diff --git a/scenes/main/combat_test.gd b/scenes/main/combat_test.gd index 521ca98..ff68326 100644 --- a/scenes/main/combat_test.gd +++ b/scenes/main/combat_test.gd @@ -14,6 +14,9 @@ func _ready() -> void: PlayerManager.set_player_node(_player_node) # 装备法杯:wand_basic + spark_bolt var loadout: Dictionary = WandPreset.make_default_loadout() + # 本场景绕过 CombatManager,故须自行注入法杖运算力份额(否则 cpu_limit=0 → MAX_OPS 退化) + PlayerStats.remove_modifiers_from("core") + PlayerStats.add_modifier("cpu_limit", "flat", float(loadout["core"].cpu_limit), "core") PlayerManager.equip_wand(loadout["core"], loadout["compiled"]) _run_spawn() diff --git a/scripts/domain/player_manager.gd b/scripts/domain/player_manager.gd index c79a1fd..bc60d5c 100644 --- a/scripts/domain/player_manager.gd +++ b/scripts/domain/player_manager.gd @@ -14,7 +14,8 @@ var _player_node: Node2D = null var _equipped_core: CoreDefinition = null var _equipped_compiled: CompiledDeck = null var _cast_timer: float = 0.0 -var _cast_interval: float = 0.5 +var _cast_interval: float = 0.5 # equip_wand 时快照 core.cast_interval × cast_delay_mod; + # 中途改 cast_delay_mod 要到下次 equip_wand(每波开战 _transition_to_battle)才生效 var _is_moving: bool = false var _stationary_time: float = 0.0