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mirror of https://github.com/Rundll86/Dog-Lynx-And-HCN.git synced 2026-05-28 06:51:54 +08:00

feat: 调整游戏平衡性和武器配置

- 增加EntityBase中FEED_COUNT_CAN_MADE的值至2
- 将GameRule中refreshCountIncreasePercent改为refreshCountIncreaseCount
- 提升WhiteSoul武器的攻击力和作用范围
- 降低MakeFeed面板的refreshNeedBaseballCount基础值
- 修改Rooster的默认武器为WhiteSoul
- 调整WhiteSoul子弹的自动销毁逻辑
This commit is contained in:
2025-12-07 14:05:30 +08:00
parent 5eed179a28
commit 261ea7ae7b
6 changed files with 14 additions and 12 deletions
+4 -3
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@@ -1,7 +1,7 @@
[gd_scene load_steps=10 format=3 uid="uid://gnenrlcspjuq"]
[ext_resource type="PackedScene" uid="uid://crtdkysmnkith" path="res://components/Abstracts/BulletBase.tscn" id="1_k41ea"]
[ext_resource type="Script" path="res://scripts/Contents/Bullets/WhiteSoul.gd" id="2_ld7n7"]
[ext_resource type="Script" uid="uid://iylhd18nf5a1" path="res://scripts/Contents/Bullets/WhiteSoul.gd" id="2_ld7n7"]
[ext_resource type="Texture2D" uid="uid://wy10fc3bqppg" path="res://resources/bullets/seven-soul/soul.png" id="2_mqva0"]
[sub_resource type="SpriteFrames" id="SpriteFrames_3yyb4"]
@@ -46,7 +46,7 @@ texture_filter = 1
script = ExtResource("2_ld7n7")
displayName = "怪物灵魂"
speed = 20.0
damage = 5.0
autoDestroyOnHitMap = false
[node name="texture" parent="." index="0"]
rotation = -1.5708
@@ -54,7 +54,8 @@ sprite_frames = SubResource("SpriteFrames_3yyb4")
[node name="trail" type="GPUParticles2D" parent="texture" index="1"]
amount = 10
process_material = SubResource("ParticleProcessMaterial_u4kq5")
texture = ExtResource("2_mqva0")
preprocess = 1.0
speed_scale = 2.0
local_coords = true
process_material = SubResource("ParticleProcessMaterial_u4kq5")
+2 -2
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@@ -2,7 +2,7 @@
[ext_resource type="PackedScene" uid="uid://cvogxi7mktumf" path="res://components/Abstracts/EntityBase.tscn" id="1_e5pl8"]
[ext_resource type="Script" uid="uid://cthtupc6dtbav" path="res://scripts/Contents/Characters/Rooster.gd" id="2_oqdqd"]
[ext_resource type="PackedScene" uid="uid://cxabqjo7skxev" path="res://components/Weapons/BigLaser.tscn" id="3_0omr3"]
[ext_resource type="PackedScene" uid="uid://bt4b7ks26fcgi" path="res://components/Weapons/WhiteSoul.tscn" id="3_0omr3"]
[ext_resource type="AudioStream" uid="uid://dclinyhu256xi" path="res://resources/sounds/effect/Low Whoosh.mp3" id="3_4syso"]
[ext_resource type="AudioStream" uid="uid://cdrevrq7n6yqa" path="res://resources/sounds/effect/Boing.mp3" id="4_66s6c"]
[ext_resource type="AudioStream" uid="uid://benyec5bqni0b" path="res://resources/sounds/effect/Chomp.wav" id="4_k0yme"]
@@ -56,7 +56,7 @@ metadata/_edit_vertical_guides_ = [71.0]
[node name="weaponStore" parent="." index="1"]
process_mode = 4
