yzzn2009
发表于 2013-10-7 14:55
רҵ 发表于 2013-10-7 12:20 static/image/common/back.gif
易宁大大,请问我的20版为什么会有作物无法显示的bug?怎么解决?并且我想把肉干的保质期延长,怎么改?我 ...
从20版开始,农作物刚长出来时是有果实显示的,过一段就消失了。不知道是官方有意设计成这样,还是动画文件有bug,目前还没找到解决方法。
肉干保质期延长10倍:用记事本打开游戏目录\data\scripts\tuning.lua文件,将PERISH_PRESERVED = 20*total_day_time*perish_warp,替换为PERISH_PRESERVED = 200*total_day_time*perish_warp,
yzzn2009
发表于 2013-10-7 14:59
1304755606 发表于 2013-10-7 12:33 static/image/common/back.gif
我想问一下为什么我种不了荧光草
看不到你发的图,只要修改的文件和插入语句位置正确,就可以种出
五十五.用荧光果种三朵洞穴花
用记事本打开游戏目录\data\scripts\prefabs\lightbulb.lua文件,在inst:AddComponent("tradable")的下一行插入以下内容:
local function OnDeploy (inst, pt)
local flower_cave_triple = SpawnPrefab("flower_cave_triple")
if flower_cave_triple then
flower_cave_triple:PushEvent("growfromlightbulb")
flower_cave_triple.Transform:SetPosition(pt.x, pt.y, pt.z)
inst.components.stackable:Get():Remove()
end
end
inst:AddComponent("deployable")
inst.components.deployable.ondeploy = OnDeploy
即可用荧光果种三朵洞穴花
yzzn2009
发表于 2013-10-7 15:01
2644987925 发表于 2013-10-7 14:28 static/image/common/back.gif
易宁 大神 能不能 把你的20版 scripts 文件发给我呢??我知道你最好了
我现在已经在用21版了,20版已经替换为原始文件保存了。从修改技巧中挑你喜欢的修改,自己动手会更有乐趣的
愚人街的小天
发表于 2013-10-7 15:16
厉害的东西谢谢楼主
杨昊鹏
发表于 2013-10-7 17:20
1304755606 发表于 2013-10-7 12:33 static/image/common/back.gif
我想问一下为什么我种不了荧光草
如果荧光草没有发光,也不能摘,是它正在生长
huangff
发表于 2013-10-7 17:36
yzzn2009 发表于 2013-10-7 14:44 static/image/common/back.gif
你问的太多了,我只能简单回答你
一.不下青蛙雨:用记事本打开游戏目录\data\scripts\prefabs\forest.lu ...
汉化版的可以输汉语吗?-------那个背包格子改了没用还是8格...
994274298
发表于 2013-10-7 19:03
易宁大神能不能做个MOD开始有更多的地图设置
yzzn2009
发表于 2013-10-7 19:37
huangff 发表于 2013-10-7 17:36 static/image/common/back.gif
汉化版的可以输汉语吗?-------那个背包格子改了没用还是8格...
如果是汉化版的话,还要修改汉化文件。以威尔逊为例:
用记事本打开游戏目录\data\scripts\languages\chinese.po文件,将下列内容:
#: STRINGS.CHARACTERS.GENERIC.DESCRIBE.HOMESIGN
msgid "It says 'You are here'."
msgstr "上 面 写 着 “我 的 地 盘 , 我 做 主 ”"
替换为:
#: STRINGS.CHARACTERS.GENERIC.DESCRIBE.HOMESIGN
msgid "I am huangff"
msgstr "我 是 某 某"
修改其他主角就继续查找HOMESIGN,并在其所在句中找到相应的人物名,如WAXWELL等
2416202910
发表于 2013-10-7 19:40
我想问下:变身传奇变成别的角色又不能有另外的技能,研发有有啥用?
yzzn2009
发表于 2013-10-7 19:41
994274298 发表于 2013-10-7 19:03 static/image/common/back.gif
易宁大神能不能做个MOD开始有更多的地图设置
我实在没有时间做这样深度改造游戏的mod,修改技巧下期将公布一个“毒龙兵团(装备暗影剑召唤坎普斯作士兵)”,看过它改写的代码量,你就知道深度改写要花多少时间了
渊小乖
发表于 2013-10-7 19:45
21版地洞无法重置吗 能不能搞个地洞重置的修改 我个人搞不定求大神
yzzn2009
发表于 2013-10-7 19:46
2416202910 发表于 2013-10-7 19:40 static/image/common/back.gif
我想问下:变身传奇变成别的角色又不能有另外的技能,研发有有啥用?
