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fix(武器): 调整HXD武器对Boss的伤害倍率计算方式
将伤害倍率增量从加法改为乘法,并将delta值从0.001提升到0.01 同时更新武器描述中的伤害倍率加成说明
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@@ -19,7 +19,7 @@ storeType = {
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"atk": 1,
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"count": 1
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}
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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$atk点伤害,有[color=yellow]1/4[/color]的概率反弹次数[color=yellow]+1[/color]。散射[color=red]+4°[/color],反弹时伤害[color=red]-4%[/color],命中同类敌人时额外造成一次[color=yellow]必定暴击[/color]的伤害,命中Boss时,[color=orange]伤害倍率+0.1%[/color]。"
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descriptionTemplate = "发射$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]。"
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cooldown = 1000.0
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debugRebuild = true
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@@ -35,4 +35,4 @@ quality = 3
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typeTopic = 3
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[node name="description" parent="container" index="2"]
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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+0.1%[/color]。[/center]"
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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]"
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@@ -5,7 +5,7 @@ var bouncedTime: int = 0
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var maxBouncedTime: int = 0
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var lastHit: EntityBase
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var addTimes = 0
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var delta = 0.001
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var delta = 0.01
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func spawn():
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texture.play(str(randi_range(0, 2)))
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@@ -13,7 +13,7 @@ func ai():
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PresetBulletAI.forward(self, rotation)
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func succeedToHit(_dmg: float, entity: EntityBase):
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if entity.isBoss:
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launcher.fields[FieldStore.Entity.DAMAGE_MULTIPILER] += delta
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launcher.fields[FieldStore.Entity.DAMAGE_MULTIPILER] *= 1 + delta
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addTimes += 1
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if is_instance_valid(lastHit):
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if lastHit.get_class() == entity.get_class():
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