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https://github.com/Rundll86/Dog-Lynx-And-HCN.git
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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
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@@ -8,6 +8,7 @@
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script = ExtResource("2_5dp3e")
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avatarTexture = ExtResource("2_u2d30")
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displayName = "蘑菇矿挖爪"
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costBeachball = 750
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store = {
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"atk": 1,
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"count": 5.0,
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@@ -19,13 +20,17 @@ storeType = {
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"rate": 2
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}
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descriptionTemplate = "命中时造成$atk点伤害,有$rate概率挖出1~$count个随机物品。"
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needEnergy = 1.0
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needEnergy = 2.0
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debugRebuild = true
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[node name="avatar" parent="container/info" index="0"]
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texture = ExtResource("2_u2d30")
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[node name="energy" parent="container/info/infos/energyInfo" index="1"]
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text = "1.0"
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text = "2.0"
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[node name="beachball" parent="container/info/infos/beachballInfo" index="1"]
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text = "750"
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[node name="name" parent="container/info" index="2"]
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displayName = "蘑菇矿挖爪"
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@@ -10,9 +10,7 @@ offset_bottom = 302.0
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script = ExtResource("2_0xgcv")
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avatarTexture = ExtResource("2_wgtcw")
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displayName = "紫水晶簇"
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storeType = {
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"atk": 1
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}
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costBeachball = 250
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descriptionTemplate = "撞击造成$atk点伤害。"
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cooldown = 200.0
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debugRebuild = true
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@@ -24,10 +22,10 @@ stream = ExtResource("4_16daa")
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texture = ExtResource("2_wgtcw")
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[node name="beachball" parent="container/info/infos/beachballInfo" index="1"]
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text = "500"
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text = "250"
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[node name="name" parent="container/info" index="2"]
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displayName = "紫水晶簇"
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[node name="description" parent="container" index="2"]
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text = "[center]撞击造成[color=cyan]10[/color]点伤害。[/center]"
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text = "[center]撞击造成[color=cyan]10[/color]→[color=yellow]15[/color]点伤害。[/center]"
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@@ -9,6 +9,7 @@ script = ExtResource("2_1dfg4")
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avatarTexture = ExtResource("3_wfty8")
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displayName = "矢量核心"
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quality = 2
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costBeachball = 400
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store = {
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"atk": 7,
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"forwardtime": 0.75,
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@@ -24,16 +25,20 @@ storeType = {
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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。"
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needEnergy = 10.0
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cooldown = 500.0
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debugRebuild = true
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[node name="avatar" parent="container/info" index="0"]
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texture = ExtResource("3_wfty8")
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[node name="energy" parent="container/info/infos/energyInfo" index="1"]
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text = "136.0"
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text = "10.0"
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[node name="beachball" parent="container/info/infos/beachballInfo" index="1"]
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text = "400"
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[node name="name" parent="container/info" index="2"]
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displayName = "矢量核心"
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quality = 2
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[node name="description" parent="container" index="2"]
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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]"
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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]"
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@@ -4,7 +4,7 @@ class_name BigLaserWeapon
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func update(to: int, origin: Dictionary, _entity: EntityBase):
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origin["atk"] += 5 * to * soulLevel
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origin["time"] /= 1 + 0.05 * to * soulLevel
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origin["time"] /= 1 + 0.02 * to * soulLevel
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return origin
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func attack(entity: EntityBase):
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var weaponPos = entity.findWeaponAnchor("normal")
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@@ -7,7 +7,7 @@ func update(to: int, origin: Dictionary, _entity: EntityBase):
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origin["count"] += to * soulLevel
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origin["power"] += 0.05 * to * soulLevel
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origin["trace"] += 0.25 * to * soulLevel
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origin["angle"] /= 1 + 0.05 * to * soulLevel
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origin["angle"] /= 1 + 0.02 * to * soulLevel
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return origin
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func attack(entity: EntityBase):
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var weaponPos = entity.findWeaponAnchor("normal")
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@@ -4,7 +4,7 @@ class_name VectorStarWeapon
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func update(to: int, origin: Dictionary, _entity: EntityBase):
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origin["atk"] += 5 * to * soulLevel
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origin["forwardtime"] /= 1 + 0.05 * to * soulLevel
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origin["forwardtime"] /= 1 + 0.02 * to * soulLevel
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origin["mincount"] += 0.5 * to * soulLevel
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origin["maxcount"] += 1.5 * to * soulLevel
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return origin
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