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feat(武器/游戏规则): 调整武器伤害和敌人成长参数
将多种武器的攻击力加成从2倍提升至5倍 调整敌人每波生命值增长从5%提升至10%,伤害增长从2.5%降低至1%
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@@ -3,7 +3,7 @@ extends Weapon
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class_name LGBTWeapon
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func update(to: int, origin: Dictionary, _entity: EntityBase):
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origin["atk"] += 2 * to
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origin["atk"] += 5 * to
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origin["count"] += to
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origin["power"] += 0.05 * level
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origin["trace"] += 0.25 * level
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@@ -3,7 +3,7 @@ extends Weapon
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class_name PurpleCrystalWeapon
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func update(to: int, origin: Dictionary, _entity: EntityBase):
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origin["atk"] += 2 * to
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origin["atk"] += 5 * to
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return origin
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func attack(entity: EntityBase):
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var weaponPos = entity.findWeaponAnchor("normal")
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@@ -3,7 +3,7 @@ extends Weapon
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class_name VectorStarWeapon
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func update(to: int, origin: Dictionary, _entity: EntityBase):
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origin["atk"] += 2 * to
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origin["atk"] += 5 * to
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origin["forwardtime"] /= 1.05 * to
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origin["maxcount"] += 1 * level
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return origin
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@@ -20,8 +20,8 @@ static var refreshCountIncreasePercent: Vector2 = Vector2(MathTool.percent(10),
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static var entityCountBoostPerWave: float = MathTool.percent(10) # 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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static var entityHealthIncreasePerWave: float = MathTool.percent(5) # 每波敌人生命值增加的百分比,指数级
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static var entityDamageIncreasePerWave: float = MathTool.percent(2.5) # 每波敌人伤害增加的百分比,指数级
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static var entityHealthIncreasePerWave: float = MathTool.percent(10) # 每波敌人生命值增加的百分比,指数级
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static var entityDamageIncreasePerWave: float = MathTool.percent(1) # 每波敌人伤害增加的百分比,指数级
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static var entityLevelOffsetByWave: float = MathTool.percent(30) # 每波敌人等级根据当前波数随机浮动的比例
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static var appleDropRateInfluenceByLuckValue: float = MathTool.percent(2) # 幸运值对苹果掉率的影响
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static var critRateInfluenceByLuckValue: float = MathTool.percent(2.5) # 幸运值对暴击率的影响
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