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https://github.com/Rundll86/Dog-Lynx-And-HCN.git
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feat(战斗系统): 调整格挡子弹伤害计算和动画时长
修改格挡子弹的伤害计算方式,现在会基于子弹基础伤害计算 调整格挡动画的时长从0.27秒增加到0.5秒 降低乾坤剑基础伤害从35点降至20点 新增伤害描述说明乾坤剑伤害基于化解伤害值
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@@ -5,7 +5,7 @@
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[sub_resource type="Animation" id="Animation_li4th"]
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resource_name = "spawn"
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length = 0.27
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length = 0.5
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step = 0.01
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tracks/0/type = "bezier"
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tracks/0/imported = false
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@@ -15,8 +15,8 @@ tracks/0/interp = 1
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tracks/0/loop_wrap = true
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tracks/0/keys = {
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"handle_modes": PackedInt32Array(0, 0),
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"points": PackedFloat32Array(1, -0.25, 0, 0.1, 0, 0, -0.27, 0, 0, 0),
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"times": PackedFloat32Array(0, 0.27)
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"points": PackedFloat32Array(1, -0.25, 0, 0.1, 0, 0, -0.5, 0, 0, 0),
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"times": PackedFloat32Array(0, 0.5)
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}
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[sub_resource type="Animation" id="Animation_ksxds"]
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@@ -0,0 +1,5 @@
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[gd_scene load_steps=2 format=3 uid="uid://deuuv6qc280ih"]
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[ext_resource type="PackedScene" uid="uid://cvogxi7mktumf" path="res://components/Abstracts/EntityBase.tscn" id="1_wh51a"]
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[node name="Yee" instance=ExtResource("1_wh51a")]
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@@ -13,7 +13,7 @@ typeTopic = 3
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costBeachball = 900
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oneShoot = true
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store = {
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"atk": 35,
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"atk": 20,
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"count": 1.0,
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"max": 3.0
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}
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@@ -27,7 +27,8 @@ descriptionTemplate = "进行[b]格挡[/b],化解飞来的子弹。
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每拥有一点气力,增加[color=yellow]1[/color]点冲刺初速度,闪避穿过敌人时对其贴上一层[b]符咒[/b],一段时间后符咒自动引爆,
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召唤[b]乾坤剑[/b]穿透敌人。
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乾坤剑造成$atk点伤害,
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每化解[color=yellow]1[/color]点伤害,
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乾坤剑造成的伤害+$atk点。
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每次格挡最多化解$count个子弹,
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体内最多储存$max点气力,
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格挡时机越精确,成功率越高。"
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@@ -51,7 +52,8 @@ text = "[center]进行[b]格挡[/b],化解飞来的子弹。
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每拥有一点气力,增加[color=yellow]1[/color]点冲刺初速度,闪避穿过敌人时对其贴上一层[b]符咒[/b],一段时间后符咒自动引爆,
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召唤[b]乾坤剑[/b]穿透敌人。
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乾坤剑造成[color=cyan]35[/color]点伤害,
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每化解[color=yellow]1[/color]点伤害,
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乾坤剑造成的伤害+[color=cyan]20[/color]点。
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每次格挡最多化解[color=cyan]1[/color]个子弹,
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体内最多储存[color=cyan]3[/color]点气力,
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格挡时机越精确,成功率越高。[/center]"
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@@ -38,4 +38,4 @@ func hitBullet(bullet: BulletBase): # 当前子弹与其他子弹相撞
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0
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):
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if b is ParryBallBullet:
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b.atk = atk
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b.atk = atk * bullet.baseDamage
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