diff --git a/scripts/Statemachine/EntityBase.gd b/scripts/Statemachine/EntityBase.gd index 23bb89a..5bd3598 100644 --- a/scripts/Statemachine/EntityBase.gd +++ b/scripts/Statemachine/EntityBase.gd @@ -64,7 +64,7 @@ var attackingStates: Array[int] = [] var inventory = { ItemStore.ItemType.BASEBALL: 200, ItemStore.ItemType.BASKETBALL: 200, - ItemStore.ItemType.APPLE: 5, + ItemStore.ItemType.APPLE: 3, ItemStore.ItemType.BEACHBALL: 0, ItemStore.ItemType.SOUL: 0, ItemStore.ItemType.CRYSTAL: 0, @@ -73,7 +73,7 @@ var inventory = { var inventoryMax = { ItemStore.ItemType.BASEBALL: INF, # 无限 ItemStore.ItemType.BASKETBALL: INF, - ItemStore.ItemType.APPLE: 5, + ItemStore.ItemType.APPLE: 3, ItemStore.ItemType.BEACHBALL: INF, ItemStore.ItemType.SOUL: INF, ItemStore.ItemType.CRYSTAL: INF, diff --git a/scripts/Tools/GameRule.gd b/scripts/Tools/GameRule.gd index e55b034..f1d9117 100644 --- a/scripts/Tools/GameRule.gd +++ b/scripts/Tools/GameRule.gd @@ -10,17 +10,17 @@ 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 = 30 # 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(2) # 苹果掉落概率 -static var refreshCountIncreaseCount: Vector2i = Vector2i(0, 3) # 刷新所需的棒球数量的增加的数量 +static var appleDropRate: float = MathTool.percent(1) # 苹果掉落概率 +static var refreshCountIncreaseCount: Vector2i = Vector2i(1, 3) # 刷新所需的棒球数量的增加的数量 static var entityCountBoostPerWave: float = MathTool.percent(2) # 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(1) # 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 -static var penerateRateInfluenceByLuckValue: float = MathTool.percent(3) # 幸运值对穿透率的影响 +static var appleDropRateInfluenceByLuckValue: float = MathTool.percent(0.07) # 幸运值对苹果掉率的影响 +static var critRateInfluenceByLuckValue: float = MathTool.percent(0.15) # 幸运值对暴击率的影响 +static var penerateRateInfluenceByLuckValue: float = MathTool.percent(0.2) # 幸运值对穿透率的影响 static var detainTime: float = 250 # 血量如果在这个时间内没有改变才会开始播放降低动画 static var weaponUpdateCost: float = 1.1 # 武器升级后消耗的棒球数量倍数 static var canSpawnMobWhenBossWave: bool = true # Boss波次是否可生成小怪