From 40a52892d1adabb2a8c948160d9bbee922eddbaa 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: Thu, 5 Feb 2026 07:38:40 +0800 Subject: [PATCH] =?UTF-8?q?fix:=20=E8=B0=83=E6=95=B4HXD=E6=AD=A6=E5=99=A8?= =?UTF-8?q?=E4=BC=A4=E5=AE=B3=E5=80=8D=E7=8E=87=E5=A2=9E=E9=87=8F=E5=B9=B6?= =?UTF-8?q?=E7=A7=BB=E9=99=A4=E9=94=80=E6=AF=81=E9=80=BB=E8=BE=91?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit 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 --- components/Weapons/HXD.tscn | 4 ++-- scripts/Contents/Bullets/HXD.gd | 4 +--- 2 files changed, 3 insertions(+), 5 deletions(-) diff --git a/components/Weapons/HXD.tscn b/components/Weapons/HXD.tscn index f7eb85f..7086914 100644 --- a/components/Weapons/HXD.tscn +++ b/components/Weapons/HXD.tscn @@ -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]" diff --git a/scripts/Contents/Bullets/HXD.gd b/scripts/Contents/Bullets/HXD.gd index 774d494..5c7e5b1 100644 --- a/scripts/Contents/Bullets/HXD.gd +++ b/scripts/Contents/Bullets/HXD.gd @@ -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