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https://github.com/Rundll86/Dog-Lynx-And-HCN.git
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feat(战斗系统): 增强KukeMC及其子体的战斗能力
- 为KukeChild添加重型紫水晶攻击方式并调整治疗量 - 修改KukeMC的攻击逻辑,在低血量时才会召唤子体 - 调整重型紫水晶的属性和动画效果 - 增加子弹生成时的初始速度和加速度
This commit is contained in:
@@ -22,6 +22,42 @@ animations = [{
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"speed": 5.0
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}]
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[sub_resource type="Animation" id="Animation_dwk2v"]
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length = 0.001
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tracks/0/type = "bezier"
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tracks/0/imported = false
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tracks/0/enabled = true
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tracks/0/path = NodePath("%texture/..:scale:x")
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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),
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"points": PackedFloat32Array(2, -0.25, 0, 0.25, 0),
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"times": PackedFloat32Array(0)
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}
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tracks/1/type = "bezier"
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tracks/1/imported = false
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tracks/1/enabled = true
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tracks/1/path = NodePath("%texture/..:scale:y")
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tracks/1/interp = 1
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tracks/1/loop_wrap = true
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tracks/1/keys = {
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"handle_modes": PackedInt32Array(0),
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"points": PackedFloat32Array(2, -0.25, 0, 0.25, 0),
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"times": PackedFloat32Array(0)
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}
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tracks/2/type = "bezier"
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tracks/2/imported = false
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tracks/2/enabled = true
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tracks/2/path = NodePath("%texture/..:modulate:a")
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tracks/2/interp = 1
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tracks/2/loop_wrap = true
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tracks/2/keys = {
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"handle_modes": PackedInt32Array(0),
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"points": PackedFloat32Array(0, -0.15, 0, 0.15, 0),
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"times": PackedFloat32Array(0)
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}
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[sub_resource type="Animation" id="Animation_qobcv"]
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resource_name = "spawn"
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length = 0.3
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@@ -60,42 +96,6 @@ tracks/2/keys = {
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"times": PackedFloat32Array(0, 0.3)
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}
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[sub_resource type="Animation" id="Animation_dwk2v"]
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length = 0.001
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tracks/0/type = "bezier"
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tracks/0/imported = false
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tracks/0/enabled = true
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tracks/0/path = NodePath("%texture/..:scale:x")
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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),
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"points": PackedFloat32Array(1, -0.25, 0, 0.25, 0),
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"times": PackedFloat32Array(0)
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}
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tracks/1/type = "bezier"
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tracks/1/imported = false
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tracks/1/enabled = true
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tracks/1/path = NodePath("%texture/..:scale:y")
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tracks/1/interp = 1
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tracks/1/loop_wrap = true
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tracks/1/keys = {
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"handle_modes": PackedInt32Array(0),
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"points": PackedFloat32Array(1, -0.25, 0, 0.25, 0),
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"times": PackedFloat32Array(0)
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}
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tracks/2/type = "bezier"
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tracks/2/imported = false
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tracks/2/enabled = true
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tracks/2/path = NodePath("%texture/..:modulate:a")
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tracks/2/interp = 1
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tracks/2/loop_wrap = true
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tracks/2/keys = {
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"handle_modes": PackedInt32Array(0),
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"points": PackedFloat32Array(1, -0.15, 0, 0.15, 0),
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"times": PackedFloat32Array(0)
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}
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[sub_resource type="AnimationLibrary" id="AnimationLibrary_mdce7"]
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_data = {
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"RESET": SubResource("Animation_dwk2v"),
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@@ -119,21 +119,24 @@ gravity = Vector3(0, 0, 0)
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alpha_curve = SubResource("CurveTexture_inkfe")
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[node name="HeavyCrystal" instance=ExtResource("1_mf7ha")]
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modulate = Color(1, 1, 1, 0)
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scale = Vector2(2, 2)
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script = ExtResource("2_ygemv")
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displayName = "重型紫水晶"
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speed = 0.0
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damage = 20.0
