diff --git a/assets/script/game/common/config/CardSet.ts b/assets/script/game/common/config/CardSet.ts index fc955547..44763e91 100644 --- a/assets/script/game/common/config/CardSet.ts +++ b/assets/script/game/common/config/CardSet.ts @@ -77,7 +77,7 @@ export const CardsUpSet: Record = { } /**初始coin数 */ -export const CardInitCoins = 10 +export const CardInitCoins = 4 /** 卡池升级每波减免金额 */ export const CARD_POOL_UPGRADE_DISCOUNT_PER_WAVE = 10 /** 卡池默认初始等级 */ diff --git a/assets/script/game/map/MissionComp.ts b/assets/script/game/map/MissionComp.ts index fbedc6b7..b99902da 100644 --- a/assets/script/game/map/MissionComp.ts +++ b/assets/script/game/map/MissionComp.ts @@ -89,11 +89,11 @@ export class MissionComp extends CCComp { /** 怪物数量恢复阈值(降至此值以下恢复刷怪) */ private resumeMonsterCount: number = 45; /** 新一波金币奖励基础值 */ - private prepareBaseCoinReward: number = 10; + private prepareBaseCoinReward: number = 4; /** 每一波金币增长值(公式: base + (wave-1) * growth) */ - private prepareCoinWaveGrow: number = 4; - /** 金币奖励上限(固定收益,此值不再生效) */ - private prepareCoinRewardCap: number = 100; + private prepareCoinWaveGrow: number = 1; + /** 金币奖励上限(固定收益上限) */ + private prepareMaxCoinReward: number = 10; /** 卡池升级波次配置:达到对应波次时,推送卡池升级事件 */ @property({ type: [CCInteger], tooltip: "卡池升级波次配置,例如 [10, 20] 表示第10波升到2级,第20波升到3级" }) cardPoolUpgradeWaves: number[] = [5, 10]; @@ -802,8 +802,9 @@ export class MissionComp extends CCComp { if (wave <= 1) return; if (wave <= this.lastPrepareCoinWave) return; - // 波次金币公式: baseReward + (wave-1) * waveGrow - const waveReward = this.prepareBaseCoinReward + (wave - 1) * this.prepareCoinWaveGrow; + // 波次金币公式: baseReward + (wave-1) * waveGrow,且不超过 prepareMaxCoinReward + const calculatedReward = this.prepareBaseCoinReward + (wave - 1) * this.prepareCoinWaveGrow; + const waveReward = Math.min(this.prepareMaxCoinReward, calculatedReward); const reward = MissionEconomy.executeWaveGold(waveReward); this.lastPrepareCoinWave = wave;