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https://github.com/Rundll86/Dog-Lynx-And-HCN.git
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feat(武器): 为弓武器添加生命汲取和升华选项
添加生命汲取效果,使箭矢命中时回复生命值 实现弓武器的升华系统,包含5种不同品质的强化选项 调整攻击逻辑以支持升华效果和生命值相关的伤害加成
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@@ -6,6 +6,7 @@ class_name Arrow
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var atk: float = 0
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var waitTime: float = 0
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var offsetRotation: float = 0
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var lifesteal: float = 0.2
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func register():
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trail.emitting = false
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@@ -23,6 +24,7 @@ func ai():
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PresetBulletAI.forward(self , rotation)
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if speed < 1:
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tryDestroy()
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func succeedToHit(_dmg: float, _entity: EntityBase):
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func succeedToHit(_dmg: float, entity: EntityBase):
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var effect = EffectController.create(ComponentManager.getEffect("ShootBlood"), position)
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effect.shot()
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entity.heal(lifesteal)
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@@ -4,20 +4,22 @@ class_name Bow
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var count: int = 0
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var atk: float = 0
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var waitTime: float = 2000
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var lifesteal: float = 0.2
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func spawn():
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var startAngle = rotation - deg_to_rad(count * 10.0 / 2)
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for c in count:
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for i in BulletBase.generate(
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for bullet in BulletBase.generate(
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ComponentManager.getBullet("Arrow"),
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launcher,
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position,
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startAngle
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):
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var bullet: Arrow = i
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bullet.atk = atk
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bullet.waitTime = waitTime
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bullet.offsetRotation = deg_to_rad(c * 10.0)
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if bullet is Arrow:
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bullet.atk = atk
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bullet.waitTime = waitTime
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bullet.offsetRotation = deg_to_rad(c * 10.0)
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bullet.lifesteal = lifesteal
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await TickTool.millseconds(waitTime)
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tryDestroy()
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func ai():
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@@ -1,6 +1,50 @@
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@tool
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extends Weapon
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func sublimateOptions() -> Array[SublimateOption]:
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return [
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SublimateOption.new(
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"破风之翎",
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"伤害+15%",
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func(w: Weapon, _e):
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w.addStoreExtra("atk", 0.15),
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1,
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CategoryStore.Quality.COMMON
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),
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SublimateOption.new(
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"嗜血",
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"伤害倍率+40%,但额外消耗1点生命值",
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func(w: Weapon, _e):
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w.addStoreExtra("atk", 0.4)
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w.addStoreExtra("self", 1),
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2,
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CategoryStore.Quality.LEGENDARY
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),
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SublimateOption.new(
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"风行者",
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"鸡毛箭出手速度+5%",
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func(w: Weapon, _e):
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w.addStoreExtra("initSpeed", 0.05),
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1,
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CategoryStore.Quality.RARE
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),
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SublimateOption.new(
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"破釜沉舟",
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"每失去5%生命值,伤害+6%",
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func(w: Weapon, _e):
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w.addStoreExtra("missAtk", 0.06),
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2,
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CategoryStore.Quality.EPIC
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),
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SublimateOption.new(
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"生命汲取",
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"鸡毛箭命中时回复0.2点生命值",
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func(w: Weapon, _e):
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w.addStoreExtra("lifesteal", 0.2),
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1,
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CategoryStore.Quality.COMMON
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),
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]
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func update(to: int, origin: Dictionary, _entity: EntityBase):
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origin["atk"] += 0.1 * to * soulLevel
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origin["count"] = 1 * soulLevel
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@@ -9,13 +53,15 @@ func update(to: int, origin: Dictionary, _entity: EntityBase):
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func attack(entity: EntityBase):
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entity.takeDamage(readStore("self"))
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var weaponPos = entity.findWeaponAnchor("normal")
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for i in BulletBase.generate(
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for bullet in BulletBase.generate(
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ComponentManager.getBullet("Bow"),
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entity,
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weaponPos,
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weaponPos.angle_to_point(get_global_mouse_position())
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):
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var bullet: Bow = i
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bullet.count = readStore("count")
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bullet.atk = readStore("atk")
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if bullet is Bow:
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bullet.count = readStore("count")
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bullet.atk = readStore("atk") * (1 + (1 - entity.getHealthPercent()) * readStoreExtra("missAtk"))
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bullet.speed *= 1 + readStoreExtra("initSpeed")
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bullet.lifesteal = readStoreExtra("lifesteal")
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return true
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