mirror of
https://github.com/Rundll86/Dog-Lynx-And-HCN.git
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feat: 调整武器和召唤物属性及初始波次
修改多个武器和召唤物的属性值,包括生命值、伤害计算和能量消耗 调整初始波次从0改为9,优化游戏初始难度 更新武器卡片的UI显示和描述文本
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@@ -2,7 +2,7 @@
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[ext_resource type="PackedScene" uid="uid://ckq2cq6m23hq3" path="res://components/Abstracts/WeaponCardBase.tscn" id="1_x1nyl"]
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[ext_resource type="PackedScene" uid="uid://ckq2cq6m23hq3" path="res://components/Abstracts/WeaponCardBase.tscn" id="1_x1nyl"]
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[ext_resource type="Texture2D" uid="uid://ccxdfsg5071t4" path="res://resources/bullets/chain-gun/Chain_Gun.webp" id="2_ghn43"]
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[ext_resource type="Texture2D" uid="uid://ccxdfsg5071t4" path="res://resources/bullets/chain-gun/Chain_Gun.webp" id="2_ghn43"]
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[ext_resource type="Script" path="res://scripts/Contents/Weapons/ChainGun.gd" id="2_ponmu"]
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[ext_resource type="Script" uid="uid://dev0urlc13rxc" path="res://scripts/Contents/Weapons/ChainGun.gd" id="2_ponmu"]
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[node name="ChainGun" instance=ExtResource("1_x1nyl")]
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[node name="ChainGun" instance=ExtResource("1_x1nyl")]
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script = ExtResource("2_ponmu")
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script = ExtResource("2_ponmu")
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@@ -20,16 +20,23 @@ storeType = {
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"split": 1
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"split": 1
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}
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}
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descriptionTemplate = "以$split单位的间隔发射$count个[b]微型水晶[/b],可造成$atk点伤害。"
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descriptionTemplate = "以$split单位的间隔发射$count个[b]微型水晶[/b],可造成$atk点伤害。"
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needEnergy = 2.0
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needEnergy = 0.3
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cooldown = 50.0
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cooldown = 50.0
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[node name="avatar" parent="container/info" index="0"]
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[node name="avatar" parent="container/info" index="0"]
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texture = ExtResource("2_ghn43")
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texture = ExtResource("2_ghn43")
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[node name="energy" parent="container/info/infos/energyInfo" index="1"]
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text = "0.5"
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[node name="beachball" parent="container/info/infos" index="1"]
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count = 400
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[node name="soul" parent="container/info/infos" index="2"]
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count = 1
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[node name="name" parent="container/info" index="2"]
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[node name="name" parent="container/info" index="2"]
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displayName = "链式机枪"
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displayName = "链式机枪"
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[node name="description" parent="container" index="2"]
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[node name="description" parent="container" index="2"]
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text = "[center]以[color=cyan]30[/color]→[color=yellow]28[/color]单位的间隔发射[color=cyan]1[/color]→[color=yellow]1[/color]个[b]微型水晶[/b],可造成[color=cyan]10[/color]→[color=yellow]12[/color]点伤害。[/center]"
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text = "[center]以[color=cyan]30[/color]单位的间隔发射[color=cyan]1[/color]个[b]微型水晶[/b],可造成[color=cyan]10[/color]点伤害。[/center]"
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@@ -19,12 +19,15 @@ storeType = {
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"time": 0
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"time": 0
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}
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}
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descriptionTemplate = "召唤[b]抓狂的哈基米[/b],跟踪敌人,每$time秒造成$atk点伤害。"
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descriptionTemplate = "召唤[b]抓狂的哈基米[/b],跟踪敌人,每$time秒造成$atk点伤害。"
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needEnergy = 60.0
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cooldown = 1000.0
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cooldown = 1000.0
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debugRebuild = true
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[node name="avatar" parent="container/info" index="0"]
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[node name="avatar" parent="container/info" index="0"]
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texture = ExtResource("2_74sfb")
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texture = ExtResource("2_74sfb")
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[node name="energy" parent="container/info/infos/energyInfo" index="1"]
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text = "100.0"
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[node name="beachball" parent="container/info/infos" index="1"]
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[node name="beachball" parent="container/info/infos" index="1"]
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count = 600
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count = 600
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@@ -28,9 +28,8 @@ storeType = {
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"trace": 0.0
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"trace": 0.0
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}
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}
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descriptionTemplate = "召唤[b]彩虹旗[/b],每$angle发射1/$count条以$power效率追踪$trace秒的[b]七彩光标[/b],每条造成$atk点伤害。"
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descriptionTemplate = "召唤[b]彩虹旗[/b],每$angle发射1/$count条以$power效率追踪$trace秒的[b]七彩光标[/b],每条造成$atk点伤害。"
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needEnergy = 75.0
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needEnergy = 35.0
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cooldown = 1000.0
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cooldown = 1000.0
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debugRebuild = true
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[node name="attack" parent="sounds" index="0"]
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[node name="attack" parent="sounds" index="0"]
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stream = ExtResource("4_c5xse")
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stream = ExtResource("4_c5xse")
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@@ -5,7 +5,7 @@ func register():
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speed = 0
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speed = 0
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penerate = 1
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penerate = 1
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func ai():
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func ai():
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damage = launcher.velocity.length() / 250
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damage = launcher.velocity.length() / 500
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PresetBulletAI.lockLauncher(self, launcher, true)
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PresetBulletAI.lockLauncher(self, launcher, true)
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if !launcher.sprinting:
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if !launcher.sprinting:
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tryDestroy()
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tryDestroy()
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@@ -4,7 +4,7 @@ var attackTime: float = 0
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var tracer: EntityBase = null
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var tracer: EntityBase = null
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func register():
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func register():
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fields[FieldStore.Entity.MAX_HEALTH] = 75
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fields[FieldStore.Entity.MAX_HEALTH] = 150
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fields[FieldStore.Entity.MOVEMENT_SPEED] = 1.5
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fields[FieldStore.Entity.MOVEMENT_SPEED] = 1.5
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await TickTool.frame()
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await TickTool.frame()
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attackCooldownMap[0] = attackTime
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attackCooldownMap[0] = attackTime
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@@ -6,7 +6,7 @@ var count: int = 0
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var angle: float = 0
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var angle: float = 0
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func register():
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func register():
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fields[FieldStore.Entity.MAX_HEALTH] = 50
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fields[FieldStore.Entity.MAX_HEALTH] = 200
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attackCooldownMap[0] = 1000
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attackCooldownMap[0] = 1000
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func ai():
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func ai():
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tryAttack(0)
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tryAttack(0)
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@@ -8,7 +8,7 @@ var from: float = 0
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var to: float = 0
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var to: float = 0
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var per: int = 0
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var per: int = 0
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static var current: int = 0
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static var current: int = 9
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static var WAVE_NORMAL = [
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static var WAVE_NORMAL = [
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Wave.create("Hen", 1, 5, false, 0, INF, 1),
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Wave.create("Hen", 1, 5, false, 0, INF, 1),
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Wave.create("Chick", 0, 0, true, 9, INF, 15),
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Wave.create("Chick", 0, 0, true, 9, INF, 15),
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