diff --git a/scripts/Contents/Wave.gd b/scripts/Contents/Wave.gd index fbf03d8..8171d12 100644 --- a/scripts/Contents/Wave.gd +++ b/scripts/Contents/Wave.gd @@ -13,7 +13,7 @@ static var WAVE_NORMAL = [ Wave.create(preload("res://components/Characters/Hen.tscn"), 1, 5, false, 0, INF, 1), Wave.create(preload("res://components/Characters/Chick.tscn"), 0, 0, true, 9, INF, 15), Wave.create(preload("res://components/Characters/Bear.tscn"), 0, 0, true, 19, INF, 10), - Wave.create(preload("res://components/Characters/KukeMC.tscn"), 0, 0, false, 14, INF, 20), + Wave.create(preload("res://components/Characters/KukeMC.tscn"), 0, 0, true, 14, INF, 20), ] static var WAVE_TESTBOSS_ALL = [ Wave.create(preload("res://components/Characters/Chick.tscn"), 0, 0, true, 0, INF, 10), diff --git a/scripts/Tools/GameRule.gd b/scripts/Tools/GameRule.gd index e567047..6dab4e0 100644 --- a/scripts/Tools/GameRule.gd +++ b/scripts/Tools/GameRule.gd @@ -8,7 +8,7 @@ static var damageOffset: float = MathTool.percent(20) # 伤害随机浮动比例 static var beachballOffset: float = MathTool.percent(30) # 棒球掉落数随机浮动比例 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(10) # 苹果掉落概率 +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 entityCountBoostPerWave: float = MathTool.percent(10) # 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