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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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@@ -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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