1
1
mirror of https://github.com/Rundll86/Dog-Lynx-And-HCN.git synced 2026-07-01 07:42:30 +08:00

Compare commits

...

26 Commits

Author SHA1 Message Date
fallingshrimp 62d7ecf93a fix(Starter): 保存教程观看状态时调用保存引擎
在开始单人游戏时,如果用户选择观看教程,现在会立即调用SaveEngine.save()来保存tutorialWatched状态,确保状态持久化。
2026-05-09 21:41:14 +08:00
fallingshrimp c31b3bdc4f feat: 增强游戏保存系统并添加调试输出
扩展保存系统以包含更多游戏状态数据,包括库存和角色选择
添加调试打印语句以帮助排查保存问题
新增字典映射工具方法用于数据转换
修复新召唤实体未正确分组的问题
2026-05-09 21:41:00 +08:00
fallingshrimp b1cb089705 feat(保存系统): 实现游戏存档功能
添加SaveEngine类用于处理游戏存档的序列化、加载和应用
修改GameBusManager在游戏重启时自动保存和加载存档
扩展JsonTool功能以支持文件解析和字符串序列化
更新StarterPanel添加教程观看状态保存
2026-05-09 21:25:27 +08:00
fallingshrimp d739771c1a feat(掉落系统): 根据敌人等级调整boss掉落物品数量
将boss掉落的晶体数量上限从固定20改为15+等级,钻石数量上限从固定3改为等于等级
2026-05-09 21:06:51 +08:00
fallingshrimp c7b1660311 refactor(Characters): 调整角色场景配置并移除多余武器节点
移除牧羊犬角色中多余的武器节点,仅保留火山武器
调整狗和母鸡角色的碰撞体和武器位置
2026-05-09 20:47:25 +08:00
fallingshrimp a3c03fc73a refactor(武器卡片): 统一描述文本的父节点路径并移除调试标记
将武器卡片描述文本的父节点路径统一调整为container/back/scroller,提升UI结构一致性
移除所有武器卡片中的debugRebuild标记,清理调试代码
优化NuclearBomb.tscn文件格式,修复节点引用路径
2026-05-09 20:14:23 +08:00
fallingshrimp 9c1c739deb feat(战斗系统): 为爆炸攻击添加内伤效果并重构内伤生成逻辑
- 在InfinitySword.gd中添加爆炸攻击时生成内伤球的功能
- 将内伤生成逻辑提取到InternalDamage.gd中的静态方法generateBall
- 移除Parrier.gd中重复的内伤生成代码,改用新的generateBall方法
- 更新Tree.tscn中的描述文本,添加对爆炸攻击产生内伤的说明
- 调整WeaponCardBase.tscn的UI布局,为描述文本添加滚动容器
2026-05-09 20:09:58 +08:00
fallingshrimp cf9568bcac feat(子弹效果): 添加内部伤害子弹的动画和粒子效果
- 新增destroy、loop和spawn三种动画
- 添加粒子轨迹效果
- 调整子弹纹理的旋转和缩放比例
- 启用自动循环动画功能
2026-05-09 19:53:28 +08:00
fallingshrimp 8b14e36031 feat(战斗系统): 添加内伤机制和爆炸类型子弹
为子弹系统添加新的爆炸类型(MotionType.EXPLOSION)
实现内伤机制,包括内伤子弹和相关逻辑
修改多个子弹场景以使用爆炸类型
调整格挡系统,增加内伤效果
更新武器描述和角色配置
2026-05-09 19:43:44 +08:00
fallingshrimp a6448813b8 refactor(Weapon): 优化武器描述格式并添加内伤机制
调整武器描述文本格式以提高可读性,并新增内伤机制:
- 为不同攻击类型添加内伤效果
- 完善爆炸伤害触发内伤的规则
- 优化文本排版和分段
- 移除描述文本的居中显示
2026-05-09 18:35:15 +08:00
fallingshrimp 7c78deaa7b fix(Characters/Dog): 调整狗的攻击冷却时间和攻击方式
减少狗的攻击冷却时间范围并简化攻击逻辑,移除多子弹发射的等待时间,使战斗节奏更快
2026-05-08 19:02:35 +08:00
fallingshrimp 6f8b2fec90 feat(武器): 调整多个武器的数值和显示属性
更新多个武器的伤害值、能量消耗、冷却时间等数值平衡
修复武器描述文本中的错误并统一显示格式
为部分武器添加缺失的tease文本和可见性设置
优化武器配置文件的调试标记和能量显示
2026-05-08 18:54:31 +08:00
fallingshrimp 1eb05ca758 feat(武器): 将猞猁的默认武器替换为紫水晶簇
修改紫水晶簇的伤害显示为10点,并添加debugRebuild标志
调整相机震动效果,使强度叠加而非覆盖
2026-05-08 18:44:57 +08:00
fallingshrimp b9208189fe fix(EnergyBlock): 移除被注释的AI攻击逻辑
refactor(Parrier): 重构penerateEffect方法并优化位置计算

feat(MuyangDog): 添加Tree武器到武器库
2026-05-08 18:39:26 +08:00
fallingshrimp 8754b6d491 fix: 调整游戏平衡参数和物品数量
降低苹果掉落率和相关影响参数,减少玩家初始苹果数量
修改刷新计数增加数量,调整幸运值对属性的影响比例
2026-05-08 17:57:41 +08:00
fallingshrimp 972a8494b5 fix: 修复死亡原因显示和游戏结束逻辑
修正死亡原因文本格式并移除重复条目
重构游戏结束面板的消息生成逻辑
调整牧羊犬角色描述和移除调试属性
清理猞猁角色的多余武器节点
修复字段应用器的逻辑判断错误
2026-05-08 17:13:51 +08:00
fallingshrimp c1143d5f71 fix(EnergyBlock): 启用被注释的AI攻击逻辑
恢复被注释的AI攻击行为代码,使能量块能够执行完整的攻击策略
2026-05-08 16:39:20 +08:00
fallingshrimp 8c95202d72 fix(Weapons/DaoStatue): 调整基础伤害倍率从125%降至105%
修改了DaoStatue武器的rate2属性值及其相关描述,将基础伤害倍率从125%降低至105%以平衡游戏性
2026-05-08 16:34:28 +08:00
fallingshrimp 2563dc8c81 fix(武器平衡): 调整道教石像和无为之剑的数值
降低道教石像的攻击加成和rate2加成
提高道教石像的基础攻击力
为无为之剑添加rate2属性并实现伤害计算
更新相关描述文本
2026-05-08 16:31:11 +08:00
fallingshrimp 32a0f43bfa fix(武器): 调整DaoStatue的伤害计算和移除InfinitySword的伤害减免
移除InfinitySword的penerateDamageReduction属性
调整DaoStatue的rate2计算系数从0.06提升至0.15
更新DaoStatue的基础rate2值从1.05提升至1.25
同步更新相关UI文本中的数值显示
2026-05-08 16:22:46 +08:00
fallingshrimp fbcab848e2 fix: 修复子弹伤害计算并调整触发条件
调整Wuwei子弹的伤害计算方式,移除冗余计算并添加rate2变量控制伤害倍率。修改Parrier子弹的反射伤害计算,加入子弹伤害因子。优化DaoStatue武器的攻击触发条件,从检测1颗子弹改为3颗,并简化子弹生成逻辑。
2026-05-08 16:18:13 +08:00
fallingshrimp 04727c0feb feat(武器): 调整道教石像属性和机制
修改道教石像的攻击属性计算方式,移除rate3属性并调整rate2的计算公式
更新武器描述文本以匹配新的机制
将道教石像添加到猞猁角色的武器库中
2026-05-08 16:04:41 +08:00
fallingshrimp ad63aacf94 fix(CameraManager): 修复相机震动结束后状态未重置的问题
在震动结束后添加shaking状态重置,确保相机震动行为正确终止
2026-05-08 15:57:03 +08:00
fallingshrimp e8413dd01b feat(武器系统): 添加神手玉武器并完善格挡机制
添加新武器"神手玉",实现不同类型的攻击格挡效果:
- 近战挥舞:化解伤害
- 近战戳刺:反弹伤害并击退
- 远程射弹:概率弹反
- 猛冲攻击:反弹速度
- 吐息攻击:产生击退
- 魔法/召唤攻击:少量储能

调整Parry.gd的相机震动参数,增加BulletBase的MotionType枚举值STAB,完善Parrier.gd对不同攻击类型的处理逻辑。同时添加Debug测试boss选项,修复AcidS.gd的缩进问题。
2026-05-08 15:43:55 +08:00
fallingshrimp c079c20f28 1 2026-05-08 15:20:45 +08:00
fallingshrimp df8ea7c466 fix(武器): 限制追踪强度在0到1之间并调整攻击力
将LGBT武器的追踪强度限制在0到1之间,防止数值溢出。同时将基础攻击力从15提升到20,增强武器效果。
2026-05-08 15:19:48 +08:00
74 changed files with 687 additions and 296 deletions
+27 -1
View File
@@ -34,6 +34,21 @@ corner_detail = 1
font_size = 12
font_color = Color(0.55, 0.55, 0.55, 1)
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_jv1l6"]
content_margin_left = 10.0
content_margin_top = 10.0
content_margin_right = 10.0
content_margin_bottom = 10.0
bg_color = Color(0, 0, 0, 0.4)
border_width_left = 2
border_width_top = 2
border_width_right = 2
border_width_bottom = 2
border_color = Color(1, 1, 1, 1)
corner_radius_top_left = 15
corner_radius_bottom_right = 15
corner_detail = 1
[node name="WeaponCard" type="PanelContainer" unique_id=2085048785]
offset_right = 350.0
offset_bottom = 304.0
@@ -183,9 +198,20 @@ text = "无灵"
label_settings = SubResource("LabelSettings_b3nsw")
horizontal_alignment = 1
[node name="description" type="RichTextLabel" parent="container" unique_id=566230682]
[node name="back" type="PanelContainer" parent="container" unique_id=517412512]
layout_mode = 2
theme_override_styles/panel = SubResource("StyleBoxFlat_jv1l6")
[node name="scroller" type="ScrollContainer" parent="container/back" unique_id=543588938]
custom_minimum_size = Vector2(0, 200)
layout_mode = 2
size_flags_vertical = 3
horizontal_scroll_mode = 0
[node name="description" type="RichTextLabel" parent="container/back/scroller" unique_id=566230682]
unique_name_in_owner = true
layout_mode = 2
size_flags_horizontal = 3
bbcode_enabled = true
text = "[center]造成[color=cyan]10[/color]点伤害。[/center]"
fit_content = true
+7 -8
View File
@@ -1,4 +1,4 @@
[gd_scene load_steps=9 format=3 uid="uid://clr5pbkifgear"]
[gd_scene format=3 uid="uid://clr5pbkifgear"]
[ext_resource type="PackedScene" uid="uid://crtdkysmnkith" path="res://components/Abstracts/BulletBase.tscn" id="1_qpsi6"]
[ext_resource type="Script" uid="uid://dl7d0v7f2uute" path="res://scripts/Contents/Bullets/AcidStorm.gd" id="2_daxsl"]
@@ -104,22 +104,21 @@ _data = {
[sub_resource type="CircleShape2D" id="CircleShape2D_daxsl"]
radius = 59.008472
[node name="AcidStorm" instance=ExtResource("1_qpsi6")]
[node name="AcidStorm" unique_id=61904763 instance=ExtResource("1_qpsi6")]
script = ExtResource("2_daxsl")
speed = 2.5
motionType = 3
penerate = 1.0
autoSpawnAnimation = true
freeAfterSpawn = true
[node name="texture" parent="." index="0"]
[node name="texture" parent="." index="0" unique_id=162977358]
scale = Vector2(0.2, 0.2)
sprite_frames = SubResource("SpriteFrames_daxsl")
[node name="animator" parent="texture" index="0"]
libraries = {
&"": SubResource("AnimationLibrary_5atmc")
}
[node name="animator" parent="texture" index="0" unique_id=1114087117]
libraries/ = SubResource("AnimationLibrary_5atmc")
[node name="hitbox" parent="." index="1"]
[node name="hitbox" parent="." index="1" unique_id=175349408]
shape = SubResource("CircleShape2D_daxsl")
disabled = true
+1 -1
View File
@@ -84,7 +84,7 @@ script = ExtResource("2_165xl")
displayName = "蹦蹦炸弹"
speed = 4.0
baseDamage = 30.0
motionType = 3
motionType = 7
lifeTime = 10000.0
autoLoopAnimation = true
-1
View File
@@ -145,7 +145,6 @@ height = 580.0
script = ExtResource("2_nbqhn")
speed = 25.0
penerate = 1.0
penerateDamageReduction = 0.1
autoSpawnAnimation = true
autoPlayTexture = true
freeAfterSpawn = true
+99
View File
@@ -0,0 +1,99 @@
[gd_scene format=3 uid="uid://dnjct3fifocnb"]
[ext_resource type="PackedScene" uid="uid://crtdkysmnkith" path="res://components/Abstracts/BulletBase.tscn" id="1_xwju0"]
[ext_resource type="Texture2D" uid="uid://mo0gjwh5amev" path="res://resources/effects/danger/Effect_Boss_YiGung_Upper1206.png" id="2_0na4i"]
[ext_resource type="Script" uid="uid://d3m2bjkxg82a2" path="res://scripts/Contents/Bullets/InternalDamage.gd" id="2_nsbh7"]
[sub_resource type="SpriteFrames" id="SpriteFrames_nsbh7"]
animations = [{
"frames": [{
"duration": 1.0,
"texture": ExtResource("2_0na4i")
}],
"loop": true,
"name": &"default",
"speed": 5.0
}]
[sub_resource type="Animation" id="Animation_nsbh7"]
resource_name = "destroy"
length = 0.5
step = 0.1
[sub_resource type="Animation" id="Animation_6y1wt"]
resource_name = "loop"
loop_mode = 1
step = 0.1
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath(".:rotation")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0, 1),
"transitions": PackedFloat32Array(1, 1),
"update": 0,
"values": [6.283185307179586, 0.0]
}
[sub_resource type="Animation" id="Animation_8ryqb"]
resource_name = "spawn"
[sub_resource type="AnimationLibrary" id="AnimationLibrary_3d1xe"]
_data = {
&"destroy": SubResource("Animation_nsbh7"),
&"loop": SubResource("Animation_6y1wt"),
&"spawn": SubResource("Animation_8ryqb")
}
[sub_resource type="Curve" id="Curve_nsbh7"]
_data = [Vector2(0, 0.5), 0.0, 0.0, 0, 0, Vector2(1, 0), 0.0, 0.0, 0, 0]
point_count = 2
[sub_resource type="CurveTexture" id="CurveTexture_6y1wt"]
curve = SubResource("Curve_nsbh7")
[sub_resource type="Curve" id="Curve_8ryqb"]
_data = [Vector2(0.5, 0.7), 0.0, 0.0, 0, 0, Vector2(1, 0), 0.0, 0.0, 0, 0]
point_count = 2
[sub_resource type="CurveTexture" id="CurveTexture_3d1xe"]
curve = SubResource("Curve_8ryqb")
[sub_resource type="ParticleProcessMaterial" id="ParticleProcessMaterial_fkmpk"]
particle_flag_disable_z = true
spread = 0.0
angular_velocity_min = -200.00002
angular_velocity_max = 199.99998
gravity = Vector3(0, 0, 0)
scale_min = 0.29999998
scale_max = 0.29999998
scale_curve = SubResource("CurveTexture_3d1xe")
alpha_curve = SubResource("CurveTexture_6y1wt")
[sub_resource type="CircleShape2D" id="CircleShape2D_0na4i"]
radius = 150.0
[node name="InternalDamage" unique_id=5571707 instance=ExtResource("1_xwju0")]
script = ExtResource("2_nsbh7")
autoLoopAnimation = true
[node name="texture" parent="." index="0" unique_id=162977358]
rotation = 3.7873645
scale = Vector2(0.3, 0.3)
sprite_frames = SubResource("SpriteFrames_nsbh7")
[node name="animator" parent="texture" index="0" unique_id=1114087117]
libraries/ = SubResource("AnimationLibrary_3d1xe")
[node name="trail" type="GPUParticles2D" parent="texture" index="2" unique_id=1763528617]
z_index = -1
amount = 10
texture = ExtResource("2_0na4i")
lifetime = 0.5
process_material = SubResource("ParticleProcessMaterial_fkmpk")
[node name="hitbox" parent="." index="1" unique_id=175349408]
shape = SubResource("CircleShape2D_0na4i")
disabled = true
+1
View File
@@ -97,6 +97,7 @@ alpha_curve = SubResource("CurveTexture_3jny5")
[node name="MagicMissle" unique_id=5571707 instance=ExtResource("1_4sjx4")]
script = ExtResource("2_lrw10")
motionType = 7
penerate = 1.0
penerateDamageReduction = 0.1
+1 -1
View File
@@ -41,7 +41,7 @@ radius = 1000.0