许多人物技能都能通过修改达成,比如修改技巧中的
一二0.全人物可制造打火机(原来只有薇洛专用,18版及以后版使用)
一二一.全人物可制造伍迪的斧子(8下砍倒1棵树,普通斧子15下,18版及以后版使用)
一二二.全人物可制造魔法书(18版及以后版使用)
一二三.全民吹气球(气球威力大、不伤主角、不降脑、彩色光、分散怪物注意力,18版及以后游戏使用)
等等,但变身是许多人长期的愿望了,技术上也用了随机调用贴图,还是有一定范本意义的。看了下面的图,你不觉得挺有意思吗
yzzn2009
发表于 2013-10-7 19:48
渊小乖 发表于 2013-10-7 19:45 static/image/common/back.gif
21版地洞无法重置吗 能不能搞个地洞重置的修改 我个人搞不定求大神
之前有人问过,我看过了,需要改写代码太多,许多文件相互制衡,即使修改出来也会很不稳定
渊小乖
发表于 2013-10-7 19:49
yzzn2009 发表于 2013-10-7 19:46 static/image/common/back.gif
许多人物技能都能通过修改达成,比如修改技巧中的
一二0.全人物可制造打火机(原来只有薇洛专用,18版 ...
这个是用那个传票MOD实现的吧
yzzn2009
发表于 2013-10-7 19:50
渊小乖 发表于 2013-10-7 19:49 static/image/common/back.gif
这个是用那个传票MOD实现的吧
是修改技巧中的一项做的
渊小乖
发表于 2013-10-7 19:51
或者我可以吧地洞存档删了 不过这样好麻烦
yzzn2009
发表于 2013-10-7 20:03
本帖最后由 yzzn2009 于 2013-10-7 20:17 编辑
带着小弟打树精
sai2355
发表于 2013-10-7 20:09
dddddddddddddddddddddddddddddddddddd
精血灵
发表于 2013-10-7 20:22
这个不错啦,我也自己动手改改好了,,不会是SF吧
qinzhansu
发表于 2013-10-7 21:16
话说···吹剑高了不会被海像爹爹秒么···
happy猫口
发表于 2013-10-7 21:39
实在是太厉害了。。{:3_123:}
靚仔
发表于 2013-10-7 23:20
能
喂牛蔬菜得大肉嗎?
yzzn2009
发表于 2013-10-7 23:54
靚仔 发表于 2013-10-7 23:20 static/image/common/back.gif
能
喂牛蔬菜得大肉嗎?
喂牛蔬菜无限产大肉
用记事本打开游戏目录\data\scripts\prefabs\beefalo.lua文件,在inst.components.eater:SetVegetarian()的下一行插入下列内容:
local function OnGetItemFromPlayer(inst, giver, item)
if item.components.edible.foodtype == "VEGGIE" then
SpawnPrefab("meat").Transform:SetPosition(inst.Transform:GetWorldPosition())
end
end
inst:AddComponent("trader")
inst.components.trader.onaccept = OnGetItemFromPlayer
yzzn2009
发表于 2013-10-7 23:59
靚仔 发表于 2013-10-7 23:20 static/image/common/back.gif
能
喂牛蔬菜得大肉嗎?
