The discharge certificate will no longer be deducted.
离职证明不再持续扣血了。
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02f2fa0d93
commit
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@ -17,6 +17,7 @@ collision_layer = 8
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collision_mask = 34
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angular_damp = -1.0
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script = ExtResource("1_nydte")
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FiringIntervalAsMillisecond = 1000
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[node name="DamageArea2D" type="Area2D" parent="."]
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collision_layer = 8
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@ -1,6 +1,6 @@
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using ColdMint.scripts.character;
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using ColdMint.scripts.damage;
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using ColdMint.scripts.pickable;
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using ColdMint.scripts.weapon;
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using Godot;
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namespace ColdMint.scripts.inventory;
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@ -9,13 +9,12 @@ namespace ColdMint.scripts.inventory;
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/// <para>ResignationCertificate</para>
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/// <para>离职证明</para>
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/// </summary>
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public partial class ResignationCertificate : PickAbleTemplate
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public partial class ResignationCertificate : WeaponTemplate
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{
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private readonly Damage _damage = new()
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{
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MaxDamage = 1,
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MinDamage = 1,
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CriticalStrikeProbability = 100,
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Type = Config.DamageType.Magic
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};
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@ -30,7 +29,7 @@ public partial class ResignationCertificate : PickAbleTemplate
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{
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get => Config.ItemType.Item;
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}
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public override bool Use(Node2D? owner, Vector2 targetGlobalPosition)
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protected override bool DoFire(Node2D? owner, Vector2 enemyGlobalPosition)
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{
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if (Owner is CharacterTemplate characterTemplate)
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{
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@ -57,7 +57,7 @@ public partial class PickAbleTemplate : RigidBody2D, IItem
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/// <para>Enabled contact injury</para>
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/// <para>启用接触伤害</para>
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/// </summary>
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public bool EnableContactInjury;
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public virtual bool EnableContactInjury { get; set; }
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[Export] private int _minContactInjury = 1;
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[Export] private int _maxContactInjury = 2;
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@ -18,6 +18,16 @@ public partial class SpellPickAble : PickAbleTemplate, ISpell
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[Export]
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private string? _projectilePath;
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/// <summary>
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/// <para>Spells do no collision damage</para>
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/// <para>法术没有碰撞伤害</para>
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/// </summary>
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public override bool EnableContactInjury
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{
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get => false;
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set { }
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}
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private PackedScene? _projectileScene;
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public override void _Ready()
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{
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