[node name="NuclearBomb" unique_id=432957691 instance=ExtResource("1_dpea6")]
script = ExtResource("2_f85ek")
displayName = "核弹"
motionType = 3
motionType = 7
canDamageSelf = true
autoDestroyOnHitMap = false
+1
View File
@@ -124,6 +124,7 @@ script = ExtResource("2_x26jp")
displayName = "乾坤剑"
speed = 20.0
baseDamage = 25.0
motionType = 7
penerate = 1.0
penerateDamageReduction = 0.2
lifeTime = 3000.0
+4 -3
View File
@@ -1,4 +1,4 @@
[gd_scene load_steps=5 format=3 uid="uid://c0oc8aqfef0tt"]
[gd_scene format=3 uid="uid://c0oc8aqfef0tt"]
[ext_resource type="PackedScene" uid="uid://crtdkysmnkith" path="res://components/Abstracts/BulletBase.tscn" id="1_k4d80"]
[ext_resource type="Script" uid="uid://bv848wj2ko0y0" path="res://scripts/Contents/Bullets/RedCrystal.gd" id="2_llvlo"]
@@ -15,13 +15,14 @@ animations = [{
"speed": 5.0
}]
[node name="RedCrystal" instance=ExtResource("1_k4d80")]
[node name="RedCrystal" unique_id=1424825822 instance=ExtResource("1_k4d80")]
script = ExtResource("2_llvlo")
displayName = "红水晶"
speed = 8.0
motionType = 7
lifeTime = 3000.0
metadata/_edit_vertical_guides_ = [150.0]
[node name="texture" parent="." index="0"]
[node name="texture" parent="." index="0" unique_id=162977358]
modulate = Color(1.2892731, 0.44830602, 0.44830602, 1)
sprite_frames = SubResource("SpriteFrames_ns31y")
+24
View File
@@ -68,6 +68,18 @@ tracks/4/keys = {
"update": 1,
"values": [true]
}
tracks/5/type = "value"
tracks/5/imported = false
tracks/5/enabled = true
tracks/5/path = NodePath("%texture/..:motionType")
tracks/5/interp = 1
tracks/5/loop_wrap = true
tracks/5/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [0]
}
[sub_resource type="Animation" id="Animation_nqryj"]
resource_name = "destroy"
@@ -203,6 +215,18 @@ tracks/7/keys = {
"update": 1,
"values": [false, true]
}
tracks/8/type = "value"
tracks/8/imported = false
tracks/8/enabled = true
tracks/8/path = NodePath("%texture/..:motionType")
tracks/8/interp = 1
tracks/8/loop_wrap = true
tracks/8/keys = {
"times": PackedFloat32Array(0, 1.7),
"transitions": PackedFloat32Array(1, 1),
"update": 1,
"values": [0, 6]
}
[sub_resource type="AnimationLibrary" id="AnimationLibrary_ccsa1"]
_data = {
+26 -2
View File
@@ -55,6 +55,18 @@ tracks/3/keys = {
"update": 1,
"values": [0]
}
tracks/4/type = "value"
tracks/4/imported = false
tracks/4/enabled = true
tracks/4/path = NodePath("%texture/..:motionType")
tracks/4/interp = 1
tracks/4/loop_wrap = true
tracks/4/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [0]
}
[sub_resource type="Animation" id="Animation_oinqg"]
resource_name = "destroy"
@@ -151,6 +163,18 @@ tracks/5/keys = {
"method": &"generateShadow"
}]
}
tracks/6/type = "value"
tracks/6/imported = false
tracks/6/enabled = true
tracks/6/path = NodePath("%texture/..:motionType")
tracks/6/interp = 1
tracks/6/loop_wrap = true
tracks/6/keys = {
"times": PackedFloat32Array(0, 0.3, 1.45),
"transitions": PackedFloat32Array(1, 1, 1),
"update": 1,
"values": [6, 0, 6]
}
[sub_resource type="AnimationLibrary" id="AnimationLibrary_w1utg"]
_data = {
@@ -186,8 +210,8 @@ texture = ExtResource("2_wwxm2")
[node name="audio" type="AudioStreamPlayer2D" parent="texture/anchor/textureSword" index="0" unique_id=167399724]
[node name="hitbox" parent="." index="1" unique_id=175349408 node_paths=PackedStringArray("target")]
position = Vector2(150, 0)
rotation = 1.5707964
position = Vector2(299.99997, 0.1221919)
rotation = 0.00040731629
shape = SubResource("CircleShape2D_1sgli")
script = ExtResource("7_1sgli")
target = NodePath("../texture/anchor/textureSword")
+2 -3
View File
@@ -19,10 +19,9 @@ theme_override_styles/panel = SubResource("StyleBoxFlat_fi2nw")
displayName = "牧羊犬"
slogan = "恪守使命不离不弃"
avatar = ExtResource("2_fi2nw")
description = "每3秒发动格挡,弹反一切子弹。"
description = "每3秒发动格挡。"
fields = Array[int]([0, 8, 3])
fieldValues = Array[float]([50.0, 0.15, -0.2])
clickToRebuild = true
[node name="avatarTexture" parent="wrapper" parent_id_path=PackedInt32Array(2023039659) index="0" unique_id=1334645594]
texture = ExtResource("2_fi2nw")
@@ -34,4 +33,4 @@ text = "牧羊犬"
text = "“恪守使命不离不弃”"
[node name="descriptionLabel" parent="wrapper/infoContainer" parent_id_path=PackedInt32Array(143242635) index="1" unique_id=808054282]
text = "每3秒发动格挡,弹反一切子弹。"
text = "每3秒发动格挡。"
+4 -4
View File
@@ -1,4 +1,4 @@
[gd_scene load_steps=9 format=3 uid="uid://bb363wvwvs7m4"]
[gd_scene format=3 uid="uid://bb363wvwvs7m4"]
[ext_resource type="PackedScene" uid="uid://cvogxi7mktumf" path="res://components/Abstracts/EntityBase.tscn" id="1_cbgnh"]
[ext_resource type="Script" uid="uid://soehdxfbpmc0" path="res://scripts/Contents/Characters/Dog.gd" id="2_pb36u"]
@@ -47,7 +47,7 @@ animations = [{
[sub_resource type="RectangleShape2D" id="RectangleShape2D_e644g"]
size = Vector2(140, 91)
[node name="Dog" instance=ExtResource("1_cbgnh")]
[node name="Dog" unique_id=391590609 instance=ExtResource("1_cbgnh")]
script = ExtResource("2_pb36u")
displayName = "哈士奇"
drops = Array[int]([3])
@@ -75,8 +75,8 @@ frame_progress = 0.6540908
position = Vector2(1, 12.5)
shape = SubResource("RectangleShape2D_e644g")
[node name="normal" type="Node2D" parent="texture/weapons" index="0"]
position = Vector2(53, -35)
[node name="normal" type="Node2D" parent="texture/weapons" index="0" unique_id=1000814647]
position = Vector2(61, 13)
[node name="statebar" parent="." index="4"]
position = Vector2(11, -122)
+5 -4
View File
@@ -1,4 +1,4 @@
[gd_scene load_steps=9 format=3 uid="uid://c8h1abpbe6cww"]
[gd_scene format=3 uid="uid://c8h1abpbe6cww"]
[ext_resource type="PackedScene" uid="uid://cvogxi7mktumf" path="res://components/Abstracts/EntityBase.tscn" id="1_twxai"]
[ext_resource type="Script" uid="uid://dsfht8qodraln" path="res://scripts/Contents/Characters/Hen.gd" id="2_8u5a0"]
@@ -34,7 +34,7 @@ size = Vector2(101, 49.5)
[sub_resource type="CircleShape2D" id="CircleShape2D_rwj47"]
radius = 19.026299
[node name="Hen" instance=ExtResource("1_twxai")]
[node name="Hen" unique_id=1625119529 instance=ExtResource("1_twxai")]
script = ExtResource("2_8u5a0")
displayName = "母鸡"
drops = Array[int]([1])
@@ -58,11 +58,12 @@ scale = Vector2(0.29643428, 0.29643428)
position = Vector2(-13.5, 0.75)
shape = SubResource("RectangleShape2D_1stll")
[node name="hitbox2" type="CollisionShape2D" parent="texture/hurtbox" index="1"]
[node name="hitbox2" type="CollisionShape2D" parent="texture/hurtbox" index="1" unique_id=5127309]
position = Vector2(49, -28)
shape = SubResource("CircleShape2D_rwj47")
[node name="normal" type="Node2D" parent="texture/weapons" index="0"]
[node name="normal" type="Node2D" parent="texture/weapons" index="0" unique_id=676880742]
position = Vector2(66, -25)
[node name="statebar" parent="." index="4" node_paths=PackedStringArray("entity")]
position = Vector2(0, -118)
+2 -2
View File
@@ -2,10 +2,10 @@
[ext_resource type="PackedScene" uid="uid://bs863g2s8r770" path="res://components/Abstracts/PlayerBase.tscn" id="1_ns0m5"]
[ext_resource type="Script" uid="uid://b8g0hkqvyeptg" path="res://scripts/Contents/Characters/Lynx.gd" id="2_d6nve"]
[ext_resource type="PackedScene" uid="uid://frwt0fgrpskb" path="res://components/Weapons/Meowmere.tscn" id="3_nitbu"]
[ext_resource type="PackedScene" uid="uid://c0n3igy4hucrg" path="res://components/Weapons/PurpleCrystal.tscn" id="3_nitbu"]
[node name="Lynx" unique_id=1711205167 instance=ExtResource("1_ns0m5")]
script = ExtResource("2_d6nve")
displayName = "猞猁"
[node name="Meowmere" parent="weaponStore" index="0" unique_id=1965287972 instance=ExtResource("3_nitbu")]
[node name="PurpleCrystal" parent="weaponStore" index="0" unique_id=1991730660 instance=ExtResource("3_nitbu")]
@@ -298,13 +298,15 @@ size_flags_horizontal = 3
theme = ExtResource("4_lfxcn")
selected = 0
allow_reselect = true
item_count = 3
item_count = 4
popup/item_0/text = "无尽波次·标准游戏体验"
popup/item_0/id = 0
popup/item_1/text = "Boss Rush"
popup/item_1/id = 1
popup/item_2/text = "割草·高难度⚠️"
popup/item_2/id = 2
popup/item_3/text = "[Debug] Testboss"
popup/item_3/id = 3
[node name="useTutorial" type="HBoxContainer" parent="content/wrapper/layout/startGameWrapper/start/starter/singleplayer/playConfig" index="2" unique_id=2079979053]
layout_mode = 2
+8 -9
View File
@@ -1,10 +1,10 @@
[gd_scene load_steps=4 format=3 uid="uid://yq7vmijwvgx1"]
[gd_scene format=3 uid="uid://yq7vmijwvgx1"]
[ext_resource type="PackedScene" uid="uid://ckq2cq6m23hq3" path="res://components/Abstracts/WeaponCardBase.tscn" id="1_pyyxv"]
[ext_resource type="Script" uid="uid://bxa5hc7aokisg" path="res://scripts/Contents/Weapons/AcidWind.gd" id="2_1j38u"]
[ext_resource type="Texture2D" uid="uid://ckr8tw7fsa7qx" path="res://resources/weapons/AcidWind.png" id="2_pnd3r"]
[node name="AcidWind" instance=ExtResource("1_pyyxv")]
[node name="AcidWind" unique_id=1599717188 instance=ExtResource("1_pyyxv")]
script = ExtResource("2_1j38u")
avatarTexture = ExtResource("2_pnd3r")
displayName = "酸蚀风暴"
@@ -39,25 +39,24 @@ descriptionTemplate = "发射一个[b]酸蚀风暴[/b],以$f的频率吸引一
[color=lightyellow][b]盐酸[/b][/color]:使敌人 [i]移动速度[/i] 降低$cl-speed[i]攻击速度[/i] 降低$cl-atkspeed。
[color=pink][b]碳酸[/b][/color]:降低敌人$c-atk伤害。
[color=orange][b]磷酸[/b][/color]:使敌人 [i]散射角[/i] 增加$p-offset。"
needEnergy = 10.0
needEnergy = 25.0
cooldown = 2000.0
debugRebuild = true
[node name="avatar" parent="container/info" index="0"]
[node name="avatar" parent="container/info" parent_id_path=PackedInt32Array(1625294072) index="0" unique_id=1021985889]
texture = ExtResource("2_pnd3r")
[node name="energy" parent="container/info/infos/energyInfo" index="1"]
[node name="energy" parent="container/info/infos/energyInfo" parent_id_path=PackedInt32Array(644675021) index="1" unique_id=1664028115]
text = "10.0"
[node name="beachball" parent="container/info/infos" index="1"]
[node name="beachball" parent="container/info/infos" parent_id_path=PackedInt32Array(492799150) index="1" unique_id=653442983]
count = 200
[node name="name" parent="container/info/displays" index="0"]
[node name="name" parent="container/info/displays" parent_id_path=PackedInt32Array(784441328) index="0" unique_id=1576068972]
displayName = "酸蚀风暴"
quality = 4
typeTopic = 3
[node name="description" parent="container" index="2"]
[node name="description" parent="container/back/scroller" parent_id_path=PackedInt32Array(543588938) index="0" unique_id=566230682]
text = "[center]发射一个[b]酸蚀风暴[/b],以[color=cyan]30.0Hz[/color]的频率吸引一下五种[b]酸[/b]到风暴中心,强酸可造成[color=cyan]1.00[/color]点伤害,弱酸造成[color=cyan]0.50[/color]点伤害。
[color=green][b]硫酸[/b][/color]:命中时溅射1~[color=cyan]4[/color]滴[b]硫酸[/b]。
[color=lightblue][b]硝酸[/b][/color]:额外造成[color=cyan]500.0%[/color]伤害。
+2 -2
View File
@@ -26,7 +26,6 @@ sources = Array[String](["Magic Craft", "Harry Potter"])
tease = "秒天秒地秒空气"
needEnergy = 200.0
cooldown = 6000.0
debugRebuild = true
[node name="attack" parent="sounds" parent_id_path=PackedInt32Array(1775425991) index="0" unique_id=853583292]
stream = ExtResource("4_cb5nh")
