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mirror of https://github.com/Rundll86/Dog-Lynx-And-HCN.git synced 2026-05-28 06:51:54 +08:00

feat(武器): 为HXD武器添加命中Boss时攻击速度加成效果

- 修改HXD子弹逻辑,命中Boss时增加5%攻击速度,子弹销毁时恢复
- 更新武器描述文本以反映新效果
- 调整测试环境初始波数为10
This commit is contained in:
2026-02-04 22:42:44 +08:00
parent 735a140306
commit b9fe44dddf
3 changed files with 10 additions and 3 deletions
+2 -2
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@@ -19,7 +19,7 @@ storeType = {
"atk": 1,
"count": 1
}
descriptionTemplate = "发射$count颗[b]茴香豆[/b],在敌人间反弹,每颗茴香豆最多可以反弹$atk次,每次反弹对敌人造成$atk点伤害,有[color=yellow]1/4[/color]的概率反弹次数[color=yellow]+1[/color]。散射[color=red]+4°[/color],反弹时伤害[color=red]-4%[/color],命中同类敌人时额外造成一次[color=yellow]必定暴击[/color]的伤害。"
descriptionTemplate = "发射$count颗[b]茴香豆[/b],在敌人间反弹,每颗茴香豆最多可以反弹$atk次,每次反弹对敌人造成$atk点伤害,有[color=yellow]1/4[/color]的概率反弹次数[color=yellow]+1[/color]。散射[color=red]+4°[/color],反弹时伤害[color=red]-4%[/color],命中同类敌人时额外造成一次[color=yellow]必定暴击[/color]的伤害,命中Boss时,[color=orange]攻击速度+5%[/color]直到当前茴香豆被销毁。"
cooldown = 1000.0
debugRebuild = true
@@ -35,4 +35,4 @@ quality = 3
typeTopic = 3
[node name="description" parent="container" index="2"]
text = "[center]发射[color=cyan]4[/color]颗[b]茴香豆[/b],在敌人间反弹,每颗茴香豆最多可以反弹[color=cyan]4[/color]次,每次反弹对敌人造成[color=cyan]4[/color]点伤害,有[color=yellow]1/4[/color]的概率反弹次数[color=yellow]+1[/color]。散射[color=red]+4°[/color],反弹时伤害[color=red]-4%[/color],命中同类敌人时额外造成一次[color=yellow]必定暴击[/color]的伤害。[/center]"
text = "[center]发射[color=cyan]4[/color]颗[b]茴香豆[/b],在敌人间反弹,每颗茴香豆最多可以反弹[color=cyan]4[/color]次,每次反弹对敌人造成[color=cyan]4[/color]点伤害,有[color=yellow]1/4[/color]的概率反弹次数[color=yellow]+1[/color]。散射[color=red]+4°[/color],反弹时伤害[color=red]-4%[/color],命中同类敌人时额外造成一次[color=yellow]必定暴击[/color]的伤害,命中Boss时,[color=orange]攻击速度+5%[/color]直到当前茴香豆被销毁。[/center]"
+7
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@@ -4,12 +4,19 @@ class_name HXDBullet
var bouncedTime: int = 0
var maxBouncedTime: int = 0
var lastHit: EntityBase
var addTimes = 0
var delta = 0.05
func spawn():
texture.play(str(randi_range(0, 2)))
func ai():
PresetBulletAI.forward(self, rotation)
func destroy(_beacuseMap: bool):
launcher.fields[FieldStore.Entity.ATTACK_SPEED] -= addTimes * delta
func succeedToHit(_dmg: float, entity: EntityBase):
if entity.isBoss:
launcher.fields[FieldStore.Entity.ATTACK_SPEED] += delta
addTimes += 1
if is_instance_valid(lastHit):
if lastHit.get_class() == entity.get_class():
entity.bulletHit(self, true)
+1 -1
View File
@@ -22,7 +22,7 @@ func duplicate() -> Wave:
wave.per = per
return wave
static var current: int = startWith(1) if WorldManager.isRelease() else startWith(1)
static var current: int = startWith(1) if WorldManager.isRelease() else startWith(10)
static var WAVE_NORMAL = [
Wave.create("Hen", 1, 3, false, 0, INF, 1),
Wave.create("Cat", 1, 5, false, 0, INF, 1),