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mirror of https://github.com/Rundll86/Dog-Lynx-And-HCN.git synced 2026-05-29 23:41:54 +08:00

fix(武器): 调整武器数值和配置

- 将多个武器的升级时间系数从0.05降低到0.02
- 为VectorStar、MushroomPickaxe和PurpleCrystal添加或调整costBeachball值
- 修改MushroomPickaxe的needEnergy从1.0增加到2.0
- 更新紫水晶簇的伤害显示和价格
This commit is contained in:
2025-09-20 17:37:39 +08:00
parent 8b5813fb95
commit b6662e6ffa
6 changed files with 20 additions and 12 deletions
+7 -2
View File
@@ -8,6 +8,7 @@
script = ExtResource("2_5dp3e")
avatarTexture = ExtResource("2_u2d30")
displayName = "蘑菇矿挖爪"
costBeachball = 750
store = {
"atk": 1,
"count": 5.0,
@@ -19,13 +20,17 @@ storeType = {
"rate": 2
}
descriptionTemplate = "命中时造成$atk点伤害,有$rate概率挖出1~$count个随机物品。"
needEnergy = 1.0
needEnergy = 2.0
debugRebuild = true
[node name="avatar" parent="container/info" index="0"]
texture = ExtResource("2_u2d30")
[node name="energy" parent="container/info/infos/energyInfo" index="1"]
text = "1.0"
text = "2.0"
[node name="beachball" parent="container/info/infos/beachballInfo" index="1"]
text = "750"
[node name="name" parent="container/info" index="2"]
displayName = "蘑菇矿挖爪"
+3 -5
View File
@@ -10,9 +10,7 @@ offset_bottom = 302.0
script = ExtResource("2_0xgcv")
avatarTexture = ExtResource("2_wgtcw")
displayName = "紫水晶簇"
storeType = {
"atk": 1
}
costBeachball = 250
descriptionTemplate = "撞击造成$atk点伤害。"
cooldown = 200.0
debugRebuild = true
@@ -24,10 +22,10 @@ stream = ExtResource("4_16daa")
texture = ExtResource("2_wgtcw")
[node name="beachball" parent="container/info/infos/beachballInfo" index="1"]
text = "500"
text = "250"
[node name="name" parent="container/info" index="2"]
displayName = "紫水晶簇"
[node name="description" parent="container" index="2"]
text = "[center]撞击造成[color=cyan]10[/color]点伤害。[/center]"
text = "[center]撞击造成[color=cyan]10[/color]→[color=yellow]15[/color]点伤害。[/center]"
+7 -2
View File
@@ -9,6 +9,7 @@ script = ExtResource("2_1dfg4")
avatarTexture = ExtResource("3_wfty8")
displayName = "矢量核心"
quality = 2
costBeachball = 400
store = {
"atk": 7,
"forwardtime": 0.75,
@@ -24,16 +25,20 @@ storeType = {
descriptionTemplate = "发射$mincount~$maxcount个[b]无主的飞星[/b],在$forwardtime秒后向目标冲刺并造成$atk点伤害。"
needEnergy = 10.0
cooldown = 500.0
debugRebuild = true
[node name="avatar" parent="container/info" index="0"]
texture = ExtResource("3_wfty8")
[node name="energy" parent="container/info/infos/energyInfo" index="1"]
text = "136.0"
text = "10.0"
[node name="beachball" parent="container/info/infos/beachballInfo" index="1"]
text = "400"
[node name="name" parent="container/info" index="2"]
displayName = "矢量核心"
quality = 2
[node name="description" parent="container" index="2"]
text = "[center]发射[color=cyan]5[/color]→[color=yellow]5[/color]~[color=cyan]10[/color]→[color=yellow]11[/color]个[b]无主的飞星[/b],在[color=cyan]0.75[/color]→[color=yellow]0.71[/color]秒后向目标冲刺并造成[color=cyan]7[/color]→[color=yellow]12[/color]点伤害。[/center]"
text = "[center]发射[color=cyan]5[/color]→[color=yellow]5[/color]~[color=cyan]10[/color]→[color=yellow]11[/color]个[b]无主的飞星[/b],在[color=cyan]0.75[/color]→[color=yellow]0.74[/color]秒后向目标冲刺并造成[color=cyan]7[/color]→[color=yellow]12[/color]点伤害。[/center]"
+1 -1
View File
@@ -4,7 +4,7 @@ class_name BigLaserWeapon
func update(to: int, origin: Dictionary, _entity: EntityBase):
origin["atk"] += 5 * to * soulLevel
origin["time"] /= 1 + 0.05 * to * soulLevel
origin["time"] /= 1 + 0.02 * to * soulLevel
return origin
func attack(entity: EntityBase):
var weaponPos = entity.findWeaponAnchor("normal")
+1 -1
View File
@@ -7,7 +7,7 @@ func update(to: int, origin: Dictionary, _entity: EntityBase):
origin["count"] += to * soulLevel
origin["power"] += 0.05 * to * soulLevel
origin["trace"] += 0.25 * to * soulLevel
origin["angle"] /= 1 + 0.05 * to * soulLevel
origin["angle"] /= 1 + 0.02 * to * soulLevel
return origin
func attack(entity: EntityBase):
var weaponPos = entity.findWeaponAnchor("normal")
+1 -1
View File
@@ -4,7 +4,7 @@ class_name VectorStarWeapon
func update(to: int, origin: Dictionary, _entity: EntityBase):
origin["atk"] += 5 * to * soulLevel
origin["forwardtime"] /= 1 + 0.05 * to * soulLevel
origin["forwardtime"] /= 1 + 0.02 * to * soulLevel
origin["mincount"] += 0.5 * to * soulLevel
origin["maxcount"] += 1.5 * to * soulLevel
return origin