From 3dfd393d206c0cdd6fb352109f5f55e893d1d704 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?=E9=99=A8=E8=90=BD=E5=9F=BA=E5=9B=B4=E8=99=BE?= <3161880837@qq.com> Date: Sun, 25 Jan 2026 19:34:04 +0800 Subject: [PATCH] =?UTF-8?q?fix(=E6=AD=A6=E5=99=A8):=20=E8=B0=83=E6=95=B4?= =?UTF-8?q?=E6=B0=A7=E5=8C=96=E5=8A=A0=E5=86=9C=E7=82=AE=E7=9A=84=E4=BC=A4?= =?UTF-8?q?=E5=AE=B3=E5=80=BC=E5=92=8C=E6=A6=82=E7=8E=87?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit 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 --- components/Weapons/Oxygener.tscn | 6 +++--- scripts/Contents/Characters/Rooster.gd | 10 +++++----- scripts/Contents/Weapons/Oxygener.gd | 2 +- 3 files changed, 9 insertions(+), 9 deletions(-) diff --git a/components/Weapons/Oxygener.tscn b/components/Weapons/Oxygener.tscn index 2044d1f..0d236af 100644 --- a/components/Weapons/Oxygener.tscn +++ b/components/Weapons/Oxygener.tscn @@ -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]" diff --git a/scripts/Contents/Characters/Rooster.gd b/scripts/Contents/Characters/Rooster.gd index 3472a20..43c9e8d 100644 --- a/scripts/Contents/Characters/Rooster.gd +++ b/scripts/Contents/Characters/Rooster.gd @@ -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( diff --git a/scripts/Contents/Weapons/Oxygener.gd b/scripts/Contents/Weapons/Oxygener.gd index f3abbd1..ea66eb2 100644 --- a/scripts/Contents/Weapons/Oxygener.gd +++ b/scripts/Contents/Weapons/Oxygener.gd @@ -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),