lua修改
修改重置
搜索所有:NumRerolls =
-- 将所有带减法的情况进行注释后,以后所有需要扣除的操作都不再消耗rolls
修改roll
双Roll改法:打开content/scripts文件夹下的MetaUpgradeData文件 搜索MetaUpgradeOrder 下文有十二列镜子上的二十四个选项名称 这是原版的
MetaUpgradeOrder =
{
{ "BackstabMetaUpgrade", "FirstStrikeMetaUpgrade" },
{ "DoorHealMetaUpgrade", "DarknessHealMetaUpgrade" },
{ "ExtraChanceMetaUpgrade", "ExtraChanceReplenishMetaUpgrade" },
{ "StaminaMetaUpgrade", "PerfectDashMetaUpgrade" },
{ "StoredAmmoVulnerabilityMetaUpgrade", "StoredAmmoSlowMetaUpgrade" },
{ "AmmoMetaUpgrade", "ReloadAmmoMetaUpgrade" },
{ "MoneyMetaUpgrade", "InterestMetaUpgrade" },
{ "HealthMetaUpgrade", "HighHealthDamageMetaUpgrade" },
{ "VulnerabilityEffectBonusMetaUpgrade", "GodEnhancementMetaUpgrade" },
{ "RareBoonDropMetaUpgrade", "RunProgressRewardMetaUpgrade" },
{ "EpicBoonDropMetaUpgrade", "DuoRarityBoonDropMetaUpgrade" },
{ "RerollMetaUpgrade", "RerollPanelMetaUpgrade" },
这个是改版的
MetaUpgradeOrder =
{
{ "BackstabMetaUpgrade", "FirstStrikeMetaUpgrade" },
{ "DoorHealMetaUpgrade", "DarknessHealMetaUpgrade" },
{ "ExtraChanceMetaUpgrade", "ExtraChanceReplenishMetaUpgrade" },
{ "StaminaMetaUpgrade", "PerfectDashMetaUpgrade" },
{ "StoredAmmoVulnerabilityMetaUpgrade", "StoredAmmoSlowMetaUpgrade" },
{ "AmmoMetaUpgrade", "ReloadAmmoMetaUpgrade" },
{ "MoneyMetaUpgrade", "InterestMetaUpgrade" },
{ "RerollMetaUpgrade", "HighHealthDamageMetaUpgrade" },
{ "VulnerabilityEffectBonusMetaUpgrade", "GodEnhancementMetaUpgrade" },
{ "RareBoonDropMetaUpgrade", "RunProgressRewardMetaUpgrade" },
{ "EpicBoonDropMetaUpgrade", "DuoRarityBoonDropMetaUpgrade" },
{ "HealthMetaUpgrade", "RerollPanelMetaUpgrade" },
把RerollMetaUpgrade和HealthMetaUpgrade两个位置调换下即可实现既roll房间也roll祝福
添加初始技能
文件:
-- RunManager.lua
-- 修改函数
-- StartNewRun( prevRun, args)
AddTraitToHero({ TraitName = "PoseidonSecondaryTrait", Rarity = "Epic" })
AddTraitToHero({ TraitName = "DemeterShoutTrait", Rarity = "Epic" })
AddTraitToHero({ TraitName = "ImpactBoltTrait", Rarity = "Epic" })
if("ShieldWeapon" == GetEquippedWeapon()) then
AddTraitToHero({ TraitName = "ShieldRushProjectileTrait"})
end
if("SpearWeapon" == GetEquippedWeapon()) then
AddTraitToHero({ TraitName = "SpearAutoAttack"})
AddTraitToHero({ TraitName = "SpearReachAttack"})
AddTraitToHero({ TraitName = "SpearAttackPhalanxTrait"})
end
-- 开局打老爹
args = { RoomName = "D_Boss01"}