Various mods#20
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This uses the same approach as the v1 fix, but checks a variable set directly on the unit itself instead of checking a global table. Manually set the can_use_aspd variable to true in each unit section in Player:init, where the unit has a timed action with tag 'shoot' or 'attack'.
Similar to the aspd buff changes, the draw code now checks a variable set directly on the unit, instead of going through a table. Manually added the has_cooldown variable to each appropriate unit section in Player:init. Also removed the non_cooldown_characters table from main.lua, as the only place that uses it has been modified in a way that no longer needs it. Note: Even though the pyromancer and cryomancer do damage on a timer, it is handled by the DotArea code and so the variables needed to fill their charge bar never get set. These are the only two characters that exclussively attack through dot damage routines. For both, the cooldown flags were left false by default. Originally they were left out from the list of non_cooldown_characters.
1. Changed lock functionality so that you can lock/unlock each of the 3 buyable character slots separately. Buying a locked character unlocks the slot and it will properly reroll the next time you enter the shop. Previously empty slots did not reroll when re-entering a locked shop. 2. Maxed characters no longer appear in the buy slots (unless locked, or multiple were still available just before the character reached max). 3. Gold now has a base 4% chance to drop on enemy kill. The mercenary bonuses add ontop of this. Lucky Strike still only has 8% chance to drop gold (rolled separately, giving a low chance of sometimes gaining 2 gold per kill). 4. Enemy exploder mines now take longer to detonate and touching them with the SNK stops them from exploding (disarm). 5. Now SNK size can only be increased by playing on a higher NG+, but you gain an extra passive slot each loop. Passive slots are only gained for that run and are reset to the normal 8 when you die or reset the run. NOTE: Currently limited to only 4 extra passive slots that appear below the normal 8 and are mostly cut off below the view-able screen. The game lacks support for scroll-view GUI elements. 6. Added 5 new unlockable characters. Complete NG+5 on loops 0-4 to unlock each them for use in any difficulty level. 7. Added 1 new passive: the Mine Detector, that greatly increases the range for disarming enemy exploder mines.
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Sharing some of the modifications I've made over the months, as I've been playing and enjoying the game. Use anything you find useful. Sorry that everything is in one huge commit though.
Changes:
The overall effect of each mod is to make the game slightly more easy (especially the new characters when they get maxed). That would be a problem if you want to keep the game difficult, but I thought to share what I had anyway.