1344152253
发表于 2013-10-3 08:30
好吧 之前那三个问题我就不问了能不能把回旋镖附加冰冻效果
集搜=0=
发表于 2013-10-3 09:00
本帖最后由 集搜=0= 于 2013-10-3 09:05 编辑
yzzn2009 发表于 2013-10-2 21:19 http://bbs.3dmgame.com/static/image/common/back.gif
你在我加入更新之前就做了mod??
我看LZ你半天不更新,心里急啊,顺手做了一个。。。。。。。。。。。。。。。。。。。。。。。。。
不过地址我换了,想要去我的贴里下吧{:3_118:}
2416202910
发表于 2013-10-3 09:09
大神可以把下载21版的网页拿出来么每次找完最新版的,下一版的都出了。
分享下:四十九.栽种尖刺灌木产曼德拉草(人参树)
用记事本打开游戏目录\data\scripts\prefabs\marsh_bush.lua文件,
1.将picker.components.combat:GetAttacked(nil, TUNING.MARSHBUSH_DAMAGE)替换为--picker.components.combat:GetAttacked(nil, TUNING.MARSHBUSH_DAMAGE)
2.将inst.components.pickable:SetUp("twigs", TUNING.MARSHBUSH_REGROW_TIME)替换为inst.components.pickable:SetUp("mandrake", TUNING.MARSHBUSH_REGROW_TIME*.25,10000)
即可让栽种的尖刺灌木不产树杈而改产10000个曼德拉草,并且1天长1次,还不扎手哦。尖刺灌木一般生长在沼泽里,用铲子挖下来就可以栽种,无须施肥,冬夏皆长
2416202910
发表于 2013-10-3 09:10
突然觉得我上面的修改好邪恶啊
994274298
发表于 2013-10-3 09:15
易宁大神 不忙吗 怎么有这么多时间:D
2416202910
发表于 2013-10-3 09:39
易宁大神啊!21版的能不能帮我找下,每次找到下一版都出了。列如:我刚刚找到21版的,22版的还没几天就出了。
994274298
发表于 2013-10-3 09:55
用金子种海的 我要大面积种金子伤不起 把功能换都武器上 或者换到别的道具上 草啊什么的谢谢
994274298
发表于 2013-10-3 09:57
2416202910 发表于 2013-10-3 09:39 static/image/common/back.gif
易宁大神啊!21版的能不能帮我找下,每次找到下一版都出了。列如:我刚刚找到21版的,22版的还没几天就出了 ...
http://bbs.3dmgame.com/thread-3793161-1-1.html 3dm网站就有吧 你没看到
1356473168
发表于 2013-10-3 10:39
用黄金钟远古祭坛,只要把远古祭坛换成别的,也可以中
yzzn2009
发表于 2013-10-3 12:11
有_人_坑我 发表于 2013-10-3 07:15 static/image/common/back.gif
其实直接把括号里的替换为0,true就可以了
actions.lua文件里写着格式,Action = Class(function(self, priority, instant, rmb, distance) ,除了动作自己外,4个参数分别为优先度、即时、鼠标右键、距离,我带前面的参数,是为了定义第4项距离
封天使者
发表于 2013-10-3 12:12
能不能修改蜜蜂地雷可叠加
yzzn2009
发表于 2013-10-3 12:15
1344152253 发表于 2013-10-3 08:30 static/image/common/back.gif
好吧 之前那三个问题我就不问了能不能把回旋镖附加冰冻效果
回旋镖冻住敌人
用记事本打开游戏目录\data\scripts\prefabs\boomerang.lua文件,在下列内容:
local function OnHit(inst, owner, target)
if owner == target then
OnDropped(inst)
else
ReturnToOwner(inst, owner)
的下一行插入以下内容:
target.components.freezable:AddColdness(10)
target.components.freezable:SpawnShatterFX()
yzzn2009
发表于 2013-10-3 12:19
2416202910 发表于 2013-10-3 09:39 static/image/common/back.gif
易宁大神啊!21版的能不能帮我找下,每次找到下一版都出了。列如:我刚刚找到21版的,22版的还没几天就出了 ...
