地牢战争2吧 关注:274贴子:469

地牢战争2修改教程与心得

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IP属地:山东1楼2023-10-24 12:15回复
    陷阱
    Axe 巨斧陷阱
    Barricade 路障
    BarricadeSpawner 路障残骸(20秒后重生为路障
    Blackhole 黑洞陷阱
    Blade 长矛陷阱(缺陷)(无法升级,安放墙面,但是可用)
    Bola 投索陷阱
    Bolt 弩箭陷阱
    Boulder 滚桶陷阱(缺陷)(无法升级,安放地面,超级好用)
    Chakram 环刃陷阱
    Circuit 环刃陷阱
    Dart 飞镖陷阱
    Grind 粉碎机
    Harpoon 钩锁陷阱
    Harvester 灵魂收割者
    Hex 巫术陷阱
    Impale 巫术陷阱(缺陷)
    Inferno 烈焰陷阱
    Lightning 闪电陷阱
    Push 推板陷阱
    Rocket 火箭陷阱
    Shockwave 冲击波发生器
    Slot 老虎机 (可以用,但作用不明)
    Spike 尖刺陷阱
    Spin 旋刃陷阱
    Spring 弹簧陷阱
    Tar 粘液陷阱
    Teleporter 传送陷阱
    Wind 冰霜陷阱


    IP属地:山东2楼2023-10-24 12:16
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      搜索Harvester 灵魂收割者
      // Token: 0x0600186B RID: 6251
      protected void IncreaseGoldBonus()
      {
      switch (this.BuffProfile.Tier)
      {
      case 0:
      this._goldBonus += 3; 把3改为30000,每个收集金币总数9 w
      break;
      case 1:
      this._goldBonus += 3; 把3改为30000,每个收集金币总数9 w
      break;
      case 2:
      this._goldBonus += 3; 把3改为30000,每个收集金币总数9 w
      break;
      default:
      return;
      }
      this.BuffProfile.Tier++;


      IP属地:山东5楼2023-10-24 12:32
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        搜索Harvester 灵魂收割者
        // Token: 0x170003FF RID: 1023
        // (get) Token: 0x06001876 RID: 6262
        public override float EmpowerValuePerLevel
        {
        get
        {
        return 0.08f; 把0.08f改为0.16f 原本半径3格的升级授权范围改为5格半(范围),强迫症可以改为0.16f那么10级范围半径为5格整
        }
        }


        IP属地:山东7楼2023-10-24 12:58
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          编辑软件dnDpy v6.18,编辑文件Assembly-CSharp.dll 编辑方法,搜索,右键【编辑方法】最后保存


          IP属地:山东8楼2023-10-24 13:00
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            可以把陷阱之间的技能和buff互相替换及修改数值··


            IP属地:山东9楼2023-10-24 13:01
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              搜索Barricade 路障
              else if (index == 2)
              {
              this._trait_generateGold = true;
              this.IsTargettingImmune = false;
              this._proxyHittableObject.IsLowPriorityTarget = false;
              this._goldPerSecond += 2; 炼金术把2改为500每秒得500金
              }
              }
              else if (traitTier == 2)
              {
              this._tier = 2;
              if (index == 0)
              {
              this._MaxHP = (this._HP = this._MaxHP + this._baseHealth * 0.3f);
              this._proxyHittableObject._maxHP = this._MaxHP;
              this._proxyHittableObject.HP = this._MaxHP;
              }
              else if (index == 1)
              {
              this._trait_explodeOnDestruction = true;
              }
              else if (index == 2)
              {
              this._trait_generateGold = true;
              this.IsTargettingImmune = false;
              this._proxyHittableObject.IsLowPriorityTarget = false;
              this._goldPerSecond += 2; 炼金术把2改为500每秒得500金
              }
              }


              IP属地:山东10楼2023-10-24 13:27
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                Push 推板陷阱
                // Token: 0x060018DA RID: 6362
                protected override void OnTraitAdded(int traitTier, int index)
                {
                if (traitTier == 1)
                {
                if (index == 0)
                {
                this._forceMultiplier += 0.25f; 推力25%,改为2.5f为250%推力
                this._damageMultiplier += 2f;
                return;
                }
                if (index == 1)
                {
                this._traitGoldBonusBuff = true;
                return;
                }
                if (index == 2)
                {
                this._skillDelay = 0.3f;
                this._traitHeatBoost = true;
                return;
                }
                }
                else if (traitTier == 2)
                {
                if (index == 0)
                {
                this._forceMultiplier += 0.3f; 推力30%,改为3.0f为300%推力
                this._damageMultiplier += 2f;
                return;
                }
                if (index == 1)
                {
                this._damageMultiplier += 4f;
                return;
                }
                if (index == 2)
                {
                this._activationUnitCount = 3;
                return;
                }
                }
                else if (traitTier == 3)
                {
                if (index == 0)
                {
                this._forceMultiplier += 0.4f; 推力40%,改为4.0f为400%推力
                this._reloadSpeedBonus += 0.5f;
                return;
                }
                if (index == 1)
                {


