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https://github.com/Rundll86/Dog-Lynx-And-HCN.git
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fix(武器): 调整氧化加农炮的伤害值和概率
将浓硝酸的伤害值从5降低到3,并调整火焰弹和酸弹的发射概率权重从75:1改为10:1。同时更新了相关描述文本以匹配新的数值。
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@@ -11,19 +11,20 @@ displayName = "氧化加农炮"
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quality = 0
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quality = 0
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typeTopic = 2
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typeTopic = 2
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store = {
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store = {
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"atk": 5,
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"atk": 3.0,
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"fireatk": 1.0,
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"fireatk": 1.0,
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"max-n": 7.0,
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"max-n": 7.0,
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"min-n": 3.0
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"min-n": 3.0
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}
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}
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storeType = {
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storeType = {
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"atk": 1,
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"atk": 0,
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"fireatk": 1,
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"fireatk": 0,
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"max-n": 1,
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"max-n": 1,
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"min-n": 1
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"min-n": 1
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}
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}
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descriptionTemplate = "大概率高速喷出火焰,造成$fireatk点伤害。小概率喷出$min-n~$max-n滴[b]浓硝酸[/b],每滴造成$atk点伤害。"
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descriptionTemplate = "大概率高速喷出火焰,造成$fireatk点伤害。小概率喷出$min-n~$max-n滴[b]浓硝酸[/b],每滴造成$atk点伤害。"
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cooldown = 50.0
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cooldown = 50.0
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debugRebuild = true
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[node name="avatar" parent="container/info" index="0"]
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[node name="avatar" parent="container/info" index="0"]
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texture = ExtResource("2_xmkcx")
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texture = ExtResource("2_xmkcx")
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@@ -34,4 +35,4 @@ quality = 0
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typeTopic = 2
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typeTopic = 2
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[node name="description" parent="container" index="2"]
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[node name="description" parent="container" index="2"]
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text = "[center]大概率高速喷出火焰,造成[color=cyan]1[/color]点伤害。小概率喷出[color=cyan]3[/color]~[color=cyan]7[/color]滴[b]浓硝酸[/b],每滴造成[color=cyan]5[/color]点伤害。[/center]"
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text = "[center]大概率高速喷出火焰,造成[color=cyan]1.00[/color]点伤害。小概率喷出[color=cyan]3[/color]~[color=cyan]7[/color]滴[b]浓硝酸[/b],每滴造成[color=cyan]3.00[/color]点伤害。[/center]"
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@@ -7,7 +7,7 @@ func update(to: int, origin: Dictionary, _entity: EntityBase):
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origin["max-n"] *= soulLevel
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origin["max-n"] *= soulLevel
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return origin
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return origin
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func attack(entity: EntityBase):
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func attack(entity: EntityBase):
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var bulletName = MathTool.randomChoiceFromWeights(["OxygenFire", "AcidN"], [75, 1])
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var bulletName = MathTool.randomChoiceFromWeights(["OxygenFire", "AcidN"], [10, 1])
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for i in randi_range(readStore("min-n"), readStore("max-n")) if bulletName == "AcidN" else 1:
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for i in randi_range(readStore("min-n"), readStore("max-n")) if bulletName == "AcidN" else 1:
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for bullet in BulletBase.generate(
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for bullet in BulletBase.generate(
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ComponentManager.getBullet(bulletName),
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ComponentManager.getBullet(bulletName),
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