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fix(武器平衡): 调整道教石像和无为之剑的数值
降低道教石像的攻击加成和rate2加成 提高道教石像的基础攻击力 为无为之剑添加rate2属性并实现伤害计算 更新相关描述文本
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@@ -12,7 +12,7 @@ displayName = "道教石像"
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typeTopic = 1
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costBeachball = 499
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store = {
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"atk": 5,
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"atk": 15,
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"rate1": 0.05,
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"rate2": 1.25
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}
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@@ -57,7 +57,7 @@ text = "Nine Sols"
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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]消耗[color=yellow]3[/color]层气力,挥出[b]无为之剑[/b],
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蓄力一段时间后,发动[b]无量反击[/b],
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造成[color=cyan]5[/color]点基础伤害。
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造成[color=cyan]15[/color]点基础伤害。
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每失去[color=yellow]1[/color]点生命值,伤害+[color=cyan]5.0%[/color];
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无量反击可化解路径上的一切伤害,
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@@ -2,6 +2,7 @@ extends BulletBase
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class_name InfinitySwordBullet
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var implused: Array[EntityBase] = []
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var rate2: float = 0
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func spawn():
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CameraManager.shake(2000, 100)
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@@ -15,3 +16,7 @@ func succeedToHit(_dmg: float, entity: EntityBase):
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var eff = EffectController.create(ComponentManager.getEffect("ShootBlood"), entity.position)
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eff.particles.hide()
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eff.shot()
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func hitBullet(bullet: BulletBase):
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if !is_instance_valid(launcher): return
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if BulletTool.canDamage(bullet, launcher):
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baseDamage *= rate2 ** bullet.getDamage()
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@@ -23,6 +23,7 @@ func shoot():
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):
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if bullet is InfinitySwordBullet:
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bullet.baseDamage = baseDamage
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bullet.rate2 = rate2
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func beReady():
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canMove = false
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EffectController.create(ComponentManager.getEffect("Danger"), findAnchor("Spawn")).shot()
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@@ -2,9 +2,9 @@
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extends Weapon
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func update(to: int, origin: Dictionary, _entity: EntityBase):
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origin["atk"] += 4 * to * soulLevel
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origin["atk"] += 3 * to * soulLevel
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origin["rate1"] *= soulLevel
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origin["rate2"] += 0.15 * (soulLevel - 1)
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origin["rate2"] += 0.12 * (soulLevel - 1)
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return origin
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func checkAttack(entity: EntityBase) -> bool:
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return len(entity.getOrCreateCycleTimer("parry", 2000, 100).bullets) > 2
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