最近更新了一些,你看不到吧,我全部再发一次
易宁:饥荒游戏实用修改技巧
10月8日更新:增加“一四六.毒龙兵团(装备暗影剑召唤坎普斯士兵)”
索引:
一.全人物解锁
二.提高主角血量10倍
三.主角自动回血
四.增加食物及料理补血量10倍
五.菩萨低眉(主角受怪物攻击毫发无伤,怪物反暴毙)
六.复活石无限使用(主角永生)
七.主角自动补脑(妈妈再也不用担心我的学习)
八.主角不会饿
九.延缓冻、饿死亡时间
十.提高主角攻击力
十一.主角可渡海(没有什么可以阻挡,你对自由的向往)
十二.主角跑得更快
十三.背猪皮包、穿大理石盔甲行走速度不减慢
十四.提高拿手杖行走速度
十五.全人物不用机器就可造全部物品(18版及以后游戏使用)
十六.快速制造物品
十七.地图全开(游戏中按Ctrl +1)
十八.加大单格堆叠数量
十九.增加主角物品条的格子(21版及以后游戏使用)
二十.双层主角物品条(60格,21版及以后游戏使用)
二十一.同时携带多个背包(背包可库存)
二十二.制造坎普斯背包(18版及以后游戏使用)
二十三.伍迪吃疯肉立即变海狸且随身物品不掉落
二十四.图书管理员不再失眠(老太太可以睡帐篷)
二十五.全部物品无限使用(工具、武器、盔甲、魔杖、护身符、衣服、帽子、照明物品等全部无限使用)
二十六.修改装备使用次数及时间
二十七.武器伤害值加大
二十八.盔甲在就不掉血(盔甲100%吸收伤害值)
二十九.提高盔甲耐久力
三十.盔甲永固(永远100%)
三十一.一次采集五个
三十二.加快采集速度
三十三.远程采集和拾起物品
三十四.收割者(吹排箫一次采集周边所有植物)
三十五.用普通种子种胡萝卜且一次采10个(胡萝卜田)
三十六.每朵花下都有曼德拉草
三十七.一斧砍倒一棵树、一镐开掉一块石(21版及以后游戏使用)
三十八.砍树多掉3倍木头
三十九.砍树无树桩
四十.用木头、木炭、灰种植石矿(可持续发展)
四十一.采矿时50%概率挖出宝石和铥矿石(21版及以后游戏使用)
四十二.采矿时多掉黄金(21版及以后游戏使用)
四十三.无限开石头(石头不消失)
四十四.挖草一次得10个长草簇
四十五.种草不用施肥
四十六.挖果树丛一次得10个果树丛根
四十七.种果树丛不用施肥
四十八.挖树苗一次得10个树苗根
四十九.用芦苇种植芦苇(分株种植)
五十.挖尖刺灌木一次得10个尖刺灌木根
五十一.栽种尖刺灌木产黄油(植物黄油)
五十二.花瓣种花(花可移植)
五十三.用树枝种香蕉树
五十四.用蘑菇种蘑菇(蘑菇可移植)
五十五.用荧光果种三朵洞穴花
五十六.铲掉洞穴花得灯泡
五十七.果树丛、树杈、草、尖刺灌木整齐栽种
五十八.缩短草、树杈、尖刺灌木、洞穴花、苔藓、浆果、芦苇长出时间
五十九.生命号角(吹牛角让农田、树杈根、草根、芦苇根、空果树丛迅速长出)
六十.农田收获更多产品
六十一.农作物1秒长出来
六十二.冬天农作物也生长
六十三.农田不用施肥
六十四.煮一锅收多个料理
六十五.缩短煮料理时间
六十六.冰箱容量增加3倍(27格)
六十七.冰箱永久保鲜
六十八.背包可冷藏食品
六十九.晾肉无需等待(将肉放在晾肉架上即干)
七十.木箱容量增加9倍(81格)
七十一.精炼选项里的物品一次造10个
七十二.喂鸟疯肉得宝石
七十三.喂鸟蔬菜多掉种子
七十四.种子腐烂变慢
七十五.收获蜂箱不被蛰
七十六.牛产便便速度增加1倍
七十七.喂牛蔬菜无限产便便
七十八.下钩就上鱼(无限刷鱼)
七十九.用腐烂食物种普通池塘
八十.用蛙腿种可钓鳗鱼池塘(20版及以后游戏使用)
八十一.用铲子挖掉池塘
八十二.冬天池塘不上冻
八十三.池塘不生青蛙、蚊子
八十四.青蛙不偷东西
八十五.池塘边长满曼德拉草
八十六.火炬不用尽(用到剩0%不消失,可继续用)
八十七.矿工灯无限使用
八十八.提灯改用木头、树杈、牛粪等可燃物作燃料
八十九.提灯可以点50天
九十.南瓜灯永不坏(无限使用)
九十一.石头营火永不灭(保留最小长明火)
九十二.用草种个小太阳(黑夜变白昼,可烧烤食物,18版及以后游戏使用)
九十三.路牌夜晚自动发光(可以当路灯用)
九十四.斧头可照明
九十五.光明世界(地上、洞穴、远古遗址都永无黑暗)
九十六.机器可携带
九十七.建造机器零距离(18版及以后游戏使用)
九十八.用黄金种远古祭坛(以解锁远古科技)
九十九.增加墙的耐久力
一00.墙自动回血
一0一.墙壁永固(自己可砸,怪物无法破坏)
一0二.穿墙术(都圈起来吧,不需要留门了)
一0三.建造农田、蜂箱、晾肉架零距离(18版及以后游戏使用)
一0四.在海上盖建筑
一0五.围海造田
一0六.用石砖种海洋(建造护城河)
一0七.地板一次造4个(18版及以后游戏使用)
一0八.增加11种可造地皮(1根草造10个)
一0九.牙齿陷阱自动重置(1秒后重置)
一一0.回旋镖快速自动回收且无限使用
一一一.装备回旋镖召唤火鸡(打猎游戏)
一一二.吹箭无限使用(射中目标后自动回到手中)
一一三.切斯特(狗箱)跑得快
一一四.切斯特(狗箱)不死
