From 8754b6d491a3845a351be6a0a942e686913eb5e4 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?=E9=99=A8=E8=90=BD=E5=9F=BA=E5=9B=B4=E8=99=BE?= <3161880837@qq.com> Date: Fri, 8 May 2026 17:57:41 +0800 Subject: [PATCH] =?UTF-8?q?fix:=20=E8=B0=83=E6=95=B4=E6=B8=B8=E6=88=8F?= =?UTF-8?q?=E5=B9=B3=E8=A1=A1=E5=8F=82=E6=95=B0=E5=92=8C=E7=89=A9=E5=93=81?= =?UTF-8?q?=E6=95=B0=E9=87=8F?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit 降低苹果掉落率和相关影响参数,减少玩家初始苹果数量 修改刷新计数增加数量,调整幸运值对属性的影响比例 --- scripts/Statemachine/EntityBase.gd | 4 ++-- scripts/Tools/GameRule.gd | 10 +++++----- 2 files changed, 7 insertions(+), 7 deletions(-) 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