diff --git a/components/Bullets/ChickLaser.tscn b/components/Bullets/ChickLaser.tscn index b1fab27..1dbe344 100644 --- a/components/Bullets/ChickLaser.tscn +++ b/components/Bullets/ChickLaser.tscn @@ -209,9 +209,9 @@ metadata/_edit_vertical_guides_ = [705.0] [node name="rect" parent="texture" index="0"] material = SubResource("ShaderMaterial_x6ivr") offset_left = 188.0 -offset_top = 0.0 +offset_top = 25.0 offset_right = 238.0 -offset_bottom = 500.0 +offset_bottom = 525.0 [node name="particles" parent="texture/rect" index="0"] position = Vector2(25, 250) diff --git a/components/Characters/Hen.tscn b/components/Characters/Hen.tscn index efb2dcb..a38b84e 100644 --- a/components/Characters/Hen.tscn +++ b/components/Characters/Hen.tscn @@ -33,9 +33,8 @@ radius = 40.0 [node name="Hen" instance=ExtResource("1_twxai")] script = ExtResource("2_8u5a0") -cooldownUnit = 1000.0 drops = Array[int]([0, 1]) -dropCounts = Array[Vector2]([Vector2(3, 6), Vector2(1, 4)]) +dropCounts = Array[Vector2]([Vector2(6, 12), Vector2(4, 8)]) [node name="hurt" parent="sounds" index="3"] stream = ExtResource("3_ojyt7") diff --git a/scripts/Tools/GameRule.gd b/scripts/Tools/GameRule.gd index 52866d6..be0a4a4 100644 --- a/scripts/Tools/GameRule.gd +++ b/scripts/Tools/GameRule.gd @@ -19,8 +19,8 @@ static var refreshCountIncreasePercent: Vector2 = Vector2(MathTool.percent(20), 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(10) # 每波敌人生命值增加的百分比,指数级 -static var entityDamageIncreasePerWave: float = MathTool.percent(5) # 每波敌人伤害增加的百分比,指数级 +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 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