一一五.切斯特(狗箱)容量增加9倍(81格)
一一六.保温石保温时间延长1倍
一一七.建造肉块雕像不罚血(正常要从血的上限减30)
一一八.白天也能睡帐篷,睡帐篷不减饥饿(21版及以后版使用)
一一九.护身符装备在帽子格(省出身体格穿盔甲或带背包)
一二0.全人物可制造打火机(原来只有薇洛专用,18版及以后版使用)
一二一.全人物可制造伍迪的斧子(8下砍倒1棵树,普通斧子15下,18版及以后版使用)
一二二.全人物可制造魔法书(18版及以后版使用)
一二三.全民吹气球(气球威力大、不伤主角、不降脑、彩色光、分散怪物注意力,18版及以后游戏使用)
一二四.橙色护身符吸取物品加速、范围加大、不吸常用物品
一二五.瑞士手杖(砍树、凿石、锤墙、挖草、取暖、补脑、瞬移、10倍攻击力、2倍速度、照明,18版及以后游戏使用)
一二六.帽子戏法(高礼帽放在地上无限变出牛)
一二七.神之矛(矛攻击时召唤闪电)
一二八.巨人帽(带猪皮帽变巨人,锁血)
一二九.近卫军(主角受攻击自动出现机械护卫,20版及以后游戏使用,不要与“菩萨低眉”一同修改)
一三0.钓金龟(用鱼竿将敌人变成黄金雕像,19版及以后游戏使用)
一三一.火炬召唤亡灵(阿比盖尔)
一三二.开关雨量计人工降雨
一三三.留下买路财(扔下黄金铲子直接回地面)
一三四.防弹背包(装备背包吸收99%伤害值)
一三五.犬牙手雷(扔犬牙炸倒一大片,饥荒世界最强武器)
一三六.高爆地雷(指南针扔在地上作地雷)
一三七.芦苇吹出催眠曲(在携带的芦苇上按鼠标右键,可催眠动物)
一三八.放生池(在池塘放生鱼可得10个黄金)
一三九.眼睛炮塔建在地上后可搬运(20版及以后游戏使用)
一四0.眼睛炮塔一次造10个(无须犀牛角、巨鹿眼球,20版及以后游戏使用)
一四一.靠近盆栽可补脑、可采蜂蜜,盆栽会发光(20版及以后游戏使用)
一四二.隐身背心(穿小巧背心可隐身)
一四三.斗牛场(对大理石树按鼠标右键出10头牛攻击主角)
一四四.泡泡糖(吃黄油吹个保护泡泡,21版及以后游戏使用)
一四五.变身传奇(主角吃疯肉变身其他主角)
一四六.毒龙兵团(装备暗影剑召唤坎普斯士兵)
一四七.种腐烂食物得高鸟,高鸟无攻击行为、下高鸟蛋
一四八.快速孵化高鸟蛋(游戏中1小时孵出小高鸟)
一四九.青年高鸟不长大,并增加血量及攻击力,喂食可重新认人
一五0.喂自养高鸟产便便
一五一.自养高鸟不用喂食
一五二.牙齿陷阱不伤害自养高鸟
一五三.主角带肉不被兔人攻击
一五四.快速刷兔人(兔人死后兔房立刻生新兔人)
一五五.快速刷猪人(猪死后猪房立刻生新猪)
一五六.猪人永久跟随
一五七.猪守卫不主动攻击主角
一五八.增加树精出现概率
一五九.除掉全部企鹅及企鹅冰(世界从此清静了)
一六0.打死火狗不着火
一六一.空手抓蜜蜂、杀人蜂、蝴蝶、萤火虫(用橙色护身符可以快速吸取)
一六二.装备捕鸟器可吸鸟(它绝不罕有,往街里绕过一周,它便化乌有)
一六三.骨头可烧掉(捡到的营地终于能用了)
一六四.无限挖坟刷宝物
一六五.用紫色魔杖传送不降脑
一六六.在地下也能使用紫色魔杖传送到传送核心
一六七.传送核心自由开关(不消耗紫宝石)
一六八.延长蓝色魔杖冻住敌人时间
一六九.蓝色魔杖升级版(一打冻住一大片)
一七0.让游戏中的一天更漫长(1天从真实世界的8分钟修改为16分钟)
一七一.修改白天、黑夜、傍晚占一天的比例
一七二.洞穴不发生地震
一七三.延长燃料燃烧时间
一七四.使不能堆叠的物品可堆叠
一七五.使不可燃物品可作燃料
一七六.让物品不腐坏
一七七.修改制作道具的配方
一七八.常用物品中英文名称
一.全人物解锁
用记事本打开游戏目录\data\scripts\playerprofile.lua文件,将下列内容:
if not table.contains(CHARACTERLIST, character) then
return true -- mod character
end
return false
替换为:
if not table.contains(CHARACTERLIST, character) then
return true -- mod character
end
return true
即可解锁全人物进行游戏
二.提高主角血量10倍
用记事本打开游戏目录\data\scripts\tuning.lua文件,
1.将local wilson_health = 150替换为local wilson_health = 1500
2.将WX78_MIN_HEALTH = 100,替换为WX78_MIN_HEALTH = 1000,
3.将WX78_MAX_HEALTH = 400,替换为WX78_MAX_HEALTH = 4000,
4.将下列内容:
WOLFGANG_HEALTH_MIGHTY = 300,
WOLFGANG_HEALTH_NORMAL = 200,
WOLFGANG_HEALTH_WIMPY = 150,
替换为:
