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mirror of https://github.com/Rundll86/Dog-Lynx-And-HCN.git synced 2026-05-28 06:51:54 +08:00
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fallingshrimp 31d344e50a feat(武器): 为弓武器添加生命汲取和升华选项
添加生命汲取效果,使箭矢命中时回复生命值
实现弓武器的升华系统,包含5种不同品质的强化选项
调整攻击逻辑以支持升华效果和生命值相关的伤害加成
2026-05-10 15:31:40 +08:00

68 lines
1.7 KiB
GDScript

@tool
extends Weapon
func sublimateOptions() -> Array[SublimateOption]:
return [
SublimateOption.new(
"破风之翎",
"伤害+15%",
func(w: Weapon, _e):
w.addStoreExtra("atk", 0.15),
1,
CategoryStore.Quality.COMMON
),
SublimateOption.new(
"嗜血",
"伤害倍率+40%,但额外消耗1点生命值",
func(w: Weapon, _e):
w.addStoreExtra("atk", 0.4)
w.addStoreExtra("self", 1),
2,
CategoryStore.Quality.LEGENDARY
),
SublimateOption.new(
"风行者",
"鸡毛箭出手速度+5%",
func(w: Weapon, _e):
w.addStoreExtra("initSpeed", 0.05),
1,
CategoryStore.Quality.RARE
),
SublimateOption.new(
"破釜沉舟",
"每失去5%生命值,伤害+6%",
func(w: Weapon, _e):
w.addStoreExtra("missAtk", 0.06),
2,
CategoryStore.Quality.EPIC
),
SublimateOption.new(
"生命汲取",
"鸡毛箭命中时回复0.2点生命值",
func(w: Weapon, _e):
w.addStoreExtra("lifesteal", 0.2),
1,
CategoryStore.Quality.COMMON
),
]
func update(to: int, origin: Dictionary, _entity: EntityBase):
origin["atk"] += 0.1 * to * soulLevel
origin["count"] = 1 * soulLevel
origin["self"] += (soulLevel - 1)
return origin
func attack(entity: EntityBase):
entity.takeDamage(readStore("self"))
var weaponPos = entity.findWeaponAnchor("normal")
for bullet in BulletBase.generate(
ComponentManager.getBullet("Bow"),
entity,
weaponPos,
weaponPos.angle_to_point(get_global_mouse_position())
):
if bullet is Bow:
bullet.count = readStore("count")
bullet.atk = readStore("atk") * (1 + (1 - entity.getHealthPercent()) * readStoreExtra("missAtk"))
bullet.speed *= 1 + readStoreExtra("initSpeed")
bullet.lifesteal = readStoreExtra("lifesteal")
return true