From 90f7f2864966a8abea1a94ee82eb091aabc418d5 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?=E9=99=A8=E8=90=BD=E5=9F=BA=E5=9B=B4=E8=99=BE?= <3161880837@qq.com> Date: Wed, 10 Sep 2025 22:31:47 +0800 Subject: [PATCH] =?UTF-8?q?feat(=E6=AD=A6=E5=99=A8):=20=E8=B0=83=E6=95=B4?= =?UTF-8?q?=E6=AD=A6=E5=99=A8=E5=B1=9E=E6=80=A7=E5=92=8C=E6=8F=8F=E8=BF=B0?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit 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 --- components/Weapons/LGBT.tscn | 4 ++-- components/Weapons/VectorStar.tscn | 11 ++++++----- scripts/Statemachine/EntityBase.gd | 2 +- scripts/Tools/GameRule.gd | 4 ++-- 4 files changed, 11 insertions(+), 10 deletions(-) diff --git a/components/Weapons/LGBT.tscn b/components/Weapons/LGBT.tscn index a55b693..36e0fc1 100644 --- a/components/Weapons/LGBT.tscn +++ b/components/Weapons/LGBT.tscn @@ -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 diff --git a/components/Weapons/VectorStar.tscn b/components/Weapons/VectorStar.tscn index 3457ee6..d948026 100644 --- a/components/Weapons/VectorStar.tscn +++ b/components/Weapons/VectorStar.tscn @@ -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]" diff --git a/scripts/Statemachine/EntityBase.gd b/scripts/Statemachine/EntityBase.gd index dfcb8ce..7237a00 100644 --- a/scripts/Statemachine/EntityBase.gd +++ b/scripts/Statemachine/EntityBase.gd @@ -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) + diff --git a/scripts/Tools/GameRule.gd b/scripts/Tools/GameRule.gd index 53c83a6..88c4450 100644 --- a/scripts/Tools/GameRule.gd +++ b/scripts/Tools/GameRule.gd @@ -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