I haven't tested anything about that so I can't confirm anything. Now that I took a glance at some of it, you may just need to find each save data key and set it's bool value to "true". I'm sure a List or Enum of all the Identifiable names are somewhere, but I haven't looked deep enough and my save data is filled with all sorts of Modded data. "UnlockLevel", however, is just a number that currently goes up to 44 and is checked right before starting a new run to determine which Spells and Artifacts should be accessible. The IDs are the identifying names of the unlockables. The data in the save file is just about identical to the values I've mapped out in my table and the ones I assume you're looking for are the "UnlockLevel", "StoredCharIDUnlocks", and "StoredSkinIDUnlocks". You should just be able to drag the xml file onto the tool and it'll put it back into the original format. While I'm at it, would it be possible to make the unlocks permanent or change the profile level? The keys I've tested are here:Īfter you convert it to xml, how to convert it to the original format? The "Developer Tools" value allows you to use specific keys to access menus, toggle and cycle UI to be hidden, and force redrawing rewards. Forces a conditional jump to not jump so it runs code optimal for a hook. S Hook: Places a hook on the "Update" method of the "S" class for the base pointer of all editable values.Developer Tools Always Accessible: Without setting the "Developer Tools" value to True, the dev keys can be used.Console Always Accessible: Without setting the "Console" value to True, the console can always be accessed.Instant Shuffle: Shuffling will finish instantly for both automatic and manual shuffle.Players Are Invincible: All entities of the class "Player" will be invulnerable.Open Deck Anytime: You can open the Deck menu anytime during a Run.Never Deplete Artifacts: Artifacts that are only activated or usable once work all the time.Never Consume Spells: Spells that are normally and upgraded to be consumed stay in deck each battle.However, the roguelite elements are just not implemented well enough to make each run. The boss fights are memorable, it has an appropriately fast-paced soundtrack, and for brief moments it can feel like a complete, cohesive experience.
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