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mirror of https://github.com/Rundll86/Dog-Lynx-And-HCN.git synced 2026-05-28 06:51:54 +08:00

chore: 调整多名角色数值与技能逻辑

1. 下调Lynx冲刺倍率至2,同步更新其卡片属性
2. 重写牧羊犬技能为伤害吸血,替换原格挡逻辑
3. 上调氰化氢击杀储能数值,优化其描述文本
4. 新增全局伤害触发信号,完善实体伤害上报逻辑
This commit is contained in:
2026-05-12 22:41:47 +08:00
parent d4b9999e44
commit 2abe9ec8b0
6 changed files with 21 additions and 17 deletions
+3 -3
View File
@@ -20,9 +20,9 @@ theme_override_styles/panel = SubResource("StyleBoxFlat_1yfsg")
displayName = "氰化氢"
slogan = "微量便可颠覆生机"
avatar = ExtResource("2_1yfsg")
description = "击杀敌人时储能。"
description = "击杀敌人时少量储能。"
fields = Array[int]([18, 10, 1])
fieldValues = Array[float]([3.0, 0.15, -0.15])
fieldValues = Array[float]([4.0, 0.2, -0.2])
[node name="avatarTexture" parent="wrapper" parent_id_path=PackedInt32Array(2023039659) index="0" unique_id=1334645594]
texture = ExtResource("2_1yfsg")
@@ -34,4 +34,4 @@ text = "氰化氢"
text = "“微量便可颠覆生机”"
[node name="descriptionLabel" parent="wrapper/infoContainer" parent_id_path=PackedInt32Array(143242635) index="1" unique_id=808054282]
text = "击杀敌人时储能。"
text = "击杀敌人时少量储能。"
+1 -1
View File
@@ -22,7 +22,7 @@ slogan = "栖于寒域密林,孤影独行世间"
avatar = ExtResource("2_1s675")
description = "拥有更大的冲刺速度。"
fields = Array[int]([3, 4, 10])
fieldValues = Array[float]([0.15, 0.04, -0.3])
fieldValues = Array[float]([0.2, 0.04, -0.3])
clickToRebuild = true
[node name="avatarTexture" parent="wrapper" parent_id_path=PackedInt32Array(2023039659) index="0" unique_id=1334645594]
+5 -3
View File
@@ -19,9 +19,10 @@ theme_override_styles/panel = SubResource("StyleBoxFlat_fi2nw")
displayName = "牧羊犬"
slogan = "恪守使命不离不弃"
avatar = ExtResource("2_fi2nw")
description = "每隔3秒发动格挡。"
description = "造成伤害时少量吸血,
每秒最多触发一次。"
fields = Array[int]([0, 8, 3])
fieldValues = Array[float]([100.0, 0.2, -0.45])
fieldValues = Array[float]([35.0, 0.2, -0.5])
clickToRebuild = true
[node name="avatarTexture" parent="wrapper" parent_id_path=PackedInt32Array(2023039659) index="0" unique_id=1334645594]
@@ -34,4 +35,5 @@ text = "牧羊犬"
text = "“恪守使命不离不弃”"
[node name="descriptionLabel" parent="wrapper/infoContainer" parent_id_path=PackedInt32Array(143242635) index="1" unique_id=808054282]
text = "每隔3秒发动格挡。"
text = "造成伤害时少量吸血,
每秒最多触发一次。"
+1 -1
View File
@@ -2,4 +2,4 @@ extends PlayerBase
func register():
super.register()
sprintMultiplier += 3
sprintMultiplier += 2
+8 -9
View File
@@ -1,12 +1,11 @@
extends PlayerBase
var parryCounter: CooldownTimer = CooldownTimer.new(3000)
var healCounter = CooldownTimer.new(1000)
func ai():
super.ai()
if parryCounter.isCooldowned():
var track = getTrackingAnchor()
var bullet = BulletTool.findClosetBulletCanDamage(track, get_tree(), self , 300)
if is_instance_valid(bullet):
BulletBase.generate(ComponentManager.getBullet("Parrier"), self , track, track.angle_to_point(bullet.position))
parryCounter.start()
func register():
super.register()
madeDamage.connect(
func(_w, _b):
if healCounter.start():
heal(1)
)
+3
View File
@@ -6,6 +6,7 @@ signal healed(amount: float)
signal healthChanged(health: float)
signal died()
signal killEnemy(who: EntityBase, by: BulletBase)
signal madeDamage(who: EntityBase, by: BulletBase)
signal energyChanged(energy: float, dontChangeDirection: bool)
@@ -172,6 +173,7 @@ func _ready():
healthChanged.emit(health)
energyChanged.emit(energy, false)
killEnemy.connect(func(_w, _b): return )
madeDamage.connect(func(_w, _b): return )
spawn()
func _process(_delta):
health = clamp(health, 0, fields.get(FieldStore.Entity.MAX_HEALTH))
@@ -304,6 +306,7 @@ func bulletHit(bullet: BulletBase, crit: bool, damageOverride = "none"):
hit.emit(damage, bullet, crit)
health -= damage
healthChanged.emit(health)
bullet.launcher.madeDamage.emit(self , bullet)
DamageLabel.create(damage, crit || perfectMiss, damageAnchor.global_position + MathTool.sampleInCircle(GameRule.damageLabelSpawnOffset))
if isBoss and bullet.launcher.isPlayer():
bullet.launcher.setBoss(self )