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mirror of https://github.com/Rundll86/Dog-Lynx-And-HCN.git synced 2026-05-28 06:51:54 +08:00

refactor(武器系统): 调整武器属性和配置

- 移除BroomGun的基础伤害属性
- 调整EnergyBlock的最大生命值
- 优化Parrier的弹反冲力计算
- 修改Tree武器的攻击速率和伤害比例
- 更新Rooster的武器配置
This commit is contained in:
2026-05-01 09:46:50 +08:00
parent 8acb08fd14
commit fb6263d7ec
6 changed files with 14 additions and 8 deletions
-1
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@@ -199,7 +199,6 @@ size = Vector2(1968, 44)
[node name="BroomGun" unique_id=5571707 instance=ExtResource("1_7ykg5")] [node name="BroomGun" unique_id=5571707 instance=ExtResource("1_7ykg5")]
script = ExtResource("2_jn776") script = ExtResource("2_jn776")
displayName = "扫帚炮" displayName = "扫帚炮"
baseDamage = 20.0
motionType = 2 motionType = 2
penerate = 1.0 penerate = 1.0
autoSpawnAnimation = true autoSpawnAnimation = true
+8 -2
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@@ -2,9 +2,11 @@
[ext_resource type="PackedScene" uid="uid://cvogxi7mktumf" path="res://components/Abstracts/EntityBase.tscn" id="1_e5pl8"] [ext_resource type="PackedScene" uid="uid://cvogxi7mktumf" path="res://components/Abstracts/EntityBase.tscn" id="1_e5pl8"]
[ext_resource type="Script" uid="uid://cthtupc6dtbav" path="res://scripts/Contents/Characters/Rooster.gd" id="2_oqdqd"] [ext_resource type="Script" uid="uid://cthtupc6dtbav" path="res://scripts/Contents/Characters/Rooster.gd" id="2_oqdqd"]
[ext_resource type="PackedScene" uid="uid://c0n3igy4hucrg" path="res://components/Weapons/PurpleCrystal.tscn" id="3_da2ca"] [ext_resource type="PackedScene" uid="uid://c3crr8r7y3oho" path="res://components/Weapons/BlueCrystal.tscn" id="3_joj4g"]
[ext_resource type="AudioStream" uid="uid://cdrevrq7n6yqa" path="res://resources/sounds/effect/Boing.mp3" id="4_66s6c"] [ext_resource type="AudioStream" uid="uid://cdrevrq7n6yqa" path="res://resources/sounds/effect/Boing.mp3" id="4_66s6c"]
[ext_resource type="PackedScene" uid="uid://cx7nogfnv7s8t" path="res://components/Weapons/Tree.tscn" id="4_jluqw"]
[ext_resource type="AudioStream" uid="uid://benyec5bqni0b" path="res://resources/sounds/effect/Chomp.wav" id="4_k0yme"] [ext_resource type="AudioStream" uid="uid://benyec5bqni0b" path="res://resources/sounds/effect/Chomp.wav" id="4_k0yme"]
[ext_resource type="PackedScene" uid="uid://bbrllsqjmx0ie" path="res://components/Weapons/DaoStatue.tscn" id="5_fkh3f"]
[ext_resource type="AudioStream" uid="uid://dmxh3bpk8vyy5" path="res://resources/sounds/effect/Coin.mp3" id="5_xnbhq"] [ext_resource type="AudioStream" uid="uid://dmxh3bpk8vyy5" path="res://resources/sounds/effect/Coin.mp3" id="5_xnbhq"]
[ext_resource type="AudioStream" uid="uid://4wuuf1osk0yv" path="res://resources/sounds/effect/Low Boing.wav" id="6_m5px1"] [ext_resource type="AudioStream" uid="uid://4wuuf1osk0yv" path="res://resources/sounds/effect/Low Boing.wav" id="6_m5px1"]
[ext_resource type="Texture2D" uid="uid://fn8qx72clh38" path="res://resources/characters/cock/rooster-a.svg" id="8_da2ca"] [ext_resource type="Texture2D" uid="uid://fn8qx72clh38" path="res://resources/characters/cock/rooster-a.svg" id="8_da2ca"]
@@ -101,7 +103,11 @@ process_material = SubResource("ParticleProcessMaterial_joj4g")
[node name="weaponStore" parent="." index="2"] [node name="weaponStore" parent="." index="2"]
process_mode = 4 process_mode = 4
