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cornerloanLifeHckr
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Numerical balancing (#193)
* Initial Enemy hp changes * General ~4x health and damage across the board In order to make notes feel more unique than the 1 damage they were initially dealing, I had to give them more unique values. Generally this means that I multiplied all the values by ~4. This includes player health, enemy health, player damage, and enemy damage. * massive quarter note buffs!!! * Player hp and relic balancing did not fix vinyl record double proccing boss effect * Changed riff wording to loop, updated vinyl record outline * Revert rewording Vinyl Record tooltip --------- Co-authored-by: LifeHckr <jarodthereal@gmail.com>
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7 files changed

Lines changed: 38 additions & 38 deletions

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Globals/Scribe.cs

Lines changed: 14 additions & 14 deletions
Original file line numberDiff line numberDiff line change
@@ -19,7 +19,7 @@ public partial class Scribe : Node
1919
"Basic enemy note, deals damage to player.",
2020
null,
2121
null,
22-
1,
22+
4,
2323
(director, note, timing) =>
2424
{
2525
int dmg = (3 - (int)timing) * note.GetBaseVal();
@@ -32,7 +32,7 @@ public partial class Scribe : Node
3232
"Basic player note, deals damage to enemy.",
3333
GD.Load<Texture2D>("res://Classes/Notes/Assets/Note_PlayerBasic.png"),
3434
null,
35-
1,
35+
4,
3636
(director, note, timing) =>
3737
{
3838
if (timing == Timing.Miss)
@@ -46,7 +46,7 @@ public partial class Scribe : Node
4646
"Basic player note, deals double damage to enemy.",
4747
GD.Load<Texture2D>("res://Classes/Notes/Assets/Note_PlayerDouble.png"),
4848
null,
49-
2,
49+
8,
5050
(director, note, timing) =>
5151
{
5252
if (timing == Timing.Miss)
@@ -60,7 +60,7 @@ public partial class Scribe : Node
6060
"Basic player note, heals player.",
6161
GD.Load<Texture2D>("res://Classes/Notes/Assets/Note_PlayerHeal.png"),
6262
null,
63-
1,
63+
4,
6464
(director, note, timing) =>
6565
{
6666
if (timing == Timing.Miss)
@@ -74,7 +74,7 @@ public partial class Scribe : Node
7474
"Steals health from enemy.",
7575
GD.Load<Texture2D>("res://Classes/Notes/Assets/Note_PlayerVampire.png"),
7676
null,
77-
1,
77+
3,
7878
(director, note, timing) =>
7979
{
8080
if (timing == Timing.Miss)
@@ -90,7 +90,7 @@ public partial class Scribe : Node
9090
"Basic note at a quarter of the cost.",
9191
GD.Load<Texture2D>("res://Classes/Notes/Assets/Note_PlayerQuarter.png"),
9292
null,
93-
1,
93+
3,
9494
(director, note, timing) =>
9595
{
9696
if (timing == Timing.Miss)
@@ -119,7 +119,7 @@ public partial class Scribe : Node
119119
"Deals damage to all enemies.",
120120
GD.Load<Texture2D>("res://Classes/Notes/Assets/Note_PlayerExplosive.png"),
121121
null,
122-
1,
122+
4,
123123
(director, note, timing) =>
124124
{
125125
if (timing == Timing.Miss)
@@ -135,13 +135,13 @@ public partial class Scribe : Node
135135
"Deals more damage with each loop.",
136136
GD.Load<Texture2D>("res://Classes/Notes/Assets/Note_PlayerEcho.png"),
137137
null,
138-
1,
138+
4,
139139
(director, note, timing) =>
140140
{
141141
if (timing == Timing.Miss)
142142
return;
143143
director.DealDamage(note, (int)timing * note.GetBaseVal(), director.Player);
144-
note.SetBaseVal(note.GetBaseVal() + 1);
144+
note.SetBaseVal(note.GetBaseVal() + 2);
145145
}
146146
),
147147
new Note(
@@ -202,7 +202,7 @@ public partial class Scribe : Node
202202
new RelicTemplate(
203203
2,
204204
"Auroboros",
205-
"Bigger number, better person. Increases combo multiplier every riff.",
205+
"Bigger number, better person. Increases combo multiplier every loop.",
206206
Rarity.Common,
207207
GD.Load<Texture2D>("res://Classes/Relics/Assets/Relic_Auroboros.png"),
208208
new RelicEffect[]
@@ -221,7 +221,7 @@ public partial class Scribe : Node
221221
new RelicTemplate(
222222
3,
223223
"Colorboros",
224-
"Taste the rainbow. Charges the freestyle bar every riff.",
224+
"Taste the rainbow. Charges the freestyle bar every loop.",
225225
Rarity.Common,
226226
GD.Load<Texture2D>("res://Classes/Relics/Assets/Relic_Colorboros.png"),
227227
new RelicEffect[]
@@ -268,7 +268,7 @@ public partial class Scribe : Node
268268
{
269269
new RelicEffect(
270270
BattleEffectTrigger.OnLoop,
271-
5,
271+
15,
272272
(e, self, val) =>
273273
{
274274
e.BD.DealDamage(Targetting.First, val, null);
@@ -279,7 +279,7 @@ public partial class Scribe : Node
279279
new RelicTemplate(
280280
6,
281281
"Energy Drink",
282-
"Take a chance to cool down and sip an energy drink to increase your max energy bar.",
282+
"Take a chance to cool down and sip an energy drink to decrease energy costs.",
283283
Rarity.Common,
284284
GD.Load<Texture2D>("res://Classes/Relics/Assets/Relic_EnergyDrink.png"),
285285
new RelicEffect[]
@@ -334,7 +334,7 @@ public partial class Scribe : Node
334334
9,
335335
"Vinyl Record",
336336
"Right round, right round. All loop effects trigger twice.",
337-
Rarity.Legendary,
337+
Rarity.Epic,
338338
GD.Load<Texture2D>("res://Classes/Relics/Assets/Relic_VinylRecord.png"),
339339
new RelicEffect[]
340340
{

