コード例 #1
0
        public void Reset()
        {
            BoolValues.Clear();
            IntValues.Clear();
            FloatValues.Clear();
            HardMode = false;
            ReduceLagInGrimmFight = false;
            EvenMoreLagReduction  = false;
            NightmareGodGrimm     = false;
            NightmareGodGrimmDies = false;

            TimeAttackMode = false;
            OneHitMode     = false;


            StartingDanceSpeedMultiplier     = 0.8f;
            MaximumDanceSpeed                = 3.0f;
            DamageToIncreaseDanceSpeedByOne  = 5000.0f;
            DamageToIncreaseStaggerHitsByOne = 300;
            StartingHitsToStagger            = 8;

            modernHardRandomSpikesDmg = 1500;
            modernHardNGGSpikesDmg    = 7000;
            modernHardDeathWallDmg    = 4000;
            modernHardSanicDmg        = 9000;
            // Six minutes, slim shady.
            TimeAttackTime = 60 * 6;

            settingsVersion = version_info.SETTINGS_VER;
        }
コード例 #2
0
 public void Reset()
 {
     BoolValues.Clear();
     StringValues.Clear();
     IntValues.Clear();
     FloatValues.Clear();
 }
コード例 #3
0
        public void Reset()
        {
            BoolValues.Clear();
            IntValues.Clear();
            FloatValues.Clear();
            StringValues.Clear();

            infiniteGrimmIntegration = true;
            ghostBalls = true;

            maxAttackSpeedMult = 2.5f;
            maxRangeMult       = 2.0f;
            maxBallMoveSpeed   = 1.5f;
            maxBallSize        = 2.0f;

            maxDamage   = 1000;
            notchesCost = 2;
            maxSoulAdd  = 200;

            volumeMultiplier = 0.6f;

            colorAlpha = 1.0f;
            colorBlue  = 1.0f;
            colorRed   = 1.0f;
            colorGreen = 1.0f;

            SettingsVersion = VersionInfo.SettingsVer;
        }
コード例 #4
0
ファイル: settings.cs プロジェクト: natis1/combomod
        public void reset()
        {
            BoolValues.Clear();
            IntValues.Clear();
            FloatValues.Clear();
            StringValues.Clear();

            settingsVersion = globals.SETTINGS_VER;

            onlyEnableInGodmaster    = false;
            comboAffectsPlayerDamage = true;
            comboLossOnHit           = true;

            comboDrainRate = 1.0f;
            damageModifier = 0.4f;

            comboIncrementHits     = 8;
            tenXcomboIncrementHits = 35;

            doNotModifyAnyStringValues = globals.DO_NOT_MODIFY;
            string unset = char.ToString((char)globals.gm1_bestclear.None) +
                           char.ToString((char)globals.gm1_numbindings.None);

            unset     = char.ToString(cheat_detect.checksumString(unset)) + unset;
            soulless1 = unset;
            soulless2 = unset;
            soulless3 = unset;
            soulless4 = unset;
            soulless5 = unset;
        }
コード例 #5
0
 static void ClearWithoutEvent()
 {
     IntValues.Clear();
     FloatValues.Clear();
     StringValues.Clear();
     Vector3Values.Clear();
     ColorValues.Clear();
 }
コード例 #6
0
        public void reset()
        {
            BoolValues.Clear();
            IntValues.Clear();
            FloatValues.Clear();
            StringValues.Clear();

            settingsVersion = version_info.SETTINGS_VER;
        }
コード例 #7
0
        public void Reset()
        {
            BoolValues.Clear();
            StringValues.Clear();
            IntValues.Clear();
            FloatValues.Clear();

            //foreach(string s in EnemyRandomizerDatabase.enemyTypeNames )
            //{
            //    StringValues.Add( s, s );
            //    BoolValues.Add( s, true );
            //}
        }
コード例 #8
0
        public void reset()
        {
            BoolValues.Clear();
            IntValues.Clear();
            FloatValues.Clear();
            StringValues.Clear();

            soulDreamFails  = 0;
            falseDreamFails = 0;
            kinDreamFails   = 0;

            soulDreamLevel  = 1;
            falseDreamLevel = 1;
            kinDreamLevel   = 1;

            settingsVersion = version_info.SAVE_VER;
        }
コード例 #9
0
ファイル: MantisSettings.cs プロジェクト: natis1/Mantis-Gods
        public void Reset()
        {
            BoolValues.Clear();
            IntValues.Clear();
            FloatValues.Clear();
            StringValues.Clear();

            //infiniteGrimmIntegration = true;
            // just kidding...


            // floor color in json. defaults to invisible and black.
            rainbowFloor = false;
            // update every x frames
            rainbowUpdateDelay = 6;
            floorColorRed      = 0.0f;
            floorColorGreen    = 0.0f;
            floorColorBlue     = 0.0f;
            floorColorAlpha    = 0.0f;

            SettingsVersion = VersionInfo.SettingsVer;
        }
コード例 #10
0
ファイル: redwing_settings.cs プロジェクト: natis1/redwing
        public void reset()
        {
            BoolValues.Clear();
            IntValues.Clear();
            FloatValues.Clear();
            StringValues.Clear();

            useGreymothDashWhenBlackmothMissing = true;

            overrideBlackmothNailDamage = true;
            overrideBlackmothLore       = true;
            overrideBlackmothCloak      = true;

            handicapAllNonFireAttacks = false;

            nailmasterGloryCost           = 3;
            fireballSoulAddOnHit          = 11;
            fireballDamageBase            = 8;
            fireballDamagePerNailLvl      = 3;
            fireballMagmaDamageBase       = 3;
            fireballMagmaDamagePerNailLvl = 2;
            laserDamageBase           = 15;
            laserDamagePerNailLvl     = 3;
            pillarDamageBase          = 10;
            pillarDamagePerNailLvl    = 6;
            pillarSecondaryDamageBase = 5;
            pillarSecondaryAttacks    = 4;
            trailDamageBase           = 5;
            trailDamagePerNailLvl     = 8;

            // not actually implemented
            //trailSecondaryDamageBase = 2;
            //trailSecondaryDamagePerNailLvl = 1;

            // Causes lasers to only fire when damage taken
            lasersWhenShieldBlocksAllDmg = false;

            useEnglishLoreWhenLanguageMissing        = false;
            useEnglishWarningInfoWhenLanguageMissing = true;

            applyBindingsToRedwingAttacks = true;

            applyCharmBindingToGreymoth      = true;
            applyHealthBindingToShield       = true;
            applyNailBindingToRedwingAttacks = true;
            applySoulBindingToNapalm         = true;

            redwingFirstLaunch = true;



            fireballCooldownBase = 7f;
            laserCooldownBase    = 10f;
            shieldCooldownBase   = 30f;
            shieldCooldownReductionPerNailHit = 0.5f;

            napalmDamageMultiplier = 0.6f;
            napalmDamageExponent   = 0.7f;

            settingsVersion = version_info.SETTINGS_VER;
        }