diff --git a/scripts/Contents/Panels/WeaponPanel.gd b/scripts/Contents/Panels/WeaponPanel.gd index 4512994..1877340 100644 --- a/scripts/Contents/Panels/WeaponPanel.gd +++ b/scripts/Contents/Panels/WeaponPanel.gd @@ -1,7 +1,7 @@ @tool extends FullscreenPanelBase -@onready var box = $"%box" +@onready var box: Control = $%box func beforeOpen(_args: Array = []): for weapon in UIState.player.weapons: diff --git a/scripts/Contents/Weapons/Tree.gd b/scripts/Contents/Weapons/Tree.gd index b130bac..3535786 100644 --- a/scripts/Contents/Weapons/Tree.gd +++ b/scripts/Contents/Weapons/Tree.gd @@ -25,7 +25,7 @@ func sublimateOptions() -> Array[SublimateOption]: 1, CategoryStore.Quality.RARE ), - SublimateOption.new("亏心", "扣除你的所有幸运,每点幸运增加1%弹反概率", + SublimateOption.new("亏心", "消耗所有幸运,每点幸运增加1%弹反概率", func(w: Weapon, e: EntityBase): w.addStoreExtra("rate", e.fields[FieldStore.Entity.LUCK_VALUE]), 1, diff --git a/scripts/Structs/Weapon.gd b/scripts/Structs/Weapon.gd index 01a292e..a38a7de 100644 --- a/scripts/Structs/Weapon.gd +++ b/scripts/Structs/Weapon.gd @@ -9,6 +9,8 @@ enum EmitType { HOLD_LOOP } +signal sublimateToggled(on: bool) + @export var avatarTexture: Texture2D = null @export var displayName: String = "未命名武器" @export var quality: WeaponName.Quality = WeaponName.Quality.COMMON @@ -71,6 +73,7 @@ func _ready(): animator.play("openSub") else: animator.play("closeSub") + sublimateToggled.emit(on) ) autoUpdateBtn.toggled.connect( func(on: bool): @@ -299,7 +302,13 @@ func disruptSublimateOptions(): # 抽象 func sublimateOptions() -> Array[SublimateOption]: - return [] as Array[SublimateOption] + return [ + SublimateOption.new("强化攻击", "伤害+1", + func(w: Weapon, _e): w.addStoreExtra("atk", 1), + 1, + CategoryStore.Quality.COMMON + ), + ] func update(_to: int, origin: Dictionary, _entity: EntityBase): return origin func loopStart(_entity: EntityBase):