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mirror of https://github.com/Rundll86/Dog-Lynx-And-HCN.git synced 2026-05-28 06:51:54 +08:00

refactor(武器): 调整钢管武器的伤害计算和描述

修改钢管武器的伤害计算公式,使用平方根函数替代线性增长
移除蓄力倍率属性,改为固定值0.1
更新武器描述文本以反映新的伤害机制
This commit is contained in:
2026-02-11 16:06:21 +08:00
parent 66bcb0ad54
commit 873b1b06a9
3 changed files with 5 additions and 14 deletions
+3 -11
View File
@@ -11,18 +11,11 @@ displayName = "钢管"
costBeachball = 350
chargable = true
store = {
"atk": 5,
"charge": 0.1
"atk": 5
}
storeType = {
"atk": 1,
"charge": 2
}
descriptionTemplate = "按住蓄力扔出钢管,蓄力越久伤害越高,发射钢管后继续按住鼠标可继续蓄力。
基础伤害:$atk,蓄力倍率:$charge"
descriptionTemplate = "按住蓄力扔出钢管,蓄力越久伤害越高,至少造成$atk点伤害,发射钢管后继续按住鼠标可进行连续发射。"
needEnergy = 2.0
cooldown = 3000.0
debugRebuild = true
[node name="avatar" parent="container/info" index="0"]
texture = ExtResource("2_mmtf8")
@@ -37,5 +30,4 @@ count = 350
displayName = "钢管"
[node name="description" parent="container" index="2"]
text = "[center]按住蓄力扔出钢管,蓄力越久伤害越高,发射钢管后继续按住鼠标可继续蓄力。
基础伤害:[color=cyan]5[/color],蓄力倍率:[color=cyan]10.0%[/color][/center]"
text = "[center]按住蓄力扔出钢管,蓄力越久伤害越高,至少造成[color=cyan]5[/color]点伤害,发射钢管后继续按住鼠标可进行连续发射。[/center]"
+1 -2
View File
@@ -3,7 +3,6 @@ extends Weapon
func update(to: int, origin: Dictionary, _entity: EntityBase):
origin["atk"] += 1 * to * soulLevel
origin["charge"] += 0.05 * (soulLevel - 1)
return origin
func attack(entity: EntityBase):
var weaponPos = entity.findWeaponAnchor("normal")
@@ -14,7 +13,7 @@ func attack(entity: EntityBase):
weaponPos.angle_to_point(get_global_mouse_position())
):
if bullet is PipeBullet:
var e = charged(readStore("atk"), readStore("charge"))
var e = charged(readStore("atk"), 0.1)
bullet.baseDamage = e
bullet.energy = e
bullet.speed = e
+1 -1
View File
@@ -177,7 +177,7 @@ func tryAttack(entity: EntityBase):
entity.useEnergy(needEnergy)
return result
func charged(base: float, percent: float):
return base * (1 + chargedTime / 75 * percent)
return base * sqrt(1 + chargedTime / 20 * percent)
# 抽象
func update(_to: int, origin: Dictionary, _entity: EntityBase):