@@ -48,9 +47,10 @@ typeTopic = 1
[node name="source" parent="container/info/displays" parent_id_path=PackedInt32Array(784441328) index="1" unique_id=365191794]
text = "Magic Craft × Harry Potter"
[node name="description" parent="container" parent_id_path=PackedInt32Array(575698869) index="2" unique_id=566230682]
[node name="description" parent="container/back/scroller" parent_id_path=PackedInt32Array(543588938) index="0" unique_id=566230682]
text = "[center]召唤[b]湮灭射线[/b]
每[color=cyan]0.10[/color]秒造成[color=cyan]40[/color]点伤害。[/center]"
[node name="tease" parent="container" parent_id_path=PackedInt32Array(575698869) index="3" unique_id=689277044]
visible = true
text = "“秒天秒地秒空气”"
+7 -7
View File
@@ -1,11 +1,11 @@
[gd_scene load_steps=5 format=3 uid="uid://c3crr8r7y3oho"]
[gd_scene format=3 uid="uid://c3crr8r7y3oho"]
[ext_resource type="PackedScene" uid="uid://ckq2cq6m23hq3" path="res://components/Abstracts/WeaponCardBase.tscn" id="1_rlc3s"]
[ext_resource type="Script" uid="uid://8xlc5upq36n7" path="res://scripts/Contents/Weapons/BlueCrystal.gd" id="2_jbcf8"]
[ext_resource type="Texture2D" uid="uid://dl1tawdvnlsux" path="res://resources/weapons/blue-crystal.png" id="3_fewtg"]
[ext_resource type="AudioStream" uid="uid://dclinyhu256xi" path="res://resources/sounds/effect/Low Whoosh.mp3" id="4_fewtg"]
[node name="BlueCrystal" instance=ExtResource("1_rlc3s")]
[node name="BlueCrystal" unique_id=1636642891 instance=ExtResource("1_rlc3s")]
script = ExtResource("2_jbcf8")
avatarTexture = ExtResource("3_fewtg")
displayName = "蓝水晶簇"
@@ -22,15 +22,15 @@ storeType = {
descriptionTemplate = "发射[b]蓝水晶[/b],可无限追踪,命中造成$atk点伤害,飞行过程中有$count颗[b]钻石[/b]环绕。"
cooldown = 250.0
[node name="attack" parent="sounds" index="0"]
[node name="attack" parent="sounds" parent_id_path=PackedInt32Array(1775425991) index="0" unique_id=853583292]
stream = ExtResource("4_fewtg")
[node name="avatar" parent="container/info" index="0"]
[node name="avatar" parent="container/info" parent_id_path=PackedInt32Array(1625294072) index="0" unique_id=1021985889]
texture = ExtResource("3_fewtg")
[node name="name" parent="container/info/displays" index="0"]
[node name="name" parent="container/info/displays" parent_id_path=PackedInt32Array(784441328) index="0" unique_id=1576068972]
displayName = "蓝水晶簇"
typeTopic = 3
[node name="description" parent="container" index="2"]
text = "[center]发射[b]蓝水晶[/b],可无限追踪,命中造成[color=cyan]5[/color]点伤害,飞行过程中有[color=cyan]2[/color]颗[b]钻石[/b]环绕。[/center]"
[node name="description" parent="container/back/scroller" parent_id_path=PackedInt32Array(543588938) index="0" unique_id=566230682]
text = "[center]发射[b]蓝水晶[/b],可无限追踪,命中造成[color=cyan]3[/color]点伤害,飞行过程中有[color=cyan]2[/color]颗[b]钻石[/b]环绕。[/center]"
+4 -4
View File
@@ -13,7 +13,7 @@ costBeachball = 50
store = {
"atk": 5,
"count": 1,
"self": 2.0
"self": 5.0
}
storeType = {
"atk": 2,
@@ -23,7 +23,6 @@ storeType = {
descriptionTemplate = "消耗$self点生命值,发射$count支[b]鸡毛箭[/b],每支造成当前飞行速度的$atk伤害。"
tease = "损人又害己"
cooldown = 2000.0
debugRebuild = true
[node name="avatar" parent="container/info" parent_id_path=PackedInt32Array(1625294072) index="0" unique_id=1021985889]
texture = ExtResource("2_ex3jl")
@@ -35,8 +34,9 @@ count = 50
displayName = "鸡毛弓"
quality = 2
[node name="description" parent="container" parent_id_path=PackedInt32Array(575698869) index="2" unique_id=566230682]
text = "[center]消耗[color=cyan]2[/color]点生命值,发射[color=cyan]1[/color]支[b]鸡毛箭[/b],每支造成当前飞行速度的[color=cyan]500.0%[/color]伤害。[/center]"
[node name="description" parent="container/back/scroller" parent_id_path=PackedInt32Array(543588938) index="0" unique_id=566230682]
text = "[center]消耗[color=cyan]5[/color]点生命值,发射[color=cyan]1[/color]支[b]鸡毛箭[/b],每支造成当前飞行速度的[color=cyan]500.0%[/color]伤害。[/center]"
[node name="tease" parent="container" parent_id_path=PackedInt32Array(575698869) index="3" unique_id=689277044]
visible = true
text = "“损人又害己”"
+1 -5
View File
@@ -24,7 +24,6 @@ descriptionTemplate = "超高速发射$count个[b]微型水晶[/b],可造成$a
sources = Array[String](["Terraria"])
needEnergy = 0.75
cooldown = 66.0
debugRebuild = true
[node name="attack" parent="sounds" parent_id_path=PackedInt32Array(1775425991) index="0" unique_id=853583292]
stream = ExtResource("4_g38si")
@@ -44,8 +43,5 @@ displayName = "链式机枪"
[node name="source" parent="container/info/displays" parent_id_path=PackedInt32Array(784441328) index="1" unique_id=365191794]
text = "Terraria"
[node name="description" parent="container" parent_id_path=PackedInt32Array(575698869) index="2" unique_id=566230682]
[node name="description" parent="container/back/scroller" parent_id_path=PackedInt32Array(543588938) index="0" unique_id=566230682]
text = "[center]超高速发射[color=cyan]1[/color]个[b]微型水晶[/b],可造成[color=cyan]5[/color]点伤害,散射+[color=cyan]15.0°[/color],穿透+[color=yellow]25%[/color]。[/center]"
[node name="tease" parent="container" parent_id_path=PackedInt32Array(575698869) index="3" unique_id=689277044]
visible = false
+8 -4
View File
@@ -21,22 +21,26 @@ descriptionTemplate = "发射[b]齿轮[/b],在飞行一定距离后回旋。
齿轮的伤害频率与转速成正比。
锋利度:$atk,初始转速:$rotate
齿轮的转速随时间逐渐降低。"
tease = "马后炮令人措手不及"
tease = "马后炮令人措手不及"
needEnergy = 4.0
cooldown = 1000.0
debugRebuild = true
[node name="avatar" parent="container/info" parent_id_path=PackedInt32Array(1625294072) index="0" unique_id=1021985889]
texture = ExtResource("2_qs30c")
[node name="energy" parent="container/info/infos/energyInfo" parent_id_path=PackedInt32Array(644675021) index="1" unique_id=1664028115]
text = "4.0"
[node name="name" parent="container/info/displays" parent_id_path=PackedInt32Array(784441328) index="0" unique_id=1576068972]
displayName = "齿轮回旋镖"
quality = 3
[node name="description" parent="container" parent_id_path=PackedInt32Array(575698869) index="2" unique_id=566230682]
[node name="description" parent="container/back/scroller" parent_id_path=PackedInt32Array(543588938) index="0" unique_id=566230682]
text = "[center]发射[b]齿轮[/b],在飞行一定距离后回旋。
齿轮的伤害频率与转速成正比。
锋利度:[color=cyan]2[/color],初始转速:[color=cyan]15.0°[/color]
齿轮的转速随时间逐渐降低。[/center]"
[node name="tease" parent="container" parent_id_path=PackedInt32Array(575698869) index="3" unique_id=689277044]
text = "“马后炮最令人措手不及”"
visible = true
text = "“马后炮令人措手不及”"
+1 -4
View File
@@ -35,8 +35,5 @@ count = 350
displayName = "光标刃轮"
typeTopic = 1
[node name="description" parent="container" parent_id_path=PackedInt32Array(575698869) index="2" unique_id=566230682]
[node name="description" parent="container/back/scroller" parent_id_path=PackedInt32Array(543588938) index="0" unique_id=566230682]
text = "[center]造成[color=cyan]10[/color]点伤害,攻击速度+[color=cyan]0.4%[/color]。[/center]"
[node name="tease" parent="container" parent_id_path=PackedInt32Array(575698869) index="3" unique_id=689277044]
visible = false
+20 -17
View File
@@ -12,10 +12,9 @@ displayName = "道教石像"
typeTopic = 1
costBeachball = 499
store = {
"atk": 50,
"atk": 20,
"rate1": 0.05,
"rate2": 0.025,
"rate3": 0.01
"rate2": 1.05
}
storeType = {
"atk": 1,
@@ -23,18 +22,19 @@ storeType = {
"rate2": 2,
"rate3": 2
}
descriptionTemplate = "挥出[b]天地之剑[/b]蓄力一段时间后,
发射一道[b]无量[/b]造成$atk点伤害。
descriptionTemplate = "消耗[color=yellow]3[/color]层气力,挥出[b]无为之剑[/b]
蓄力一段时间后,发动[b]无量反击[/b]
造成$atk点基础伤害。
攻击速度每降低[color=yellow]1%[/color],伤害+$rate2
每失去[color=yellow]1[/color]点生命值,伤害+$rate1
拥有的所有[b]气力[/b]层数之和,每化解[color=yellow]1[/color]点伤害,[b]无量斩[/b]的伤害+$rate3
次攻击需要消耗至少[color=yellow]1[/color]层气力。"
无量反击可化解路径上的一切伤害,
化解[color=yellow]1[/color]点伤害:
斩击的伤害*$rate2
敌人产生[color=yellow]1[/color]点内伤。"
sources = Array[String](["Nine Sols"])
tease = "天机不可泄露"
needEnergy = 25.0
needEnergy = 40.0
cooldown = 4000.0
debugRebuild = true
[node name="attack" parent="sounds" parent_id_path=PackedInt32Array(1775425991) index="0" unique_id=853583292]
stream = ExtResource("4_y3oaj")
@@ -43,7 +43,7 @@ stream = ExtResource("4_y3oaj")
texture = ExtResource("2_gx1sf")
[node name="energy" parent="container/info/infos/energyInfo" parent_id_path=PackedInt32Array(644675021) index="1" unique_id=1664028115]
text = "25.0"
text = "40.0"
[node name="beachball" parent="container/info/infos" parent_id_path=PackedInt32Array(492799150) index="1" unique_id=653442983]
count = 499
@@ -55,14 +55,17 @@ typeTopic = 1
[node name="source" parent="container/info/displays" parent_id_path=PackedInt32Array(784441328) index="1" unique_id=365191794]
text = "Nine Sols"
[node name="description" parent="container" parent_id_path=PackedInt32Array(575698869) index="2" unique_id=566230682]
text = "[center]挥出[b]天地之剑[/b]蓄力一段时间后,
发射一道[b]无量[/b]造成[color=cyan]50[/color]点伤害。
[node name="description" parent="container/back/scroller" parent_id_path=PackedInt32Array(543588938) index="0" unique_id=566230682]
text = "消耗[color=yellow]3[/color]层气力,挥出[b]无为之剑[/b]
蓄力一段时间后,发动[b]无量反击[/b]
造成[color=cyan]20[/color]点基础伤害。
攻击速度每降低[color=yellow]1%[/color],伤害+[color=cyan]2.5%[/color]
每失去[color=yellow]1[/color]点生命值,伤害+[color=cyan]5.0%[/color]
拥有的所有[b]气力[/b]层数之和,每化解[color=yellow]1[/color]点伤害,[b]无量斩[/b]的伤害+[color=cyan]1.0%[/color]
次攻击需要消耗至少[color=yellow]1[/color]层气力。[/center]"
无量反击可化解路径上的一切伤害,
化解[color=yellow]1[/color]点伤害:
斩击的伤害*[color=cyan]105.0%[/color]
敌人产生[color=yellow]1[/color]点内伤。"
[node name="tease" parent="container" parent_id_path=PackedInt32Array(575698869) index="3" unique_id=689277044]
visible = true
text = "“天机不可泄露”"
+8 -3
View File
@@ -8,7 +8,6 @@
script = ExtResource("2_7yxbe")
avatarTexture = ExtResource("2_tw58e")
displayName = "Gobo"
quality = 4
typeTopic = 4
store = {
"atk": 100,
@@ -24,15 +23,21 @@ storeType = {
}
descriptionTemplate = "召唤[b]Gobo[/b]Gobo会自主行动,每受到$atk点伤害后会生产$count颗[b]苹果[/b]。Gobo初始拥有$health点生命值。"
sources = Array[String](["Scratch"])
needEnergy = 75.0
cooldown = 1000.0
[node name="avatar" parent="container/info" parent_id_path=PackedInt32Array(1625294072) index="0" unique_id=1021985889]
texture = ExtResource("2_tw58e")
[node name="energy" parent="container/info/infos/energyInfo" parent_id_path=PackedInt32Array(644675021) index="1" unique_id=1664028115]
text = "75.0"
[node name="name" parent="container/info/displays" parent_id_path=PackedInt32Array(784441328) index="0" unique_id=1576068972]
displayName = "Gobo"
quality = 4
typeTopic = 4
[node name="description" parent="container" parent_id_path=PackedInt32Array(575698869) index="2" unique_id=566230682]
[node name="source" parent="container/info/displays" parent_id_path=PackedInt32Array(784441328) index="1" unique_id=365191794]
text = "Scratch"
[node name="description" parent="container/back/scroller" parent_id_path=PackedInt32Array(543588938) index="0" unique_id=566230682]
text = "[center]召唤[b]Gobo[/b]Gobo会自主行动,每受到[color=cyan]100[/color]点伤害后会生产[color=cyan]1[/color]颗[b]苹果[/b]。Gobo初始拥有[color=cyan]200[/color]点生命值。[/center]"
+6 -6
View File
@@ -11,20 +11,19 @@ displayName = "草方块菌落"
typeTopic = 4
costBeachball = 10
store = {
"atk": 100
"atk": 50
}
descriptionTemplate = "分泌一堵[b]肽聚墙[/b],可抵挡$atk点伤害,敌人更有可能瞄准你。"
sources = Array[String](["UDA"])
tease = "也许弹反会更合适?"