994274298已经回复你了,我用的也是这个版本http://dl.3dmgame.com/201310/38293.html
集搜=0=
发表于 2013-10-3 12:30
LZ我把近卫军改成阿比盖亚,经常跳出你帮我看看
local function OnSane(inst)
print ("SANE!")
end
local function OnInsane(inst)
inst.SoundEmitter:PlaySound("dontstarve/sanity/gonecrazy_stinger")
end
local function giveupstring(combat, target)
local str = ""
if target and target:HasTag("prey") then
str = GetString(combat.inst.prefab, "COMBAT_QUIT", "prey")
else
str = GetString(combat.inst.prefab, "COMBAT_QUIT")
end
return str
end
local function MakePlayerCharacter(name, customprefabs, customassets, customfn, starting_inventory)
local font = TALKINGFONT
local fontsize = 28
local assets =
{
Asset("ANIM", "anim/player_basic.zip"),
Asset("ANIM", "anim/player_idles_shiver.zip"),
Asset("ANIM", "anim/player_actions.zip"),
Asset("ANIM", "anim/player_actions_axe.zip"),
Asset("ANIM", "anim/player_actions_pickaxe.zip"),
Asset("ANIM", "anim/player_actions_shovel.zip"),
Asset("ANIM", "anim/player_actions_blowdart.zip"),
Asset("ANIM", "anim/player_actions_eat.zip"),
Asset("ANIM", "anim/player_actions_item.zip"),
Asset("ANIM", "anim/player_cave_enter.zip"),
Asset("ANIM", "anim/player_actions_uniqueitem.zip"),
Asset("ANIM", "anim/player_actions_bugnet.zip"),
Asset("ANIM", "anim/player_actions_fishing.zip"),
Asset("ANIM", "anim/player_actions_boomerang.zip"),
Asset("ANIM", "anim/player_bush_hat.zip"),
Asset("ANIM", "anim/player_attacks.zip"),
Asset("ANIM", "anim/player_idles.zip"),
Asset("ANIM", "anim/player_rebirth.zip"),
Asset("ANIM", "anim/player_jump.zip"),
Asset("ANIM", "anim/player_amulet_resurrect.zip"),
Asset("ANIM", "anim/player_teleport.zip"),
Asset("ANIM", "anim/wilson_fx.zip"),
Asset("ANIM", "anim/player_one_man_band.zip"),
Asset("ANIM", "anim/player_slurtle_armor.zip"),
Asset("ANIM", "anim/player_staff.zip"),
Asset("ANIM", "anim/shadow_hands.zip"),
Asset("SOUND", "sound/sfx.fsb"),
Asset("SOUND", "sound/wilson.fsb"),
Asset("ANIM", "anim/fish01.zip"), --These are used for the fishing animations.
Asset("ANIM", "anim/eel01.zip"),
}
local prefabs =
{
"beardhair",
"brokentool",
"abigail",
"gridplacer",
"terrorbeak",
"crawlinghorror",
"creepyeyes",
"shadowskittish",
"shadowwatcher",
"shadowhand",
"frostbreath",
"book_birds",
"book_tentacles",
"book_gardening",
"book_sleep",
"book_brimstone",
"pine_needles"
}
if starting_inventory then
for k,v in pairs(starting_inventory) do
table.insert(prefabs, v)
end
end
if customprefabs then
for k,v in ipairs(customprefabs) do
table.insert(prefabs, v)
end
end
if customassets then
for k,v in ipairs(customassets) do
table.insert(assets, v)
end
end
local fn = function(Sim)
local inst = CreateEntity()
inst.entity:SetCanSleep(false)
local trans = inst.entity:AddTransform()
local anim = inst.entity:AddAnimState()
local sound = inst.entity:AddSoundEmitter()
local shadow = inst.entity:AddDynamicShadow()
local minimap = inst.entity:AddMiniMapEntity()
inst.Transform:SetFourFaced()
local function OnAttacked(inst, data)
local spawn = "abigail"
if math.random()<.1 then
spawn = ""
elseif math.random()<.5 then
spawn = "abigail"
else
spawn = "abigail"
end
SpawnAt("maxwell_smoke",inst)
local it = SpawnAt(spawn,inst)
if it.components.follower then
it.components.follower:SetLeader(GetPlayer())
end
end
inst:ListenForEvent("attacked", OnAttacked)
inst.persists = false --handled in a special way
MakePlayerPhysics(inst, 75, .5)
shadow:SetSize( 1.3, .6 )
minimap:SetIcon( name .. ".png" )
minimap:SetPriority( 10 )
local lightwatch = inst.entity:AddLightWatcher()
lightwatch:SetLightThresh(.2)
lightwatch:SetDarkThresh(.05)
inst.entity:AddLabel()
inst.Label:SetFontSize(fontsize)
inst.Label:SetFont(font)
inst.Label:SetPos(0,3.8,0)
inst.Label:Enable(false)
