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fix: 调整扫帚武器伤害值及能量块行为
调整扫帚系列武器的伤害值以平衡游戏性: - 扫帚回旋镖基础伤害从15降至5 - 扫帚炮新增基础伤害5 - 扫帚基础伤害从20降至15 优化能量块行为逻辑: - 新增移动速度属性 - 扩展攻击互斥组和攻击类型 - 调整攻击3类型时的速度变化逻辑
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@@ -5,6 +5,7 @@ var currentBroom: BroomBullet
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func register():
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fields[FieldStore.Entity.MAX_HEALTH] = 1500
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fields[FieldStore.Entity.MOVEMENT_SPEED] = 0.7
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attackCooldownMap[0] = 6000
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attackCooldownMap[1] = 3000
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attackCooldownMap[2] = 8000
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@@ -12,12 +13,12 @@ func register():
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attackCooldownMap[4] = 2000
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attackCooldownMap[5] = 2000
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attackCooldownMap[6] = 5000
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attackMutexes = [0, 1]
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attackMutexes = [0, 1, 3]
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sprintMultiplier = 30
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func ai():
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PresetEntityAI.distanceAttack(self , currentFocusedBoss, 0, 300, 0)
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for i in 6:
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tryAttack(i + 1, [3])
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tryAttack(i + 1, [3, 4])
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if 1 not in attackingStates:
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PresetEntityAI.follow(self , currentFocusedBoss)
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func attack(type: int):
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@@ -44,8 +45,11 @@ func attack(type: int):
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elif type == 3:
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for bullet in BulletBase.generate(ComponentManager.getBullet("Broom"), self , getTrackingAnchor(), 0):
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if bullet is BroomBullet:
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fields[FieldStore.Entity.MOVEMENT_SPEED] *= 2
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await TickTool.frame()
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bullet.animator.play("rotate")
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await bullet.destroied
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fields[FieldStore.Entity.MOVEMENT_SPEED] /= 2
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elif type == 4:
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BulletBase.generate(ComponentManager.getBullet("BroomBoomerang"), self , position, position.angle_to_point(currentFocusedPosition))
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elif type == 5:
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