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https://github.com/Rundll86/Dog-Lynx-And-HCN.git
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feat(武器): 为齿轮武器添加升华选项和增强效果
- 在Cogwheel.gd中添加5个升华选项,提供不同属性增强 - 修改齿轮子弹逻辑,支持旋转加速、重力吸附等新效果 - 调整MuyangDog的初始武器配置,将齿轮作为主武器 - 修复箭头武器的生命偷取值归零 - 初始化钻石库存为10个
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@@ -2,10 +2,14 @@
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[ext_resource type="PackedScene" uid="uid://bs863g2s8r770" path="res://components/Abstracts/PlayerBase.tscn" id="1_y3l4w"]
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[ext_resource type="Script" uid="uid://bbmb572iba42l" path="res://scripts/Contents/Characters/MuyangDog.gd" id="2_mr6nm"]
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[ext_resource type="PackedScene" uid="uid://dqywctcj4y2xi" path="res://components/Weapons/Cogwheel.tscn" id="3_im5m5"]
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[ext_resource type="PackedScene" uid="uid://cx7nogfnv7s8t" path="res://components/Weapons/Tree.tscn" id="4_im5m5"]
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[node name="MuyangDog" unique_id=1711205167 instance=ExtResource("1_y3l4w")]
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script = ExtResource("2_mr6nm")
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displayName = "牧羊犬"
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[node name="Tree" parent="weaponStore" parent_id_path=PackedInt32Array(1319091445) index="0" unique_id=185228402 instance=ExtResource("4_im5m5")]
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[node name="Cogwheel" parent="weaponStore" parent_id_path=PackedInt32Array(1319091445) index="0" unique_id=89158644 instance=ExtResource("3_im5m5")]
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offset_bottom = 688.0
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[node name="Tree" parent="weaponStore" parent_id_path=PackedInt32Array(1319091445) index="1" unique_id=185228402 instance=ExtResource("4_im5m5")]
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@@ -6,7 +6,7 @@ class_name Arrow
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var atk: float = 0
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var waitTime: float = 0
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var offsetRotation: float = 0
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var lifesteal: float = 0.2
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var lifesteal: float = 0
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func register():
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trail.emitting = false
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@@ -5,23 +5,29 @@ var initialRotate: float = 0
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var rotateSpeed: float = 0
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var dotTime: float = 0
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var slow: float = 0.2
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var rotateExtra: float = 0
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var atkSpeeddown: float = 0
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var gravityForce: float = 0
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func spawn():
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slow *= initialRotate / 15.0
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func ai():
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PresetBulletAI.forward(self, rotation)
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PresetBulletAI.forward(self , rotation)
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texture.rotation_degrees += rotateSpeed
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if rotateSpeed < 0:
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speed += slow
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PresetBulletAI.trace(self, launcher.position, 0.1)
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PresetBulletAI.trace(self , launcher.position, 0.1)
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if position.distance_to(launcher.position) < 100:
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tryDestroy()
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else:
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speed = initialSpeed * (rotateSpeed / initialRotate)
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if rotateSpeed >= 0 and rotateSpeed / slow <= 0:
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slow = 0.5
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dotTime = 1000 / (rotateSpeed)
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rotateSpeed -= slow
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slow = 0.4
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dotTime = 1000 / rotateSpeed
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if rotateSpeed < 0:
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rotateSpeed -= slow * (1 + rotateExtra)
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else:
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rotateSpeed -= slow
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func applyDot():
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hitbox.disabled = true
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await TickTool.frame()
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@@ -29,6 +35,9 @@ func applyDot():
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await TickTool.millseconds(dotTime / launcher.fields[FieldStore.Entity.ATTACK_SPEED])
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await TickTool.frame() # 等至少一帧,防止跳帧导致没检测到伤害
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return true
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func succeedToHit(_dmg: float, entity: EntityBase):
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entity.impluse((position - entity.getTrackingAnchor()).normalized() * gravityForce)
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entity.fields[FieldStore.Entity.ATTACK_SPEED] *= 0.98 ** atkSpeeddown
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func refract(newBullet: BulletBase, _entity: EntityBase, _index: int, _total: int, _lastBullet: float):
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if newBullet is CogwheelBullet:
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@@ -1,6 +1,49 @@
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@tool
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extends Weapon
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func sublimateOptions() -> Array[SublimateOption]:
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return [
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SublimateOption.new(
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"锋利齿轮",
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"锋利度+4",
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func(w: Weapon, _e):
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w.addStoreExtra("atk", 4),
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2,
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CategoryStore.Quality.COMMON
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),
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SublimateOption.new(
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"回旋风暴",
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"齿轮回旋时转速额外+15%",
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func(w: Weapon, _e):
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w.addStoreExtra("rotateExtra", 0.15),
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1,
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CategoryStore.Quality.EPIC
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),
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SublimateOption.new(
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"顺手牵羊",
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"齿轮命中敌人时降低其2%攻击速度",
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func(w: Weapon, _e):
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w.addStoreExtra("atkspeed", 1),
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1,
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CategoryStore.Quality.COMMON
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),
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SublimateOption.new(
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"离心甩臂",
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"伤害+5%",
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func(w: Weapon, _e):
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w.addStoreExtra("dmg", 0.05),
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1,
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CategoryStore.Quality.WASTE
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),
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SublimateOption.new(
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"撕裂锯齿",
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"齿轮回旋时可吸附敌人,吸力+15",
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func(w: Weapon, _e):
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w.addStoreExtra("gravity", 15),
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1,
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CategoryStore.Quality.COMMON
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),
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]
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func update(to: int, origin: Dictionary, _entity: EntityBase):
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origin["atk"] += 1 * to * soulLevel
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origin["rotate"] += 0.5 * to * soulLevel
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@@ -16,5 +59,7 @@ func attack(entity: EntityBase):
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if bullet is CogwheelBullet:
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bullet.initialRotate = readStore("rotate")
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bullet.rotateSpeed = readStore("rotate")
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bullet.baseDamage = readStore("atk")
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bullet.baseDamage = readStore("atk") * (1 + readStoreExtra("dmg"))
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bullet.rotateExtra = readStoreExtra("rotateExtra")
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bullet.gravityForce = readStoreExtra("gravity")
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return true
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@@ -69,7 +69,7 @@ var inventory = {
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ItemStore.ItemType.BEACHBALL: 0,
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ItemStore.ItemType.SOUL: 0,
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ItemStore.ItemType.CRYSTAL: 0,
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ItemStore.ItemType.DIAMOND: 0
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ItemStore.ItemType.DIAMOND: 10
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}
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var inventoryMax = {
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ItemStore.ItemType.BASEBALL: INF, # 无限
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