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mirror of https://github.com/Rundll86/Dog-Lynx-And-HCN.git synced 2026-05-27 22:41:56 +08:00

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%
This commit is contained in:
2025-09-06 16:17:01 +08:00
parent 662e4f9117
commit 60dac42141
4 changed files with 5 additions and 5 deletions
+1 -1
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@@ -3,7 +3,7 @@ extends Weapon
class_name LGBTWeapon
func update(to: int, origin: Dictionary, _entity: EntityBase):
origin["atk"] += 2 * to
origin["atk"] += 5 * to
origin["count"] += to
origin["power"] += 0.05 * level
origin["trace"] += 0.25 * level
+1 -1
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@@ -3,7 +3,7 @@ extends Weapon
class_name PurpleCrystalWeapon
func update(to: int, origin: Dictionary, _entity: EntityBase):
origin["atk"] += 2 * to
origin["atk"] += 5 * to
return origin
func attack(entity: EntityBase):
var weaponPos = entity.findWeaponAnchor("normal")
+1 -1
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@@ -3,7 +3,7 @@ extends Weapon
class_name VectorStarWeapon
func update(to: int, origin: Dictionary, _entity: EntityBase):
origin["atk"] += 2 * to
origin["atk"] += 5 * to
origin["forwardtime"] /= 1.05 * to
origin["maxcount"] += 1 * level
return origin
+2 -2
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@@ -20,8 +20,8 @@ static var refreshCountIncreasePercent: Vector2 = Vector2(MathTool.percent(10),
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
static var tipSpawnRateWhenGetDroppedItem: float = MathTool.percent(25) # 当玩家获取到掉落物时,提示的概率
static var entityHealthIncreasePerWave: float = MathTool.percent(5) # 每波敌人生命值增加的百分比,指数级
static var entityDamageIncreasePerWave: float = MathTool.percent(2.5) # 每波敌人伤害增加的百分比,指数级
static var entityHealthIncreasePerWave: float = MathTool.percent(10) # 每波敌人生命值增加的百分比,指数级
static var entityDamageIncreasePerWave: float = MathTool.percent(1) # 每波敌人伤害增加的百分比,指数级
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
static var appleDropRateInfluenceByLuckValue: float = MathTool.percent(2) # 幸运值对苹果掉率的影响
static var critRateInfluenceByLuckValue: float = MathTool.percent(2.5) # 幸运值对暴击率的影响