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cuphead gameplay mod by Nixos
gameplay changes:
base health is now 4 hearts instead of 3
improved coffee super meter recharge rate
lowered parry cooldown
boosted Whetstone damage on parry
boosted all weapon attacks (normal moves, ex moves, super moves, airplane moves)
software: https://github.com/0xd4d/dnSpy
download: dnSpy-netcore-win64.zip
file, open, c:\GOG Games\Cuphead\Cuphead_Data\Managed\Assembly-CSharp.dll
change max health: (to compile this do: //[global::System.Diagnostics.DebuggerBrowsable(global::System.Diagnostics.DebuggerBrowsableState.Never)])
{}
PlayerStatsManager
CalculateHealthMax
this.HealthMax = 4; //3;
TakeDamage
if (this.Health < 4) //4
Coffee (super meter continuously fills, in addition to what you earn)
{}
WeaponProperties
CharmSuperBuilder
amount = 0.5f; //0.4f;
halved parry cooldown on a missed parry:
{}
ArcadePlayerParryController
parry_cr
CupheadTime.WaitForSeconds(this, 0.1f); //0.2f to compile this do: //[global::System.Diagnostics.DebuggerBrowsable(global::System.Diagnostics.DebuggerBrowsableState.Never)]
{}
LevelPlayerParryController
parry_cr
CupheadTime.WaitForSeconds(this, 0.1f); //0.2f to compile this do: //[global::System.Diagnostics.DebuggerBrowsable(global::System.Diagnostics.DebuggerBrowsableState.Never)]
{}
PlanePlayerParryController
UpdateCooldown
if (this.timeSinceParry > 0.1f) //0.3f // to compile this do: //[global::System.Diagnostics.DebuggerBrowsable(global::System.Diagnostics.DebuggerBrowsableState.Never)]
COOLDOWN_DURATION
COOLDOWN_DURATION = 0.1f; //0.3f // to compile this do: //[global::System.Diagnostics.DebuggerBrowsable(global::System.Diagnostics.DebuggerBrowsableState.Never)]
change weapon damage: (it works in boss levels, and also in run and gun levels)
Whetstone (your first parry move doubles as a damaging axe attack)
{}
WeaponProperties
CharmParryAttack
damage = 60f; //16f;
//below there is a discarded change:
//{}
//AbstractParryEffect
//OnCollision
//this.player.stats.AddEx(); (after checks player has whetstone equipped)
Peashooter + Mega Blast:
{}
WeaponProperties
ArcadeWeaponPeashot
Basic
damage = 6f; //4f;
{}
WeaponProperties
LevelWeaponPeashot
Basic
damage = 6f; //4f;
Ex
damage = 20f; //8.334f; (3 hits)
maxDamage = 60f: //25f;
Chaser + Chaos Orbit:
{}
WeaponProperties
LevelWeaponHoming
Basic
damage = 4f; //2.85f;
Ex
speed = 12000; //1500
damage = 4f; //7f; (10//4 projectiles)
spread = 36f; //90f;
bulletCount = 10; //4;
swirlDistance = 200f; //100f;
Spread + Eight Way
{}
WeaponProperties
LevelWeaponSpreadshot
Basic
damage = 2.4f; //1.24f; (5 projectiles)
Ex
damage = 15f; //4.3f; (8 projectiles)
Lobber + Kablooey
{}
WeaponProperties
LevelWeaponSpreadshot
Basic
damage = 24f; //11.6f;
Ex
damage = 120f; //28f;
explodeDelay = 3f; //2f;
Charge + Radial Barrage
{}
WeaponProperties
LevelWeaponCharge
Basic
baseDamage = 12f; //6f;
damageStateTwo = 20f;
timeStateTwo = 9999f;
damageStateThree = 60f; //46f;
timeStateThree = 0.50f; //1f;
Ex
damage = 120f; //26f;
radius = 300f;
Roundabout + Jumbo Rebound
{}
WeaponProperties
LevelWeaponBoomerang
Basic
damage = 16f; //8.5f;
Ex
damage = 40f; //5f; (8 hits, as long as you dodge it when it returns to you)
maxDamage = 400f; //35f;
Aeroplane Peashooter + Chomper Missile:
{}
WeaponProperties
PlaneWeaponPeashot
Basic
damage = 6f; //4f;
Ex
damage = 40f; //15f; (multiple hits)
Aeroplane Mini-Bomb + Mirv
{}
WeaponProperties
PlaneWeaponBomb
Basic
damage = 24f; //11.5f; (2 hits, direct hit and explosion)
Ex
damage = 24f; //6f; (9 projectiles)
Aeroplane Shrink Fire:
{}
AbstractPlaneWeapon
shrunkDamageMultiplier = 0.5f;
Aeroplane Super Bomb Morph
{}
WeaponProperties
PlaneSuperBomb
damage = 50; //38f; (4 hits)
Super Art I Energy Beam
{}
WeaponProperties
LevelSuperBeam
damage = 40f; //14.5f; (5 hits)
Super Art II Invincibility
{}
WeaponProperties
LevelSuperInvincibility
WeaponProperties.LevelSuperInvincibility.durationInvincible = 15.3f; //4.85f;
WeaponProperties.LevelSuperInvincibility.durationFX = 15f; //4.55f;
Super Art III Giant Ghost (lock aim to move only the ghost, rb)
{}
WeaponProperties
LevelSuperGhost
damage = 10f; //5.1f; (31 hits)
then you can edit it by right clicking within the method you want to edit (the "Vibrate" method in this case) and then click Edit Method and modify it as shown before. when finished just click compile. now in order to save these changes just either use file>save all or ctrl+shift+S to save the modified dll back to where you found it. i recommend making a back up of the file just in case but probably wont need it.