mirror of
https://github.com/Rundll86/Dog-Lynx-And-HCN.git
synced 2026-06-22 19:42:30 +08:00
feat: 调整游戏平衡性参数
修改敌人生命值和伤害增长比例,降低难度曲线 调整母鸡掉落物数量范围,增加资源获取 修正小鸡激光子弹的纹理偏移位置
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@@ -209,9 +209,9 @@ metadata/_edit_vertical_guides_ = [705.0]
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[node name="rect" parent="texture" index="0"]
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[node name="rect" parent="texture" index="0"]
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material = SubResource("ShaderMaterial_x6ivr")
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material = SubResource("ShaderMaterial_x6ivr")
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offset_left = 188.0
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offset_left = 188.0
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offset_top = 0.0
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offset_top = 25.0
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offset_right = 238.0
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offset_right = 238.0
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offset_bottom = 500.0
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offset_bottom = 525.0
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[node name="particles" parent="texture/rect" index="0"]
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[node name="particles" parent="texture/rect" index="0"]
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position = Vector2(25, 250)
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position = Vector2(25, 250)
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@@ -33,9 +33,8 @@ radius = 40.0
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[node name="Hen" instance=ExtResource("1_twxai")]
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[node name="Hen" instance=ExtResource("1_twxai")]
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script = ExtResource("2_8u5a0")
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script = ExtResource("2_8u5a0")
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cooldownUnit = 1000.0
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drops = Array[int]([0, 1])
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drops = Array[int]([0, 1])
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dropCounts = Array[Vector2]([Vector2(3, 6), Vector2(1, 4)])
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dropCounts = Array[Vector2]([Vector2(6, 12), Vector2(4, 8)])
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[node name="hurt" parent="sounds" index="3"]
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[node name="hurt" parent="sounds" index="3"]
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stream = ExtResource("3_ojyt7")
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stream = ExtResource("3_ojyt7")
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@@ -19,8 +19,8 @@ static var refreshCountIncreasePercent: Vector2 = Vector2(MathTool.percent(20),
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static var entityCountBoostPerWave: float = MathTool.percent(10) # 每波敌人数量增加的百分比,倍数级
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static var entityCountBoostPerWave: float = MathTool.percent(10) # 每波敌人数量增加的百分比,倍数级
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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
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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
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static var tipSpawnRateWhenGetDroppedItem: float = MathTool.percent(25) # 当玩家获取到掉落物时,提示的概率
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static var tipSpawnRateWhenGetDroppedItem: float = MathTool.percent(25) # 当玩家获取到掉落物时,提示的概率
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static var entityHealthIncreasePerWave: float = MathTool.percent(10) # 每波敌人生命值增加的百分比,指数级
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static var entityHealthIncreasePerWave: float = MathTool.percent(5) # 每波敌人生命值增加的百分比,指数级
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static var entityDamageIncreasePerWave: float = MathTool.percent(5) # 每波敌人伤害增加的百分比,指数级
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static var entityDamageIncreasePerWave: float = MathTool.percent(2.5) # 每波敌人伤害增加的百分比,指数级
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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
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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
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static var appleDropRateInfluenceByLuckValue: float = MathTool.percent(2) # 幸运值对苹果掉率的影响
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static var appleDropRateInfluenceByLuckValue: float = MathTool.percent(2) # 幸运值对苹果掉率的影响
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static var critRateInfluenceByLuckValue: float = MathTool.percent(2.5) # 幸运值对暴击率的影响
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static var critRateInfluenceByLuckValue: float = MathTool.percent(2.5) # 幸运值对暴击率的影响
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