Globals/Translations/Translations.csv

Lines changed: 15 additions & 15 deletions
Original file line numberDiff line numberDiff line change
@@ -41,45 +41,45 @@ END_SCREEN_RESTART,Restart,重新开始
4141
BATTLE_ROOM_SKIP_BUTTON,Skip,跳过
4242
BATTLE_ROOM_ACCEPT_BUTTON,Accept,接受
4343
NOTE_ENEMYBASE_NAME,EnemyBase,敌人基地
44-
NOTE_ENEMYBASE_TOOLTIP,"Basic enemy note, deals damage to player.","基础敌人音符,对玩家造成伤害"
44+
NOTE_ENEMYBASE_TOOLTIP,"Basic enemy note, deals damage to player.","基础敌人音符,对玩家造成伤害"
4545
NOTE_PLAYERBASE_NAME,PlayerBase,玩家基地
46-
NOTE_PLAYERBASE_TOOLTIP,"Basic player note, deals damage to enemy.","基础玩家音符,对敌人造成伤害"
46+
NOTE_PLAYERBASE_TOOLTIP,"Basic player note, deals damage to enemy.","基础玩家音符,对敌人造成伤害"
4747
NOTE_PLAYERDOUBLE_NAME,PlayerDouble,玩家双击
48-
NOTE_PLAYERDOUBLE_TOOLTIP,"Basic player note, deals double damage to enemy.","基础玩家音符,对敌人造成双倍伤害"
48+
NOTE_PLAYERDOUBLE_TOOLTIP,"Basic player note, deals double damage to enemy.","基础玩家音符,对敌人造成双倍伤害"
4949
NOTE_PLAYERHEAL_NAME,PlayerHeal,玩家治愈
50-
NOTE_PLAYERHEAL_TOOLTIP,"Basic player note, heals player.","基础玩家音符,治愈玩家"
50+
NOTE_PLAYERHEAL_TOOLTIP,"Basic player note, heals player.","基础玩家音符,治愈玩家"
5151
NOTE_PLAYERVAMPIRE_NAME,PlayerVampire,玩家吸血
52-
NOTE_PLAYERVAMPIRE_TOOLTIP,"Steals health from enemy.","从敌人吸取生命值"
52+
NOTE_PLAYERVAMPIRE_TOOLTIP,"Steals health from enemy.","从敌人吸取生命值"
5353
NOTE_PLAYERQUARTER_NAME,PlayerQuarter,玩家一分之一
54-
NOTE_PLAYERQUARTER_TOOLTIP,"Basic note at a quarter of the cost.","以四分之一的耗费时间量发出基础音符"
54+
NOTE_PLAYERQUARTER_TOOLTIP,"Basic note at a quarter of the cost.","以四分之一的耗费时间量发出基础音符"
5555
NOTE_PLAYERBLOCK_NAME,PlayerBlock,玩家格挡
5656
NOTE_PLAYERBLOCK_TOOLTIP,"Gives player one charge of block.","给予玩家一层格挡充能。"
5757
NOTE_PLAYEREXPLOSIVE_NAME,PlayerExplosive,玩家炸药
58-
NOTE_PLAYEREXPLOSIVE_TOOLTIP,"Deals damage to all enemies.","对所有敌人造成伤害"
58+
NOTE_PLAYEREXPLOSIVE_TOOLTIP,"Deals damage to all enemies.","对所有敌人造成伤害"
5959
NOTE_PLAYERECHO_NAME,PlayerEcho,玩家回声
60-
NOTE_PLAYERECHO_TOOLTIP,"Deals more damage with each loop.","每次循环造成更多伤害"
60+
NOTE_PLAYERECHO_TOOLTIP,"Deals more damage with each loop.","每次循环造成更多伤害"
6161
NOTE_PLAYERPOISON_NAME,PlayerPoison,玩家中毒
62-
NOTE_PLAYERPOISON_TOOLTIP,"Applies stacks of poison based on timing.","根据时机施加中毒层数"
62+
