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https://github.com/Rundll86/Dog-Lynx-And-HCN.git
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feat: 调整角色和子弹属性及游戏平衡
- 隐藏Bear角色的mask - 提高Bear和KukeMC子弹的伤害值 - 增加KukeMC的最大生命值 - 设置World场景的currentInvinsible为true - 调整KukeChild的攻击冷却时间和存活时间 - 为HeavyCrystal子弹添加初始伤害值
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@@ -103,3 +103,4 @@ shape = SubResource("CircleShape2D_4hkht")
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polygon = PackedVector2Array(-2419, 1803, 2429, 1825, 2392, -366, 2867, -318, 2723, 2241, -2879, 2193, -2797, -2582, 2959, -2528, 2858, -347, 2420, -337, 2441, -1834, -2438, -1792)
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[node name="rooster" parent="." groups=["players"] instance=ExtResource("3_5ui6q")]
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currentInvinsible = true
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@@ -13,7 +13,7 @@ var forwarded: bool = false
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func register():
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speed = 1
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damage = 5
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damage = 10
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penerate = 1
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func spawn():
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myColor = allColor.gradient.sample(randf())
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@@ -5,7 +5,7 @@ extends BulletBase
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var myColor: Color
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func register():
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damage = 5
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damage = 15
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penerate = 1
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func spawn():
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myColor = allColor.gradient.sample(randf())
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@@ -11,7 +11,7 @@ var myColor: Color
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func register():
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speed = 0
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damage = 5
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damage = 20
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penerate = 1
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func spawn():
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myColor = allColor.gradient.sample(randf())
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@@ -6,6 +6,7 @@ var readyTime: float = 1000
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func register():
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speed = 10
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damage = 20
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func ai():
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if timeLived() < readyTime:
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PresetBulletAI.lockLauncher(self, launcher, true)
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@@ -14,6 +15,5 @@ func ai():
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else:
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track.visible = false
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hitbox.disabled = false
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damage = speed / 6
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PresetBulletAI.forward(self, rotation)
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speed *= 1.15
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@@ -22,6 +22,7 @@ func register():
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)
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func spawn():
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texture.play("walk")
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mask.visible = false
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func ai():
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PresetEntityAI.follow(self, currentFocusedBoss, 400)
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for i in len(attackCooldownMap.keys()):
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@@ -6,12 +6,12 @@ func register():
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fields[FieldStore.Entity.MAX_HEALTH] = 25
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fields[FieldStore.Entity.MOVEMENT_SPEED] = 0.35
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attackCooldownMap[0] = 200
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attackCooldownMap[1] = 3500
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attackCooldownMap[1] = 4000
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func ai():
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PresetEntityAI.follow(self, currentFocusedBoss, 700)
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tryAttack(0)
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tryAttack(1)
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if timeLived() > 8000:
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if timeLived() > 10000:
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masterMine.tryHeal(100)
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tryDie(null)
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func attack(type):
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@@ -2,7 +2,7 @@ extends EntityBase
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class_name KukeMC
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func register():
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fields[FieldStore.Entity.MAX_HEALTH] = 2500
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fields[FieldStore.Entity.MAX_HEALTH] = 3000
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fields[FieldStore.Entity.MOVEMENT_SPEED] = 0.5
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attackCooldownMap[0] = 2000
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attackCooldownMap[1] = 5000
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