt32Array(784441328) index="0" unique_id=1576068972]
displayName = "导弹法杖"
quality = 2
typeTopic = 3
[node name="source" parent="container/info/displays" parent_id_path=PackedInt32Array(784441328) index="1" unique_id=365191794]
text = "万有引力 × 宇宙航行"
[node name="description" parent="container" parent_id_path=PackedInt32Array(575698869) index="2" unique_id=566230682]
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。
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。
鼠标指针质量:[color=cyan]100.00[/color]kg
魔法导弹质量:[color=cyan]10.00[/color]kg
初始轨道半径:[color=cyan]200.00[/color]m
+1 -1
View File
@@ -61,7 +61,7 @@ static var WAVE_MOWING = [
]
static var WAVE_EMPTY = []
static var waveReleaseConfig = [WAVE_TESTBOSS_ALL, 1]
static var waveDebugConfig = [WAVE_NORMAL, 1]
static var waveDebugConfig = [WAVE_TESTBOSS_ALL, 1]
static var current: int = startWith(waveReleaseConfig[1]) if WorldManager.isRelease() else startWith(waveDebugConfig[1])
static var data = waveReleaseConfig[0] if WorldManager.isRelease() else waveDebugConfig[0]
+14 -15
View File
@@ -13,21 +13,20 @@ func update(to: int, origin: Dictionary, _entity: EntityBase):
return origin
func loopStart(entity: EntityBase):
for i in randi_range(1, readStore("count")):
for bullet in BulletBase.generate(
ComponentManager.getBullet("MagicMissle"),
entity,
get_global_mouse_position() + Vector2.from_angle(randf_range(0, 2 * PI)) * readStore("track"),
0
):
if bullet is MagicMissleBullet:
bullet.look_at(get_global_mouse_position())
bullet.rotation += PI / 2
bullet.speedV2 += Vector2.from_angle(bullet.rotation) * sqrt((readStore("G") * readStore("cursor-m") / readStore("track") ** 2) * readStore("track")) / 120
bullet.roundBullets = roundBullets
bullet.baseDamage = readStore("atk")
bullet.powerScale = readStore("count")
roundBullets.append(bullet)
for bullet in BulletBase.generate(
ComponentManager.getBullet("MagicMissle"),
entity,
get_global_mouse_position() + Vector2.from_angle(randf_range(0, 2 * PI)) * readStore("track"),
0
):
if bullet is MagicMissleBullet:
bullet.look_at(get_global_mouse_position())
bullet.rotation += PI / 2
bullet.speedV2 += Vector2.from_angle(bullet.rotation) * sqrt((readStore("G") * readStore("cursor-m") / readStore("track") ** 2) * readStore("track")) / 120
bullet.roundBullets = roundBullets
bullet.baseDamage = readStore("atk")
bullet.powerScale = readStore("count")
roundBullets.append(bullet)
return true
func loopExit(_entity: EntityBase):
for bullet in roundBullets: