mirror of
https://github.com/Rundll86/Dog-Lynx-And-HCN.git
synced 2026-05-31 00:11:54 +08:00
feat: 调整敌人掉落数量和波次配置
- 修改猫头鹰、狐狸和酷可mc的掉落数量范围 - 调整普通波次中猫、狗和猫头鹰的出现频率 - 减少刷新棒球数量的增加范围
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@@ -52,7 +52,7 @@ script = ExtResource("2_r6bub")
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isBoss = true
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displayName = "狐狸"
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drops = Array[int]([0, 1])
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dropCounts = Array[Vector2]([Vector2(10, 30), Vector2(15, 50)])
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dropCounts = Array[Vector2]([Vector2(15, 30), Vector2(20, 40)])
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appleCount = Vector2i(2, 4)
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[node name="attack1" type="AudioStreamPlayer2D" parent="sounds" index="6"]
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@@ -24,7 +24,7 @@ size = Vector2(221, 150)
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script = ExtResource("2_s2dg5")
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displayName = "酷可mc"
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drops = Array[int]([0, 1])
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dropCounts = Array[Vector2]([Vector2(20, 40), Vector2(25, 100)])
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dropCounts = Array[Vector2]([Vector2(20, 40), Vector2(25, 50)])
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metadata/_edit_vertical_guides_ = [76.0]
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[node name="collect" parent="sounds" index="4"]
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@@ -28,7 +28,7 @@ height = 126.0
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script = ExtResource("2_hjlm2")
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displayName = "猫头鹰"
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drops = Array[int]([0, 1, 3])
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dropCounts = Array[Vector2]([Vector2(2, 4), Vector2(2, 4), Vector2(1, 3)])
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dropCounts = Array[Vector2]([Vector2(3, 6), Vector2(2, 4), Vector2(1, 3)])
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hurtAudioRate = 0.05
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[node name="texture" parent="." index="3"]
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@@ -25,9 +25,9 @@ func duplicate() -> Wave:
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static var current: int = startWith(1) if WorldManager.isRelease() else startWith(1)
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static var WAVE_NORMAL = [
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Wave.create("Hen", 1, 3, false, 0, INF, 1),
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Wave.create("Cat", 1, 3, false, 0, INF, 1),
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Wave.create("Dog", 1, 3, false, 0, INF, 1),
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Wave.create("MTY", 0, 1, false, 4, INF, 5),
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Wave.create("Cat", 1, 5, false, 0, INF, 1),
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Wave.create("Dog", 1, 2, false, 0, INF, 1),
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Wave.create("MTY", 0, 1, false, 4, INF, 4),
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Wave.create("Chick", 0, 0, true, 9, INF, 20),
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Wave.create("KukeMC", 0, 0, true, 19, INF, 20),
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Wave.create("Bear", 0, 0, true, 29, INF, 20),
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@@ -10,7 +10,7 @@ static var beachballOffset: float = MathTool.percent(30) # 棒球掉落数随机
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static var damageLabelSpawnOffset: float = 10 # 伤害标签生成位置的随机偏移
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static var itemDroppedSpawnOffset: float = 30 # 掉落物生成位置的随机偏移
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static var appleDropRate: float = MathTool.percent(3) # 苹果掉落概率
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static var refreshCountIncreaseCount: Vector2i = Vector2i(2, 5) # 刷新所需的棒球数量的增加的数量
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static var refreshCountIncreaseCount: Vector2i = Vector2i(0, 3) # 刷新所需的棒球数量的增加的数量
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static var entityCountBoostPerWave: float = MathTool.percent(2) # 每波敌人数量增加的百分比,倍数级
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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
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static var tipSpawnRateWhenGetDroppedItem: float = MathTool.percent(25) # 当玩家获取到掉落物时,提示的概率
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