WOLFGANG_HEALTH_MIGHTY = 3000,
WOLFGANG_HEALTH_NORMAL = 2000,
WOLFGANG_HEALTH_WIMPY = 1500,
即可让全部主角血量提高10倍,修改这里也使盔甲的耐久度同步上升10倍
三.主角自动回血
用记事本打开游戏目录\data\scripts\prefabs\player_common.lua文件,在inst.components.health:SetMaxHealth(TUNING.WILSON_HEALTH)的下一行插入以下内容:
inst.components.health:StartRegen(30, 10)
即可让主角自动回血,其中30为血量,10为10秒回血一次,可自行调整
四.增加食物及料理补血量10倍
用记事本打开游戏目录\data\scripts\tuning.lua文件,将以下内容:
HEALING_TINY = 1,
HEALING_SMALL = 3,
HEALING_MEDSMALL = 8,
HEALING_MED = 20,
HEALING_MEDLARGE = 30,
HEALING_LARGE = 40,
HEALING_HUGE = 60,
HEALING_SUPERHUGE = 100,
替换为:
HEALING_TINY = 10,
HEALING_SMALL = 30,
HEALING_MEDSMALL = 80,
HEALING_MED = 200,
HEALING_MEDLARGE = 300,
HEALING_LARGE = 400,
HEALING_HUGE = 600,
HEALING_SUPERHUGE = 1000,
即可增加食物及料理补血量10倍
五.菩萨低眉(主角受怪物攻击毫发无伤,怪物反暴毙)
用记事本打开游戏目录\data\scripts\prefabs\player_common.lua文件,
1.在inst.Transform:SetFourFaced()的下一行插入以下内容:
local function OnAttacked(inst, data)
if data.attacker.components.health and not data.attacker:HasTag("player") then
inst.components.health:DoDelta(TUNING.HEALING_SUPERHUGE*5)
inst.components.sanity:DoDelta(TUNING.SANITY_HUGE*5)
data.attacker.components.health:DoDelta(-TUNING.HEALING_SUPERHUGE*30)
end
end
inst:ListenForEvent("attacked", OnAttacked)
2.将下列内容:
inst:AddComponent("grue")
inst.components.grue:SetSounds("dontstarve/charlie/warn","dontstarve/charlie/attack")
替换为:
--inst:AddComponent("grue")
--inst.components.grue:SetSounds("dontstarve/charlie/warn","dontstarve/charlie/attack")
即可让主角受攻击时不掉血、不伤脑,怪物反暴毙,并且主角在黑暗中不会被杀死。这是献给不杀生派玩家的礼物,慈悲也是一种力量
六.复活石无限使用(主角永生)
用记事本打开游戏目录\data\scripts\prefabs\resurrectionstone.lua文件,在inst:Remove()的下一行插入下列内容:
SpawnPrefab("resurrectionstone").Transform:SetPosition(inst.Transform:GetWorldPosition())
主角复活后,再点身下的复活石,可使复活石再次完整
七.主角自动补脑(妈妈再也不用担心我的学习)
用记事本打开游戏目录\data\scripts\tuning.lua文件,将下列内容:
SANITY_DAY_GAIN = 0,--100/(day_time*32),
SANITY_NIGHT_LIGHT = -100/(night_time*20),
SANITY_NIGHT_MID = -100/(night_time*20),
SANITY_NIGHT_DARK = -100/(night_time*2),
替换为:
SANITY_DAY_GAIN = 100/(day_time),
SANITY_NIGHT_LIGHT = 100/(night_time),
SANITY_NIGHT_MID = 100/(night_time),
SANITY_NIGHT_DARK = 100/(night_time),
