返回提交历史
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Projectiles/LifeStealWispProjectile.cs
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README.md
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README.zh-Hans.md
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docs/PLAY_GUIDE.md
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docs/PLAY_GUIDE.zh-Hans.md
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XFEstudio/DeathMod
提高吸血血魂粒子反馈频率
04e5ab2
代码差异
5 个文件
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@@ -22,7 +22,7 @@ internal static class LifeStealVisuals
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return;
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}
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int count = Math.Max(1, (healedLife + 19) / 20);
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int count = Math.Max(1, (healedLife + 7) / 8);
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Player player = Main.player[playerIndex];
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for (int index = 0; index < count; index++)
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{
@@ -98,7 +98,7 @@ At the altar, unlock Fated on any regular sickle for 1 Soul Essence. The skill t
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Every Fated stack deals damage once per second equal to one third of a normal enemy's maximum life. Bosses and boss bodies use a reduced 1% maximum-life rate per stack. Fated damage inherits the life-steal level of the player who applied each stack. Each stack has its own duration timer, and the target displays a magenta icon, stack count, and inward-moving particles.
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Projectile count, projectile lifetime, percentage penetration, hit cooldown, and life steal consume Soul Essence from their first purchase. Lifetime rises by 12% per level, while penetration ignores the displayed percentage of the target's armor. Damage, attack speed, and knockback retain soul-injection steps at low levels before switching to essence later. Life steal restores its purchased percentage of damage against missing life and creates one returning blood-soul wisp per 20 life actually restored, with one minimum feedback wisp for smaller heals.
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Projectile count, projectile lifetime, percentage penetration, hit cooldown, and life steal consume Soul Essence from their first purchase. Lifetime rises by 12% per level, while penetration ignores the displayed percentage of the target's armor. Damage, attack speed, and knockback retain soul-injection steps at low levels before switching to essence later. Life steal restores its purchased percentage of damage against missing life and creates one returning blood-soul wisp per 8 life actually restored, with one minimum feedback wisp for smaller heals.
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After entering Hardmode, craft Wings of Death from Souls of Flight and train flight time, horizontal speed, acceleration, and vertical power. Max all four branches to unlock infinite flight. The Death Robe can be trained in defense, maximum life, regeneration, mobility, minions, sentries, placement range, lava immunity, utility immunities, and 15 separately purchased debuff immunities.
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@@ -76,7 +76,7 @@ Soul Harvest(内部模组名 `DeathMod`)是一款围绕死神镰刀、人物
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命定每层每秒对普通敌人造成 `33.33% 最大生命`伤害,对 Boss 及其主体部件降低为 `1% 最大生命`。命定伤害会继承对应层施加者当时的吸血等级;目标头顶会显示洋红色图标与层数,并产生向内收束粒子。
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弹幕数量、弹幕持续时间、穿透、伤害间隔与吸血从第一次升级起就需要灵魂精华。持续时间每级增加 12%,穿透按显示百分比无视目标护甲。攻击、攻速、击退仍可在低级阶段直接注入人物灵魂。吸血按造成伤害的等级百分比回复实际缺失生命,每回复 20 点生成 1 个沿曲线飞回人物的血魂;不足 20 点时仍生成 1 个反馈粒子。
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弹幕数量、弹幕持续时间、穿透、伤害间隔与吸血从第一次升级起就需要灵魂精华。持续时间每级增加 12%,穿透按显示百分比无视目标护甲。攻击、攻速、击退仍可在低级阶段直接注入人物灵魂。吸血按造成伤害的等级百分比回复实际缺失生命,每回复 8 点生成 1 个沿曲线飞回人物的血魂;不足 8 点时仍生成 1 个反馈粒子。
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困难模式后可以制作死亡之翼,分别提升飞行时间、水平速度、加速度与垂直能力,四项满级后解锁无限飞行。死神长袍则可提升防御、生命、回复、机动、仆从、哨兵、放置距离、熔岩免疫及功能免疫;15 种减益免疫必须逐项购买。
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@@ -134,7 +134,7 @@ Damage upgrades begin at 2 souls and increase by 2 souls per early purchase: `1
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### Life-steal feedback
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Life steal has a short internal trigger cooldown. It restores the purchased percentage of effective damage, limited by the player's missing life, without the former extra 3–7 life cap. One blood-soul wisp is created per 20 life actually restored, with one minimum wisp for a smaller heal. Wisps curve back to the player, leave blood ribbons and sprite afterimages, then burst on arrival.
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Life steal has a short internal trigger cooldown. It restores the purchased percentage of effective damage, limited by the player's missing life, without the former extra 3–7 life cap. One blood-soul wisp is created per 8 life actually restored, with one minimum wisp for a smaller heal. Wisps curve back to the player, leave blood ribbons and sprite afterimages, then burst on arrival.
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## 7. Fated skill tree
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@@ -134,7 +134,7 @@ Boss 不会直接掉落灵魂精华;请通过灵魂罐将奖励凝聚为精华
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### 吸血反馈
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吸血具有短触发冷却,回复量为本次有效伤害的吸血等级百分比,并受人物实际缺失生命限制,不再额外压到 3—7 点的低上限。每实际回复 20 点生命生成 1 个血魂;回复不足 20 点仍生成 1 个。血魂沿弯曲路线飞回人物,带有血色带状拖尾与贴图残影,到达时爆发成血色粒子。
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吸血具有短触发冷却,回复量为本次有效伤害的吸血等级百分比,并受人物实际缺失生命限制,不再额外压到 3—7 点的低上限。每实际回复 8 点生命生成 1 个血魂;回复不足 8 点仍生成 1 个。血魂沿弯曲路线飞回人物,带有血色带状拖尾与贴图残影,到达时爆发成血色粒子。
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## 七、命定技能树
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