--inst.Label:SetColour(199/255,185/255,154/255)
inst:AddTag("player")
inst:AddTag("scarytoprey")
inst:AddTag("character")
anim:SetBank("wilson")
anim:SetBuild(name)
anim:PlayAnimation("idle")
anim:Hide("ARM_carry")
anim:Hide("hat")
anim:Hide("hat_hair")
anim:OverrideSymbol("fx_wipe", "wilson_fx", "fx_wipe")
anim:OverrideSymbol("fx_liquid", "wilson_fx", "fx_liquid")
anim:OverrideSymbol("shadow_hands", "shadow_hands", "shadow_hands")
inst:AddComponent("locomotor") -- locomotor must be constructed before the stategraph
inst.components.locomotor:SetSlowMultiplier( 0.6 )
inst.components.locomotor.pathcaps = { player = true, ignorecreep = true } -- 'player' cap not actually used, just useful for testing
inst.components.locomotor.fasteronroad = true
inst:AddComponent("combat")
inst.components.combat:SetDefaultDamage(TUNING.UNARMED_DAMAGE)
inst.components.combat.GetGiveUpString = giveupstring
inst.components.combat.hiteffectsymbol = "torso"
inst:AddComponent("inventory")
inst.components.inventory.starting_inventory = starting_inventory
inst:AddComponent("dynamicmusic")
inst:AddComponent("playercontroller")
inst:AddComponent("sanitymonsterspawner")
inst:AddComponent("autosaver")
------
inst:AddComponent("health")
inst.components.health:SetMaxHealth(TUNING.WILSON_HEALTH)
inst.components.health.nofadeout = true
-------
inst:AddComponent("hunger")
inst.components.hunger:SetMax(TUNING.WILSON_HUNGER)
inst.components.hunger:SetRate(TUNING.WILSON_HUNGER_RATE)
inst.components.hunger:SetKillRate(TUNING.WILSON_HEALTH/TUNING.STARVE_KILL_TIME)
inst:AddComponent("sanity")
inst.components.sanity:SetMax(TUNING.WILSON_SANITY)
inst.components.sanity.onSane = OnSane
inst.components.sanity.onInsane = OnInsane
-------
inst:AddComponent("kramped")
inst:AddComponent("talker")
inst:AddComponent("trader")
inst:AddComponent("wisecracker")
inst:AddComponent("distancetracker")
inst:AddComponent("resurrectable")
inst:AddComponent("temperature")
inst:AddComponent("reader")
inst:AddComponent("catcher")
-------
inst:AddComponent("builder")
--give the default recipes
for k,v in pairs(Recipes) do
if v.level == 0 then
inst.components.builder:AddRecipe(v.name)
end
end
inst:AddComponent("eater")
inst:AddComponent("playeractionpicker")
inst:AddComponent("leader")
inst:AddComponent("frostybreather")
inst:AddComponent("age")
inst:AddComponent("grue")
inst.components.grue:SetSounds("dontstarve/charlie/warn","dontstarve/charlie/attack")
-------
inst:AddComponent("overseer")
-------
inst.components.combat:SetAttackPeriod(TUNING.WILSON_ATTACK_PERIOD)
inst.components.combat:SetRange(2)
function inst.components.combat:GetBattleCryString(target)
--print("GetBattleCryString", inst.prefab, target.prefab)
if target:HasTag("prey") then -- generic for little animals: frog, rabbit
--print(" prey")
return GetString(inst.prefab, "BATTLECRY", "PREY")
else
return GetString(inst.prefab, "BATTLECRY", target.prefab)
end
end
local brain = require "brains/wilsonbrain"
inst:SetBrain(brain)
inst:AddInherentAction(ACTIONS.PICK)
inst:AddInherentAction(ACTIONS.SLEEPIN)
inst:SetStateGraph("SGwilson")
inst:ListenForEvent( "startfiredamage", function(it, data)
inst.SoundEmitter:PlaySound("dontstarve/wilson/burned")
inst.SoundEmitter:PlaySound("dontstarve/common/campfire", "burning")
inst.SoundEmitter:SetParameter("burning", "intensity", 1)
end)
inst:ListenForEvent( "stopfiredamage", function(it, data)
inst.SoundEmitter:KillSound("burning")
end)
inst:ListenForEvent( "containergotitem", function(it, data)
inst.SoundEmitter:PlaySound("dontstarve/HUD/collect_resource")
end)
inst:ListenForEvent( "gotnewitem", function(it, data)
if data.slot then
Print(VERBOSITY.DEBUG, "gotnewitem: ["..data.item.prefab.."]")
