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mirror of https://github.com/Rundll86/Dog-Lynx-And-HCN.git synced 2026-06-11 14:17:13 +08:00

feat(HCN): 修改角色技能为击杀敌人时储能

修改HCN角色的技能触发机制,从召唤物死亡时储能改为击杀敌人时储能
更新角色描述和属性数值
更换角色默认武器为AcidWind
添加killEnemy信号到EntityBase用于触发击杀事件
为AcidWind武器添加升华选项
This commit is contained in:
2026-05-10 14:14:00 +08:00
parent 0f839a87da
commit 46d3816d9d
5 changed files with 63 additions and 9 deletions
+6 -2
View File
@@ -1,4 +1,8 @@
extends PlayerBase
func summoned(entity: SummonBase):
entity.died.connect(func(): storeEnergy(10))
func register():
super.register()
killEnemy.connect(
func(_who, _by):
storeEnergy(1)
)
+47
View File
@@ -3,6 +3,53 @@ extends Weapon
var acids: Array[String] = ["AcidS", "AcidN", "AcidCl", "AcidP", "AcidC"]
func sublimateOptions() -> Array[SublimateOption]:
return [
SublimateOption.new(
"浓度提高",
"硫酸最大溅射数+1,弱酸伤害+0.03",
func(w: Weapon, _e):
w.addStoreExtra("s-count-max", 1)
w.addStoreExtra("weakatk", 0.03),
1,
CategoryStore.Quality.COMMON
),
SublimateOption.new(
"王水效应",
"硝酸额外伤害+10%,盐酸减速效果+0.02%",
func(w: Weapon, _e):
w.addStoreExtra("n-atk", 0.1)
w.addStoreExtra("cl-speed", 0.0002)
w.addStoreExtra("cl-atkspeed", 0.0002),
1,
CategoryStore.Quality.RARE
),
SublimateOption.new(
"脱钙反应",
"碳酸降伤比例+0.2%,磷酸散射角增加+0.02°",
func(w: Weapon, _e):
w.addStoreExtra("c-atk", 0.002)
w.addStoreExtra("p-offset", 0.02),
1,
CategoryStore.Quality.EPIC
),
SublimateOption.new(
"离心涡流",
"风暴吸引频率+1Hz",
func(w: Weapon, _e):
w.addStoreExtra("f", 1),
1,
CategoryStore.Quality.LEGENDARY
),
SublimateOption.new(
"强酸蚀骨",
"强酸基础伤害+0.05",
func(w: Weapon, _e):
w.addStoreExtra("atk", 0.05),
1,
CategoryStore.Quality.COMMON
),
]
func update(to: int, origin: Dictionary, _entity: EntityBase):
origin["atk"] += 0.15 * to * soulLevel
origin["c-atk"] *= soulLevel
+4
View File
@@ -5,6 +5,7 @@ signal hit(damage: float, bullet: BulletBase, crit: bool)
signal healed(amount: float)
signal healthChanged(health: float)
signal died()
signal killEnemy(who: EntityBase, by: BulletBase)
signal energyChanged(energy: float, dontChangeDirection: bool)
@@ -170,6 +171,7 @@ func _ready():
)
healthChanged.emit(health)
energyChanged.emit(energy, false)
killEnemy.connect(func(): return )
spawn()
func _process(_delta):
health = clamp(health, 0, fields.get(FieldStore.Entity.MAX_HEALTH))
@@ -446,6 +448,8 @@ func tryDie(by: BulletBase = null):
EffectController.create(ComponentManager.getEffect("DeadBlood"), texture.global_position).shot()
await die()
died.emit()
if is_instance_valid(by):
by.launcher.killEnemy.emit(self , by)
if isBoss:
UIState.showTip("[b]%s[/b] 已被打败!" % displayName, TipBox.MessageType.CONGRATULATION)
elif isPlayer():