                IP属地:山东11楼2023-10-24 14:03
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                  // Token: 0x17000418 RID: 1048
                  // (get) Token: 0x060018DD RID: 6365
                  public override float EmpowerValuePerLevel
                  {
                  get
                  {
                  return 0.1f; 每次授权升级加0.1就是物理力量10%,改为多少随意
                  }
                  }


                  IP属地:山东13楼2023-10-24 14:15
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                    Dart 飞镖陷阱
                    // Token: 0x170003EC RID: 1004
                    // (get) Token: 0x0600181A RID: 6170 RVA: 0x0008D69C File Offset: 0x0008B89C
                    protected float BaseDamage
                    {
                    get
                    {
                    float num = this._damage;
                    if (this._trait_damageBonusPerKill)
                    {
                    num += this._damage * Mathf.Min((float)(base.GetStat(UserStatProfile.TrapCommonStatKey.Kill) / 10L), 500f) * 0.01f; 把500f修改为更大数值就是击杀500上限的伤害值加成
                    }
                    return num + this._damage * this._damageMultiplier;
                    }
                    }


                    IP属地:山东14楼2023-10-24 14:23
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                      本来想把弩箭的第一阶空闲加伤害也改成飞刀陷阱的不断杀敌加成,突然觉得··其实空闲伤害也挺有意思比如最大可以加成50万%伤害,每空闲1秒加1000%伤害,抽冷子秒杀也挺有意思
                      Bolt 弩箭陷阱
                      // Token: 0x020002C3 RID: 707
                      public class Trap_Bolt : Trap
                      {
                      // Token: 0x170003E4 RID: 996
                      // (get) Token: 0x060017F6 RID: 6134 RVA: 0x0008C824 File Offset: 0x0008AA24
                      protected float ModifiedDamage
                      {
                      get
                      {
                      float num = this._damage * (1f + this._damageMultiplier) * (1f + this._empowerValue);
                      if (this._traitDamageCharge)
                      {
                      float num2 = Mathf.Min(this._timeSinceLastReload, 50f) * 0.1f; 把50f) * 0.1f;改为50000f) * 10f;
                      num += num * num2;
                      }
                      return num;
                      }
                      }


                      IP属地:山东15楼2023-10-24 15:06
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                        别的陷阱也没必要修改了··数值改的再大··波数高了杀不死也白搭··还是喜欢百分比杀伤的可以一直有用,比如粘液陷阱,金币陷阱,和封能力的火焰陷阱,其它基本没用了··下一步修改游戏技能


                        IP属地:山东16楼2023-10-24 15:08
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                          掉落的珠宝有几个词条(方便合成指定怪诞)
                          // RuneItem
                          // Token: 0x06001311 RID: 4881 RVA: 0x00072900 File Offset: 0x00070D00
                          public static RuneItem GenerateDifficultyRune(float difficultyFactor, RuneRarityType rarity, DifficultyType forceUniqueType = DifficultyType.Count, int randomSeed = 0)
                          {
                          RuneItem.SetRandomSeed(randomSeed);
                          RuneItem runeItem = new RuneItem();
                          runeItem.Index = "CustomDifficulty";
                          runeItem.RarityType = rarity;
                          runeItem.DifficultyFactor = difficultyFactor;
                          runeItem.CustomValues = new Dictionary<string, float>();
                          int num = 0;
                          switch (runeItem.RarityType)
                          {
                          case RuneRarityType.Common:常见的
                          num = 1;
                          break;
                          case RuneRarityType.Uncommon:不常见
                          num = RuneItem.RandomRange(1, 3); 也就是1到3条,想改为1条num = 1;这样就可
                          break;
                          case RuneRarityType.Rare:稀有的
                          num = RuneItem.RandomRange(2, 5);
                          break;
                          case RuneRarityType.Unique:唯一的
                          {
                          DifficultyType difficultyType = (DifficultyType)RuneItem.RandomRange(1, 22);
                          while (difficultyType == DifficultyType.Infinity || (UserProfile.GameProfile != null &&


                          IP属地:山东17楼2023-10-25 01:16
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                            IP属地:山东18楼2023-10-25 14:49
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                              修改文件名RuneItem的 GenerateGrotesqueEndeavor


                              IP属地:山东20楼2023-10-25 14:50
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