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| Date uploaded | a year ago |
| Version | 0.0.3 |
| Download link | discohatesme-TestingFloor-0.0.3.zip |
| Downloads | 189 |
| Dependency string | discohatesme-TestingFloor-0.0.3 |
This mod requires the following mods to function
Hamunii-AutoHookGenPatcher
Automatically generates MonoMod.RuntimeDetour.HookGen's MMHOOK files during the BepInEx preloader phase.
Preferred version: 1.0.9README
Testing Floor
Debug menu for loading battles and testing experimental features.
To use:
- Select "Custom Start" on the character select screen.
- Add any orbs and relics you want to test.
- Click the "+" button to the right of "Testing Floor" and the game should load into the forest with the GUI showing
in the top-left of your screen.
- When the initial battle loads the menu should populate with options. If the GUI doesn't populate after the battle starts you can try clicking the "Waiting for battles to load" button to force the battles to load.
From the GUI you can switch maps which should populate the corresponding battles.
Experimental features
The following options in the "Stats & Options" panel are disabled by default to not affect regular gameplay. Once enabled they will take effect in all runs as long as this mod is enabled. You likely want to enable all of these options.
- Angle Snapping
- When enabled, using the slow aim (scroll wheel by default) will snap in increments of 0.05 degrees rather than the default behavior which can accumulate floating point errors and vary depending on your input device.
- Quantize Aim Vector
- When enabled, rounds vector components to 0. This should only happen when incrementing the aimer to point in one of the four cardinal directions which is generally only noticeable when moving back to the starting aim direction (270 degrees, straight down).
- Deterministic long peg removal
- When enabled, the timer for removing a long peg (the rectangular slide ones like the horns in the minotaur fight) is tied to the physics step to avoid variations due to framerate and timescale. You can test this behaviour by disabling this option and firing an orb straight down in the minotaur fight at 1x and 2x speedup to observe different outcomes.
- This option does change the physics from the base game, but it should make it more consistent regardless of framerate or 1x/2x/3x speedup.
- Changing this option will take effect on the next start of the next fight.
CHANGELOG
0.0.8
- Update for v2.0.5
- Act 4 scene selection
- Bind menu toggle key by default (F11)
- Add shortcut to reload the current scene
- Show trajectory in chest scenario
0.0.7
- Add "Chest" button to switch to a chest navigation
- Update dependencies
0.0.6
- Add buttons adjust current gold amount
0.0.5
- Added reroll button to reroll post-battle options for the cost of buying a new orb
0.0.4
- Moved consistent shot behaviours into a separate mod
0.0.3
- Fix issue with map not being accessible in any run after switching scenes
- Delete run save when quitting to menu to avoid polluting the run history
0.0.2
- Added "Heal to Full" and "Shuffle Deck" buttons
- Added ability to toggle relics in-game
- Added key binding to toggle the GUI in the config file via KeyboardShortcut
0.0.1
- Initial release for testing