mirror of
https://github.com/Rundll86/Dog-Lynx-And-HCN.git
synced 2026-05-28 06:51:54 +08:00
feat: 调整角色和子弹属性,优化游戏平衡
- 将DamageLabel的伤害值计算从round改为ceil,确保最小伤害为1 - 调整KukeChild的攻击冷却时间从100降低到50,并添加伤害倍率0.1 - 提高PurpleCrystalSmall子弹速度从12到15,缩小尺寸从0.8到0.6 - 缩短KukeMC技能冷却时间并增加召唤数量 - 更新测试波次配置,移除Chick和Bear
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@@ -22,12 +22,12 @@ radius = 2.23607
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modulate = Color(1.5, 1.5, 1.5, 1)
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script = ExtResource("2_it0pa")
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displayName = "微型紫水晶"
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speed = 12.0
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speed = 15.0
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damage = 1.0
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lifeDistance = 1400.0
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[node name="texture" parent="." index="0"]
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scale = Vector2(0.8, 0.8)
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scale = Vector2(0.6, 0.6)
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sprite_frames = SubResource("SpriteFrames_r86b3")
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[node name="hitbox" parent="." index="1"]
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@@ -6,7 +6,8 @@ func register():
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fields[FieldStore.Entity.MAX_HEALTH] = 25
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fields[FieldStore.Entity.OFFSET_SHOOT] = 5
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fields[FieldStore.Entity.MOVEMENT_SPEED] = 0.25
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attackCooldownMap[0] = 100
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fields[FieldStore.Entity.DAMAGE_MULTIPILER] = 0.1
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attackCooldownMap[0] = 50
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func ai():
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PresetEntityAI.follow(self, currentFocusedBoss, 700)
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tryAttack(0)
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@@ -5,10 +5,10 @@ func register():
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fields[FieldStore.Entity.MAX_HEALTH] = 2500
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fields[FieldStore.Entity.OFFSET_SHOOT] = 25
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fields[FieldStore.Entity.MOVEMENT_SPEED] = 0.5
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attackCooldownMap[0] = 4000
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attackCooldownMap[1] = 6000
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attackCooldownMap[0] = 2000
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attackCooldownMap[1] = 5000
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func spawn():
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for i in 2:
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for i in 3:
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var child = EntityBase.generate(load("res://components/Characters/KukeChild.tscn"), position + MathTool.randv2_range(500))
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child.currentFocusedBoss = currentFocusedBoss
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child.masterMine = self
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@@ -16,9 +16,9 @@ static var WAVE_NORMAL = [
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Wave.create(preload("res://components/Characters/KukeMC.tscn"), 0, 0, false, 14, INF, 20),
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]
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static var WAVE_TESTBOSS = [
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Wave.create(preload("res://components/Characters/Chick.tscn"), 0, 0, true, 0, INF, 10),
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# Wave.create(preload("res://components/Characters/Chick.tscn"), 0, 0, true, 0, INF, 10),
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Wave.create(preload("res://components/Characters/KukeMC.tscn"), 0, 0, true, 1, INF, 10),
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Wave.create(preload("res://components/Characters/Bear.tscn"), 0, 0, true, 2, INF, 10),
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# Wave.create(preload("res://components/Characters/Bear.tscn"), 0, 0, true, 2, INF, 10),
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]
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static var data = WAVE_TESTBOSS
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@@ -13,7 +13,7 @@ class_name DamageLabel
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func _ready():
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label.label_settings = label.label_settings.duplicate()
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var damageValue = round(abs(damage))
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var damageValue = ceil(abs(damage))
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var damageSign = sign(damage)
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if damageSign > 0:
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label.label_settings.font_color = color1
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