needEnergy = 35.0
needEnergy = 15.0
cooldown = 1000.0
debugRebuild = true
[node name="avatar" parent="container/info" parent_id_path=PackedInt32Array(1625294072) index="0" unique_id=1021985889]
texture = ExtResource("2_kh4xg")
[node name="energy" parent="container/info/infos/energyInfo" parent_id_path=PackedInt32Array(644675021) index="1" unique_id=1664028115]
text = "35.0"
text = "100.0"
[node name="beachball" parent="container/info/infos" parent_id_path=PackedInt32Array(492799150) index="1" unique_id=653442983]
count = 10
@@ -36,8 +35,9 @@ typeTopic = 4
[node name="source" parent="container/info/displays" parent_id_path=PackedInt32Array(784441328) index="1" unique_id=365191794]
text = "UDA"
[node name="description" parent="container" parent_id_path=PackedInt32Array(575698869) index="2" unique_id=566230682]
text = "[center]分泌一堵[b]肽聚墙[/b],可抵挡[color=cyan]100[/color]点伤害,敌人更有可能瞄准你。[/center]"
[node name="description" parent="container/back/scroller" parent_id_path=PackedInt32Array(543588938) index="0" unique_id=566230682]
text = "[center]分泌一堵[b]肽聚墙[/b],可抵挡[color=cyan]200[/color]点伤害,敌人更有可能瞄准你。[/center]"
[node name="tease" parent="container" parent_id_path=PackedInt32Array(575698869) index="3" unique_id=689277044]
visible = true
text = "“也许弹反会更合适?”"
+1 -2
View File
@@ -23,7 +23,6 @@ descriptionTemplate = "使光标化身为[b]恒星[/b]产生强大引力,并
万有引力常数:$atk。"
sources = Array[String](["万有引力", "宇宙航行"])
tease = "告诉我,逃逸速度是多少?!"
debugRebuild = true
[node name="avatar" parent="container/info" parent_id_path=PackedInt32Array(1625294072) index="0" unique_id=1021985889]
texture = ExtResource("2_r5y0x")
@@ -34,7 +33,7 @@ displayName = "引力源"
[node name="source" parent="container/info/displays" parent_id_path=PackedInt32Array(784441328) index="1" unique_id=365191794]
text = "万有引力 × 宇宙航行"
[node name="description" parent="container" parent_id_path=PackedInt32Array(575698869) index="2" unique_id=566230682]
[node name="description" parent="container/back/scroller" parent_id_path=PackedInt32Array(543588938) index="0" unique_id=566230682]
text = "[center]使光标化身为[b]恒星[/b]产生强大引力,并吸引[color=yellow]1[/color]颗行星围绕其。移动恒星来使行星产生加速度,[color=yellow]行星速度越快撞击伤害越高[/color]。
行星的速度太快会发生[color=red]逃逸[/color]
撞上恒星后会[color=red]坠毁[/color]。
+2 -5
View File
@@ -28,7 +28,7 @@ cooldown = 1000.0
texture = ExtResource("2_74sfb")
[node name="energy" parent="container/info/infos/energyInfo" parent_id_path=PackedInt32Array(644675021) index="1" unique_id=1664028115]
text = "75.0"
text = "50.0"
[node name="beachball" parent="container/info/infos" parent_id_path=PackedInt32Array(492799150) index="1" unique_id=653442983]
count = 600
@@ -41,8 +41,5 @@ typeTopic = 4
[node name="source" parent="container/info/displays" parent_id_path=PackedInt32Array(784441328) index="1" unique_id=365191794]
text = "Internet"
[node name="description" parent="container" parent_id_path=PackedInt32Array(575698869) index="2" unique_id=566230682]
[node name="description" parent="container/back/scroller" parent_id_path=PackedInt32Array(543588938) index="0" unique_id=566230682]
text = "[center]召唤[b]抓狂的哈基米[/b],跟踪敌人,每[color=cyan]0.25[/color]秒造成[color=cyan]7[/color]点伤害。[/center]"
[node name="tease" parent="container" parent_id_path=PackedInt32Array(575698869) index="3" unique_id=689277044]
visible = false
+1 -2
View File
@@ -23,7 +23,6 @@ descriptionTemplate = "发射$count颗[b]茴香豆[/b],在敌人间反弹,
sources = Array[String](["Zenless Zone Zero", "孔乙己"])
tease = "不多了,我剩得不多了!"
cooldown = 1000.0
debugRebuild = true
[node name="avatar" parent="container/info" parent_id_path=PackedInt32Array(1625294072) index="0" unique_id=1021985889]
texture = ExtResource("2_d5bd0")
@@ -39,7 +38,7 @@ typeTopic = 3
[node name="source" parent="container/info/displays" parent_id_path=PackedInt32Array(784441328) index="1" unique_id=365191794]
text = "Zenless Zone Zero × 孔乙己"
[node name="description" parent="container" parent_id_path=PackedInt32Array(575698869) index="2" unique_id=566230682]
[node name="description" parent="container/back/scroller" parent_id_path=PackedInt32Array(543588938) index="0" unique_id=566230682]
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[color=yellow]1/4[/color]的概率反弹次数[color=yellow]+1[/color]。散射[color=red]+4°[/color],反弹时伤害[color=red]-4%[/color],命中同类敌人时额外造成一次[color=yellow]必定暴击[/color]的伤害,命中Boss时,伤害倍率[b]永久[/b][color=orange]+1%[/color]。[/center]"
[node name="tease" parent="container" parent_id_path=PackedInt32Array(575698869) index="3" unique_id=689277044]
+7 -2
View File
@@ -22,11 +22,15 @@ storeType = {
descriptionTemplate = "散射5~$count针[b]河豚刺针[/b],每根针造成$atk点伤害,撞上敌人后有$penerate概率反弹。"
sources = Array[String](["Minecraft", "Pathogenic"])
tease = "看我扎不扎你就完了"
needEnergy = 2.0
cooldown = 2000.0
[node name="avatar" parent="container/info" parent_id_path=PackedInt32Array(1625294072) index="0" unique_id=1021985889]
texture = ExtResource("2_y0xe1")
[node name="energy" parent="container/info/infos/energyInfo" parent_id_path=PackedInt32Array(644675021) index="1" unique_id=1664028115]
text = "2.0"
[node name="name" parent="container/info/displays" parent_id_path=PackedInt32Array(784441328) index="0" unique_id=1576068972]
displayName = "河豚"
quality = 0
@@ -34,8 +38,9 @@ quality = 0
[node name="source" parent="container/info/displays" parent_id_path=PackedInt32Array(784441328) index="1" unique_id=365191794]
text = "Minecraft × Pathogenic"
[node name="description" parent="container" parent_id_path=PackedInt32Array(575698869) index="2" unique_id=566230682]
text = "[center]散射5~[color=cyan]10[/color]针[b]河豚刺针[/b],每根针造成[color=cyan]15[/color]点伤害,撞上敌人后有[color=cyan]20.0%[/color]概率反弹。[/center]"
[node name="description" parent="container/back/scroller" parent_id_path=PackedInt32Array(543588938) index="0" unique_id=566230682]
text = "[center]散射5~[color=cyan]10[/color]针[b]河豚刺针[/b],每根针造成[color=cyan]30[/color]点伤害,撞上敌人后有[color=cyan]25.0%[/color]概率反弹。[/center]"
[node name="tease" parent="container" parent_id_path=PackedInt32Array(575698869) index="3" unique_id=689277044]
visible = true
text = "“看我扎不扎你就完了”"
+2 -5
View File
@@ -14,7 +14,7 @@ typeTopic = 4
costBeachball = 200
store = {
"angle": 35.0,
"atk": 15.0,
"atk": 20.0,
"count": 1.0,
"power": 0.02,
"trace": 1.0
@@ -46,10 +46,7 @@ count = 200
displayName = "彩虹旗"
typeTopic = 4
[node name="description" parent="container" parent_id_path=PackedInt32Array(575698869) index="2" unique_id=566230682]
[node name="description" parent="container/back/scroller" parent_id_path=PackedInt32Array(543588938) index="0" unique_id=566230682]
size_flags_vertical = 3
text = "[center]召唤[b]彩虹旗[/b],每[color=cyan]35.0°[/color]发射1/[color=cyan]1[/color]条以[color=cyan]2.0%[/color]效率追踪[color=cyan]1.00[/color]秒的[b]七彩光标[/b],每条造成[color=cyan]15[/color]点伤害。[/center]"
autowrap_mode = 2
[node name="tease" parent="container" parent_id_path=PackedInt32Array(575698869) index="3" unique_id=689277044]
visible = false
+9 -5
View File
@@ -36,12 +36,16 @@ descriptionTemplate = "召唤[color=yellow]1[/color]枚[b]魔法导弹[/b],围
分裂出$count枚[b]次级导弹[/b]
可继承分裂最多$count次。"
sources = Array[String](["万有引力", "宇宙航行"])
cooldown = 1000.0
debugRebuild = true
tease = "物理学还在追我"
needEnergy = 25.0
cooldown = 3000.0
[node name="avatar" parent="container/info" parent_id_path=PackedInt32Array(1625294072) index="0" unique_id=1021985889]
texture = ExtResource("2_3sdrm")
[node name="energy" parent="container/info/infos/energyInfo" parent_id_path=PackedInt32Array(644675021) index="1" unique_id=1664028115]
text = "25.0"
[node name="name" parent="container/info/displays" parent_id_path=PackedInt32Array(784441328) index="0" unique_id=1576068972]
displayName = "导弹法杖"
quality = 2
@@ -50,7 +54,7 @@ typeTopic = 3
[node name="source" parent="container/info/displays" parent_id_path=PackedInt32Array(784441328) index="1" unique_id=365191794]
text = "万有引力 × 宇宙航行"
[node name="description" parent="container" parent_id_path=PackedInt32Array(575698869) index="2" unique_id=566230682]
[node name="description" parent="container/back/scroller" parent_id_path=PackedInt32Array(543588938) index="0" unique_id=566230682]
text = "[center]召唤[color=yellow]1[/color]枚[b]魔法导弹[/b],围绕鼠标指针做由鼠标指针提供向心力的圆周运动。
鼠标指针质量:[color=cyan]100.00[/color]kg
魔法导弹质量:[color=cyan]10.00[/color]kg
@@ -61,5 +65,5 @@ text = "[center]召唤[color=yellow]1[/color]枚[b]魔法导弹[/b],围绕鼠
可继承分裂最多[color=cyan]3[/color]次。[/center]"
[node name="tease" parent="container" parent_id_path=PackedInt32Array(575698869) index="3" unique_id=689277044]
visible = false
text = "“ ”"
visible = true
text = "“物理学还在追我”"
+8 -1
View File
@@ -26,6 +26,7 @@ storeType = {
}
descriptionTemplate = "发射$count只伤害以$reduce衰减的造成$childatk点伤害的[b]彩虹猫[/b]的同时挥舞造成$atk点伤害。"
sources = Array[String](["Terraria"])
needEnergy = 2.0
cooldown = 230.0
[node name="attack" parent="sounds" parent_id_path=PackedInt32Array(1775425991) index="0" unique_id=853583292]
@@ -35,6 +36,9 @@ volume_db = 10.0
[node name="avatar" parent="container/info" parent_id_path=PackedInt32Array(1625294072) index="0" unique_id=1021985889]
texture = ExtResource("2_kiocs")
[node name="energy" parent="container/info/infos/energyInfo" parent_id_path=PackedInt32Array(644675021) index="1" unique_id=1664028115]
text = "2.0"
[node name="beachball" parent="container/info/infos" parent_id_path=PackedInt32Array(492799150) index="1" unique_id=653442983]
count = 600
@@ -43,5 +47,8 @@ displayName = "彩虹猫之刃"
quality = 2
typeTopic = 3
[node name="description" parent="container" parent_id_path=PackedInt32Array(575698869) index="2" unique_id=566230682]
[node name="source" parent="container/info/displays" parent_id_path=PackedInt32Array(784441328) index="1" unique_id=365191794]
text = "Terraria"
[node name="description" parent="container/back/scroller" parent_id_path=PackedInt32Array(543588938) index="0" unique_id=566230682]
text = "[center]发射[color=cyan]1[/color]只伤害以[color=cyan]25.0%[/color]衰减的造成[color=cyan]6[/color]点伤害的[b]彩虹猫[/b]的同时挥舞造成[color=cyan]5[/color]点伤害。[/center]"