[node name="PurpleCrystal" parent="weaponStore" index="0" unique_id=839753399 instance=ExtResource("3_da2ca")] [node name="BlueCrystal" parent="weaponStore" index="0" unique_id=2047904399 instance=ExtResource("3_joj4g")]
[node name="Tree" parent="weaponStore" index="1" unique_id=185228402 instance=ExtResource("4_jluqw")]
[node name="DaoStatue" parent="weaponStore" index="2" unique_id=265403254 instance=ExtResource("5_fkh3f")]
debugRebuild = false debugRebuild = false
[node name="sprint" parent="sounds" index="0"] [node name="sprint" parent="sounds" index="0"]
+3 -3
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@@ -16,7 +16,7 @@ store = {
"atk": 10, "atk": 10,
"count": 1.0, "count": 1.0,
"max": 3.0, "max": 3.0,
"rate": 1.0 "rate": 0.25
} }
storeType = { storeType = {
"atk": 1, "atk": 1,
@@ -63,9 +63,9 @@ text = "Nine Sols × Terraria"
text = "[center]进行[b]格挡[/b],化解飞来的子弹。 text = "[center]进行[b]格挡[/b],化解飞来的子弹。
每成功格挡一次,获得一点[b]气力[/b]。 每成功格挡一次,获得一点[b]气力[/b]。
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],符咒会自动引爆,召唤[b]乾坤剑[/b]穿透敌人。 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],符咒会自动引爆,召唤[b]乾坤剑[/b]穿透敌人。
近战攻击造成乾坤剑的[color=cyan]25.0%[/color]点伤害。 近战攻击造成乾坤剑的[color=cyan]100.0%[/color]点伤害。
每次格挡有[color=cyan]25.0%[/color]的概率弹反,子弹弹反后造成乾坤剑的[color=cyan]25.0%[/color]伤害。 每次格挡有[color=cyan]100.0%[/color]的概率弹反,子弹弹反后造成乾坤剑的[color=cyan]100.0%[/color]伤害。
每次格挡最多化解[color=cyan]1[/color]个子弹, 每次格挡最多化解[color=cyan]1[/color]个子弹,
体内最多储存[color=cyan]3[/color]点气力。 体内最多储存[color=cyan]3[/color]点气力。
每化解[color=yellow]1[/color]点伤害, 每化解[color=yellow]1[/color]点伤害,
+1 -1
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@@ -16,7 +16,7 @@ func parryEffect(bullet: BulletBase):
eff.modulate = bullet.modulate.blend(bullet.texture.modulate) eff.modulate = bullet.modulate.blend(bullet.texture.modulate)
eff.rotation = position.angle_to_point(bullet.position) eff.rotation = position.angle_to_point(bullet.position)
eff.shot() eff.shot()
launcher.impluse((position - bullet.position).normalized() * bullet.speed ** (1.0 / 2) * 250) launcher.impluse((position - bullet.position).normalized() * sqrt(abs(bullet.speed)) * 250)
func penerateEffect(entity: EntityBase): func penerateEffect(entity: EntityBase):
parryiedTimes += 1 parryiedTimes += 1
var eff = EffectController.create(ComponentManager.getEffect("ParryEntity"), position) var eff = EffectController.create(ComponentManager.getEffect("ParryEntity"), position)
+1 -1
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@@ -4,7 +4,7 @@ class_name EnergyBlockEntity
var currentBroom: BroomBullet var currentBroom: BroomBullet
func register(): func register():
fields[FieldStore.Entity.MAX_HEALTH] = 3000 fields[FieldStore.Entity.MAX_HEALTH] = 1500
attackCooldownMap[0] = 6000 attackCooldownMap[0] = 6000
attackCooldownMap[1] = 3000 attackCooldownMap[1] = 3000
attackCooldownMap[2] = 8000 attackCooldownMap[2] = 8000
+1
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@@ -219,6 +219,7 @@ func _physics_process(_delta: float) -> void:
# 通用方法 # 通用方法
func impluse(force: Vector2): func impluse(force: Vector2):
print(force)
inertia += force inertia += force
func getOrCreateCycleTimer(timerName: String, period: float = 1000, distance: float = 200, start: bool = true) -> CycleTimer: func getOrCreateCycleTimer(timerName: String, period: float = 1000, distance: float = 200, start: bool = true) -> CycleTimer:
if !cycleTimers.has(timerName): if !cycleTimers.has(timerName):