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fix(武器): 调整DaoStatue的伤害计算和移除InfinitySword的伤害减免
移除InfinitySword的penerateDamageReduction属性 调整DaoStatue的rate2计算系数从0.06提升至0.15 更新DaoStatue的基础rate2值从1.05提升至1.25 同步更新相关UI文本中的数值显示
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@@ -145,7 +145,6 @@ height = 580.0
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script = ExtResource("2_nbqhn")
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speed = 25.0
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penerate = 1.0
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penerateDamageReduction = 0.1
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autoSpawnAnimation = true
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autoPlayTexture = true
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freeAfterSpawn = true
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@@ -14,7 +14,7 @@ costBeachball = 499
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store = {
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"atk": 5,
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"rate1": 0.05,
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"rate2": 1.05
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"rate2": 1.25
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}
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storeType = {
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"atk": 1,
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@@ -61,7 +61,7 @@ text = "[center]消耗[color=yellow]3[/color]层气力,挥出[b]无为之剑[/
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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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每化解[color=yellow]1[/color]点伤害,基础伤害*[color=cyan]105.0%[/color]。[/center]"
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每化解[color=yellow]1[/color]点伤害,基础伤害*[color=cyan]125.0%[/color]。[/center]"
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[node name="tease" parent="container" parent_id_path=PackedInt32Array(575698869) index="3" unique_id=689277044]
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visible = true
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@@ -4,7 +4,7 @@ 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["rate1"] *= soulLevel
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origin["rate2"] += 0.06 * (soulLevel - 1)
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origin["rate2"] += 0.15 * (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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