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

feat(武器): 调整武器属性和描述

修改武器升级消耗参数,更新LGBT和VectorStar武器的显示名称和描述文本,优化物品掉落数量计算逻辑
This commit is contained in:
2025-09-10 22:31:47 +08:00
parent 8317e98ed0
commit 90f7f28649
4 changed files with 11 additions and 10 deletions
+2 -2
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@@ -26,7 +26,7 @@ storeType = {
"power": 2.0,
"trace": 0.0
}
descriptionTemplate = "每$angle发射1/$count条以$power效率追踪$trace秒的[b]七彩飞星[/b],每条造成$atk点伤害。"
descriptionTemplate = "每$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。"
needEnergy = 50.0
cooldown = 1000.0
debugRebuild = true
@@ -47,5 +47,5 @@ typeTopic = 3
[node name="description" parent="container" index="2"]
size_flags_vertical = 3
text = "[center]每[color=cyan]30.0°[/color]发射1/[color=cyan]7[/color]条以[color=cyan]25%[/color]效率追踪[color=cyan]2.00[/color]秒的[b]七彩飞星[/b],每条造成[color=cyan]20[/color]点伤害。[/center]"
text = "[center]每[color=cyan]30.0°[/color]发射1/[color=cyan]7[/color]条以[color=cyan]25%[/color]效率追踪[color=cyan]2.00[/color]秒的[b]七彩光标[/b],每条造成[color=cyan]20[/color]点伤害。[/center]"
autowrap_mode = 2
+6 -5
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@@ -7,7 +7,7 @@
[node name="VectorStar" instance=ExtResource("1_tmgup")]
script = ExtResource("2_1dfg4")
avatarTexture = ExtResource("3_wfty8")
displayName = "星辰核心"
displayName = "矢量核心"
quality = 2
store = {
"atk": 7,
@@ -21,19 +21,20 @@ storeType = {
"maxcount": 1.0,
"mincount": 1.0
}
descriptionTemplate = "发射$mincount~$maxcount个[b]无主[/b]的矢量星,在$forwardtime秒后向目标冲刺并造成$atk点伤害。"
descriptionTemplate = "发射$mincount~$maxcount个[b]无主的飞星[/b],在$forwardtime秒后向目标冲刺并造成$atk点伤害。"
needEnergy = 25.0
cooldown = 500.0
debugRebuild = true
[node name="avatar" parent="container/info" index="0"]
texture = ExtResource("3_wfty8")
[node name="energy" parent="container/info/infos/energyInfo" index="1"]
text = "10.0"
text = "25.0"
[node name="name" parent="container/info" index="2"]
displayName = "星辰核心"
displayName = "矢量核心"
quality = 2
[node name="description" parent="container" index="2"]
text = "[center]发射[color=cyan]5[/color]~[color=cyan]10[/color]个[b]无主[/b]的矢量星,在[color=cyan]0.75[/color]秒后向目标冲刺并造成[color=cyan]7[/color]点伤害。[/center]"
text = "[center]发射[color=cyan]5[/color]~[color=cyan]10[/color]个[b]无主的飞星[/b],在[color=cyan]0.75[/color]秒后向目标冲刺并造成[color=cyan]7[/color]点伤害。[/center]"
+1 -1
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@@ -255,7 +255,7 @@ func tryDie(by: BulletBase):
var item = drops[drop]
var count = ceil(randf_range(dropCounts[drop].x, dropCounts[drop].y))
for i in range(count):
ItemDropped.generate(item, 1, position + MathTool.randv2_range(GameRule.itemDroppedSpawnOffset))
ItemDropped.generate(item, randi_range(0, int(sqrt(count))), position + MathTool.randv2_range(GameRule.itemDroppedSpawnOffset))
if MathTool.rate(
GameRule.appleDropRate +
by.launcher.fields.get(FieldStore.Entity.DROP_APPLE_RATE) +
+2 -2
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@@ -20,5 +20,5 @@ static var appleDropRateInfluenceByLuckValue: float = MathTool.percent(2) # 幸
static var critRateInfluenceByLuckValue: float = MathTool.percent(2.5) # 幸运值对暴击率的影响
static var penerateRateInfluenceByLuckValue: float = MathTool.percent(3) # 幸运值对穿透率的影响
static var detainTime: float = 1000 # 血量如果在这个时间内没有改变才会开始播放降低动画
static var weaponUpdateCost: float = 1.25 # 武器升级后消耗的棒球数量倍数
static var weaponUpdateEnergy: float = 1.1 # 武器升级后消耗的能量倍数
static var weaponUpdateCost: float = 1.5 # 武器升级后消耗的棒球数量倍数
static var weaponUpdateEnergy: float = 1.01 # 武器升级后消耗的能量倍数