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https://github.com/Rundll86/Dog-Lynx-And-HCN.git
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feat(武器): 调整茴香豆武器参数和效果
修改茴香豆武器的散射角度从40°降低到20° 添加反弹伤害衰减20%的机制 当特效纹理ID为1时不计入反弹次数 更新武器描述模板和数值计算 移除不再使用的HXDBoom特效脚本
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@@ -40,6 +40,7 @@ size = Vector2(32, 20)
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script = ExtResource("2_4lnkm")
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script = ExtResource("2_4lnkm")
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displayName = "茴香豆"
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displayName = "茴香豆"
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penerate = 1.0
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penerate = 1.0
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penerateDamageReduction = 0.2
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lifeTime = 5000.0
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lifeTime = 5000.0
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[node name="texture" parent="." index="0"]
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[node name="texture" parent="." index="0"]
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@@ -1,7 +1,6 @@
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[gd_scene load_steps=9 format=3 uid="uid://c0oppv5v8grnu"]
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[gd_scene load_steps=8 format=3 uid="uid://c0oppv5v8grnu"]
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[ext_resource type="PackedScene" uid="uid://bcvuuy2m0pke0" path="res://components/Abstracts/EffectBase.tscn" id="1_41cv2"]
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[ext_resource type="PackedScene" uid="uid://bcvuuy2m0pke0" path="res://components/Abstracts/EffectBase.tscn" id="1_41cv2"]
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[ext_resource type="Script" uid="uid://bxvgpyb3fyko1" path="res://scripts/Contents/Effects/HXDBoom.gd" id="2_uo6a0"]
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[ext_resource type="Texture2D" uid="uid://ctvlwl62ieuu6" path="res://resources/bullets/HXD/effect/4.png" id="3_4u6cx"]
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[ext_resource type="Texture2D" uid="uid://ctvlwl62ieuu6" path="res://resources/bullets/HXD/effect/4.png" id="3_4u6cx"]
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[sub_resource type="Curve" id="Curve_4u6cx"]
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[sub_resource type="Curve" id="Curve_4u6cx"]
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@@ -28,7 +27,6 @@ scale_curve = SubResource("CurveTexture_tkfx4")
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alpha_curve = SubResource("CurveTexture_rt83h")
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alpha_curve = SubResource("CurveTexture_rt83h")
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[node name="HXDBoom" instance=ExtResource("1_41cv2")]
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[node name="HXDBoom" instance=ExtResource("1_41cv2")]
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script = ExtResource("2_uo6a0")
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[node name="particles" parent="." index="1"]
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[node name="particles" parent="." index="1"]
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amount = 1
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amount = 1
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@@ -14,7 +14,7 @@ costBeachball = 4000
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store = {
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store = {
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"atk": 4
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"atk": 4
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}
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}
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descriptionTemplate = "发射$atk颗[b]茴香豆[/b],在敌人间反弹,每颗茴香豆最多可以反弹$atk次,每次反弹对敌人造成$atk点伤害。散射+40°"
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descriptionTemplate = "发射$atk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20%概率不计入反弹总次数。散射+20°,茴香豆每次反弹伤害-20%"
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cooldown = 1000.0
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cooldown = 1000.0
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debugRebuild = true
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debugRebuild = true
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@@ -30,4 +30,4 @@ quality = 3
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typeTopic = 3
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typeTopic = 3
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[node name="description" parent="container" index="2"]
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[node name="description" parent="container" index="2"]
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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。散射+40°[/center]"
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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20%概率不计入反弹总次数。散射+20°,茴香豆每次反弹伤害-20%[/center]"
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@@ -14,7 +14,12 @@ func succeedToHit(_dmg: float, entity: EntityBase):
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if is_instance_valid(newEntity):
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if is_instance_valid(newEntity):
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look_at(newEntity.position)
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look_at(newEntity.position)
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bouncedTime += 1
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bouncedTime += 1
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EffectController.create(ComponentManager.getEffect("HXDBoom"), position).shot()
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var effect = EffectController.create(ComponentManager.getEffect("HXDBoom"), position)
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var textureId = randi_range(0, 4)
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if textureId == 1:
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bouncedTime -= 1
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effect.particles.texture = load("res://resources/bullets/HXD/effect/%d.png" % textureId)
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effect.shot()
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func split(newBullet: BulletBase, _index: int, _total: int, _lastBullet: float):
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func split(newBullet: BulletBase, _index: int, _total: int, _lastBullet: float):
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if newBullet is HXDBullet:
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if newBullet is HXDBullet:
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newBullet.bouncedTime = 0
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newBullet.bouncedTime = 0
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@@ -1,4 +0,0 @@
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extends EffectController
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func register():
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particles.texture = load("res://resources/bullets/HXD/effect/%d.png" % randi_range(0, 4))
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@@ -1 +0,0 @@
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uid://bxvgpyb3fyko1
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@@ -2,7 +2,7 @@
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extends Weapon
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extends Weapon
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func update(to: int, origin: Dictionary, _entity: EntityBase):
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func update(to: int, origin: Dictionary, _entity: EntityBase):
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origin["atk"] += 1.5 * to * soulLevel
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origin["atk"] += 1 * to * soulLevel
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return origin
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return origin
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func attack(entity: EntityBase):
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func attack(entity: EntityBase):
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for i in readStore("atk"):
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for i in readStore("atk"):
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@@ -10,7 +10,7 @@ func attack(entity: EntityBase):
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ComponentManager.getBullet("HXD"),
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ComponentManager.getBullet("HXD"),
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entity,
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entity,
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entity.findWeaponAnchor("normal"),
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entity.findWeaponAnchor("normal"),
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entity.findWeaponAnchor("normal").angle_to_point(get_global_mouse_position()) + deg_to_rad(randf_range(-1, 1) * 40)
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entity.findWeaponAnchor("normal").angle_to_point(get_global_mouse_position()) + deg_to_rad(randf_range(-1, 1) * 20)
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):
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):
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if bullet is HXDBullet:
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if bullet is HXDBullet:
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bullet.maxBouncedTime = readStore("atk")
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bullet.maxBouncedTime = readStore("atk")
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