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https://github.com/Rundll86/Dog-Lynx-And-HCN.git
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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
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@@ -11,8 +11,8 @@ displayName = "氧化加农炮"
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quality = 0
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quality = 0
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typeTopic = 2
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typeTopic = 2
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store = {
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store = {
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"atk": 10,
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"atk": 5,
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"fireatk": 2.0,
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"fireatk": 1.0,
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"max-n": 7.0,
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"max-n": 7.0,
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"min-n": 3.0
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"min-n": 3.0
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}
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}
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@@ -34,4 +34,4 @@ quality = 0
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typeTopic = 2
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typeTopic = 2
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[node name="description" parent="container" index="2"]
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[node name="description" parent="container" index="2"]
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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]"
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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]"
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@@ -11,11 +11,11 @@ func register():
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elif bullet is FoxZhua:
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elif bullet is FoxZhua:
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EffectController.create(ComponentManager.getEffect("BloodFall"), texture.global_position).shot()
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EffectController.create(ComponentManager.getEffect("BloodFall"), texture.global_position).shot()
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)
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)
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if !WorldManager.isRelease():
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# if !WorldManager.isRelease():
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getItem({
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# getItem({
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ItemStore.ItemType.BEACHBALL: INF,
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# ItemStore.ItemType.BEACHBALL: INF,
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ItemStore.ItemType.SOUL: INF
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# ItemStore.ItemType.SOUL: INF
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})
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# })
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func ai():
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func ai():
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texture.play("walk")
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texture.play("walk")
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var direction = Vector2(
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var direction = Vector2(
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@@ -7,7 +7,7 @@ func update(to: int, origin: Dictionary, _entity: EntityBase):
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origin["max-n"] *= soulLevel
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origin["max-n"] *= soulLevel
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return origin
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return origin
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func attack(entity: EntityBase):
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func attack(entity: EntityBase):
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var bulletName = MathTool.randomChoiceFromWeights(["OxygenFire", "AcidN"], [100, 1])
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var bulletName = MathTool.randomChoiceFromWeights(["OxygenFire", "AcidN"], [75, 1])
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for i in randi_range(readStore("min-n"), readStore("max-n")) if bulletName == "AcidN" else 1:
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for i in randi_range(readStore("min-n"), readStore("max-n")) if bulletName == "AcidN" else 1:
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for bullet in BulletBase.generate(
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for bullet in BulletBase.generate(
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ComponentManager.getBullet(bulletName),
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ComponentManager.getBullet(bulletName),
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