+2 -1
View File
@@ -21,6 +21,7 @@ storeType = {
}
descriptionTemplate = "命中时造成$atk点伤害,有$rate概率挖出1~$count个随机物品。"
sources = Array[String](["Terraria"])
cooldown = 0.0
[node name="avatar" parent="container/info" parent_id_path=PackedInt32Array(1625294072) index="0" unique_id=1021985889]
texture = ExtResource("2_u2d30")
@@ -31,5 +32,5 @@ count = 750
[node name="name" parent="container/info/displays" parent_id_path=PackedInt32Array(784441328) index="0" unique_id=1576068972]
displayName = "蘑菇矿挖爪"
[node name="description" parent="container" parent_id_path=PackedInt32Array(575698869) index="2" unique_id=566230682]
[node name="description" parent="container/back/scroller" parent_id_path=PackedInt32Array(543588938) index="0" unique_id=566230682]
text = "[center]命中时造成[color=cyan]1[/color]点伤害,有[color=cyan]10.0%[/color]概率挖出1~[color=cyan]3[/color]个随机物品。[/center]"
+5 -11
View File
@@ -1,10 +1,10 @@
[gd_scene load_steps=4 format=3 uid="uid://b2qhes4apaxsj"]
[gd_scene format=3 uid="uid://b2qhes4apaxsj"]
[ext_resource type="PackedScene" uid="uid://ckq2cq6m23hq3" path="res://components/Abstracts/WeaponCardBase.tscn" id="1_k4t0h"]
[ext_resource type="Texture2D" uid="uid://cp57lmeohvo3o" path="res://resources/weapons/nuclear-bomb.png" id="2_5nh8i"]
[ext_resource type="Script" path="res://scripts/Contents/Weapons/NuclearBomb.gd" id="2_hscw2"]
[ext_resource type="Script" uid="uid://ctjdfkr4sef7y" path="res://scripts/Contents/Weapons/NuclearBomb.gd" id="2_hscw2"]
[node name="NuclearBomb" instance=ExtResource("1_k4t0h")]
[node name="NuclearBomb" unique_id=1502548572 instance=ExtResource("1_k4t0h")]
script = ExtResource("2_hscw2")
avatarTexture = ExtResource("2_5nh8i")
displayName = "核弹控制器"
@@ -22,14 +22,11 @@ storeType = {
descriptionTemplate = "倒计时10秒后对半径$radius范围的实体造成$atk点[b]无差别伤害[/b]。"
needEnergy = 120.0
cooldown = 2000.0
debugRebuild = true
[node name="avatar" parent="container/info" index="0"]
[node name="avatar" parent="container/info" parent_id_path=PackedInt32Array(1625294072) index="0" unique_id=1021985889]
texture = ExtResource("2_5nh8i")
[node name="name" parent="container/info/displays" index="0"]
[node name="name" parent="container/info/displays" parent_id_path=PackedInt32Array(784441328) index="0" unique_id=1576068972]
displayName = "核弹控制器"
quality = 4
typeTopic = 2
@@ -39,6 +36,3 @@ typeTopicColorMap = {
2: Color(1, 0.274813, 0, 1),
3: Color(0.707984, 0, 1, 1)
}
[node name="description" parent="container" index="2"]
text = "[center]倒计时10秒后对半径[color=cyan]750[/color]→[color=yellow]765[/color]范围的实体造成[color=cyan]2000[/color]→[color=yellow]2050[/color]点[b]无差别伤害[/b]。[/center]"
+1 -5
View File
@@ -27,7 +27,6 @@ storeType = {
descriptionTemplate = "高速喷出[b]火焰[/b],造成$fireatk点伤害。小概率喷出[b]硝化火[/b],召唤$min-n~$max-n滴[b]浓硝酸[/b]围绕在火焰旁,每滴造成$atk点伤害。[b]火焰[/b]具有高额击退效果,[b]浓硝酸[/b]液滴的射程较短,每发射$count次火焰会消耗[color=yellow]1[/color]个[b]篮球[/b]
如果没有则消耗[color=yellow]5[/color]点[b]能量[/b]。"
cooldown = 50.0
debugRebuild = true
[node name="avatar" parent="container/info" parent_id_path=PackedInt32Array(1625294072) index="0" unique_id=1021985889]
texture = ExtResource("2_xmkcx")
@@ -37,9 +36,6 @@ displayName = "氧化加农炮"
quality = 0
typeTopic = 2
[node name="description" parent="container" parent_id_path=PackedInt32Array(575698869) index="2" unique_id=566230682]
[node name="description" parent="container/back/scroller" parent_id_path=PackedInt32Array(543588938) index="0" unique_id=566230682]
text = "[center]高速喷出[b]火焰[/b],造成[color=cyan]5.00[/color]点伤害。小概率喷出[b]硝化火[/b],召唤[color=cyan]2[/color]~[color=cyan]7[/color]滴[b]浓硝酸[/b]围绕在火焰旁,每滴造成[color=cyan]10.00[/color]点伤害。[b]火焰[/b]具有高额击退效果,[b]浓硝酸[/b]液滴的射程较短,每发射[color=cyan]1[/color]次火焰会消耗[color=yellow]1[/color]个[b]篮球[/b]
如果没有则消耗[color=yellow]5[/color]点[b]能量[/b]。[/center]"
[node name="tease" parent="container" parent_id_path=PackedInt32Array(575698869) index="3" unique_id=689277044]
visible = false
+6 -4
View File
@@ -15,14 +15,15 @@ store = {
}
descriptionTemplate = "按住蓄力扔出钢管,蓄力越久伤害越高,至少造成$atk点伤害,发射钢管后继续按住鼠标可进行连续发射。"
sources = Array[String](["MEME"])
needEnergy = 2.0
tease = "保护耳朵"
needEnergy = 40.0
cooldown = 3000.0
[node name="avatar" parent="container/info" parent_id_path=PackedInt32Array(1625294072) index="0" unique_id=1021985889]
texture = ExtResource("2_mmtf8")
[node name="energy" parent="container/info/infos/energyInfo" parent_id_path=PackedInt32Array(644675021) index="1" unique_id=1664028115]
text = "2.0"
text = "40.0"
[node name="beachball" parent="container/info/infos" parent_id_path=PackedInt32Array(492799150) index="1" unique_id=653442983]
count = 350
@@ -33,8 +34,9 @@ displayName = "钢管"
[node name="source" parent="container/info/displays" parent_id_path=PackedInt32Array(784441328) index="1" unique_id=365191794]
text = "MEME"
[node name="description" parent="container" parent_id_path=PackedInt32Array(575698869) index="2" unique_id=566230682]
[node name="description" parent="container/back/scroller" parent_id_path=PackedInt32Array(543588938) index="0" unique_id=566230682]
text = "[center]按住蓄力扔出钢管,蓄力越久伤害越高,至少造成[color=cyan]5[/color]点伤害,发射钢管后继续按住鼠标可进行连续发射。[/center]"
[node name="tease" parent="container" parent_id_path=PackedInt32Array(575698869) index="3" unique_id=689277044]
visible = false
visible = true
text = "“保护耳朵”"
+2 -5
View File
@@ -26,8 +26,5 @@ count = 200
[node name="name" parent="container/info/displays" parent_id_path=PackedInt32Array(784441328) index="0" unique_id=1576068972]
displayName = "紫水晶簇"
[node name="description" parent="container" parent_id_path=PackedInt32Array(575698869) index="2" unique_id=566230682]
text = "[center]发射[b]紫水晶[/b],撞击时造成[color=cyan]0[/color]点伤害。[/center]"
[node name="tease" parent="container" parent_id_path=PackedInt32Array(575698869) index="3" unique_id=689277044]
visible = false
[node name="description" parent="container/back/scroller" parent_id_path=PackedInt32Array(543588938) index="0" unique_id=566230682]
text = "[center]发射[b]紫水晶[/b],撞击时造成[color=cyan]10[/color]点伤害。[/center]"
+8 -8
View File
@@ -1,11 +1,11 @@
[gd_scene load_steps=5 format=3 uid="uid://dt8w2w816tsj0"]
[gd_scene format=3 uid="uid://dt8w2w816tsj0"]
[ext_resource type="PackedScene" uid="uid://ckq2cq6m23hq3" path="res://components/Abstracts/WeaponCardBase.tscn" id="1_88g2h"]
[ext_resource type="Texture2D" uid="uid://s8r37cmth6o8" path="res://resources/weapons/red-crystal.png" id="2_3e8g7"]
[ext_resource type="Script" uid="uid://dmsjasfucknxq" path="res://scripts/Contents/Weapons/RedCrystal.gd" id="2_wfewu"]
[ext_resource type="AudioStream" uid="uid://dclinyhu256xi" path="res://resources/sounds/effect/Low Whoosh.mp3" id="4_qt0vq"]
[node name="RedCrystal" instance=ExtResource("1_88g2h")]
[node name="RedCrystal" unique_id=1209955095 instance=ExtResource("1_88g2h")]
script = ExtResource("2_wfewu")
avatarTexture = ExtResource("2_3e8g7")
displayName = "红水晶簇"
@@ -24,20 +24,20 @@ storeType = {
"radius": 1
}
descriptionTemplate = "发射[b]红水晶[/b],在3秒后以$radius的半径爆炸,造成$atk点伤害并向随机方向发射1~$count个[b]水晶碎片[/b],造成$percent基础伤害。"
cooldown = 1000.0
cooldown = 1500.0
[node name="attack" parent="sounds" index="0"]
[node name="attack" parent="sounds" parent_id_path=PackedInt32Array(1775425991) index="0" unique_id=853583292]
stream = ExtResource("4_qt0vq")
[node name="avatar" parent="container/info" index="0"]
[node name="avatar" parent="container/info" parent_id_path=PackedInt32Array(1625294072) index="0" unique_id=1021985889]
texture = ExtResource("2_3e8g7")
[node name="beachball" parent="container/info/infos" index="1"]
[node name="beachball" parent="container/info/infos" parent_id_path=PackedInt32Array(492799150) index="1" unique_id=653442983]
count = 400
[node name="name" parent="container/info/displays" index="0"]
[node name="name" parent="container/info/displays" parent_id_path=PackedInt32Array(784441328) index="0" unique_id=1576068972]
displayName = "红水晶簇"
typeTopic = 1
[node name="description" parent="container" index="2"]
[node name="description" parent="container/back/scroller" parent_id_path=PackedInt32Array(543588938) index="0" unique_id=566230682]
text = "[center]发射[b]红水晶[/b],在3秒后以[color=cyan]150[/color]的半径爆炸,造成[color=cyan]45[/color]点伤害并向随机方向发射1~[color=cyan]3[/color]个[b]水晶碎片[/b],造成[color=cyan]50%[/color]基础伤害。[/center]"
+6 -3
View File
@@ -21,7 +21,7 @@ storeType = {
"dmg": 2,
"heal": 1
}
descriptionTemplate = "召唤7条灵魂,每条造成$atk点伤害,命中敌人时将伤害的$dmg转换为能量并提供$heal点治疗。"
descriptionTemplate = "召唤[color=yellow]6[/color]条灵魂,每条造成$atk点伤害,命中敌人时将伤害的$dmg转换为能量并提供$heal点治疗。"
sources = Array[String](["Undertale"])
needEnergy = 150.0
cooldown = 180000.0
@@ -41,5 +41,8 @@ displayName = "bilioicik"
quality = 2
typeTopic = 3
[node name="description" parent="container" parent_id_path=PackedInt32Array(575698869) index="2" unique_id=566230682]
text = "[center]召唤7条灵魂,每条造成[color=cyan]2[/color]点伤害,命中敌人时将伤害的[color=cyan]10.0%[/color]转换为能量并提供[color=cyan]1[/color]点治疗。[/center]"
[node name="source" parent="container/info/displays" parent_id_path=PackedInt32Array(784441328) index="1" unique_id=365191794]
text = "Undertale"
[node name="description" parent="container/back/scroller" parent_id_path=PackedInt32Array(543588938) index="0" unique_id=566230682]
text = "[center]召唤[color=yellow]6[/color]条灵魂,每条造成[color=cyan]2[/color]点伤害,命中敌人时将伤害的[color=cyan]10.0%[/color]转换为能量并提供[color=cyan]1[/color]点治疗。[/center]"
+9 -9
View File
@@ -1,10 +1,10 @@
[gd_scene load_steps=4 format=3 uid="uid://sp8f50c5mxyc"]
[gd_scene format=3 uid="uid://sp8f50c5mxyc"]
[ext_resource type="PackedScene" uid="uid://ckq2cq6m23hq3" path="res://components/Abstracts/WeaponCardBase.tscn" id="1_rax6s"]
[ext_resource type="Texture2D" uid="uid://b6tr2k13qog0j" path="res://resources/weapons/shield.png" id="2_gcjwh"]
[ext_resource type="Script" uid="uid://dcacy48pcfci3" path="res://scripts/Contents/Weapons/Shield.gd" id="2_s74sn"]
[node name="Shield" instance=ExtResource("1_rax6s")]