inst.SoundEmitter:PlaySound("dontstarve/HUD/collect_resource")
end
end)
inst:ListenForEvent( "equip", function(it, data)
Print(VERBOSITY.DEBUG, "equip: ["..data.item.prefab.."]")
inst.SoundEmitter:PlaySound("dontstarve/wilson/equip_item")
end)
inst:ListenForEvent( "picksomething", function(it, data)
if data.object and data.object.components.pickable and data.object.components.pickable.picksound then
Print(VERBOSITY.DEBUG, "picksomething: ["..data.object.prefab.."]") -- BTW why is this one 'object'?
inst.SoundEmitter:PlaySound(data.object.components.pickable.picksound)
end
end)
inst:ListenForEvent( "dropitem", function(it, data)
Print(VERBOSITY.DEBUG, "dropitem: ["..data.item.prefab.."]")
inst.SoundEmitter:PlaySound("dontstarve/common/dropGeneric")
end)
inst:ListenForEvent( "builditem", function(it, data)
Print(VERBOSITY.DEBUG, "builditem: ["..data.item.prefab.."]")
inst.SoundEmitter:PlaySound("dontstarve/HUD/collect_newitem")
end)
inst:ListenForEvent( "buildstructure", function(it, data)
Print(VERBOSITY.DEBUG, "buildstructure: ["..data.item.prefab.."]")
inst.SoundEmitter:PlaySound("dontstarve/HUD/collect_newitem")
end)
--set up the UI root entity
--HUD:SetMainCharacter(inst)
inst:ListenForEvent("actionfailed", function(it, data)
inst.components.talker:Say(GetActionFailString(inst.prefab, data.action.action.id, data.reason))
end)
if customfn then
customfn(inst)
end
return inst
end
return Prefab( "characters/"..name, fn, assets, prefabs)
end
return MakePlayerCharacter
谢谢
yzzn2009
发表于 2013-10-3 12:40
994274298 发表于 2013-10-3 09:55 static/image/common/back.gif
用金子种海的 我要大面积种金子伤不起 把功能换都武器上 或者换到别的道具上 草啊什么的谢谢 ...
我也为拿什么种犯难,既容易记,又取得方便,让我再想想
yzzn2009
发表于 2013-10-3 12:57
994274298 发表于 2013-10-3 09:55 static/image/common/back.gif
用金子种海的 我要大面积种金子伤不起 把功能换都武器上 或者换到别的道具上 草啊什么的谢谢 ...
听你的不用黄金了,而且黄金也用来种远古祭坛了,改成用石砖种,后期石头用处不大。已经添加更新了
有_人_坑我
发表于 2013-10-3 14:54
yzzn2009 发表于 2013-10-3 12:11 static/image/common/back.gif
actions.lua文件里写着格式,Action = Class(function(self, priority, instant, rmb, distance) ,除了 ...
