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https://github.com/Rundll86/Dog-Lynx-And-HCN.git
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feat(战斗系统): 为爆炸攻击添加内伤效果并重构内伤生成逻辑
- 在InfinitySword.gd中添加爆炸攻击时生成内伤球的功能 - 将内伤生成逻辑提取到InternalDamage.gd中的静态方法generateBall - 移除Parrier.gd中重复的内伤生成代码,改用新的generateBall方法 - 更新Tree.tscn中的描述文本,添加对爆炸攻击产生内伤的说明 - 调整WeaponCardBase.tscn的UI布局,为描述文本添加滚动容器
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@@ -183,9 +183,16 @@ text = "无灵"
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label_settings = SubResource("LabelSettings_b3nsw")
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horizontal_alignment = 1
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[node name="description" type="RichTextLabel" parent="container" unique_id=566230682]
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[node name="scroller" type="ScrollContainer" parent="container" unique_id=543588938]
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custom_minimum_size = Vector2(0, 100)
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layout_mode = 2
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size_flags_vertical = 3
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horizontal_scroll_mode = 0
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[node name="description" type="RichTextLabel" parent="container/scroller" unique_id=566230682]
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unique_name_in_owner = true
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layout_mode = 2
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size_flags_horizontal = 3
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bbcode_enabled = true
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text = "[center]造成[color=cyan]10[/color]点伤害。[/center]"
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fit_content = true
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@@ -60,6 +60,8 @@ descriptionTemplate = "进行[b]格挡[/b],化解敌人的攻击。
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[color=red]无法化解伤害[/color]但产生少量击退;
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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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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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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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@@ -83,7 +85,7 @@ typeTopic = 3
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[node name="source" parent="container/info/displays" parent_id_path=PackedInt32Array(784441328) index="1" unique_id=365191794]
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text = "Nine Sols × Terraria"
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[node name="description" parent="container" parent_id_path=PackedInt32Array(575698869) index="2" unique_id=566230682]
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[node name="description" parent="container/scroller" parent_id_path=PackedInt32Array(543588938) index="0" unique_id=566230682]
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text = "进行[b]格挡[/b],化解敌人的攻击。
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每成功格挡一次,获得一点[b]气力[/b]。
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@@ -120,6 +122,8 @@ text = "进行[b]格挡[/b],化解敌人的攻击。
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[color=red]无法化解伤害[/color]但产生少量击退;
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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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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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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[color=cyan]10[/color]点伤害。
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格挡时机越精确,成功率越高。
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@@ -20,3 +20,4 @@ func hitBullet(bullet: BulletBase):
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if !is_instance_valid(launcher): return
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if BulletTool.canDamage(bullet, launcher):
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baseDamage *= rate2 ** bullet.getDamage()
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InternalDamageBullet.generateBall(launcher, bullet.launcher, sqrt(baseDamage))
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@@ -11,3 +11,16 @@ func spawn():
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if bullet.motionType == BulletBase.MotionType.EXPLOSION:
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hitbox.set_deferred("disabled", false)
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)
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static func generateBall(by: EntityBase, who: EntityBase, atk: float):
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var internalDamages = who.getOrCreateCycleTimer("internalDamages", 3000, 150)
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for bullet in BulletBase.generate(
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ComponentManager.getBullet("InternalDamage"),
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by,
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Vector2.ZERO,
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0
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):
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if bullet is InternalDamageBullet:
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bullet.baseDamage = atk
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bullet.hoster = who
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internalDamages.host(bullet)
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@@ -33,18 +33,6 @@ func generateParryBall(bDamage: float):
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):
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if b is ParryBallBullet:
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b.atk = atk * bDamage
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func generateInternalDamage(by: EntityBase, who: EntityBase):
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var internalDamages = who.getOrCreateCycleTimer("internalDamages", 3000, 150)
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for bullet in BulletBase.generate(
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ComponentManager.getBullet("InternalDamage"),
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by,
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Vector2.ZERO,
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0
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):
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if bullet is InternalDamageBullet:
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bullet.baseDamage = atk
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bullet.hoster = who
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internalDamages.host(bullet)
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func spawn():
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var varians = randi_range(0, 1)
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@@ -85,7 +73,7 @@ func hitBullet(bullet: BulletBase): # 当前子弹与其他子弹相撞
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parryEffect(bullet)
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bullet.hitbox.set_deferred("disabled", true)
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generateParryBall(bullet.baseDamage)
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generateInternalDamage(launcher, bullet.launcher)
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InternalDamageBullet.generateBall(launcher, bullet.launcher, atk)
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elif bullet.motionType == BulletBase.MotionType.STAB:
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parryEffect(bullet)
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penerateEffect(bullet.launcher, bullet.launcher.position * 1.01)
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@@ -93,21 +81,25 @@ func hitBullet(bullet: BulletBase): # 当前子弹与其他子弹相撞
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bullet.launcher.takeDamage(atk * reflectRate * bullet.getDamage())
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bullet.launcher.impluse(Vector2.from_angle(bullet.rotation) * -2000)
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generateParryBall(bullet.baseDamage)
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generateInternalDamage(launcher, bullet.launcher)
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InternalDamageBullet.generateBall(launcher, bullet.launcher, atk)
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elif bullet.motionType == BulletBase.MotionType.SPRINT:
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parryEffect(bullet)
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bullet.tryDestroy()
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bullet.launcher.velocity *= 0
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generateParryBall(bullet.baseDamage)
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generateInternalDamage(launcher, bullet.launcher)
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InternalDamageBullet.generateBall(launcher, bullet.launcher, atk)
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elif bullet.motionType == BulletBase.MotionType.BREATH:
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penerateEffect(bullet.launcher, launcher.position)
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bullet.launcher.impluse(Vector2.from_angle(bullet.rotation) * -500)
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elif bullet.motionType == BulletBase.MotionType.SUMMON || bullet.motionType == BulletBase.MotionType.MAGIC:
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penerateEffect(bullet.launcher, launcher.position)
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launcher.storeEnergy(sqrt(bullet.baseDamage))
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elif bullet.motionType == BulletBase.MotionType.EXPLOSION:
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penerateEffect(bullet.launcher, launcher.position)
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for i in 2:
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InternalDamageBullet.generateBall(bullet.launcher, launcher, atk)
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else:
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generateInternalDamage(bullet.launcher, launcher)
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InternalDamageBullet.generateBall(bullet.launcher, launcher, atk)
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func refract(_newBullet: BulletBase, _entity: EntityBase, _index: int, _total: int, _lastBullet: float):
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return null
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