[node name="Shield" unique_id=1677111509 instance=ExtResource("1_rax6s")]
script = ExtResource("2_s74sn")
avatarTexture = ExtResource("2_gcjwh")
displayName = "回响水晶"
@@ -12,25 +12,25 @@ quality = 3
typeTopic = 4
costBeachball = 1000
store = {
"atk": 70
"atk": 200
}
descriptionTemplate = "召唤一个可抵挡$atk点伤害的[b]音元盾[/b]。"
needEnergy = 50.0
needEnergy = 70.0
cooldown = 30000.0
[node name="avatar" parent="container/info" index="0"]
[node name="avatar" parent="container/info" parent_id_path=PackedInt32Array(1625294072) index="0" unique_id=1021985889]
texture = ExtResource("2_gcjwh")
[node name="energy" parent="container/info/infos/energyInfo" index="1"]
[node name="energy" parent="container/info/infos/energyInfo" parent_id_path=PackedInt32Array(644675021) index="1" unique_id=1664028115]
text = "50.0"
[node name="beachball" parent="container/info/infos" index="1"]
[node name="beachball" parent="container/info/infos" parent_id_path=PackedInt32Array(492799150) index="1" unique_id=653442983]
count = 1000
[node name="name" parent="container/info/displays" index="0"]
[node name="name" parent="container/info/displays" parent_id_path=PackedInt32Array(784441328) index="0" unique_id=1576068972]
displayName = "回响水晶"
quality = 3
typeTopic = 4
[node name="description" parent="container" index="2"]
[node name="description" parent="container/back/scroller" parent_id_path=PackedInt32Array(543588938) index="0" unique_id=566230682]
text = "[center]召唤一个可抵挡[color=cyan]70[/color]点伤害的[b]音元盾[/b]。[/center]"
+83 -30
View File
@@ -2,12 +2,12 @@
[ext_resource type="PackedScene" uid="uid://ckq2cq6m23hq3" path="res://components/Abstracts/WeaponCardBase.tscn" id="1_0lbwr"]
[ext_resource type="Script" uid="uid://bqdyhwcd4jwmj" path="res://scripts/Contents/Weapons/Tree.gd" id="2_jsuc8"]
[ext_resource type="Texture2D" uid="uid://74n7umby4d4w" path="res://resources/weapons/ParryCounter.png" id="3_nwamk"]
[ext_resource type="Texture2D" uid="uid://w5yqnejlmfou" path="res://resources/weapons/Jade_神手玉.png" id="3_nwamk"]
[node name="Tree" unique_id=185228402 instance=ExtResource("1_0lbwr")]
script = ExtResource("2_jsuc8")
avatarTexture = ExtResource("3_nwamk")
displayName = "扶桑元神"
displayName = "神手玉"
quality = 4
typeTopic = 3
costBeachball = 900
@@ -24,23 +24,49 @@ storeType = {
"max": 1,
"rate": 2
}
descriptionTemplate = "进行[b]格挡[/b],化解飞来的子弹
descriptionTemplate = "进行[b]格挡[/b],化解敌人的攻击
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。
近战攻击造成乾坤剑的$rate点伤害。
次格挡有$rate的概率弹反,子弹弹反后造成乾坤剑的$rate伤害。
拥有一点气力:
增加[color=yellow]1[/color]点冲刺速度。
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。
自身最多储存$max点气力。
近战攻击造成乾坤剑的$rate伤害。
每次格挡最多化解$count个子弹,
体内最多储存$max点气力。
每化解[color=yellow]1[/color]点伤害,
乾坤剑造成的伤害+$atk点。
格挡时机越精确,成功率越高。
每化解[color=yellow]1[/color]点伤害,
乾坤剑造成的伤害+$atk点。
格挡成功后继续按住攻击可进行[b]蓄力[/b]
其后松开格挡键进行[b]无量反击[/b]
可弹反一切子弹,
但需消耗[color=yellow]1[/color]层气力
可将弹反的伤害转换为能量。"
对于[b]近战挥舞[/b]攻击
化解本次伤害
敌人产生[color=yellow]1[/color]枚[b]内伤[/b]
对于[b]近战戳刺[/b]攻击
将本次伤害反弹,
造成乾坤剑的$rate伤害,
产生大量击退,
敌人产生[color=yellow]1[/color]枚[b]内伤[/b]
对于[b]远程射弹[/b]攻击,
化解本次伤害,
有$rate的概率发生[b]弹反[/b]
子弹弹反后造成乾坤剑的$rate伤害;
对于[b]猛冲[/b]攻击,
化解本次伤害,
反弹敌人的速度,
敌人产生[color=yellow]1[/color]枚[b]内伤[/b]
对于[b]吐息[/b]攻击,
[color=red]无法化解伤害[/color]但产生少量击退;
对于[b]魔法或召唤[/b]攻击,
[color=red]无法化解伤害[/color]但可以少量储能;
对于[b]爆炸[/b]攻击,
[color=red]无法化解伤害[/color]且[color=red]自身产生[color=yellow]2[/color]枚内伤[/color]
敌人或自身受到的任意[color=yellow]爆炸类伤害[/color]都会引爆其所有内伤,每枚内伤造成$atk点伤害。
格挡时机越精确,成功率越高。
触发[b]不精准格挡[/b]时,自身产生[color=yellow]1[/color]枚内伤。
每次格挡最多产生[color=yellow]1[/color]枚内伤。"
sources = Array[String](["Nine Sols", "Terraria"])
tease = "卸劲反伤"
cooldown = 250.0
@@ -52,31 +78,58 @@ texture = ExtResource("3_nwamk")
count = 900
[node name="name" parent="container/info/displays" parent_id_path=PackedInt32Array(784441328) index="0" unique_id=1576068972]
displayName = "扶桑元神"
displayName = "神手玉"
quality = 4
typeTopic = 3
[node name="source" parent="container/info/displays" parent_id_path=PackedInt32Array(784441328) index="1" unique_id=365191794]
text = "Nine Sols × Terraria"
[node name="description" parent="container" parent_id_path=PackedInt32Array(575698869) index="2" unique_id=566230682]
text = "[center]进行[b]格挡[/b],化解飞来的子弹
[node name="description" parent="container/back/scroller" parent_id_path=PackedInt32Array(543588938) index="0" unique_id=566230682]
text = "进行[b]格挡[/b],化解敌人的攻击
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。
近战攻击造成乾坤剑的[color=cyan]100.0%[/color]点伤害。
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。
拥有一点气力:
增加[color=yellow]1[/color]点冲刺速度。
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。
自身最多储存[color=cyan]3[/color]点气力。
近战攻击造成乾坤剑的[color=cyan]25.0%[/color]伤害。
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。
每化解[color=yellow]1[/color]点伤害,
乾坤剑造成的伤害+[color=cyan]10[/color]点。
格挡时机越精确,成功率越高。
每化解[color=yellow]1[/color]点伤害,
乾坤剑造成的伤害+[color=cyan]10[/color]点
格挡成功后继续按住攻击可进行[b]蓄力[/b]
其后松开格挡键进行[b]无量反击[/b]
可弹反一切子弹,
但需消耗[color=yellow]1[/color]层气力
可将弹反的伤害转换为能量。[/center]"
对于[b]近战挥舞[/b]攻击
化解本次伤害
敌人产生[color=yellow]1[/color]枚[b]内伤[/b]
对于[b]近战戳刺[/b]攻击
将本次伤害反弹,
造成乾坤剑的[color=cyan]25.0%[/color]伤害,
产生大量击退,
敌人产生[color=yellow]1[/color]枚[b]内伤[/b]
对于[b]远程射弹[/b]攻击,
化解本次伤害,
有[color=cyan]25.0%[/color]的概率发生[b]弹反[/b]
子弹弹反后造成乾坤剑的[color=cyan]25.0%[/color]伤害;
对于[b]猛冲[/b]攻击,
化解本次伤害,
反弹敌人的速度,
敌人产生[color=yellow]1[/color]枚[b]内伤[/b]
对于[b]吐息[/b]攻击,
[color=red]无法化解伤害[/color]但产生少量击退;
对于[b]魔法或召唤[/b]攻击,
[color=red]无法化解伤害[/color]但可以少量储能;
对于[b]爆炸[/b]攻击,
[color=red]无法化解伤害[/color]且[color=red]自身产生[color=yellow]2[/color]枚内伤[/color]
敌人或自身受到的任意[color=yellow]爆炸类伤害[/color]都会引爆其所有内伤,每枚内伤造成[color=cyan]10[/color]点伤害。
格挡时机越精确,成功率越高。
触发[b]不精准格挡[/b]时,自身产生[color=yellow]1[/color]枚内伤。
每次格挡最多产生[color=yellow]1[/color]枚内伤。"
[node name="tease" parent="container" parent_id_path=PackedInt32Array(575698869) index="3" unique_id=689277044]
visible = true
text = "“卸劲反伤”"
+11 -12
View File
@@ -1,17 +1,17 @@
[gd_scene load_steps=4 format=3 uid="uid://bb1uh8k7gkhr7"]
[gd_scene format=3 uid="uid://bb1uh8k7gkhr7"]
[ext_resource type="PackedScene" uid="uid://ckq2cq6m23hq3" path="res://components/Abstracts/WeaponCardBase.tscn" id="1_tmgup"]
[ext_resource type="Script" uid="uid://bqalhq6akgpoc" path="res://scripts/Contents/Weapons/VectorStarWeapon.gd" id="2_1dfg4"]
[ext_resource type="Texture2D" uid="uid://d2pndtow16635" path="res://resources/bullets/lgbt-bullet/造型2.svg" id="3_wfty8"]
[node name="VectorStar" instance=ExtResource("1_tmgup")]
[node name="VectorStar" unique_id=947309755 instance=ExtResource("1_tmgup")]
script = ExtResource("2_1dfg4")
avatarTexture = ExtResource("3_wfty8")
displayName = "矢量核心"
quality = 2
costBeachball = 400
store = {
"atk": 10,
"atk": 15,
"forwardtime": 1.0,
"maxcount": 10,
"mincount": 5
@@ -23,22 +23,21 @@ storeType = {
"mincount": 1.0
}
descriptionTemplate = "发射$mincount~$maxcount个[b]无主的飞星[/b],在$forwardtime秒后向目标冲刺并造成$atk点伤害。"
needEnergy = 5.0
needEnergy = 12.0
cooldown = 750.0
debugRebuild = true
[node name="avatar" parent="container/info" index="0"]
[node name="avatar" parent="container/info" parent_id_path=PackedInt32Array(1625294072) index="0" unique_id=1021985889]
texture = ExtResource("3_wfty8")
[node name="energy" parent="container/info/infos/energyInfo" index="1"]
text = "5.0"
[node name="energy" parent="container/info/infos/energyInfo" parent_id_path=PackedInt32Array(644675021) index="1" unique_id=1664028115]
text = "12.0"
[node name="beachball" parent="container/info/infos" index="1"]
[node name="beachball" parent="container/info/infos" parent_id_path=PackedInt32Array(492799150) index="1" unique_id=653442983]
count = 400
[node name="name" parent="container/info/displays" index="0"]
[node name="name" parent="container/info/displays" parent_id_path=PackedInt32Array(784441328) index="0" unique_id=1576068972]
displayName = "矢量核心"
quality = 2
[node name="description" parent="container" index="2"]
text = "[center]发射[color=cyan]5[/color]~[color=cyan]10[/color]个[b]无主的飞星[/b],在[color=cyan]1.00[/color]秒后向目标冲刺并造成[color=cyan]10[/color]点伤害。[/center]"
[node name="description" parent="container/back/scroller" parent_id_path=PackedInt32Array(543588938) index="0" unique_id=566230682]
text = "[center]发射[color=cyan]5[/color]~[color=cyan]10[/color]个[b]无主的飞星[/b],在[color=cyan]1.00[/color]秒后向目标冲刺并造成[color=cyan]15[/color]点伤害。[/center]"
+1 -1
View File
@@ -47,5 +47,5 @@ displayName = "火山"
quality = 4
typeTopic = 2
[node name="description" parent="container" parent_id_path=PackedInt32Array(575698869) index="2" unique_id=566230682]
[node name="description" parent="container/back/scroller" parent_id_path=PackedInt32Array(543588938) index="0" unique_id=566230682]
text = "[center]召唤1支[b]火山[/b],以[color=cyan]5.0%[/color]的效率跟随鼠标指向,进行基础伤害为[color=cyan]20[/color]的4段挥舞攻击。造成的伤害分别为[color=cyan]100.0%[/color][color=cyan]50.0%[/color][color=cyan]115.0%[/color][color=cyan]123.0%[/color],第4段攻击的同时发射[color=cyan]1[/color]支[b]火山幻影[/b],造成[color=cyan]40.0%[/color]伤害。[/center]"
+1 -4
View File
@@ -36,8 +36,5 @@ quality = 3
[node name="source" parent="container/info/displays" parent_id_path=PackedInt32Array(784441328) index="1" unique_id=365191794]
text = "Terraria × Undertale"
[node name="description" parent="container" parent_id_path=PackedInt32Array(575698869) index="2" unique_id=566230682]
[node name="description" parent="container/back/scroller" parent_id_path=PackedInt32Array(543588938) index="0" unique_id=566230682]
text = "[center]从天而降[color=cyan]1[/color]支目标位于半径[color=cyan]100.00[/color]内的[b]怪物灵魂[/b],造成[color=cyan]10[/color]点伤害,穿透+[color=yellow]50%[/color]。[/center]"
[node name="tease" parent="container" parent_id_path=PackedInt32Array(575698869) index="3" unique_id=689277044]
visible = false
+1 -2
View File
@@ -126,10 +126,9 @@
"[b]%s[/b]成了宇航员,",
"[b]%s[/b]现在是太空垃圾,",
"[b]%s[/b]脱离了轨道,",
"[b]%s[/b]已飞升",
"[b]%s[/b]已飞升",
"[b]%s[/b]已离开游戏,",
"[b]%s[/b]跳起了舞,",
"[b]%s[/b]被开发者玩死了,",
"[b]%s[/b]被*刻意的游戏设计*杀死了!",
"[b]%s[/b]菜死了,"
]
Binary file not shown.

