équilibrages, fix et évolutions
* résolution du bug de disparition des items #94 * améliorations définitives dans le camion via compost #88 * ajout de plus d'aléatoire dans le zone de départ * suppression des récompenses de quota (pour l'instant) * équilibrage du gain en graine * ajout de la clarté dans les actions
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@@ -44,7 +44,7 @@ func _init(
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plant_mutations = _plant_mutations
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func pointer_text():
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func pointer_text() -> String:
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var state_text = "Growing"
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if state == State.MATURE: state_text = "Mature"
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return state_text + " " + plant_type.name
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@@ -2,7 +2,7 @@ extends PlantEffect
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class_name DecontaminateTerrainEffect
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func get_decontamination_radius():
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return 100 * level
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return 50 + 50 * level
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func get_effect_name() -> String:
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return "Decontaminate"
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@@ -2,7 +2,7 @@ extends PlantEffect
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class_name ProduceSeedsEffect
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func get_produce_number():
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return [level - 1, level, level + 1]
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return [level - 1, level]
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func get_effect_name() -> String:
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return "Seed Production"
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@@ -13,11 +13,12 @@ func get_mutation_name() -> String:
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return "Ancient"
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func get_mutation_description() -> String:
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return "Add [b]1[/b] to the score for each [b]%d[/b] days passed" % get_day_factor()
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return "When mature, add [b]1[/b] to the score for each [b]%d[/b] days passed" % get_day_factor()
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func get_day_factor():
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return max(1, DEFAULT_DAY_FACTOR - level + 1)
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func mutate_score(plant : Plant, score) -> int:
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if plant.state != Plant.State.MATURE:
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return score
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return score + floori(plant.day / get_day_factor())
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@@ -8,12 +8,14 @@ func get_base_rarity() -> int:
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return 0
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func get_mutation_name() -> String:
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return "Intolerant"
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return "Elitist"
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func get_mutation_description() -> String:
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return "Add [b]%d[/b] to the score for each plant of the same species around, but score become 0 if none is around." % level
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return "When mature, add [b]%d[/b] to the score for each plant of the same species around, but score become 0 if none is around." % level
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func mutate_score(plant : Plant, score) -> int:
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if plant.state != Plant.State.MATURE:
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return score
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var plant_count = 0
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for area in plant.influence_zone.get_overlapping_areas():
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@@ -13,12 +13,14 @@ func get_mutation_name() -> String:
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return "Sociable"
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func get_mutation_description() -> String:
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return "Add [b]%d[/b] to the score if near %d other plants" % [get_score_bonus(), NEAR_PLANT_NEEDED]
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return "When mature, add [b]%d[/b] to the score if near %d other plants" % [get_score_bonus(), NEAR_PLANT_NEEDED]
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func get_score_bonus():
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return (level + 2)
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func mutate_score(plant : Plant, score) -> int:
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if plant.state != Plant.State.MATURE:
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return score
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var plant_count = 0
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for area in plant.influence_zone.get_overlapping_areas():
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