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https://github.com/Rundll86/Dog-Lynx-And-HCN.git
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feat(战斗系统): 调整内伤机制和UI
修改子弹碰撞时生成内伤球的数量从1个增加到2个 更新武器描述文本,明确内伤转移机制 调整格挡对不同攻击类型的内伤效果 为武器UI添加升华按钮
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@@ -30,7 +30,8 @@ descriptionTemplate = "消耗[color=yellow]3[/color]层气力,挥出[b]无为
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无量反击可化解路径上的一切伤害,
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无量反击可化解路径上的一切伤害,
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每化解[color=yellow]1[/color]点伤害:
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每化解[color=yellow]1[/color]点伤害:
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斩击的伤害*$rate2,
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斩击的伤害*$rate2,
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敌人产生[color=yellow]1[/color]点内伤。"
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敌人产生[color=yellow]1[/color]枚内伤,
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将自身的[color=yellow]1[/color]枚内伤转移给敌人。"
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sources = Array[String](["Nine Sols"])
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sources = Array[String](["Nine Sols"])
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tease = "天机不可泄露"
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tease = "天机不可泄露"
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needEnergy = 40.0
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needEnergy = 40.0
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@@ -39,6 +40,9 @@ cooldown = 4000.0
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[node name="attack" parent="sounds" parent_id_path=PackedInt32Array(1775425991) index="0" unique_id=853583292]
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[node name="attack" parent="sounds" parent_id_path=PackedInt32Array(1775425991) index="0" unique_id=853583292]
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stream = ExtResource("4_y3oaj")
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stream = ExtResource("4_y3oaj")
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[node name="sublimateBtn" parent="container/wrapper" parent_id_path=PackedInt32Array(673686123) index="3" unique_id=390423731]
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toggle_mode = true
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[node name="avatar" parent="container/info" parent_id_path=PackedInt32Array(1625294072) index="0" unique_id=1021985889]
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[node name="avatar" parent="container/info" parent_id_path=PackedInt32Array(1625294072) index="0" unique_id=1021985889]
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texture = ExtResource("2_gx1sf")
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texture = ExtResource("2_gx1sf")
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@@ -66,6 +70,6 @@ text = "消耗[color=yellow]3[/color]层气力,挥出[b]无为之剑[/b],
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斩击的伤害*[color=cyan]105.0%[/color],
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斩击的伤害*[color=cyan]105.0%[/color],
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敌人产生[color=yellow]1[/color]点内伤。"
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敌人产生[color=yellow]1[/color]点内伤。"
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[node name="tease" parent="container" parent_id_path=PackedInt32Array(575698869) index="3" unique_id=689277044]
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[node name="tease" parent="container" parent_id_path=PackedInt32Array(575698869) index="4" unique_id=689277044]
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visible = true
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visible = true
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text = "“天机不可泄露”"
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text = "“天机不可泄露”"
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@@ -55,13 +55,13 @@ descriptionTemplate = "进行[b]格挡[/b],化解敌人的攻击。
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对于[b]猛冲[/b]攻击,
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对于[b]猛冲[/b]攻击,
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化解本次伤害,
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化解本次伤害,
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反弹敌人的速度,
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反弹敌人的速度,
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敌人产生[color=yellow]1[/color]枚[b]内伤[/b];
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敌人产生[color=yellow]2[/color]枚[b]内伤[/b];
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对于[b]吐息[/b]攻击,
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对于[b]吐息[/b]攻击,
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[color=red]无法化解伤害[/color]但产生少量击退;
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[color=red]无法化解伤害[/color]但产生少量击退;
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对于[b]魔法或召唤[/b]攻击,
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对于[b]魔法或召唤[/b]攻击,
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[color=red]无法化解伤害[/color]但可以少量储能;
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[color=red]无法化解伤害[/color]但可以少量储能;
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对于[b]爆炸[/b]攻击,
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对于[b]爆炸[/b]攻击,
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[color=red]无法化解伤害[/color]且[color=red]自身产生[color=yellow]2[/color]枚内伤[/color];
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[color=red]无法化解伤害[/color]且[color=red]自身产生[color=yellow]1[/color]枚内伤[/color];
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敌人或自身受到的任意[color=yellow]爆炸类伤害[/color]都会引爆其所有内伤,每枚内伤造成$atk点伤害。
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敌人或自身受到的任意[color=yellow]爆炸类伤害[/color]都会引爆其所有内伤,每枚内伤造成$atk点伤害。
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格挡时机越精确,成功率越高。
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格挡时机越精确,成功率越高。
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@@ -71,6 +71,9 @@ sources = Array[String](["Nine Sols", "Terraria"])
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tease = "卸劲反伤"
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tease = "卸劲反伤"
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cooldown = 250.0
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cooldown = 250.0
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[node name="sublimateBtn" parent="container/wrapper" parent_id_path=PackedInt32Array(673686123) index="3" unique_id=390423731]
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toggle_mode = true
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[node name="avatar" parent="container/info" parent_id_path=PackedInt32Array(1625294072) index="0" unique_id=1021985889]
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[node name="avatar" parent="container/info" parent_id_path=PackedInt32Array(1625294072) index="0" unique_id=1021985889]
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texture = ExtResource("3_nwamk")
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texture = ExtResource("3_nwamk")
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@@ -130,6 +133,6 @@ text = "进行[b]格挡[/b],化解敌人的攻击。
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触发[b]不精准格挡[/b]时,自身产生[color=yellow]1[/color]枚内伤。
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触发[b]不精准格挡[/b]时,自身产生[color=yellow]1[/color]枚内伤。
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每次格挡最多产生[color=yellow]1[/color]枚内伤。"
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每次格挡最多产生[color=yellow]1[/color]枚内伤。"
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[node name="tease" parent="container" parent_id_path=PackedInt32Array(575698869) index="3" unique_id=689277044]
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[node name="tease" parent="container" parent_id_path=PackedInt32Array(575698869) index="4" unique_id=689277044]
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visible = true
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visible = true
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text = "“卸劲反伤”"
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text = "“卸劲反伤”"
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@@ -87,6 +87,7 @@ func hitBullet(bullet: BulletBase): # 当前子弹与其他子弹相撞
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bullet.tryDestroy()
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bullet.tryDestroy()
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bullet.launcher.velocity *= 0
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bullet.launcher.velocity *= 0
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generateParryBall(bullet.baseDamage)
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generateParryBall(bullet.baseDamage)
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for i in 2:
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InternalDamageBullet.generateBall(launcher, bullet.launcher, atk)
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InternalDamageBullet.generateBall(launcher, bullet.launcher, atk)
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elif bullet.motionType == BulletBase.MotionType.BREATH:
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elif bullet.motionType == BulletBase.MotionType.BREATH:
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penerateEffect(bullet.launcher, launcher.position)
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penerateEffect(bullet.launcher, launcher.position)
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