After

Width:  |  Height:  |  Size: 22 KiB

@@ -0,0 +1,40 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://w5yqnejlmfou"
path="res://.godot/imported/Jade_神手玉.png-1967ba97c31e1d92072a4a98707c87b2.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://resources/weapons/Jade_神手玉.png"
dest_files=["res://.godot/imported/Jade_神手玉.png-1967ba97c31e1d92072a4a98707c87b2.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
+4 -4
View File
@@ -2,7 +2,7 @@ extends AcidBulletBase
class_name AcidS
func succeedToHit(_dmg: float, _entity: EntityBase):
for i in randi_range(0, int(arg1)):
for bullet in BulletBase.generate(ComponentManager.getBullet("AcidS"), launcher, position, rotation + deg_to_rad(180 + 90 * randf_range(-1, 1)), true, true):
if bullet is AcidS:
bullet.baseDamage = baseDamage
for i in randi_range(0, int(arg1)):
for bullet in BulletBase.generate(ComponentManager.getBullet("AcidS"), launcher, position, rotation + deg_to_rad(180 + 90 * randf_range(-1, 1)), true, true):
if bullet is AcidS:
bullet.baseDamage = baseDamage
@@ -2,6 +2,7 @@ extends BulletBase
class_name InfinitySwordBullet
var implused: Array[EntityBase] = []
var rate2: float = 0
func spawn():
CameraManager.shake(2000, 100)
@@ -15,3 +16,8 @@ func succeedToHit(_dmg: float, entity: EntityBase):
var eff = EffectController.create(ComponentManager.getEffect("ShootBlood"), entity.position)
eff.particles.hide()
eff.shot()
func hitBullet(bullet: BulletBase):
if !is_instance_valid(launcher): return
if BulletTool.canDamage(bullet, launcher):
baseDamage *= rate2 ** bullet.getDamage()
InternalDamageBullet.generateBall(launcher, bullet.launcher, sqrt(baseDamage))
@@ -0,0 +1,26 @@
extends BulletBase
class_name InternalDamageBullet
var hoster: EntityBase
func spawn():
if is_instance_valid(hoster):
hoster.died.connect(tryDestroy)
hoster.hit.connect(
func(_damage, bullet: BulletBase, _crit):
if bullet.motionType == BulletBase.MotionType.EXPLOSION:
hitbox.set_deferred("disabled", false)
)
static func generateBall(by: EntityBase, who: EntityBase, atk: float):
var internalDamages = who.getOrCreateCycleTimer("internalDamages", 3000, 150)
for bullet in BulletBase.generate(
ComponentManager.getBullet("InternalDamage"),
by,
Vector2.ZERO,
0
):
if bullet is InternalDamageBullet:
bullet.baseDamage = atk
bullet.hoster = who
internalDamages.host(bullet)
@@ -0,0 +1 @@
uid://d3m2bjkxg82a2
+2 -2
View File
@@ -9,7 +9,7 @@ func ai():
speed *= 1.05
speed = clamp(speed, 0, 20)
if is_instance_valid(tracer) and timeLived() < maxTraceTime:
PresetBulletAI.trace(self, tracer.getTrackingAnchor(), tracePower)
PresetBulletAI.forward(self, rotation)
PresetBulletAI.trace(self , tracer.getTrackingAnchor(), tracePower)
PresetBulletAI.forward(self , rotation)
func destroy(_b):
EffectController.create(ComponentManager.getEffect("LGBTBoom"), position).shot()
+53 -37
View File
@@ -10,19 +10,18 @@ var atk: float = 1
var reflectRate: float = 1
func parryEffect(bullet: BulletBase):
# 生成格挡特效
parryiedTimes += 1
var eff = EffectController.create(ComponentManager.getEffect("Parry"), position + (bullet.position - position).normalized() * 200) # 从子弹位置,面向其他子弹的方向前进150
eff.modulate = bullet.modulate.blend(bullet.texture.modulate)
eff.rotation = position.angle_to_point(bullet.position)
eff.shot()
launcher.impluse((position - bullet.position).normalized() * sqrt(abs(bullet.speed)) * 250)
func penerateEffect(entity: EntityBase):
func penerateEffect(entity: EntityBase, effPos: Vector2):
parryiedTimes += 1
var eff = EffectController.create(ComponentManager.getEffect("ParryEntity"), position)
eff.rotation = position.angle_to_point(position)
var eff = EffectController.create(ComponentManager.getEffect("ParryEntity"), effPos)
eff.rotation = entity.position.angle_to_point(effPos)
eff.shot()
entity.impluse((entity.position - position).normalized() * 450)
entity.impluse((entity.position - effPos).normalized() * 450)
func generateParryBall(bDamage: float):
var cycler = launcher.getOrCreateCycleTimer("parry", 2000, 100)
if len(cycler.bullets) < maxBallCount: # 玩家最多只能拥有多少气
@@ -48,42 +47,59 @@ func spawn():
eff.shot()
func succeedToHit(_dmg: float, entity: EntityBase):
if parryiedTimes < maxParryTimes && MathTool.rate(parryRate):
penerateEffect(entity)
penerateEffect(entity, entity.position * 1.01)
func hitBullet(bullet: BulletBase): # 当前子弹与其他子弹相撞
if !is_instance_valid(launcher): return
if BulletTool.canDamage(bullet, launcher): # 其他子弹可以使当前子弹的发射者受伤吗?
if parryiedTimes < maxParryTimes && MathTool.rate(parryRate): # 一个刀光最多格挡多少个敌方子弹?
# 可以格挡 挥舞运动(近战攻击)、射弹运动(远程攻击)和猛冲运动 的子弹,射弹如果被弹反则不会产生气力
# 魔法运动和召唤运动的子弹虽不能格挡,但是可以储能,吐息运动的子弹会对发射者产生击退
if bullet.motionType == BulletBase.MotionType.PROJECTILE:
# 无论如何都要生成格挡特效
parryEffect(bullet)
# 弹反 还是 格挡?
if MathTool.rate(reflectRate):
bullet.look_at(bullet.launcher.getTrackingAnchor())
bullet.launcher = launcher
bullet.baseDamage = reflectRate * atk
bullet.lifeTime *= 2
if bullet.freeAfterSpawn && bullet.autoSpawnAnimation:
bullet.animator.speed_scale *= 0.5
else:
bullet.tryDestroy()
if parryiedTimes < maxParryTimes:
if MathTool.rate(parryRate): # 一个刀光最多格挡多少个敌方子弹?
# 可以格挡 挥舞运动(近战攻击)、射弹运动(远程攻击)和猛冲运动 的子弹,射弹如果被弹反则不会产生气力
# 魔法运动和召唤运动的子弹虽不能格挡,但是可以储能,吐息运动的子弹会对发射者产生击退
if bullet.motionType == BulletBase.MotionType.PROJECTILE:
# 无论如何都要生成格挡特效
parryEffect(bullet)
# 弹反 还是 格挡?
if MathTool.rate(reflectRate):
bullet.look_at(bullet.launcher.getTrackingAnchor())
bullet.launcher = launcher
bullet.baseDamage = reflectRate * atk
bullet.lifeTime *= 2
if bullet.freeAfterSpawn && bullet.autoSpawnAnimation:
bullet.animator.speed_scale *= 0.5
else:
bullet.tryDestroy()
generateParryBall(bullet.baseDamage)
elif bullet.motionType == BulletBase.MotionType.SWING:
parryEffect(bullet)
bullet.hitbox.set_deferred("disabled", true)
generateParryBall(bullet.baseDamage)
elif bullet.motionType == BulletBase.MotionType.SWING:
parryEffect(bullet)
bullet.hitbox.set_deferred("disabled", true)
generateParryBall(bullet.baseDamage)
elif bullet.motionType == BulletBase.MotionType.SPRINT:
parryEffect(bullet)
bullet.tryDestroy()
bullet.launcher.velocity *= -0.1
generateParryBall(bullet.baseDamage)
elif bullet.motionType == BulletBase.MotionType.BREATH:
penerateEffect(bullet.launcher)
bullet.launcher.impluse(Vector2.from_angle(bullet.rotation) * -500)
elif bullet.motionType == BulletBase.MotionType.SUMMON || bullet.motionType == BulletBase.MotionType.MAGIC:
penerateEffect(bullet.launcher)
launcher.storeEnergy(sqrt(bullet.baseDamage))
InternalDamageBullet.generateBall(launcher, bullet.launcher, atk)
elif bullet.motionType == BulletBase.MotionType.STAB:
parryEffect(bullet)
penerateEffect(bullet.launcher, bullet.launcher.position * 1.01)
bullet.hitbox.set_deferred("disabled", true)
bullet.launcher.takeDamage(atk * reflectRate * bullet.getDamage())
bullet.launcher.impluse(Vector2.from_angle(bullet.rotation) * -2000)
generateParryBall(bullet.baseDamage)
InternalDamageBullet.generateBall(launcher, bullet.launcher, atk)
elif bullet.motionType == BulletBase.MotionType.SPRINT:
parryEffect(bullet)
bullet.tryDestroy()
bullet.launcher.velocity *= 0
generateParryBall(bullet.baseDamage)
InternalDamageBullet.generateBall(launcher, bullet.launcher, atk)
elif bullet.motionType == BulletBase.MotionType.BREATH:
penerateEffect(bullet.launcher, launcher.position)
bullet.launcher.impluse(Vector2.from_angle(bullet.rotation) * -500)
elif bullet.motionType == BulletBase.MotionType.SUMMON || bullet.motionType == BulletBase.MotionType.MAGIC:
penerateEffect(bullet.launcher, launcher.position)
launcher.storeEnergy(sqrt(bullet.baseDamage))
elif bullet.motionType == BulletBase.MotionType.EXPLOSION:
penerateEffect(bullet.launcher, launcher.position)
for i in 2:
InternalDamageBullet.generateBall(bullet.launcher, launcher, sqrt(bullet.getDamage()))
else:
InternalDamageBullet.generateBall(bullet.launcher, launcher, atk)
func refract(_newBullet: BulletBase, _entity: EntityBase, _index: int, _total: int, _lastBullet: float):
return null
+7
View File
@@ -3,10 +3,16 @@ class_name WuweiBullet
@export var canMove: bool = true
var rate2: float = 0
func ai():
if canMove:
PresetBulletAI.lockLauncher(self , launcher, true)
PresetBulletAI.trace(self , launcher.currentFocusedPosition, 0.1)
func hitBullet(bullet: BulletBase):
if !is_instance_valid(launcher): return
if BulletTool.canDamage(bullet, launcher):
baseDamage *= rate2 ** bullet.getDamage()
func shoot():
for bullet in BulletBase.generate(
@@ -17,6 +23,7 @@ func shoot():
):
if bullet is InfinitySwordBullet:
bullet.baseDamage = baseDamage
bullet.rate2 = rate2
func beReady():
canMove = false
EffectController.create(ComponentManager.getEffect("Danger"), findAnchor("Spawn")).shot()
+3 -5
View File
@@ -4,17 +4,15 @@ func register():
fields[FieldStore.Entity.MAX_HEALTH] = 120
fields[FieldStore.Entity.MOVEMENT_SPEED] = 0.2
fields[FieldStore.Entity.OFFSET_SHOOT] = 0
attackCooldownMap[0] = randi_range(3000, 5000)
attackCooldownMap[0] = randi_range(100, 500)
func spawn():
texture.play("walk")
func ai():
PresetEntityAI.follow(self, currentFocusedBoss, 300)
PresetEntityAI.follow(self , currentFocusedBoss, 300)
tryAttack(0)
func attack(type):
if type == 0:
var weaponPos = findWeaponAnchor("normal")
var angle = weaponPos.angle_to_point(currentFocusedBoss.position)
for i in 3:
BulletBase.generate(ComponentManager.getBullet("DogCircle"), self, weaponPos, angle)
await TickTool.millseconds(100)
BulletBase.generate(ComponentManager.getBullet("DogCircle"), self , weaponPos, angle)
return true
+1 -1
View File
@@ -2,4 +2,4 @@ extends EffectController
class_name ParryEffect
func beforeShot():
CameraManager.shake(200, 300)
CameraManager.shake(300, 500)
+1 -2
View File
@@ -7,7 +7,6 @@ extends FullscreenPanelBase
func beforeOpen(args: Array = []):
audio.play()
var reasonTemplate = MathTool.randomChoiceFrom(GameRule.deadReasons)
deadreason.text = ("[color=gray]" + reasonTemplate + "凶手是[b]%s[/b]的[b]%s[/b]。[/color]") % args
deadreason.text = ("[color=gray]%s[/color]") % args[0]
func afterOpen(_args: Array = []):
gameControl.enable()
+10 -1
View File
@@ -29,9 +29,10 @@ class_name StarterPanel
var historyStack
static var GAMEMODE_MAP_WAVE = [Wave.WAVE_NORMAL, Wave.WAVE_BOSSRUSH, Wave.WAVE_MOWING]
static var GAMEMODE_MAP_WAVE = [Wave.WAVE_NORMAL, Wave.WAVE_BOSSRUSH, Wave.WAVE_MOWING, Wave.WAVE_TESTBOSS]
static var START_CHARACTERS = ["MuyangDog", "Lynx", "HCN"]
static var buildingShader: bool = true
static var tutorialWatched: bool = false
static var selectingFeed: bool = true
static var selectedCharacter: String = MathTool.randomChoiceFrom(START_CHARACTERS)
@@ -93,6 +94,9 @@ func startSingleplayerGame():
UIState.setPanel("CompilingTip")
else:
UIState.setPanel("SelectInitialFeed")
if useTutorialBtn.button_pressed:
tutorialWatched = true
SaveEngine.save()
func _ready():
historyStack = Composables.useHistoryStack(playerNameInput)
@@ -100,6 +104,7 @@ func _ready():
func(on: bool):
useTutorialBtn.text = "观看" if on else "跳过"
)
useTutorialBtn.button_pressed = tutorialWatched
multiplayer.connection_failed.connect(
func():
setState(MultiplayerState.ConnectionState.DISCONNECTED)
@@ -146,6 +151,8 @@ func _ready():
setPlayerName(getLast.call(1), newText)
mutexPlayer.rpc(newText)
)
if WorldManager.isRelease():
gamemodeOption.remove_item(3)
func _physics_process(_delta):
levelShow.text = "%d ∈ [%d, %d]" % [diffEdit.value, diffEdit.min_value, diffEdit.max_value]
GameRule.difficulty = diffEdit.value
@@ -202,6 +209,7 @@ func rebuildInfo():
func(newValue: float):
OutGameStorage.upgradableFieldsValue[fieldShow.field] = newValue
OutGameStorage.upgradableFieldsLevel[fieldShow.field] += 1
SaveEngine.save()
rebuildInfo()
)
upgradeFieldsBox.add_child(fieldShow)
@@ -215,6 +223,7 @@ func rebuildInfo():
getCurrentSelectedCharacter().animator.play("hide")
selectedCharacter = card.name
getCurrentSelectedCharacter().animator.play("show")
SaveEngine.save()
)
charactersBox.add_child(card)
if selectedCharacter == card.name:
+1 -1
View File
@@ -4,7 +4,7 @@ extends Weapon
func update(to: int, origin: Dictionary, _entity: EntityBase):
