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

fix(武器): 调整氧化加农炮的伤害值和概率

降低氧化加农炮的基础伤害和火焰伤害,从10/2.0降至5/1.0
调整火焰弹的生成概率权重从100降至75
同步更新武器描述文本中的伤害数值
移除Rooster.gd中的调试代码
This commit is contained in:
2026-01-25 19:34:04 +08:00
parent 9ba29b7fc9
commit 3dfd393d20
3 changed files with 9 additions and 9 deletions
+3 -3
View File
@@ -11,8 +11,8 @@ displayName = "氧化加农炮"
quality = 0
typeTopic = 2
store = {
"atk": 10,
"fireatk": 2.0,
"atk": 5,
"fireatk": 1.0,
"max-n": 7.0,
"min-n": 3.0
}
@@ -34,4 +34,4 @@ quality = 0
typeTopic = 2
[node name="description" parent="container" index="2"]
text = "[center]大概率高速喷出火焰,造成[color=cyan]2[/color]点伤害。小概率喷出[color=cyan]3[/color]~[color=cyan]7[/color]滴[b]浓硝酸[/b],每滴造成[color=cyan]10[/color]点伤害。[/center]"
text = "[center]大概率高速喷出火焰,造成[color=cyan]1[/color]点伤害。小概率喷出[color=cyan]3[/color]~[color=cyan]7[/color]滴[b]浓硝酸[/b],每滴造成[color=cyan]5[/color]点伤害。[/center]"
+5 -5
View File
@@ -11,11 +11,11 @@ func register():
elif bullet is FoxZhua:
EffectController.create(ComponentManager.getEffect("BloodFall"), texture.global_position).shot()
)
if !WorldManager.isRelease():
getItem({
ItemStore.ItemType.BEACHBALL: INF,
ItemStore.ItemType.SOUL: INF
})
# if !WorldManager.isRelease():
# getItem({
# ItemStore.ItemType.BEACHBALL: INF,
# ItemStore.ItemType.SOUL: INF
# })
func ai():
texture.play("walk")
var direction = Vector2(
+1 -1
View File
@@ -7,7 +7,7 @@ func update(to: int, origin: Dictionary, _entity: EntityBase):
origin["max-n"] *= soulLevel
return origin
func attack(entity: EntityBase):
var bulletName = MathTool.randomChoiceFromWeights(["OxygenFire", "AcidN"], [100, 1])
var bulletName = MathTool.randomChoiceFromWeights(["OxygenFire", "AcidN"], [75, 1])
for i in randi_range(readStore("min-n"), readStore("max-n")) if bulletName == "AcidN" else 1:
for bullet in BulletBase.generate(
ComponentManager.getBullet(bulletName),