[node name="BigLaser" parent="weaponStore" index="0" instance=ExtResource("3_0omr3")]
[node name="WhiteSoul" parent="weaponStore" index="0" instance=ExtResource("3_0omr3")]
[node name="sprint" parent="sounds" index="0"]
stream = ExtResource("4_66s6c")
+4 -3
View File
@@ -11,9 +11,9 @@ displayName = "代达罗斯风暴魂"
quality = 3
costBeachball = 300
store = {
"atk": 5,
"atk": 10,
"count": 1.0,
"radius": 100.0
"radius": 200.0
}
storeType = {
"atk": 1,
@@ -21,6 +21,7 @@ storeType = {
"radius": 0.0
}
descriptionTemplate = "从天而降$count支目标位于鼠标位置半径$radius内的怪物灵魂,造成$atk点伤害。"
debugRebuild = true
[node name="avatar" parent="container/info" index="0"]
texture = ExtResource("2_kcegs")
@@ -36,4 +37,4 @@ displayName = "代达罗斯风暴魂"
quality = 3
[node name="description" parent="container" index="2"]
text = "[center]从天而降[color=cyan]1[/color]支目标位于鼠标位置半径[color=cyan]100.00[/color]内的怪物灵魂,造成[color=cyan]5[/color]点伤害。[/center]"
text = "[center]从天而降[color=cyan]1[/color]支目标位于鼠标位置半径[color=cyan]200.00[/color]内的怪物灵魂,造成[color=cyan]10[/color]点伤害。[/center]"
+2 -2
View File
@@ -2,7 +2,7 @@
extends FullscreenPanelBase
var selectedCount: int = 0
var refreshNeedBaseballCount = 100
var refreshNeedBaseballCount = 10
@onready var avaliableFeeds: Node2D = $"%avaliableFeeds"
@onready var feedCards: HBoxContainer = $"%feedcards"
@@ -21,7 +21,7 @@ func _ready():
func():
if UIState.player.inventory[ItemStore.ItemType.BASEBALL] >= refreshNeedBaseballCount:
UIState.player.inventory[ItemStore.ItemType.BASEBALL] -= refreshNeedBaseballCount
refreshNeedBaseballCount *= 1 + randf_range(GameRule.refreshCountIncreasePercent.x, GameRule.refreshCountIncreasePercent.y)
refreshNeedBaseballCount += randi_range(GameRule.refreshCountIncreaseCount.x, GameRule.refreshCountIncreaseCount.y)
regenerateCards()
)
ComponentManager.init()
+1 -1
View File
@@ -43,7 +43,7 @@ var fields = {
"饲料": TITLE_FLAG,
FieldStore.Entity.PRICE_REDUCTION: 0,
FieldStore.Entity.FEED_COUNT_SHOW: 3,
FieldStore.Entity.FEED_COUNT_CAN_MADE: 1,
FieldStore.Entity.FEED_COUNT_CAN_MADE: 2,
"掉落物": TITLE_FLAG,
FieldStore.Entity.DROPPED_ITEM_COLLECT_RADIUS: 60,
FieldStore.Entity.GRAVITY: 10,
+1 -1
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@@ -10,7 +10,7 @@ static var beachballOffset: float = MathTool.percent(30) # 棒球掉落数随机
static var damageLabelSpawnOffset: float = 10 # 伤害标签生成位置的随机偏移
static var itemDroppedSpawnOffset: float = 30 # 掉落物生成位置的随机偏移
static var appleDropRate: float = MathTool.percent(3) # 苹果掉落概率
static var refreshCountIncreasePercent: Vector2 = Vector2(MathTool.percent(10), MathTool.percent(50)) # 刷新所需的棒球数量的增加的百分比
static var refreshCountIncreaseCount: Vector2i = Vector2i(2, 5) # 刷新所需的棒球数量的增加的数量
static var entityCountBoostPerWave: float = MathTool.percent(2) # 每波敌人数量增加的百分比,倍数级
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
static var tipSpawnRateWhenGetDroppedItem: float = MathTool.percent(25) # 当玩家获取到掉落物时,提示的概率