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https://github.com/Rundll86/Dog-Lynx-And-HCN.git
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fix(武器): 修正武器计数计算逻辑并调整彩虹糖属性
调整多个武器的count计算方式,移除soulLevel-1的减一操作 修改RainbowCandy的fieldValues和quality值 调整EntityBase中MAX_HEALTH的计算公式
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@@ -6,9 +6,10 @@
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[node name="RainbowCandy" instance=ExtResource("1_2x0kp")]
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avatarTexture = ExtResource("2_xhiuj")
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displayName = "彩虹糖"
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quality = 3
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topic = 4
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fields = Array[int]([1, 5, 6, 13, 7, 3])
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fieldValues = Array[float]([0.2, 0.25, 0.05, 2.0, 10.0, -0.4])
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fieldValues = Array[float]([0.2, 0.25, 0.05, 1.0, 15.0, -0.5])
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costs = Array[int]([0, 3])
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costCounts = Array[int]([700, 100])
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@@ -17,5 +18,4 @@ texture = ExtResource("2_xhiuj")
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[node name="name" parent="container/info" index="1"]
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displayName = "彩虹糖"
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quality = 3
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topic = 4
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@@ -3,7 +3,7 @@ extends Weapon
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func update(to, origin, _entity):
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origin["atk"] += 2 * to * soulLevel
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origin["count"] = 1 * (soulLevel - 1)
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origin["count"] = 1 * soulLevel
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origin["split"] /= 1 + 0.05 * to * soulLevel
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return origin
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func attack(entity: EntityBase):
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@@ -4,7 +4,7 @@ class_name LGBTWeapon
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func update(to: int, origin: Dictionary, _entity: EntityBase):
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origin["angle"] /= 1 + 0.025 * to * soulLevel
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origin["count"] += 1 * (soulLevel - 1)
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origin["count"] = soulLevel + 1
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origin["atk"] += 2 * to * soulLevel
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origin["power"] += 0.005 * to * soulLevel
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origin["trace"] += 0.05 * to * soulLevel
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@@ -3,7 +3,7 @@ extends Weapon
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func update(to, origin, _entity):
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origin["atk"] += 3 * to * soulLevel
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origin["count"] = 1 * (soulLevel - 1)
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origin["count"] = 1 * soulLevel
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origin["childatk"] += 1.25 * origin["atk"]
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origin["reduce"] /= 1 + 0.05 * to * soulLevel
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return origin
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@@ -3,7 +3,7 @@ extends Weapon
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func update(to: int, origin: Dictionary, _entity: EntityBase):
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origin["atk"] += 3 * to * soulLevel
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origin["count"] += 1 * (soulLevel - 1)
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origin["count"] = soulLevel + 1
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origin["rotate"] += 0.05 * to * soulLevel
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origin["life"] += 0.1 * to * soulLevel
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return origin
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@@ -209,7 +209,7 @@ func setStage(stage: int):
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canRunAi = true
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currentInvinsible = false
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func applyLevel():
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fields[FieldStore.Entity.MAX_HEALTH] *= (1 + GameRule.entityHealthIncreasePerWave * (GameRule.difficulty - GameRule.difficultyRange.x + 1)) ** level
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fields[FieldStore.Entity.MAX_HEALTH] *= (1 + GameRule.entityHealthIncreasePerWave * (GameRule.difficulty - GameRule.difficultyRange.x + 5)) ** level
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fields[FieldStore.Entity.DAMAGE_MULTIPILER] *= sqrt((1 + GameRule.entityDamageIncreasePerWave * (GameRule.difficulty - GameRule.difficultyRange.x))) ** level
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func displace(direction: Vector2, isSprinting: bool = false):
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return (direction if isSprinting else direction.normalized()) * fields.get(FieldStore.Entity.MOVEMENT_SPEED) * 400 * abs(animatree.get("parameters/blend_position"))
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