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https://github.com/Rundll86/Dog-Lynx-And-HCN.git
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feat(武器): 调整火山武器的属性和生成逻辑
修改火山武器的攻击力、旋转速度、生命值和子弹数量等基础属性 优化子弹生成逻辑,新增ignoreOffset参数控制偏移 更新武器配置和描述文本以匹配新数值
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@@ -10,11 +10,12 @@ avatarTexture = ExtResource("2_hh01t")
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displayName = "火山"
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quality = 3
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typeTopic = 2
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costBeachball = 300
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store = {
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"atk": 20,
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"count": 1.0,
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"atk": 25,
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"count": 2.0,
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"life": 5,
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"rotate": 2.0
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"rotate": 1.0
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}
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storeType = {
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"atk": 1,
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@@ -23,14 +24,14 @@ storeType = {
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"rotate": 3
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}
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descriptionTemplate = "召唤$count支[b]火山[/b],以$rotate的速度旋转,接触时造成$atk点伤害,在$life秒后停止。"
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cooldown = 7000.0
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cooldown = 6000.0
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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_hh01t")
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[node name="beachball" parent="container/info/infos" index="1"]
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count = 500
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count = 300
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[node name="soul" parent="container/info/infos" index="2"]
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count = 1
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@@ -41,4 +42,4 @@ quality = 3
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typeTopic = 2
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[node name="description" parent="container" index="2"]
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text = "[center]召唤[color=cyan]1[/color]支[b]火山[/b],以[color=cyan]2.0°[/color]的速度旋转,接触时造成[color=cyan]20[/color]点伤害,在[color=cyan]5.00[/color]秒后停止。[/center]"
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text = "[center]召唤[color=cyan]2[/color]支[b]火山[/b],以[color=cyan]1.0°[/color]的速度旋转,接触时造成[color=cyan]25[/color]点伤害,在[color=cyan]5.00[/color]秒后停止。[/center]"
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@@ -2,14 +2,14 @@
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extends Weapon
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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["atk"] += 3 * to * soulLevel
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origin["count"] += 1 * (soulLevel - 1)
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origin["rotate"] += 0.1 * to * soulLevel
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origin["life"] += 0.05 * to * soulLevel
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origin["rotate"] += 0.05 * to * soulLevel
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origin["life"] += 0.1 * to * soulLevel
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return origin
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func attack(entity: EntityBase):
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for i in readStore("count"):
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for j in BulletBase.generate(ComponentManager.getBullet("Volcano"), entity, entity.findWeaponAnchor("normal"), deg_to_rad(360.0 / readStore("count") * i)):
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for j in BulletBase.generate(ComponentManager.getBullet("Volcano"), entity, entity.findWeaponAnchor("normal"), deg_to_rad(360.0 / readStore("count") * i), false, false, true, true):
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var bullet: Volcano = j
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bullet.damage = readStore("atk")
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bullet.rotates = readStore("rotate")
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@@ -151,7 +151,8 @@ static func generate(
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spawnRotation: float,
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asChildSplit: bool = false,
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asChildRefract: bool = false,
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addToWorld: bool = true
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addToWorld: bool = true,
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ignoreOffset: bool = false
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):
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var extraCount = launchBy.fields.get(FieldStore.Entity.EXTRA_BULLET_COUNT)
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var count = 1 + MathTool.shrimpRate(extraCount)
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@@ -162,7 +163,7 @@ static func generate(
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instance.isChildRefract = asChildRefract
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instance.launcher = launchBy
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instance.position = spawnPosition
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instance.rotation = spawnRotation + deg_to_rad(randf_range(-launchBy.fields.get(FieldStore.Entity.OFFSET_SHOOT), launchBy.fields.get(FieldStore.Entity.OFFSET_SHOOT)))
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instance.rotation = spawnRotation + deg_to_rad(launchBy.fields.get(FieldStore.Entity.OFFSET_SHOOT) * randf_range(-1, 1) * int(!ignoreOffset))
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if addToWorld:
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WorldManager.rootNode.call_deferred("add_child", instance)
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instance.add_to_group("bullets")
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