请问如何让我的子弹打到人不至于秒杀

const lib = require('super-cheat/lib')

const InvincibleForceFieldAbility = (radius, regen, max, cooldown) => {

var realRad;
var paramUnit;
var paramField;
var shieldConsumer = cons(trait => {
    if (trait.team != paramUnit.team
        && trait.type.absorbable
        && Intersector.isInsideHexagon(paramUnit.x, paramUnit.y, realRad * 2, trait.x, trait.y)
        && paramUnit.shield > 0) {

        trait.absorb();
        Fx.absorb.at(trait);

        paramField.alpha = 1;
    }
});

const ability = new JavaAdapter(ForceFieldAbility, {
    update(unit) {
        unit.shield = 10;
        this.radiusScale = Mathf.lerpDelta(this.radiusScale, 1, 0.06)
        realRad = this.radiusScale * this.radius;
        paramUnit = unit;
        paramField = this;
        Groups.bullet.intersect(unit.x - realRad, unit.y - realRad, realRad * 2, realRad * 2, shieldConsumer);
        this.alpha = Math.max(this.alpha - Time.delta / 10, 0);
    },
    copy() {
        return InvincibleForceFieldAbility(radius, regen, max, cooldown);
    },
    draw(unit) {
        this.super$draw(unit);
    },
}, radius, regen, max, cooldown);

return ability;

};

const invincibleBulletType = (() => {

const bt = extend(BasicBulletType, {
    hitEntity(b, other, initialHealth) {
        if (other && other.kill) {
            other.kill();
            if (!other.dead && !Vars.net.client()) {
                other.health = 0
                other.dead = true
                Call.unitDeath(other.id)
            }
        }
    },
    hitTile(b, tile, health, direct) {
        this.super$hitTile(b, tile, health, direct);
        if (tile) {
            Tile.tileDestroyed(tile);
        }
    },
});

bt.damage = 10;
bt.splashDamage = 10;
bt.speed = 4;
bt.bulletWidth = 7;
bt.bulletHeight = 9;
bt.lifetime = 140;
bt.inaccuracy = 5;
bt.despawnEffect = Fx.hitBulletSmall;
bt.keepVelocity = false;
return bt;

})();

const invincibleWeapon = (() => {

const w = extend(Weapon, {});

w.name = lib.modName + '-' + 'invincible-ship-weapon';
w.length = 1.5;
w.reload = 7;
// w.ejectEffect = Fx.shellEjectSmall;
w.bullet = invincibleBulletType;
w.rotate = true;
w.rotateSpeed = 20;
w.x = 3;
w.y = 2;
return w;

})();

const mech = (() => {
const m = extendContent(UnitType, 'invincible-ship', {});

m.abilities.add(new RepairFieldAbility(10, 60, 8 * 8));
// m.abilities.add(new JavaAdapter(ForceFieldAbility, {}, 60, 60, , 300));
m.abilities.add(InvincibleForceFieldAbility(60, 10, 60, 300));
m.constructor = prov(() => extend(UnitTypes.alpha.constructor.get().class, {
    damage(amount) { },
}));
m.defaultController = prov(() => new BuilderAI());

m.weapons.add(invincibleWeapon);
m.flying = true;
m.speed = 120;
m.hitSize = 12;
m.accel = 0.01;
m.rotateSpeed = 20;
m.baseRotateSpeed = 20;
// m.boostMultiplier = 3;
// m.canBoost = false;
m.drag = 0.1;
m.mass = 31;
m.shake = 3;
m.health = 10;
m.mineSpeed = 500;
m.mineTier = 247;
m.buildSpeed = 2000;
m.itemCapacity = 9999;
m.canHeal = false;
m.engineOffset = 5;
m.engineSize = 3;
m.rotateShooting = false;
m.payloadCapacity = (200 * 200) * (8 * 8);
m.ammoCapacity = 200;
m.ammoResupplyAmount = 1;
m.commandLimit = 30;
// m.weaponOffsetY = -2;
// m.weaponOffsetX = 5;

return m;

})();

exports.invincibleShip = mech;

damage splashDamage 调低子弹的这两个变量的值?

加个判断值,在你子弹伤害的方法里,判断当前的伤害值是否大于血量,如果大于,血量=1