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mirror of https://github.com/Rundll86/Dog-Lynx-And-HCN.git synced 2026-05-28 06:51:54 +08:00

fix(游戏平衡): 调整武器和掉落物品的数值平衡

- 修改链式机枪的攻击力从10降至3,能量消耗从0.3提升至1.0
- 增加物品掉落数量上限系数从2改为3
- 将公鸡角色的武器从VectorStar替换为ChainGun
This commit is contained in:
2026-01-17 12:16:30 +08:00
parent 1913f5d844
commit d3ac495ddb
3 changed files with 7 additions and 10 deletions
+2 -2
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@@ -2,7 +2,7 @@
[ext_resource type="PackedScene" uid="uid://cvogxi7mktumf" path="res://components/Abstracts/EntityBase.tscn" id="1_e5pl8"]
[ext_resource type="Script" uid="uid://cthtupc6dtbav" path="res://scripts/Contents/Characters/Rooster.gd" id="2_oqdqd"]
[ext_resource type="PackedScene" uid="uid://bb1uh8k7gkhr7" path="res://components/Weapons/VectorStar.tscn" id="3_s7kxe"]
[ext_resource type="PackedScene" uid="uid://dlaks67h2osms" path="res://components/Weapons/ChainGun.tscn" id="3_s7kxe"]
[ext_resource type="AudioStream" uid="uid://cdrevrq7n6yqa" path="res://resources/sounds/effect/Boing.mp3" id="4_66s6c"]
[ext_resource type="AudioStream" uid="uid://benyec5bqni0b" path="res://resources/sounds/effect/Chomp.wav" id="4_k0yme"]
[ext_resource type="AudioStream" uid="uid://dmxh3bpk8vyy5" path="res://resources/sounds/effect/Coin.mp3" id="5_xnbhq"]
@@ -54,7 +54,7 @@ metadata/_edit_vertical_guides_ = [71.0]
[node name="weaponStore" parent="." index="1"]
process_mode = 4
[node name="VectorStar" parent="weaponStore" index="0" instance=ExtResource("3_s7kxe")]
[node name="ChainGun" parent="weaponStore" index="0" instance=ExtResource("3_s7kxe")]
[node name="sprint" parent="sounds" index="0"]
stream = ExtResource("4_66s6c")
+4 -7
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@@ -10,7 +10,7 @@ avatarTexture = ExtResource("2_ghn43")
displayName = "链式机枪"
costBeachball = 400
store = {
"atk": 10,
"atk": 3,
"count": 1,
"split": 30
}
@@ -20,23 +20,20 @@ storeType = {
"split": 1
}
descriptionTemplate = "以$split单位的间隔发射$count个[b]微型水晶[/b],可造成$atk点伤害。"
needEnergy = 0.3
needEnergy = 1.0
cooldown = 50.0
[node name="avatar" parent="container/info" index="0"]
texture = ExtResource("2_ghn43")
[node name="energy" parent="container/info/infos/energyInfo" index="1"]
text = "0.5"
text = "1.0"
[node name="beachball" parent="container/info/infos" index="1"]
count = 400
[node name="soul" parent="container/info/infos" index="2"]
count = 1
[node name="name" parent="container/info" index="2"]
displayName = "链式机枪"
[node name="description" parent="container" index="2"]
text = "[center]以[color=cyan]30[/color]单位的间隔发射[color=cyan]1[/color]个[b]微型水晶[/b],可造成[color=cyan]10[/color]点伤害。[/center]"
text = "[center]以[color=cyan]30[/color]单位的间隔发射[color=cyan]1[/color]个[b]微型水晶[/b],可造成[color=cyan]3[/color]点伤害。[/center]"
+1 -1
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@@ -338,7 +338,7 @@ func tryDie(by: BulletBase = null):
var item = drops[drop]
var count = ceil(randf_range(dropCounts[drop].x, dropCounts[drop].y))
for i in range(count):
ItemDropped.generate(item, randi_range(1, 2 * round(sqrt(GameRule.difficulty - GameRule.difficultyRange.x + 1))), position + MathTool.randomVector2In(GameRule.itemDroppedSpawnOffset))
ItemDropped.generate(item, randi_range(1, 3 * round(sqrt(GameRule.difficulty - GameRule.difficultyRange.x + 1))), position + MathTool.randomVector2In(GameRule.itemDroppedSpawnOffset))
if MathTool.rate(
GameRule.appleDropRate +
by.launcher.fields.get(FieldStore.Entity.DROP_APPLE_RATE) +