NOTE_PLAYERPOISON_TOOLTIP,"Applies stacks of poison based on timing.","根据时机施加中毒层数"
6363
RELIC_BREAKFAST_NAME,Breakfast,早餐
6464
RELIC_BREAKFAST_TOOLTIP,"Increases max hp.",提高最大生命值
6565
RELIC_GOODVIBES_NAME,Good Vibes,良好消息
6666
RELIC_GOODVIBES_TOOLTIP,"Heals the player whenever they place a note.","每开始一个音符时治愈玩家"
6767
RELIC_AUROBOROS_NAME,Auroboros,无尾蛇
68-
RELIC_AUROBOROS_TOOLTIP,"Bigger number, better person. Increases combo multiplier every riff.","进一步增加综合倍数,每次现场提升"
68+
RELIC_AUROBOROS_TOOLTIP,"Bigger number, better person. Increases combo multiplier every loop.","更大的数字,更棒的人。每轮循环增加连击倍数。"
6969
RELIC_COLORBOROS_NAME,Colorboros,彩蛇轮回
70-
RELIC_COLORBOROS_TOOLTIP,"Taste the rainbow. Charges the freestyle bar every riff.","品尝临岛,每次现场充值自由格条"
70+
RELIC_COLORBOROS_TOOLTIP,"Taste the rainbow. Charges the freestyle bar every loop.","品尝彩虹。每轮循环为风格条充能。"
7171
RELIC_CHIPS_NAME,"Chips",薯片
7272
RELIC_CHIPS_TOOLTIP,"Hitting a note deals a bit of damage.","击中音符会造成少量伤害。"
7373
RELIC_PAPERCUT_NAME,Paper Cut,纸割伤
74-
RELIC_PAPERCUT_TOOLTIP,"Deals damage each riff.","每轮造成伤害"
74+
RELIC_PAPERCUT_TOOLTIP,"Deals damage each loop.","每轮造成伤害"
7575
RELIC_ENERGYDRINK_NAME,Energy Drink,"能量饮料"
76-
RELIC_ENERGYDRINK_TOOLTIP,"Take a chance to cool down and sip an energy drink to increase your max energy bar.","碰碰运气,喝一口能量饮料来冷静下来并增加你的最大能量条"
76+
RELIC_ENERGYDRINK_TOOLTIP,"Take a chance to cool down and sip an energy drink to decrease energy costs.","抓住机会冷静一下,喝一瓶能量饮料来降低能量消耗"
7777
RELIC_BANDAGE_NAME,Bandage,"绷带"
7878
RELIC_BANDAGE_TOOLTIP,"A clean strip of cloth. Use it after a fight to patch up and feel better.","一块干净的布条,战斗后使用来包扎并恢复一些健康。"
7979
RELIC_MEDKIT_NAME,Medkit,"急救包"
80-
RELIC_MEDKIT_TOOLTIP,"A small kit with medical supplies. Heals you a bit after each riff.","包含一些医疗用品的小包,每次循环后恢复少量生命。"
80+
RELIC_MEDKIT_TOOLTIP,"A small kit with medical supplies. Heals you a bit after each loop.","包含一些医疗用品的小包,每次循环后恢复少量生命。"
8181
RELIC_VINYLRECORD_NAME,Vinyl Record,"黑胶唱片"
82-
RELIC_VINYLRECORD_TOOLTIP,"Right round, right round. All riff effects trigger twice.","把我转起来,把我转起来。所有循环效果触发两次。"
82+
RELIC_VINYLRECORD_TOOLTIP,"Right round, right round. All loop effects trigger twice.","把我转起来,把我转起来。所有循环效果触发两次。"
8383
INVENTORY_TAB_NOTES,Notes,乐谱
8484
INVENTORY_TAB_RELICS,Relics,遗物
8585
OPTIONS_VOLUME_LABEL,Master Volume,最终音量设置

