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mirror of https://github.com/Rundll86/Dog-Lynx-And-HCN.git synced 2026-05-31 00:11:54 +08:00

fix(EntityBase): 修正伤害倍率计算公式错误

原公式使用了平方根和难度范围计算,导致伤害倍率增长不正确。现改为直接使用难度值进行计算,确保伤害倍率按预期增长。
This commit is contained in:
2025-12-04 22:42:31 +08:00
parent 5304541c9a
commit b206142c84
+1 -1
View File
@@ -214,7 +214,7 @@ func setStage(stage: int):
currentInvinsible = false
func applyLevel():
fields[FieldStore.Entity.MAX_HEALTH] *= (1 + GameRule.entityHealthIncreasePerWave * (GameRule.difficulty - GameRule.difficultyRange.x + 1)) ** level
fields[FieldStore.Entity.DAMAGE_MULTIPILER] *= sqrt((1 + GameRule.entityDamageIncreasePerWave * (GameRule.difficulty - GameRule.difficultyRange.x))) ** level
fields[FieldStore.Entity.DAMAGE_MULTIPILER] *= (1 + GameRule.entityDamageIncreasePerWave * GameRule.difficulty) ** level
func displace(direction: Vector2, isSprinting: bool = false):
return (direction if isSprinting else direction.normalized()) * fields.get(FieldStore.Entity.MOVEMENT_SPEED) * 400 * abs(animatree.get("parameters/blend_position"))
func move(direction: Vector2, isSprinting: bool = false):