mirror of
https://github.com/Rundll86/Dog-Lynx-And-HCN.git
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feat(SevenSoul): 增强七魂武器功能并修复子弹伤害逻辑
为七魂武器添加攻击力属性并调整伤害和治疗机制 修复子弹工具中空引用检查缺失的问题 移除子弹基类中冗余的空检查逻辑 更新武器描述以反映新功能 调整子弹粒子效果和伤害计算方式
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@@ -1,7 +1,7 @@
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[gd_scene load_steps=10 format=3 uid="uid://bymprh2qel2oj"]
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[ext_resource type="PackedScene" uid="uid://crtdkysmnkith" path="res://components/Abstracts/BulletBase.tscn" id="1_c4fl5"]
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[ext_resource type="Script" path="res://scripts/Contents/Bullets/SevenSoul.gd" id="2_egs34"]
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[ext_resource type="Script" uid="uid://tkgkjb7v65j8" path="res://scripts/Contents/Bullets/SevenSoul.gd" id="2_egs34"]
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[ext_resource type="Texture2D" uid="uid://wy10fc3bqppg" path="res://resources/bullets/seven-soul/soul.png" id="2_itucu"]
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[sub_resource type="Curve" id="Curve_0y25k"]
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@@ -12,7 +12,7 @@ point_count = 3
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curve = SubResource("Curve_0y25k")
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[sub_resource type="Curve" id="Curve_acuqr"]
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max_value = 4.0
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_limits = [0.0, 4.0, 0.0, 1.0]
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_data = [Vector2(0, 1), 0.0, 3.0, 0, 1, Vector2(1, 4), 0.0, 0.0, 0, 0]
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point_count = 2
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@@ -32,8 +32,7 @@ size = Vector2(30, 100)
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[node name="SevenSoul" instance=ExtResource("1_c4fl5")]
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script = ExtResource("2_egs34")
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speed = 0.0
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damage = 0.0
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baseDamage = 2.0
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penerate = 1.0
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lifeTime = 112000.0
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@@ -48,11 +47,11 @@ unique_name_in_owner = true
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position = Vector2(100, 0)
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emitting = false
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amount = 1
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process_material = SubResource("ParticleProcessMaterial_4d30u")
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texture = ExtResource("2_itucu")
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lifetime = 0.5
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one_shot = true
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local_coords = true
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process_material = SubResource("ParticleProcessMaterial_4d30u")
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[node name="hitbox" parent="." index="1"]
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position = Vector2(100, 0)
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@@ -57,6 +57,8 @@ metadata/_edit_vertical_guides_ = [71.0]
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process_mode = 4
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[node name="SevenSoul" parent="weaponStore" index="0" instance=ExtResource("3_0omr3")]
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cooldown = 2000.0
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debugRebuild = false
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[node name="sprint" parent="sounds" index="0"]
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stream = ExtResource("4_66s6c")
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@@ -12,14 +12,16 @@ displayName = "bilioicik"
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quality = 2
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typeTopic = 3
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store = {
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"atk": 2.0,
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"dmg": 0.1,
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"heal": 1.0
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}
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storeType = {
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"atk": 1,
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"dmg": 2,
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"heal": 1
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}
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descriptionTemplate = "召唤7条人类灵魂,敌人子弹命中灵魂时将伤害的$dmg转换为能量并提供$heal点治疗。"
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descriptionTemplate = "召唤7条灵魂,每条造成$atk点伤害,命中敌人时将伤害的$dmg转换为能量并提供$heal点治疗。"
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needEnergy = 150.0
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cooldown = 180000.0
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debugRebuild = true
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@@ -46,4 +48,4 @@ quality = 2
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typeTopic = 3
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[node name="description" parent="container" index="2"]
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text = "[center]召唤7条人类灵魂,敌人子弹命中灵魂时将伤害的[color=cyan]10%[/color]转换为能量并提供[color=cyan]1[/color]点治疗。[/center]"
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text = "[center]召唤7条灵魂,每条造成[color=cyan]2[/color]点伤害,命中敌人时将伤害的[color=cyan]10%[/color]转换为能量并提供[color=cyan]1[/color]点治疗。[/center]"
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@@ -1,4 +1,5 @@
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extends BulletBase
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class_name SevenSoulBullet
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var colors = [
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"#2BEAFF",
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@@ -11,27 +12,19 @@ var colors = [
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var index = 0
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var generationDuration: float = 15000
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var pingAfterGeneration: float = 5000
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var energyCollect: float = 0
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var healAmount: float = 0
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@onready var heart = $"%heart"
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@onready var effect: GPUParticles2D = $"%effect"
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func register():
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area_entered.connect(
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func(area):
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var bullet = BulletTool.fromArea(area)
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if bullet and BulletTool.canDamage(bullet, launcher):
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launcher.storeEnergy(baseDamage * 2)
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)
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func spawn():
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modulate = Color(colors[index % colors.size()])
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effect.emitting = true
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func ai():
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rotation_degrees = 360.0 / colors.size() * index + timeLived() / generationDuration * 360 - index / 6.0 * 360.0
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heart.global_rotation_degrees = 0
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PresetBulletAI.lockLauncher(self, launcher, true)
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func applyDot():
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if timeLived() > generationDuration * ((6.0 - index) / 6.0) + pingAfterGeneration:
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BulletBase.generate(ComponentManager.getBullet("SoulBall"), launcher, heart.global_position, heart.global_position.angle_to_point(get_global_mouse_position()))
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await TickTool.millseconds(100)
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return true
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func succeedToHit(_dmg: float, _entity: EntityBase):
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launcher.storeEnergy(getDamage() * energyCollect)
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launcher.tryHeal(healAmount)
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@@ -4,9 +4,15 @@ extends Weapon
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func attack(entity: EntityBase):
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playSound("attack")
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for i in 6:
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for j in BulletBase.generate(ComponentManager.getBullet("SevenSoul"), entity, entity.texture.global_position, 0):
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j.index = i
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for bullet in BulletBase.generate(ComponentManager.getBullet("SevenSoul"), entity, entity.texture.global_position, 0):
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if bullet is SevenSoulBullet:
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bullet.index = i
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bullet.baseDamage = readStore("atk")
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bullet.energyCollect = readStore("dmg")
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bullet.healAmount = readStore("heal")
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await TickTool.millseconds(15000 / 6.0)
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func update(to, origin, _entity):
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origin["atk"] += 1 * to * soulLevel
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origin["dmg"] += 0.02 * to * soulLevel
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origin["heal"] += 0.1 * to * soulLevel
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return origin
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@@ -104,7 +104,6 @@ func getDamage():
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return baseDamage * damageMultipliers[usingDamageMultiplier]
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func hit(target: Node):
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var entity: EntityBase = EntityTool.fromHurtbox(target)
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if !entity || !launcher: return
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if !BulletTool.canDamage(self, entity): return
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var resultDamage = entity.bulletHit(self, MathTool.rate(launcher.fields.get(FieldStore.Entity.CRIT_RATE) + GameRule.critRateInfluenceByLuckValue * launcher.fields[FieldStore.Entity.LUCK_VALUE]))
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succeedToHit(resultDamage, entity)
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@@ -6,6 +6,7 @@ static func fromArea(area: Area2D) -> BulletBase:
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else:
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return null
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static func canDamage(bullet: BulletBase, target: EntityBase) -> bool:
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if !bullet or !target: return false
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if target.currentInvinsible: return false
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if !bullet.canDamageSelf && target == bullet.launcher: return false
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if !GameRule.allowFriendlyFire:
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