Scenes/Puppets/Enemies/BossBlood/P_BossBlood.cs

Lines changed: 3 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -8,8 +8,8 @@ public partial class P_BossBlood : EnemyPuppet
88

99
public override void _Ready()
1010
{
11-
CurrentHealth = 100;
12-
MaxHealth = 100;
11+
MaxHealth = 225;
12+
CurrentHealth = MaxHealth;
1313
BaseMoney = 15;
1414
base._Ready();
1515
var enemTween = CreateTween();
@@ -25,7 +25,7 @@ public override void _Ready()
2525
new EnemyEffect(
2626
this,
2727
BattleEffectTrigger.OnLoop,
28-
5,
28+
20,
2929
(e, eff, val) =>
3030
{
3131
eff.Owner.Heal(val);

Scenes/Puppets/Enemies/Parasifly/P_Parasifly.cs

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -8,8 +8,8 @@ public partial class P_Parasifly : EnemyPuppet
88

99
public override void _Ready()
1010
{
11-
CurrentHealth = 50;
12-
MaxHealth = 50;
11+
MaxHealth = 100;
12+
CurrentHealth = MaxHealth;
1313
BaseMoney = 5;
1414
base._Ready();
1515
var enemTween = CreateTween();

Scenes/Puppets/Enemies/TheGWS/P_TheGWS.cs

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -7,8 +7,8 @@ public partial class P_TheGWS : EnemyPuppet
77

88
public override void _Ready()
99
{
10-
CurrentHealth = 75;
11-
MaxHealth = 75;
10+
MaxHealth = 150;
11+
CurrentHealth = MaxHealth;
1212
BaseMoney = 10;
1313
base._Ready();
1414
var enemTween = CreateTween();

Scenes/Puppets/Scripts/PlayerStats.cs

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -7,8 +7,8 @@ public partial class PlayerStats : Resource
77
{
88
public int Money = 0;
99

10-
public int MaxHealth = 100;
11-
public int CurrentHealth = 100;
10+
public int MaxHealth = 125;
11+
public int CurrentHealth = 125;
1212
public int MaxComboBar = 60;
1313
public int MaxComboMult = 25;
1414
public int NotesToIncreaseCombo = 4;

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