origin["atk"] += 0.1 * to * soulLevel
origin["count"] = 1 * soulLevel
origin["self"] *= soulLevel
origin["self"] += (soulLevel - 1)
return origin
func attack(entity: EntityBase):
entity.takeDamage(readStore("self"))
+5 -11
View File
@@ -2,13 +2,12 @@
extends Weapon
func update(to: int, origin: Dictionary, _entity: EntityBase):
origin["atk"] += 4 * to * soulLevel
origin["atk"] += 3 * to * soulLevel
origin["rate1"] *= soulLevel
origin["rate2"] *= soulLevel
origin["rate3"] *= soulLevel
origin["rate2"] += 0.1 * (soulLevel - 1)
return origin
func checkAttack(entity: EntityBase) -> bool:
return len(entity.getOrCreateCycleTimer("parry", 2000, 100).bullets) > 0
return len(entity.getOrCreateCycleTimer("parry", 2000, 100).bullets) > 2
func attack(entity: EntityBase):
var parryCounter = entity.getOrCreateCycleTimer("parry", 2000, 100)
for bullet in BulletBase.generate(
@@ -19,14 +18,9 @@ func attack(entity: EntityBase):
):
if bullet is WuweiBullet:
bullet.baseDamage = readStore("atk")
bullet.baseDamage *= max(-0.99, readStore("rate2") * ((1.0 - entity.fields[FieldStore.Entity.ATTACK_SPEED]) * 100)) + 1
bullet.baseDamage *= max(-0.99, readStore("rate1") * (entity.fields[FieldStore.Entity.MAX_HEALTH] - entity.health)) + 1
var atkAll = 0
for bulle in parryCounter.bullets:
if bulle is ParryBallBullet:
atkAll += bulle.atk
bullet.baseDamage *= max(-0.99, readStore("rate3") * atkAll) + 1
for bulle in parryCounter.bullets:
bullet.rate2 = readStore("rate2")
for bulle in parryCounter.bullets.slice(0, 3):
if bulle is ParryBallBullet:
bulle.tryDestroy()
parryCounter.forceFilter()
+1 -1
View File
@@ -14,7 +14,7 @@ func attack(entity: EntityBase):
if !summon: return true
summon.atk = readStore("atk")
summon.maxTraceTime = readStore("trace") * 1000
summon.tracePower = readStore("power")
summon.tracePower = clamp(readStore("power"), 0, 1)
summon.count = readStore("count")
summon.angle = readStore("angle")
return true
+3 -1
View File
@@ -2,12 +2,14 @@ extends Area2D
class_name BulletBase
enum MotionType {
SWING, # 挥舞(近战攻击)
SWING, # 近战挥舞
PROJECTILE, # 射弹
MAGIC, # 魔法
SUMMON, # 召唤
SPRINT, # 冲撞
BREATH, # 吐息
STAB, # 近战戳刺
EXPLOSION, # 爆炸
}
signal destroied(becauseMap: bool)
+2 -2
View File
@@ -16,7 +16,7 @@ func getStateAngle(index: int):
return lifetime() / period * deg_to_rad(360) - deg_to_rad(360.0 * index / len(bullets))
func forceFilter():
bullets = bullets.filter(is_instance_valid)
func apply():
func apply(where: Vector2):
forceFilter()
for index in len(bullets):
var bullet = bullets[index]
@@ -24,7 +24,7 @@ func apply():
var offset = Vector2.from_angle(newStateAngle)
bullet.cycleStateAngle = newStateAngle
offset.y *= 0.25
bullet.position = bullet.launcher.position + offset * distance
bullet.position = where + offset * distance
bullet.scale = Vector2.ONE * (1 + offset.y)
func host(bullet: BulletBase):
bullets.append(bullet)
+11 -6
View File
@@ -64,7 +64,7 @@ var attackingStates: Array[int] = []
var inventory = {
ItemStore.ItemType.BASEBALL: 200,
ItemStore.ItemType.BASKETBALL: 200,
ItemStore.ItemType.APPLE: 5,
ItemStore.ItemType.APPLE: 3,
ItemStore.ItemType.BEACHBALL: 0,
ItemStore.ItemType.SOUL: 0,
ItemStore.ItemType.CRYSTAL: 0,
@@ -73,7 +73,7 @@ var inventory = {
var inventoryMax = {
ItemStore.ItemType.BASEBALL: INF, # 无限
ItemStore.ItemType.BASKETBALL: INF,
ItemStore.ItemType.APPLE: 5,
ItemStore.ItemType.APPLE: 3,
ItemStore.ItemType.BEACHBALL: INF,
ItemStore.ItemType.SOUL: INF,
ItemStore.ItemType.CRYSTAL: INF,
@@ -214,7 +214,7 @@ func _physics_process(_delta: float) -> void:
trailParticle.emitting = trailing
for cycler in cycleTimers.values():
if cycler is CycleTimer:
cycler.apply()
cycler.apply(position)
# 通用方法
func impluse(force: Vector2):
@@ -416,7 +416,7 @@ func tryDie(by: BulletBase = null):
fields[FieldStore.Entity.MAX_HEALTH] * randf_range(1 - GameRule.beachballOffset, 1 + GameRule.beachballOffset),
position + MathTool.sampleInCircle(GameRule.itemDroppedSpawnOffset)
)
for i in randi_range(0, 20 if isBoss else 5):
for i in randi_range(0, (15 + level) if isBoss else 5):
ItemDropped.generate(
ItemStore.ItemType.CRYSTAL,
5 if isBoss else 1,
@@ -425,7 +425,7 @@ func tryDie(by: BulletBase = null):
if isBoss:
ItemDropped.generate(
ItemStore.ItemType.DIAMOND,
randi_range(1, 3),
randi_range(1, level),
position + MathTool.sampleInCircle(GameRule.itemDroppedSpawnOffset)
)
if isBoss:
@@ -436,7 +436,11 @@ func tryDie(by: BulletBase = null):
)
if isPlayer():
if UIState.player == self:
UIState.setPanel("GameOver", [displayName, by.launcher.displayName, by.displayName])
var reasonTemplate = MathTool.randomChoiceFrom(GameRule.deadReasons)
if is_instance_valid(by):
UIState.setPanel("GameOver", ["%s凶手是[b]%s[/b]的[b]%s[/b]。" % [reasonTemplate, by.launcher.displayName, by.displayName] % displayName])
else:
UIState.setPanel("GameOver", ["%s凶手是[b]%s[/b]。" % [reasonTemplate, "*刻意的游戏设计*"] % displayName])
EffectController.create(ComponentManager.getEffect("DeadBlood"), texture.global_position).shot()
await die()
died.emit()
@@ -504,6 +508,7 @@ func summon(who: PackedScene, syncFields: bool = true, lockValue: bool = true) -
instance.position = get_global_mouse_position()
instance.myMaster = self
summoned(instance)
instance.add_to_group("entities")
if isPlayer(): instance.add_to_group("players")
if syncFields:
if lockValue:
+1 -1
View File
@@ -51,7 +51,7 @@ func apply(entity: EntityBase):
var value = fieldValues[i]
entity.fields[field] += value
var applier = FieldStore.entityApplier.get(field)
if applier and applier.call(entity, value):
if applier and !applier.call(entity, value):
entity.fields[field] -= value
entity.fields[field] = clamp(entity.fields[field], FieldStore.entityMinValueMap.get(field, 0), FieldStore.entityMaxValueMap.get(field, INF))
for i in weapons:
+1 -1
View File
@@ -200,7 +200,7 @@ func buildDescription(showNext: bool = false) -> String:
else:
text = "[color=cyan]%s[/color]" % data
result = result.replace("$" + key, text)
return "[center]%s[/center]" % result
return result
func readStore(key: String, default: Variant = null):
return store.get(key, default)
func playSound(sound: String):
+8
View File
@@ -31,6 +31,14 @@ static func fill(origin: Dictionary, filler: Callable) -> Dictionary:
return accum,
{}
)
static func mapEntries(origin: Dictionary, mapper: Callable) -> Dictionary:
return origin.keys().reduce(
func(accum, key):
var entry = mapper.call(key, origin[key])
accum[entry[0]] = entry[1]
return accum,
{}
)
static func dictionaryFromEntries(keys: Array, values: Array) -> Dictionary:
var result = {}
for index in len(keys):
+34
View File
@@ -0,0 +1,34 @@
class_name SaveEngine
const SAVE_FILE = "user://save.json"
static func serialize():
return {
"out-game": {
"value": OutGameStorage.upgradableFieldsValue,
"level": OutGameStorage.upgradableFieldsLevel,
"inventory": OutGameStorage.inventory,
},
"ui-state": {
"tutorial-watched": StarterPanel.tutorialWatched,
"selected-character": StarterPanel.selectedCharacter
}
}
static func apply(saveData: Dictionary):
OutGameStorage.upgradableFieldsValue = saveData["out-game"]["value"]
OutGameStorage.upgradableFieldsLevel = saveData["out-game"]["level"]
OutGameStorage.inventory = saveData["out-game"]["inventory"]
StarterPanel.tutorialWatched = saveData["ui-state"]["tutorial-watched"]
StarterPanel.selectedCharacter = saveData["ui-state"]["selected-character"]
static func load():
var origin = JsonTool.parseFromFile(SAVE_FILE)
if origin is Dictionary:
origin["out-game"]["value"] = ArrayTool.mapEntries(origin["out-game"]["value"], func(key, value): return [int(key), value])
origin["out-game"]["level"] = ArrayTool.mapEntries(origin["out-game"]["level"], func(key, value): return [int(key), value])
origin["out-game"]["inventory"] = ArrayTool.mapEntries(origin["out-game"]["inventory"], func(key, value): return [int(key), value])
return origin
static func save():
var file = FileAccess.open(SAVE_FILE, FileAccess.ModeFlags.WRITE)
if file is FileAccess:
file.store_string(JsonTool.stringify(serialize()))
file.close()
+1
View File
@@ -0,0 +1 @@
uid://dae5c5gtbf3uo
+6 -6
View File
@@ -1,6 +1,6 @@
class_name GameRule
static var deadReasons: Array = JsonTool.parseJson("res://resources/constants/deadReasons.json")
static var deadReasons: Array = JsonTool.parseFromFile("res://resources/constants/deadReasons.json")
static var helpText: String
static var difficultyRange: Vector2 = Vector2(-20, 50) # 难度倍数范围,包括最小值和最大值,负数则降低难度
static var difficulty: float = 1 # 难度倍数,可以写小数
@@ -10,17 +10,17 @@ static var damageOffset: float = MathTool.percent(20) # 伤害随机浮动比例
static var beachballOffset: float = MathTool.percent(30) # 棒球掉落数随机浮动比例
static var damageLabelSpawnOffset: float = 30 # 伤害标签生成位置的随机偏移
static var itemDroppedSpawnOffset: float = 30 # 掉落物生成位置的随机偏移
static var appleDropRate: float = MathTool.percent(2) # 苹果掉落概率
static var refreshCountIncreaseCount: Vector2i = Vector2i(0, 3) # 刷新所需的棒球数量的增加的数量
static var appleDropRate: float = MathTool.percent(1) # 苹果掉落概率
static var refreshCountIncreaseCount: Vector2i = Vector2i(1, 3) # 刷新所需的棒球数量的增加的数量
static var entityCountBoostPerWave: float = MathTool.percent(2) # 每波敌人数量增加的百分比,倍数级
static var itemShowLifetime: int = 1500 # 物品展示组件如果设置了自动隐藏,那么隐藏前可以存活的时间
static var tipSpawnRateWhenGetDroppedItem: float = MathTool.percent(25) # 当玩家获取到掉落物时,提示的概率
static var entityHealthIncreasePerWave: float = MathTool.percent(1) # 每波敌人生命值增加的百分比,指数级
static var entityDamageIncreasePerWave: float = MathTool.percent(1) # 每波敌人伤害增加的百分比,指数级
static var entityLevelOffsetByWave: float = MathTool.percent(30) # 每波敌人等级根据当前波数随机浮动的比例
static var appleDropRateInfluenceByLuckValue: float = MathTool.percent(2) # 幸运值对苹果掉率的影响
static var critRateInfluenceByLuckValue: float = MathTool.percent(2.5) # 幸运值对暴击率的影响
static var penerateRateInfluenceByLuckValue: float = MathTool.percent(3) # 幸运值对穿透率的影响
static var appleDropRateInfluenceByLuckValue: float = MathTool.percent(0.07) # 幸运值对苹果掉率的影响
static var critRateInfluenceByLuckValue: float = MathTool.percent(0.15) # 幸运值对暴击率的影响
static var penerateRateInfluenceByLuckValue: float = MathTool.percent(0.2) # 幸运值对穿透率的影响
static var detainTime: float = 250 # 血量如果在这个时间内没有改变才会开始播放降低动画
static var weaponUpdateCost: float = 1.1 # 武器升级后消耗的棒球数量倍数
static var canSpawnMobWhenBossWave: bool = true # Boss波次是否可生成小怪
+9 -4
View File
@@ -1,9 +1,14 @@
class_name JsonTool
static func parseJson(filePath: String):
static func parseFromFile(filePath: String):
var file = FileAccess.open(filePath, FileAccess.READ)
var json = file.get_as_text()
file.close()
if file is FileAccess:
var json = file.get_as_text()
file.close()
return parseFromText(json)
static func parseFromText(text: String):
var jsonObj = JSON.new()
jsonObj.parse(json)
jsonObj.parse(text)
return jsonObj.data
static func stringify(data: Variant):
return JSON.stringify(data, " ")
+3 -1
View File
@@ -22,12 +22,14 @@ func _physics_process(_delta):
static func shake(millseconds: float, intensity: float = 10, steper: Callable = func(currentValue, _totalValue, _restPercent): return currentValue):
if StarterPanel.buildingShader: return
var startTime = WorldManager.getTime()
instance.shakeIntensity = intensity
instance.shakeIntensity += intensity
instance.shaking = true
await TickTool.until(
func():
instance.shakeIntensity = steper.call(instance.shakeIntensity, intensity, 1 - (WorldManager.getTime() - startTime) / millseconds)
return WorldManager.getTime() - startTime >= millseconds || !instance.shaking
)
instance.shaking = false
instance.shakeIntensity = 0
static func shakeStop():
instance.shaking = false
+9
View File
@@ -1,5 +1,13 @@
class_name GameBusManager
static func _static_init():
init()
static func init():
var save = SaveEngine.load()
if save:
print(save)
SaveEngine.apply(save)
static func restart(tree: SceneTree):
for bullet in tree.get_nodes_in_group("bullets"):
bullet.queue_free()
@@ -14,6 +22,7 @@ static func restart(tree: SceneTree):
OutGameStorage.saveInventory()
CameraManager.shakeStop()
WorldManager.timeRestart()
SaveEngine.save()
StarterPanel.selectingFeed = true
UIState.setPanel("Starter")