1
1
mirror of https://github.com/Rundll86/Dog-Lynx-And-HCN.git synced 2026-05-28 06:51:54 +08:00

fix: 调整HXD武器伤害倍率增量并移除销毁逻辑

将Boss命中时的伤害倍率增量从5%降低至1%
移除子弹销毁时的伤害倍率减少逻辑
更新武器描述以反映实际效果
This commit is contained in:
2026-02-05 07:38:40 +08:00
parent 6587118413
commit 40a52892d1
2 changed files with 3 additions and 5 deletions
+2 -2
View File
@@ -19,7 +19,7 @@ storeType = {
"atk": 1,
"count": 1
}
descriptionTemplate = "发射$count颗[b]茴香豆[/b],在敌人间反弹,每颗茴香豆最多可以反弹$atk次,每次反弹对敌人造成$atk点伤害,有[color=yellow]1/4[/color]的概率反弹次数[color=yellow]+1[/color]。散射[color=red]+4°[/color],反弹时伤害[color=red]-4%[/color],命中同类敌人时额外造成一次[color=yellow]必定暴击[/color]的伤害,命中Boss时,[color=orange]伤害倍率+5%[/color]直到当前茴香豆被销毁。"
descriptionTemplate = "发射$count颗[b]茴香豆[/b],在敌人间反弹,每颗茴香豆最多可以反弹$atk次,每次反弹对敌人造成$atk点伤害,有[color=yellow]1/4[/color]的概率反弹次数[color=yellow]+1[/color]。散射[color=red]+4°[/color],反弹时伤害[color=red]-4%[/color],命中同类敌人时额外造成一次[color=yellow]必定暴击[/color]的伤害,命中Boss时,[color=orange]伤害倍率+1%[/color]。"
cooldown = 1000.0
debugRebuild = true
@@ -35,4 +35,4 @@ quality = 3
typeTopic = 3
[node name="description" parent="container" index="2"]
text = "[center]发射[color=cyan]4[/color]颗[b]茴香豆[/b],在敌人间反弹,每颗茴香豆最多可以反弹[color=cyan]4[/color]次,每次反弹对敌人造成[color=cyan]4[/color]点伤害,有[color=yellow]1/4[/color]的概率反弹次数[color=yellow]+1[/color]。散射[color=red]+4°[/color],反弹时伤害[color=red]-4%[/color],命中同类敌人时额外造成一次[color=yellow]必定暴击[/color]的伤害,命中Boss时,[color=orange]伤害倍率+5%[/color]直到当前茴香豆被销毁。[/center]"
text = "[center]发射[color=cyan]4[/color]颗[b]茴香豆[/b],在敌人间反弹,每颗茴香豆最多可以反弹[color=cyan]4[/color]次,每次反弹对敌人造成[color=cyan]4[/color]点伤害,有[color=yellow]1/4[/color]的概率反弹次数[color=yellow]+1[/color]。散射[color=red]+4°[/color],反弹时伤害[color=red]-4%[/color],命中同类敌人时额外造成一次[color=yellow]必定暴击[/color]的伤害,命中Boss时,[color=orange]伤害倍率+1%[/color]。[/center]"
+1 -3
View File
@@ -5,14 +5,12 @@ var bouncedTime: int = 0
var maxBouncedTime: int = 0
var lastHit: EntityBase
var addTimes = 0
var delta = 0.05
var delta = 0.01
func spawn():
texture.play(str(randi_range(0, 2)))
func ai():
PresetBulletAI.forward(self, rotation)
func destroy(_beacuseMap: bool):
launcher.fields[FieldStore.Entity.DAMAGE_MULTIPILER] -= addTimes * delta
func succeedToHit(_dmg: float, entity: EntityBase):
if entity.isBoss:
launcher.fields[FieldStore.Entity.DAMAGE_MULTIPILER] += delta