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mirror of https://github.com/Rundll86/Dog-Lynx-And-HCN.git synced 2026-05-28 06:51:54 +08:00

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
This commit is contained in:
2025-11-22 23:01:17 +08:00
parent c74087454a
commit 38d3222316
3 changed files with 16 additions and 9 deletions
+4 -2
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@@ -1,10 +1,11 @@
[gd_scene load_steps=14 format=3 uid="uid://bm7ymrri6pykb"]
[gd_scene load_steps=15 format=3 uid="uid://bm7ymrri6pykb"]
[ext_resource type="PackedScene" uid="uid://cvogxi7mktumf" path="res://components/Abstracts/EntityBase.tscn" id="1_e5pl8"]
[ext_resource type="Script" uid="uid://cthtupc6dtbav" path="res://scripts/Contents/Characters/Rooster.gd" id="2_oqdqd"]
[ext_resource type="AudioStream" uid="uid://dclinyhu256xi" path="res://resources/sounds/effect/Low Whoosh.mp3" id="3_4syso"]
[ext_resource type="AudioStream" uid="uid://cdrevrq7n6yqa" path="res://resources/sounds/effect/Boing.mp3" id="4_66s6c"]
[ext_resource type="PackedScene" uid="uid://u0djqwuuysp8" path="res://components/Weapons/Volcano.tscn" id="4_jluqw"]
[ext_resource type="PackedScene" uid="uid://cxabqjo7skxev" path="res://components/Weapons/BigLaser.tscn" id="4_joj4g"]
[ext_resource type="AudioStream" uid="uid://benyec5bqni0b" path="res://resources/sounds/effect/Chomp.wav" id="4_k0yme"]
[ext_resource type="AudioStream" uid="uid://dmxh3bpk8vyy5" path="res://resources/sounds/effect/Coin.mp3" id="5_xnbhq"]
[ext_resource type="AudioStream" uid="uid://4wuuf1osk0yv" path="res://resources/sounds/effect/Low Boing.wav" id="6_m5px1"]
@@ -57,7 +58,8 @@ metadata/_edit_vertical_guides_ = [71.0]
process_mode = 4
[node name="Volcano" parent="weaponStore" index="0" instance=ExtResource("4_jluqw")]
debugRebuild = false
[node name="BigLaser" parent="weaponStore" index="1" instance=ExtResource("4_joj4g")]
[node name="sprint" parent="sounds" index="0"]
stream = ExtResource("4_66s6c")
+6 -5
View File
@@ -13,13 +13,13 @@ quality = 4
typeTopic = 2
costBeachball = 300
store = {
"atk": 10.0,
"atk": 15.0,
"count": 2.0,
"dmg1": 1.0,
"dmg2": 0.75,
"dmg3": 1.5,
"dmg4": 1.25,
"dmg5": 0.6,
"dmg3": 2.0,
"dmg4": 2.25,
"dmg5": 0.9,
"rotate": 0.05
}
storeType = {
@@ -34,6 +34,7 @@ storeType = {
}
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。"
cooldown = 1750.0
debugRebuild = true
[node name="avatar" parent="container/info" index="0"]
texture = ExtResource("2_hh01t")
@@ -50,4 +51,4 @@ quality = 4
typeTopic = 2
[node name="description" parent="container" index="2"]
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]"
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]"
+6 -2
View File
@@ -28,7 +28,9 @@ func attack(type):
if type == 0:
for i in randi_range(8, 16):
fields[FieldStore.Entity.OFFSET_SHOOT] = 25
BulletBase.generate(ComponentManager.getBullet("PurpleCrystal"), self, findWeaponAnchor("normal"), position.angle_to_point(currentFocusedBoss.position))
for bullet in BulletBase.generate(ComponentManager.getBullet("PurpleCrystal"), self, findWeaponAnchor("normal"), position.angle_to_point(currentFocusedBoss.position)):
if bullet is BulletBase:
bullet.baseDamage *= 0.5
await TickTool.millseconds(randi_range(10, 50))
elif type == 1 and health < fields[FieldStore.Entity.MAX_HEALTH] * 0.5 and canSummon:
for i in randi_range(1, 2):
@@ -41,7 +43,9 @@ func attack(type):
for bulletIndex in countOfBullet:
for branchIndex in countOfBranch:
fields[FieldStore.Entity.OFFSET_SHOOT] = 0
BulletBase.generate(ComponentManager.getBullet("PurpleCrystal"), self, findWeaponAnchor("normal"), deg_to_rad(360.0 / countOfBullet * bulletIndex + 360.0 / countOfBranch * branchIndex))
for bullet in BulletBase.generate(ComponentManager.getBullet("PurpleCrystal"), self, findWeaponAnchor("normal"), deg_to_rad(360.0 / countOfBullet * bulletIndex + 360.0 / countOfBranch * branchIndex)):
if bullet is BulletBase:
bullet.baseDamage *= 0.5
await TickTool.millseconds(100)
elif type == 3:
BulletBase.generate(ComponentManager.getBullet("HeavyCrystal"), self, findWeaponAnchor("normal"), position.angle_to_point(currentFocusedBoss.position))