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feat(武器/子弹): 新增危险攻击星效果并优化无为子弹表现
添加危险攻击星特效资源及场景配置 调整无为子弹的追踪逻辑和动画效果 修改道像武器的伤害计算公式和冷却时间 移除角色中不再使用的紫水晶武器
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@@ -6,7 +6,7 @@ class_name WuweiBullet
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func ai():
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if canMove:
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PresetBulletAI.lockLauncher(self , launcher, true)
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look_at(get_global_mouse_position())
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PresetBulletAI.trace(self , get_global_mouse_position(), 0.1)
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func shoot():
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for bullet in BulletBase.generate(
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@@ -1,6 +1,12 @@
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@tool
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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["rate1"] *= soulLevel
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origin["rate2"] *= soulLevel
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origin["rate3"] *= soulLevel
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return origin
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func attack(entity: EntityBase):
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for bullet in BulletBase.generate(
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ComponentManager.getBullet("Wuwei"),
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@@ -10,7 +16,7 @@ func attack(entity: EntityBase):
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):
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if bullet is WuweiBullet:
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bullet.baseDamage = readStore("atk")
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bullet.baseDamage *= (readStore("rate2") + 1) ** ((1.0 - entity.fields[FieldStore.Entity.ATTACK_SPEED]) * 100)
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bullet.baseDamage *= (readStore("rate1") + 1) ** (entity.fields[FieldStore.Entity.MAX_HEALTH] - entity.health)
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bullet.baseDamage *= (readStore("rate3") + 1) ** len(entity.getOrCreateCycleTimer("parry", 2000, 100).bullets)
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bullet.baseDamage *= max(-0.99, readStore("rate2") * ((1.0 - entity.fields[FieldStore.Entity.ATTACK_SPEED]) * 100)) + 1
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bullet.baseDamage *= max(-0.99, readStore("rate1") * (entity.fields[FieldStore.Entity.MAX_HEALTH] - entity.health)) + 1
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bullet.baseDamage *= max(-0.99, readStore("rate3") * len(entity.getOrCreateCycleTimer("parry", 2000, 100).bullets)) + 1
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return true
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