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mirror of https://github.com/Rundll86/Dog-Lynx-And-HCN.git synced 2026-07-04 01:02:13 +08:00

feat: 调整食物属性和游戏平衡参数

修改多种食物的属性值,包括西瓜、泡芙、塔克和牛奶的数值调整
提高敌人每波生命值和伤害增长的百分比
This commit is contained in:
2025-08-28 14:30:27 +08:00
parent f19f1376ed
commit 32f5adfce4
6 changed files with 13 additions and 10 deletions
+3 -2
View File
@@ -7,8 +7,8 @@
avatarTexture = ExtResource("2_15plv") avatarTexture = ExtResource("2_15plv")
displayName = "牛奶" displayName = "牛奶"
quality = 2 quality = 2
fields = Array[int]([13, 11, 7]) fields = Array[int]([13, 11, 8])
fieldValues = Array[float]([0.4, 0.24]) fieldValues = Array[float]([0.1, 0.24, 0.07])
costs = Array[int]([0, 1]) costs = Array[int]([0, 1])
costCounts = Array[int]([355, 200]) costCounts = Array[int]([355, 200])
@@ -17,3 +17,4 @@ texture = ExtResource("2_15plv")
[node name="name" parent="container/info" index="1"] [node name="name" parent="container/info" index="1"]
displayName = "牛奶" displayName = "牛奶"
quality = 2
+2 -1
View File
@@ -8,7 +8,7 @@ avatarTexture = ExtResource("2_p35iw")
displayName = "奶酪泡芙" displayName = "奶酪泡芙"
quality = 3 quality = 3
fields = Array[int]([10, 5, 13]) fields = Array[int]([10, 5, 13])
fieldValues = Array[float]([0.06, 0.12, 0.3]) fieldValues = Array[float]([0.06, 0.12, 0.075])
costs = Array[int]([0, 1]) costs = Array[int]([0, 1])
costCounts = Array[int]([250, 100]) costCounts = Array[int]([250, 100])
@@ -17,3 +17,4 @@ texture = ExtResource("2_p35iw")
[node name="name" parent="container/info" index="1"] [node name="name" parent="container/info" index="1"]
displayName = "奶酪泡芙" displayName = "奶酪泡芙"
quality = 3
+3 -3
View File
@@ -6,11 +6,11 @@
[node name="Taco" instance=ExtResource("1_iixnt")] [node name="Taco" instance=ExtResource("1_iixnt")]
avatarTexture = ExtResource("2_eed3c") avatarTexture = ExtResource("2_eed3c")
displayName = "塔克" displayName = "塔克"
quality = 2 quality = 3
fields = Array[int]([13]) fields = Array[int]([13])
fieldValues = Array[float]([0.75]) fieldValues = Array[float]([0.24])
costs = Array[int]([1]) costs = Array[int]([1])
costCounts = Array[int]([225]) costCounts = Array[int]([200])
[node name="avatar" parent="container/info" index="0"] [node name="avatar" parent="container/info" index="0"]
texture = ExtResource("2_eed3c") texture = ExtResource("2_eed3c")
+1 -1
View File
@@ -7,7 +7,7 @@
avatarTexture = ExtResource("2_j4m35") avatarTexture = ExtResource("2_j4m35")
displayName = "西瓜" displayName = "西瓜"
fields = Array[int]([2, 0]) fields = Array[int]([2, 0])
fieldValues = Array[float]([-0.1, 75.0]) fieldValues = Array[float]([-0.15, 30.0])
costs = Array[int]([0, 1]) costs = Array[int]([0, 1])
costCounts = Array[int]([100, 125]) costCounts = Array[int]([100, 125])
+2 -1
View File
@@ -8,7 +8,7 @@ avatarTexture = ExtResource("2_htt7g")
displayName = "一片西瓜" displayName = "一片西瓜"
quality = 0 quality = 0
fields = Array[int]([0]) fields = Array[int]([0])
fieldValues = Array[float]([5.0]) fieldValues = Array[float]([10.0])
costs = Array[int]([0]) costs = Array[int]([0])
costCounts = Array[int]([50]) costCounts = Array[int]([50])
@@ -17,3 +17,4 @@ texture = ExtResource("2_htt7g")
[node name="name" parent="container/info" index="1"] [node name="name" parent="container/info" index="1"]
displayName = "一片西瓜" displayName = "一片西瓜"
quality = 0
+2 -2
View File
@@ -19,8 +19,8 @@ static var refreshCountIncreasePercent: Vector2 = Vector2(0.2, 0.75) # 刷新所
static var entityCountBoostPerWave: float = 0.1 # 每波敌人数量增加的百分比,倍数级 static var entityCountBoostPerWave: float = 0.1 # 每波敌人数量增加的百分比,倍数级
static var itemShowStayTime: 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 itemShowStayTime: 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 = 0.25 # 当玩家获取到掉落物时,提示的概率 static var tipSpawnRateWhenGetDroppedItem: float = 0.25 # 当玩家获取到掉落物时,提示的概率
static var entityHealthIncreasePerWave: float = 0.05 # 每波敌人生命值增加的百分比,指数级 static var entityHealthIncreasePerWave: float = 0.1 # 每波敌人生命值增加的百分比,指数级
static var entityDamageIncreasePerWave: float = 0.025 # 每波敌人伤害增加的百分比,指数级 static var entityDamageIncreasePerWave: float = 0.05 # 每波敌人伤害增加的百分比,指数级
static var entityLevelOffsetByWave: float = 0.3 # 每波敌人等级根据当前波数随机浮动的比例 static var entityLevelOffsetByWave: float = 0.3 # 每波敌人等级根据当前波数随机浮动的比例
static var appleDropRateInfluenceByLuckValue: float = 0.02 # 幸运值对苹果掉率的影响 static var appleDropRateInfluenceByLuckValue: float = 0.02 # 幸运值对苹果掉率的影响
static var critRateInfluenceByLuckValue: float = 0.025 # 幸运值对暴击率的影响 static var critRateInfluenceByLuckValue: float = 0.025 # 幸运值对暴击率的影响