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

fix(EntityBase): 调整伤害计算中的能量存储比例

- 冲刺时能量存储比例从50%降至25%
- 非冲刺时自身能量扣除比例从25%提升至50%
- 击败Boss时能量转移比例从50%降至35%
This commit is contained in:
2025-08-28 13:01:16 +08:00
parent 9353116450
commit fc2233560c
+3 -4
View File
@@ -149,12 +149,11 @@ func takeDamage(bullet: BulletBase, crit: bool):
var damage = baseDamage + baseDamage * int(crit) * fields.get(FieldStore.Entity.CRIT_DAMAGE)
if sprinting:
playSound("miss")
storeEnergy(damage * 0.5)
storeEnergy(damage * 0.25)
damage = 0
else:
playSound("hurt")
bullet.launcher.storeEnergy(damage * 0.05)
storeEnergy(damage * -0.25)
storeEnergy(damage * -0.5)
position += Vector2.from_angle(bullet.position.angle_to_point(position)) * bullet.knockback
hit.emit(damage, bullet, crit)
healthChanged.emit(health)
@@ -164,7 +163,7 @@ func takeDamage(bullet: BulletBase, crit: bool):
bullet.launcher.setBoss(self)
if health <= 0:
if isBoss:
bullet.launcher.storeEnergy(energy * 0.5)
bullet.launcher.storeEnergy(energy * 0.35)
bullet.launcher.setBoss(null)
tryDie(bullet)
func storeEnergy(value: float):