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mirror of https://github.com/Rundll86/Dog-Lynx-And-HCN.git synced 2026-05-27 22:41:56 +08:00

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
This commit is contained in:
2026-05-10 15:31:40 +08:00
parent 848a878992
commit 31d344e50a
3 changed files with 60 additions and 10 deletions
+3 -1
View File
@@ -6,6 +6,7 @@ class_name Arrow
var atk: float = 0
var waitTime: float = 0
var offsetRotation: float = 0
var lifesteal: float = 0.2
func register():
trail.emitting = false
@@ -23,6 +24,7 @@ func ai():
PresetBulletAI.forward(self , rotation)
if speed < 1:
tryDestroy()
func succeedToHit(_dmg: float, _entity: EntityBase):
func succeedToHit(_dmg: float, entity: EntityBase):
var effect = EffectController.create(ComponentManager.getEffect("ShootBlood"), position)
effect.shot()
entity.heal(lifesteal)
+4 -2
View File
@@ -4,20 +4,22 @@ class_name Bow
var count: int = 0
var atk: float = 0
var waitTime: float = 2000
var lifesteal: float = 0.2
func spawn():
var startAngle = rotation - deg_to_rad(count * 10.0 / 2)
for c in count:
for i in BulletBase.generate(
for bullet in BulletBase.generate(
ComponentManager.getBullet("Arrow"),
launcher,
position,
startAngle
):
var bullet: Arrow = i
if bullet is Arrow:
bullet.atk = atk
bullet.waitTime = waitTime
bullet.offsetRotation = deg_to_rad(c * 10.0)
bullet.lifesteal = lifesteal
await TickTool.millseconds(waitTime)
tryDestroy()
func ai():
+49 -3
View File
@@ -1,6 +1,50 @@
@tool
extends Weapon
func sublimateOptions() -> Array[SublimateOption]:
return [
SublimateOption.new(
"破风之翎",
"伤害+15%",
func(w: Weapon, _e):
w.addStoreExtra("atk", 0.15),
1,
CategoryStore.Quality.COMMON
),
SublimateOption.new(
"嗜血",
"伤害倍率+40%,但额外消耗1点生命值",
func(w: Weapon, _e):
w.addStoreExtra("atk", 0.4)
w.addStoreExtra("self", 1),
2,
CategoryStore.Quality.LEGENDARY
),
SublimateOption.new(
"风行者",
"鸡毛箭出手速度+5%",
func(w: Weapon, _e):
w.addStoreExtra("initSpeed", 0.05),
1,
CategoryStore.Quality.RARE
),
SublimateOption.new(
"破釜沉舟",
"每失去5%生命值,伤害+6%",
func(w: Weapon, _e):
w.addStoreExtra("missAtk", 0.06),
2,
CategoryStore.Quality.EPIC
),
SublimateOption.new(
"生命汲取",
"鸡毛箭命中时回复0.2点生命值",
func(w: Weapon, _e):
w.addStoreExtra("lifesteal", 0.2),
1,
CategoryStore.Quality.COMMON
),
]
func update(to: int, origin: Dictionary, _entity: EntityBase):
origin["atk"] += 0.1 * to * soulLevel
origin["count"] = 1 * soulLevel
@@ -9,13 +53,15 @@ func update(to: int, origin: Dictionary, _entity: EntityBase):
func attack(entity: EntityBase):
entity.takeDamage(readStore("self"))
var weaponPos = entity.findWeaponAnchor("normal")
for i in BulletBase.generate(
for bullet in BulletBase.generate(
ComponentManager.getBullet("Bow"),
entity,
weaponPos,
weaponPos.angle_to_point(get_global_mouse_position())
):
var bullet: Bow = i
if bullet is Bow:
bullet.count = readStore("count")
bullet.atk = readStore("atk")
bullet.atk = readStore("atk") * (1 + (1 - entity.getHealthPercent()) * readStoreExtra("missAtk"))
bullet.speed *= 1 + readStoreExtra("initSpeed")
bullet.lifesteal = readStoreExtra("lifesteal")
return true