slight rebalance
This commit is contained in:
@@ -8,5 +8,5 @@ script = ExtResource("1_hyapt")
|
||||
display_name = "FEATURE_NAME_HEAVY_ROUNDS"
|
||||
description = "FEATURE_DESC_HEAVY_ROUNDS"
|
||||
icon = ExtResource("1_drp05")
|
||||
strength = 15.0
|
||||
strength = 30.0
|
||||
metadata/_custom_type_script = "uid://uabrepvb5cur"
|
||||
|
||||
@@ -25,7 +25,8 @@ static var target_type_names: Dictionary[TargetType, String] = {
|
||||
}
|
||||
|
||||
static var weapon_recharge_delay: float = 0.5
|
||||
static var starting_cash: int = 10
|
||||
static var starting_blanks: int = 1
|
||||
static var starting_cash: int = 15
|
||||
static var starting_lives: int = 144
|
||||
static var player_energy: int = 6
|
||||
static var wall_cost: int = 1
|
||||
|
||||
@@ -31,7 +31,6 @@ var wave_limit: int = 20
|
||||
var shop_chance: float = 0.0
|
||||
var stats: RoundStats
|
||||
var card_gameplay: bool = false
|
||||
var starting_blanks: int = 0
|
||||
|
||||
|
||||
#TODO: Create a reference to some generic Lobby object that wraps the multiplayer players list stuff
|
||||
@@ -110,7 +109,7 @@ func spawn_players() -> void:
|
||||
player.game_manager = self
|
||||
player.edit_tool.level = level
|
||||
player.hud.map_anchor = level
|
||||
player.blank_cassettes += starting_blanks
|
||||
player.blank_cassettes += Data.starting_blanks
|
||||
player.player_name_tag.text = connected_player_profiles[peer_id].display_name
|
||||
player.position = level.player_spawns[p_i].global_position
|
||||
player.profile = connected_player_profiles[peer_id]
|
||||
@@ -145,7 +144,7 @@ func ready_player(player_ready_true: bool) -> void:
|
||||
|
||||
|
||||
func spawn_enemy_wave() -> void:
|
||||
level.shop.close()
|
||||
#level.shop.close()
|
||||
#wave += 1
|
||||
level.disable_all_tower_frames()
|
||||
level.flow_field.calculate()
|
||||
@@ -255,8 +254,8 @@ func end_wave() -> void:
|
||||
player.hud.set_wave_count(wave)
|
||||
player.currency += ceili(pot / connected_players_nodes.size())
|
||||
player.energy = Data.player_energy
|
||||
if wave % 2 == 0:
|
||||
player.blank_cassettes += 1
|
||||
#if wave % 2 == 0:
|
||||
# player.blank_cassettes += 1
|
||||
if card_gameplay:
|
||||
player.iterate_duration()
|
||||
player.draw_to_hand_size()
|
||||
@@ -339,6 +338,7 @@ func start() -> void:
|
||||
#Start game
|
||||
game_active = true
|
||||
chatbox.append_message("SERVER", Color.TOMATO, "Started with seed: " + str(NoiseRandom.noise.seed))
|
||||
networked_spawn_shop.rpc()
|
||||
game_started.emit()
|
||||
|
||||
|
||||
|
||||
@@ -13,13 +13,13 @@ extends Object
|
||||
## Takes in wave number and number of players and returns a spawn power value
|
||||
## intended for passing into the generate_wave method
|
||||
static func calculate_spawn_power(wave_number: int, number_of_players: int) -> int:
|
||||
return (20 * number_of_players) + (5 * wave_number)
|
||||
return (20 * number_of_players) + (4 * wave_number)
|
||||
|
||||
|
||||
## Takes in wave number and number of players and returns the amount of coins
|
||||
## that should be divided between each player after completing the wave
|
||||
static func calculate_pot(wave_number: int, number_of_players: int) -> int:
|
||||
return ceili((2.5 * number_of_players) + (0.5 * wave_number))
|
||||
return ceili((3.0 * number_of_players) + (2.5 * wave_number))
|
||||
|
||||
|
||||
## Uses a spawn power budget to "buy" cards of enemies at random selection from
|
||||
|
||||
Reference in New Issue
Block a user