即可让主角自动补脑,地洞里也不例外
八.主角不会饿
用记事本打开游戏目录\data\scripts\tuning.lua文件,将local calories_per_day = 75替换为local calories_per_day = 0
即可从每天减75饥饿值变为不减
九.延缓冻、饿死亡时间
用记事本打开游戏目录\data\scripts\tuning.lua文件,将以下内容:
FREEZING_KILL_TIME = 120,
STARVE_KILL_TIME = 120,
替换为:
FREEZING_KILL_TIME = 1200,
STARVE_KILL_TIME = 1200,
即可延缓冻、饿死亡时间10倍
十.提高主角攻击力
用记事本打开游戏目录\data\scripts\tuning.lua文件,将local wilson_attack = 34替换为local wilson_attack = 500即可
十一.主角可渡海(没有什么可以阻挡,你对自由的向往)
用记事本打开游戏目录\data\scripts\components\playeractionpicker.lua文件,将共2句passable = tile ~= GROUND.IMPASSABLE均替换为passable = tile >= GROUND.IMPASSABLE
即可让主角能通过橙色魔杖、瑞士手杖(见本修改技巧)传送到海上,并能够行在水上,连地下的沟壑也无法阻挡。注意要替换的语句有2句,千万别只替换了1句哦
十二.主角跑得更快
用记事本打开游戏目录\data\scripts\tuning.lua文件,将以下内容:
WILSON_WALK_SPEED = 4,
WILSON_RUN_SPEED = 6,
替换为:
WILSON_WALK_SPEED = 8,
WILSON_RUN_SPEED = 12,
即可让主角跑步速度增加1倍
十三.背猪皮包、穿大理石盔甲行走速度不减慢
用记事本打开游戏目录\data\scripts\tuning.lua文件,
1.将PIGGYBACK_SPEED_MULT = 0.8,替换为PIGGYBACK_SPEED_MULT = 1,
2.将ARMORMARBLE_SLOW = 0.7,替换为ARMORMARBLE_SLOW = 1,
即可背猪皮包、穿大理石盔甲行走速度不减慢
十四.提高拿手杖行走速度
用记事本打开游戏目录\data\scripts\tuning.lua文件,将CANE_SPEED_MULT = 1.25,替换为CANE_SPEED_MULT = 2.5,即可
十五.全人物不用机器就可造全部物品(18版及以后游戏使用)
1.用记事本打开游戏目录\data\scripts\prefabs\player_common.lua文件,在inst:AddComponent("builder")下一行插入以下内容:
inst.components.builder.science_bonus = 3
inst.components.builder.magic_bonus = 3
inst.components.builder.ancient_bonus = 4
2.用记事本打开游戏目录\data\scripts\prefabs\wickerbottom.lua文件,将inst.components.builder.science_bonus = 1替换为--inst.components.builder.science_bonus = 1
即可全人物不用机器就可造全部物品
十六.快速制造物品
用记事本打开游戏目录\data\scripts\actions.lua文件,将BUILD = Action(),替换为BUILD = Action(0, true),
即可跳过制造物品的动画,快速制造物品
十七.地图全开(游戏中按Ctrl +1)
用记事本打开游戏目录\data\scripts\main.lua文件,在TranslateStringTable( STRINGS )的下一行插入以下内容:
TheInput:AddKeyUpHandler(KEY_1, function()
if TheInput:IsKeyDown(KEY_CTRL) then
local MainCharacter = TheSim:FindFirstEntityWithTag("player")
local map = TheSim:FindFirstEntityWithTag("minimap")
if MainCharacter and map then
local x, y, z = MainCharacter.Transform:GetWorldPosition()
map.MiniMap:ShowArea(x, y, z, 10000)
end
end
end
);
即可在游戏中按Ctrl + 1使地图全开。这不是我的研究,是转载来的,以方便大家
