diff --git a/scripts/Contents/Weapons/LGBTWeapon.gd b/scripts/Contents/Weapons/LGBTWeapon.gd index abf3e6c..d200cae 100644 --- a/scripts/Contents/Weapons/LGBTWeapon.gd +++ b/scripts/Contents/Weapons/LGBTWeapon.gd @@ -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 diff --git a/scripts/Contents/Weapons/PurpleCrystal.gd b/scripts/Contents/Weapons/PurpleCrystal.gd index 708d0dd..8062f36 100644 --- a/scripts/Contents/Weapons/PurpleCrystal.gd +++ b/scripts/Contents/Weapons/PurpleCrystal.gd @@ -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") diff --git a/scripts/Contents/Weapons/VectorStarWeapon.gd b/scripts/Contents/Weapons/VectorStarWeapon.gd index d88c9d1..275d4cb 100644 --- a/scripts/Contents/Weapons/VectorStarWeapon.gd +++ b/scripts/Contents/Weapons/VectorStarWeapon.gd @@ -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 diff --git a/scripts/Tools/GameRule.gd b/scripts/Tools/GameRule.gd index 80498cd..a63b4c2 100644 --- a/scripts/Tools/GameRule.gd +++ b/scripts/Tools/GameRule.gd @@ -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