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https://github.com/Rundll86/Dog-Lynx-And-HCN.git
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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
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@@ -26,7 +26,7 @@ storeType = {
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"power": 2.0,
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"trace": 0.0
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}
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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$atk点伤害。"
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descriptionTemplate = "每$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。"
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needEnergy = 50.0
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cooldown = 1000.0
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debugRebuild = true
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@@ -47,5 +47,5 @@ typeTopic = 3
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[node name="description" parent="container" index="2"]
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size_flags_vertical = 3
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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]"
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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]"
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autowrap_mode = 2
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@@ -7,7 +7,7 @@
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[node name="VectorStar" instance=ExtResource("1_tmgup")]
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script = ExtResource("2_1dfg4")
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avatarTexture = ExtResource("3_wfty8")
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displayName = "星辰核心"
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displayName = "矢量核心"
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quality = 2
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store = {
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"atk": 7,
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@@ -21,19 +21,20 @@ storeType = {
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"maxcount": 1.0,
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"mincount": 1.0
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}
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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。"
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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。"
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needEnergy = 25.0
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cooldown = 500.0
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debugRebuild = true
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[node name="avatar" parent="container/info" index="0"]
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texture = ExtResource("3_wfty8")
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[node name="energy" parent="container/info/infos/energyInfo" index="1"]
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text = "10.0"
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text = "25.0"
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[node name="name" parent="container/info" index="2"]
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displayName = "星辰核心"
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displayName = "矢量核心"
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quality = 2
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[node name="description" parent="container" index="2"]
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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]"
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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]"
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@@ -255,7 +255,7 @@ func tryDie(by: BulletBase):
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var item = drops[drop]
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var count = ceil(randf_range(dropCounts[drop].x, dropCounts[drop].y))
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for i in range(count):
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ItemDropped.generate(item, 1, position + MathTool.randv2_range(GameRule.itemDroppedSpawnOffset))
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ItemDropped.generate(item, randi_range(0, int(sqrt(count))), position + MathTool.randv2_range(GameRule.itemDroppedSpawnOffset))
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if MathTool.rate(
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GameRule.appleDropRate +
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by.launcher.fields.get(FieldStore.Entity.DROP_APPLE_RATE) +
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@@ -20,5 +20,5 @@ static var appleDropRateInfluenceByLuckValue: float = MathTool.percent(2) # 幸
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static var critRateInfluenceByLuckValue: float = MathTool.percent(2.5) # 幸运值对暴击率的影响
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static var penerateRateInfluenceByLuckValue: float = MathTool.percent(3) # 幸运值对穿透率的影响
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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
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static var weaponUpdateCost: float = 1.25 # 武器升级后消耗的棒球数量倍数
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static var weaponUpdateEnergy: float = 1.1 # 武器升级后消耗的能量倍数
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static var weaponUpdateCost: float = 1.5 # 武器升级后消耗的棒球数量倍数
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static var weaponUpdateEnergy: float = 1.01 # 武器升级后消耗的能量倍数
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