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https://github.com/Rundll86/Dog-Lynx-And-HCN.git
synced 2026-06-27 14:02:29 +08:00
fix(boss): 调整熊boss的攻击伤害和阶段属性
降低熊boss所有攻击技能的伤害值,并重新设计阶段属性 调整ArrowSeven子弹的材质和位置 添加1%概率直接进入阶段2的机制
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@@ -17,6 +17,7 @@ gradient = SubResource("Gradient_wd04q")
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_1nfgk"]
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_1nfgk"]
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shader = ExtResource("3_j0g0m")
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shader = ExtResource("3_j0g0m")
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shader_parameter/color = Color(1, 1, 1, 1)
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shader_parameter/color = Color(1, 1, 1, 1)
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shader_parameter/mixProgress = 0.5
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[sub_resource type="SpriteFrames" id="SpriteFrames_q4xus"]
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[sub_resource type="SpriteFrames" id="SpriteFrames_q4xus"]
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animations = [{
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animations = [{
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@@ -78,15 +79,16 @@ _data = {
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"spawn": SubResource("Animation_kmogx")
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"spawn": SubResource("Animation_kmogx")
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}
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}
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_7e3fr"]
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_k643k"]
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shader = ExtResource("5_lyybq")
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shader = ExtResource("5_lyybq")
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shader_parameter/k = -0.223
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shader_parameter/k = -0.223
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shader_parameter/color = Color(1, 1, 1, 1)
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shader_parameter/color = Color(1, 1, 1, 1)
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shader_parameter/scale = 10.0
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shader_parameter/scale = 10.0
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_w3sk0"]
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_0bv2k"]
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shader = ExtResource("3_j0g0m")
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shader = ExtResource("3_j0g0m")
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shader_parameter/color = Color(1, 1, 1, 1)
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shader_parameter/color = Color(1, 1, 1, 1)
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shader_parameter/mixProgress = 0.5
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[sub_resource type="CapsuleShape2D" id="CapsuleShape2D_yjmap"]
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[sub_resource type="CapsuleShape2D" id="CapsuleShape2D_yjmap"]
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radius = 5.0
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radius = 5.0
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@@ -120,7 +122,6 @@ alpha_curve = SubResource("CurveTexture_wjo54")
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[node name="ArrowSeven" instance=ExtResource("1_dvf35")]
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[node name="ArrowSeven" instance=ExtResource("1_dvf35")]
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z_index = 1
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z_index = 1
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position = Vector2(-34, -24)
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script = ExtResource("2_uqsop")
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script = ExtResource("2_uqsop")
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allColor = SubResource("GradientTexture1D_e0qv5")
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allColor = SubResource("GradientTexture1D_e0qv5")
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displayName = "七彩矢"
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displayName = "七彩矢"
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@@ -139,13 +140,13 @@ libraries = {
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[node name="superlight" type="Node2D" parent="texture" index="1"]
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[node name="superlight" type="Node2D" parent="texture" index="1"]
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unique_name_in_owner = true
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unique_name_in_owner = true
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z_index = -1
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z_index = -1
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material = SubResource("ShaderMaterial_7e3fr")
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material = SubResource("ShaderMaterial_k643k")
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script = ExtResource("5_ppdpf")
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script = ExtResource("5_ppdpf")
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size = Vector2(100, 200)
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size = Vector2(100, 200)
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[node name="frontlight" type="Node2D" parent="texture" index="2"]
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[node name="frontlight" type="Node2D" parent="texture" index="2"]
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unique_name_in_owner = true
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unique_name_in_owner = true
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material = SubResource("ShaderMaterial_w3sk0")
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material = SubResource("ShaderMaterial_0bv2k")
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scale = Vector2(0.968786, 0.968786)
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scale = Vector2(0.968786, 0.968786)
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script = ExtResource("5_ppdpf")
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script = ExtResource("5_ppdpf")
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size = Vector2(40, 40)
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size = Vector2(40, 40)
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@@ -13,8 +13,7 @@ var forwarded: bool = false
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func register():
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func register():
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speed = 1
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speed = 1
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damage = 5
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damage = 2
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penerate = 1
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func spawn():
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func spawn():
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myColor = allColor.gradient.sample(randf())
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myColor = allColor.gradient.sample(randf())
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superlight.material = superlight.material.duplicate()
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superlight.material = superlight.material.duplicate()
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@@ -5,7 +5,7 @@ extends BulletBase
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var myColor: Color
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var myColor: Color
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func register():
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func register():
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damage = 15
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damage = 3
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penerate = 1
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penerate = 1
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func spawn():
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func spawn():
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myColor = allColor.gradient.sample(randf())
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myColor = allColor.gradient.sample(randf())
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@@ -10,7 +10,7 @@ extends BulletBase
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var myColor: Color
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var myColor: Color
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func register():
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func register():
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speed = 1
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speed = 1
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damage = 5
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damage = 1.5
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penerate = 1
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penerate = 1
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func spawn():
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func spawn():
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myColor = allColor.gradient.sample(randf())
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myColor = allColor.gradient.sample(randf())
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@@ -11,7 +11,7 @@ var myColor: Color
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func register():
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func register():
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speed = 0
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speed = 0
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damage = 10
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damage = 4
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penerate = 1
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penerate = 1
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func spawn():
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func spawn():
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myColor = allColor.gradient.sample(randf())
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myColor = allColor.gradient.sample(randf())
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@@ -23,15 +23,25 @@ func register():
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func spawn():
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func spawn():
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texture.play("walk")
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texture.play("walk")
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mask.visible = false
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mask.visible = false
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if MathTool.rate(0.01):
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setStage(2)
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func ai():
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func ai():
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PresetEntityAI.follow(self, currentFocusedBoss, 400)
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PresetEntityAI.follow(self, currentFocusedBoss, 400)
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for i in len(attackCooldownMap.keys()):
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for i in len(attackCooldownMap.keys()):
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tryAttack(i)
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tryAttack(i)
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func enterStage(stage):
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func enterStage(stage):
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mask.visible = !!stage
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mask.visible = !!stage
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fields[FieldStore.Entity.MOVEMENT_SPEED] = 0.75
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if stage == 0:
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fields[FieldStore.Entity.DAMAGE_MULTIPILER] = 1.5
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fields[FieldStore.Entity.MOVEMENT_SPEED] = 0.5
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fields[FieldStore.Entity.ATTACK_SPEED] = 2
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fields[FieldStore.Entity.DAMAGE_MULTIPILER] = 1
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fields[FieldStore.Entity.ATTACK_SPEED] = 1
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elif stage == 1:
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fields[FieldStore.Entity.MOVEMENT_SPEED] = 0.6
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fields[FieldStore.Entity.DAMAGE_MULTIPILER] = 1.15
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fields[FieldStore.Entity.ATTACK_SPEED] = 1.15
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elif stage == 2:
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fields[FieldStore.Entity.MOVEMENT_SPEED] = 0.25
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fields[FieldStore.Entity.DAMAGE_MULTIPILER] = 9999
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await TickTool.millseconds(2000)
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await TickTool.millseconds(2000)
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func attack(type):
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func attack(type):
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var weaponPos = findWeaponAnchor("normal")
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var weaponPos = findWeaponAnchor("normal")
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