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https://github.com/Rundll86/Dog-Lynx-And-HCN.git
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feat(武器/角色): 调整火山武器伤害数值并添加新武器
- 提升火山武器的基础攻击力和各段伤害比例 - 为角色添加BigLaser新武器 - 调整KukeMC角色的子弹伤害计算逻辑
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@@ -1,10 +1,11 @@
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[gd_scene load_steps=14 format=3 uid="uid://bm7ymrri6pykb"]
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[gd_scene load_steps=15 format=3 uid="uid://bm7ymrri6pykb"]
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[ext_resource type="PackedScene" uid="uid://cvogxi7mktumf" path="res://components/Abstracts/EntityBase.tscn" id="1_e5pl8"]
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[ext_resource type="Script" uid="uid://cthtupc6dtbav" path="res://scripts/Contents/Characters/Rooster.gd" id="2_oqdqd"]
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[ext_resource type="AudioStream" uid="uid://dclinyhu256xi" path="res://resources/sounds/effect/Low Whoosh.mp3" id="3_4syso"]
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[ext_resource type="AudioStream" uid="uid://cdrevrq7n6yqa" path="res://resources/sounds/effect/Boing.mp3" id="4_66s6c"]
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[ext_resource type="PackedScene" uid="uid://u0djqwuuysp8" path="res://components/Weapons/Volcano.tscn" id="4_jluqw"]
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[ext_resource type="PackedScene" uid="uid://cxabqjo7skxev" path="res://components/Weapons/BigLaser.tscn" id="4_joj4g"]
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[ext_resource type="AudioStream" uid="uid://benyec5bqni0b" path="res://resources/sounds/effect/Chomp.wav" id="4_k0yme"]
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[ext_resource type="AudioStream" uid="uid://dmxh3bpk8vyy5" path="res://resources/sounds/effect/Coin.mp3" id="5_xnbhq"]
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[ext_resource type="AudioStream" uid="uid://4wuuf1osk0yv" path="res://resources/sounds/effect/Low Boing.wav" id="6_m5px1"]
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@@ -57,7 +58,8 @@ metadata/_edit_vertical_guides_ = [71.0]
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process_mode = 4
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[node name="Volcano" parent="weaponStore" index="0" instance=ExtResource("4_jluqw")]
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debugRebuild = false
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[node name="BigLaser" parent="weaponStore" index="1" instance=ExtResource("4_joj4g")]
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[node name="sprint" parent="sounds" index="0"]
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stream = ExtResource("4_66s6c")
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@@ -13,13 +13,13 @@ quality = 4
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typeTopic = 2
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costBeachball = 300
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store = {
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"atk": 10.0,
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"atk": 15.0,
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"count": 2.0,
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"dmg1": 1.0,
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"dmg2": 0.75,
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"dmg3": 1.5,
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"dmg4": 1.25,
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"dmg5": 0.6,
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"dmg3": 2.0,
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"dmg4": 2.25,
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"dmg5": 0.9,
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"rotate": 0.05
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}
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storeType = {
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@@ -34,6 +34,7 @@ storeType = {
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}
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descriptionTemplate = "召唤1支[b]火山[/b],以$rotate的效率跟随鼠标指向,进行基础伤害为$atk的4段挥舞攻击。造成的伤害分别为$dmg1,$dmg2,$dmg3,$dmg4,第4段攻击时发射$count支[b]火山幻影[/b],造成$dmg5伤害。"
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cooldown = 1750.0
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debugRebuild = true
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[node name="avatar" parent="container/info" index="0"]
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texture = ExtResource("2_hh01t")
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@@ -50,4 +51,4 @@ quality = 4
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typeTopic = 2
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[node name="description" parent="container" index="2"]
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text = "[center]召唤1支[b]火山[/b],以[color=cyan]5%[/color]的效率跟随鼠标指向,进行基础伤害为[color=cyan]10[/color]的4段挥舞攻击。造成的伤害分别为[color=cyan]100%[/color],[color=cyan]75%[/color],[color=cyan]150%[/color],[color=cyan]125%[/color],第4段攻击时发射[color=cyan]2[/color]支[b]火山幻影[/b],造成[color=cyan]25%[/color]伤害。[/center]"
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text = "[center]召唤1支[b]火山[/b],以[color=cyan]5%[/color]的效率跟随鼠标指向,进行基础伤害为[color=cyan]15[/color]的4段挥舞攻击。造成的伤害分别为[color=cyan]100%[/color],[color=cyan]75%[/color],[color=cyan]200%[/color],[color=cyan]225%[/color],第4段攻击时发射[color=cyan]2[/color]支[b]火山幻影[/b],造成[color=cyan]90%[/color]伤害。[/center]"
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@@ -28,7 +28,9 @@ func attack(type):
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if type == 0:
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for i in randi_range(8, 16):
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fields[FieldStore.Entity.OFFSET_SHOOT] = 25
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BulletBase.generate(ComponentManager.getBullet("PurpleCrystal"), self, findWeaponAnchor("normal"), position.angle_to_point(currentFocusedBoss.position))
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for bullet in BulletBase.generate(ComponentManager.getBullet("PurpleCrystal"), self, findWeaponAnchor("normal"), position.angle_to_point(currentFocusedBoss.position)):
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if bullet is BulletBase:
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bullet.baseDamage *= 0.5
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await TickTool.millseconds(randi_range(10, 50))
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elif type == 1 and health < fields[FieldStore.Entity.MAX_HEALTH] * 0.5 and canSummon:
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for i in randi_range(1, 2):
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@@ -41,7 +43,9 @@ func attack(type):
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for bulletIndex in countOfBullet:
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for branchIndex in countOfBranch:
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fields[FieldStore.Entity.OFFSET_SHOOT] = 0
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BulletBase.generate(ComponentManager.getBullet("PurpleCrystal"), self, findWeaponAnchor("normal"), deg_to_rad(360.0 / countOfBullet * bulletIndex + 360.0 / countOfBranch * branchIndex))
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for bullet in BulletBase.generate(ComponentManager.getBullet("PurpleCrystal"), self, findWeaponAnchor("normal"), deg_to_rad(360.0 / countOfBullet * bulletIndex + 360.0 / countOfBranch * branchIndex)):
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if bullet is BulletBase:
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bullet.baseDamage *= 0.5
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await TickTool.millseconds(100)
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elif type == 3:
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BulletBase.generate(ComponentManager.getBullet("HeavyCrystal"), self, findWeaponAnchor("normal"), position.angle_to_point(currentFocusedBoss.position))
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