哦
yzzn2009
发表于 2013-10-3 16:01
本帖最后由 yzzn2009 于 2013-10-3 16:13 编辑
经过一下午的调整,双层主角物品条终于在21版游戏的平台上重新实现,昨天心情很不好,就是因为它阵亡了。比起第一次拥有,失而复得令人更加愉快吧
1344152253
发表于 2013-10-4 08:00
易宁辛苦了
1041078150
发表于 2013-10-4 10:16
易宁大神 能不能让沼泽地皮随机刷触手(我是18版的...) 辛苦楼主了
2416202910
发表于 2013-10-4 11:29
请问21版下载完后怎么才能把20版变21版(我早就下好了)。。。。。。。
快快的饥荒伤不起啊
﹌ ̄_ěг_歌.
发表于 2013-10-4 11:32
这个好!!!MOD还是略显麻烦
yzzn2009
发表于 2013-10-4 13:26
2416202910 发表于 2013-10-4 11:29 static/image/common/back.gif
请问21版下载完后怎么才能把20版变21版(我早就下好了)。。。。。。。
快快的饥荒伤不起啊 ...
删掉20版,重新解压缩21版在原来的位置即可,游戏存档自动继承
lvyan2015
发表于 2013-10-4 13:48
本帖最后由 lvyan2015 于 2013-10-4 13:50 编辑
1041078150 发表于 2013-10-4 10:16 static/image/common/back.gif
易宁大神 能不能让沼泽地皮随机刷触手(我是18版的...) 辛苦楼主了
{:3_108:}
yzzn2009
发表于 2013-10-4 13:51
1041078150 发表于 2013-10-4 10:16 static/image/common/back.gif
易宁大神 能不能让沼泽地皮随机刷触手(我是18版的...) 辛苦楼主了
我看了一下,触手只在开档建地图时随机产生,没有在游戏运行中产生的机制(不像企鹅冰)。而且即使用深度重写的方式让它在沼泽上随机产生,对计算机硬件的要求也会很高,可能容易死机。还是用种的方式吧,简单可控
用芦苇种触手
用记事本打开游戏目录\data\scripts\prefabs\cutreeds.lua文件,在inst:AddComponent("inspectable")的下一行插入以下内容:
local function OnDeploy (inst, pt)
local tentacle = SpawnPrefab("tentacle")
if tentacle then
tentacle:PushEvent("growfromcuttentacle")
tentacle.Transform:SetPosition(pt.x, pt.y, pt.z)
inst.components.stackable:Get():Remove()
end
end
inst:AddComponent("deployable")
inst.components.deployable.ondeploy = OnDeploy
默mo
发表于 2013-10-4 14:09
有没有打高鸟掉眼球,打牛掉犀牛角的修改方法呢?
yzzn2009
发表于 2013-10-4 14:35
本帖最后由 yzzn2009 于 2013-10-4 14:36 编辑
默mo 发表于 2013-10-4 14:09 static/image/common/back.gif
有没有打高鸟掉眼球,打牛掉犀牛角的修改方法呢?
一.打高鸟掉巨鹿眼球:用记事本打开游戏目录\data\scripts\prefabs\tallbird.lua文件,将local loot = { "meat", "meat" }替换为local loot = { "meat", "meat", "deerclops_eyeball" }
二.打牛掉犀牛角:用记事本打开游戏目录\data\scripts\prefabs\beefalo.lua文件,将local loot = {"meat","meat","meat","meat","beefalowool","beefalowool","beefalowool"}替换为local loot = {"meat","meat","meat","meat","minotaurhorn","beefalowool","beefalowool","beefalowool"}
1041078150
发表于 2013-10-4 15:03
yzzn2009 发表于 2013-10-4 13:51 static/image/common/back.gif
我看了一下,触手只在开档建地图时随机产生,没有在游戏运行中产生的机制(不像企鹅冰)。而且即使用深度 ...
{:3_109:}好吧....不过还是谢谢你帮我想的其他的方法 随便再辛苦一下楼主 能否让蜘蛛女王别再变成一级的蜘蛛巢{:3_116:}
thm154188
发表于 2013-10-4 15:15
樓主~饥荒20版5格背包MOD 這個有怎麼把它改成21版可以用?~~每次更新以前的MOD就用不了~希望學下改的方法 以後就不用到處找新版MOD了
禹坤哥
发表于 2013-10-4 15:22
给力:lol:lol:lol:lol:lol:lol:lol