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lifeTime = 2000.0
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autoSpawnAnimation = true
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[node name="track" type="Node2D" parent="." index="0"]
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unique_name_in_owner = true
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material = SubResource("ShaderMaterial_1i43q")
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script = ExtResource("2_75div")
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size = Vector2(150, 150)
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size = Vector2(300, 300)
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color = Color(0.451438, 0.278306, 1.44392e-07, 1)
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[node name="texture" parent="." index="1"]
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position = Vector2(95, 0)
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position = Vector2(145, 0)
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scale = Vector2(1.5, 1.5)
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sprite_frames = SubResource("SpriteFrames_e150r")
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@@ -5,13 +5,16 @@ extends BulletBase
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var readyTime: float = 1000
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func register():
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speed = -10
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func spawn():
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trail.emitting = false
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func ai():
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if timeLived() < readyTime:
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PresetBulletAI.lockLauncher(self, launcher, true)
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rotation = launcher.position.angle_to_point(launcher.currentFocusedBoss.position)
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else:
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PresetBulletAI.forward(self, rotation)
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speed += 1
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speed += 2
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trail.emitting = true
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track.visible = false
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@@ -5,14 +5,18 @@ var masterMine: KukeMC
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func register():
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fields[FieldStore.Entity.MAX_HEALTH] = 25
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fields[FieldStore.Entity.MOVEMENT_SPEED] = 0.35
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attackCooldownMap[0] = 50
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attackCooldownMap[0] = 500
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attackCooldownMap[1] = 2000
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func ai():
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PresetEntityAI.follow(self, currentFocusedBoss, 700)
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tryAttack(0)
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tryAttack(1)
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if timeLived() > 8000:
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masterMine.tryHeal(50)
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masterMine.tryHeal(200)
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tryDie(null)
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func attack(type):
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if type == 0:
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BulletBase.generate(preload("res://components/Bullets/PurpleCrystalSmall.tscn"), self, findWeaponAnchor("normal"), position.angle_to_point(currentFocusedBoss.position))
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await TickTool.millseconds(randi_range(5, 25))
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elif type == 1:
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BulletBase.generate(preload("res://components/Bullets/BossAttack/KukeMC/HeavyCrystal.tscn"), self, findWeaponAnchor("normal"), position.angle_to_point(currentFocusedBoss.position))
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@@ -17,16 +17,15 @@ func ai():
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bullet.position.distance_to(self.position) < 200
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):
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bullet.tryDestroy()
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# for i in len(attackCooldownMap.keys()):
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# tryAttack(i)
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tryAttack(3)
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for i in len(attackCooldownMap.keys()):
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tryAttack(i)
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func attack(type):
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if type == 0:
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for i in randi_range(8, 16):
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fields[FieldStore.Entity.OFFSET_SHOOT] = 25
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BulletBase.generate(preload("res://components/Bullets/PurpleCrystal.tscn"), self, findWeaponAnchor("normal"), position.angle_to_point(currentFocusedBoss.position))
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await TickTool.millseconds(randi_range(10, 50))
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elif type == 1:
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elif type == 1 and health < fields[FieldStore.Entity.MAX_HEALTH] * 0.5:
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for i in randi_range(1, 2):
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var child = EntityBase.generate(preload("res://components/Characters/KukeChild.tscn"), position + MathTool.randv2_range(500))
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child.currentFocusedBoss = currentFocusedBoss
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@@ -34,7 +33,7 @@ func attack(type):
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elif type == 2:
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var count = randi_range(20, 40)
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for i in count:
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var count1 = 3
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var count1 = randi_range(2, 4)
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for j in count1:
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fields[FieldStore.Entity.OFFSET_SHOOT] = 0
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BulletBase.generate(preload("res://components/Bullets/PurpleCrystal.tscn"), self, findWeaponAnchor("normal"), deg_to_rad(360.0 / count * i + 360.0 / count1 * j))
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