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fix(GameRule): 调整刷新棒球数量增加的百分比范围
将refreshCountIncreasePercent从Vector2(0.4, 1.1)调整为Vector2(0.2, 0.75),降低游戏难度
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@@ -15,7 +15,7 @@ static var damageOffset: float = 0.2 # 伤害随机浮动比例,默认20%,
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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 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 itemDroppedSpawnOffset: float = 30 # 掉落物生成位置的随机偏移
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static var appleDropRate: float = 0.1 # 苹果掉落概率
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static var appleDropRate: float = 0.1 # 苹果掉落概率
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static var refreshCountIncreasePercent: Vector2 = Vector2(0.4, 1.1) # 刷新所需的棒球数量的增加的百分比,随机,默认为40%~110%
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static var refreshCountIncreasePercent: Vector2 = Vector2(0.2, 0.75) # 刷新所需的棒球数量的增加的百分比
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static var entityCountBoostPerWave: float = 0.1 # 每波敌人数量增加的百分比,倍数级
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static var entityCountBoostPerWave: float = 0.1 # 每波敌人数量增加的百分比,倍数级
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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
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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
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static var tipSpawnRateWhenGetDroppedItem: float = 0.25 # 当玩家获取到掉落物时,提示的概率
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static var tipSpawnRateWhenGetDroppedItem: float = 0.25 # 当玩家获取到掉落物时,提示的概率
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