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fix(Bullets/Parrier): 调整弹反子弹的伤害计算逻辑
将弹反后的子弹基础伤害乘以攻击力,以平衡游戏性
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@@ -30,11 +30,10 @@ func hitBullet(bullet: BulletBase): # 当前子弹与其他子弹相撞
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eff.shot()
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eff.shot()
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CameraManager.shake(250, 300)
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CameraManager.shake(250, 300)
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launcher.impluse((position - bullet.position).normalized() * (bullet.speed * bullet.getDamage()) ** (1.0 / 3) * 250)
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launcher.impluse((position - bullet.position).normalized() * (bullet.speed * bullet.getDamage()) ** (1.0 / 3) * 250)
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# 摧毁其他子弹
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# 弹反
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# bullet.tryDestroy()
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# 试一下改成弹反的平衡性有没有问题
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bullet.look_at(bullet.launcher.position)
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bullet.look_at(bullet.launcher.position)
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bullet.launcher = launcher
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bullet.launcher = launcher
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bullet.baseDamage *= atk
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var cycler = launcher.getOrCreateCycleTimer("parry", 2000, 100)
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var cycler = launcher.getOrCreateCycleTimer("parry", 2000, 100)
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if len(cycler.bullets) < maxBallCount: # 玩家最多只能拥有多少气
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if len(cycler.bullets) < maxBallCount: # 玩家最多只能拥有多少气
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for b in BulletBase.generate(
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for b in BulletBase.generate(
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