十八.加大单格堆叠数量
用记事本打开游戏目录\data\scripts\tuning.lua文件,将以下内容:
STACK_SIZE_LARGEITEM = 10,
STACK_SIZE_MEDITEM = 20,
STACK_SIZE_SMALLITEM = 40,
替换为:
STACK_SIZE_LARGEITEM = 999,
STACK_SIZE_MEDITEM = 999,
STACK_SIZE_SMALLITEM = 999,
即可加大单格堆叠数量至999
十九.增加主角物品条的格子(21版及以后游戏使用)
用记事本打开游戏目录\data\scripts\components\inventory.lua文件,将local MAXSLOTS = 15替换为local MAXSLOTS = 25
即可将主角物品条的格子由15个增加到25个
二十.双层主角物品条(60格,21版及以后游戏使用)
1.用记事本打开游戏目录\data\scripts\components\inventory.lua文件,将local MAXSLOTS = 15替换为local MAXSLOTS = 60
2.用记事本打开游戏目录\data\scripts\widgets\inventorybar.lua文件,在self.bg = self.root:AddChild(ThreeSlice(HUD_ATLAS, "inventory_corner.tex", "inventory_filler.tex"))的下一行插入self.bg:SetScale(1,1.75,1)
3.将下列内容:
local num_intersep = math.floor(num_slots / 5) + 1
local total_w = (num_slots + num_equip)*(W) + (num_slots + num_equip - 2 - num_intersep) *(SEP) + INTERSEP*num_intersep
for k, v in ipairs(self.equipslotinfo) do
local slot = EquipSlot(v.slot, v.atlas, v.image, self.owner)
self.equip = self.toprow:AddChild(slot)
local x = -total_w/2 + (num_slots)*(W)+num_intersep*(INTERSEP - SEP) + (num_slots-1)*SEP + INTERSEP + W*(k-1) + SEP*(k-1)
slot:SetPosition(x,0,0)
table.insert(eslot_order, slot)
local item = self.owner.components.inventory:GetEquippedItem(v.slot)
if item then
slot:SetTile(ItemTile(item, self.owner.components.inventory))
end
end
for k = 1,num_slots do
local slot = InvSlot(k, HUD_ATLAS, "inv_slot.tex", self.owner, self.owner.components.inventory)
self.inv = self.toprow:AddChild(slot)
local interseps = math.floor((k-1) / 5)
local x = -total_w/2 + W/2 + interseps*(INTERSEP - SEP) + (k-1)*W + (k-1)*SEP
slot:SetPosition(x,0,0)
local item = self.owner.components.inventory:GetItemInSlot(k)
if item then
slot:SetTile(ItemTile(item, self.owner.components.inventory))
end
end
替换为以下内容:
local num_intersep = math.floor(num_slots / 10) + 1
local total_w = (num_slots -30.85)*(W) + (num_slots -30.85 - 2 - num_intersep) *(SEP) + INTERSEP*num_intersep
for k, v in ipairs(self.equipslotinfo) do
local slot = EquipSlot(v.slot, v.atlas, v.image, self.owner)
self.equip = self.toprow:AddChild(slot)
local x = -total_w/2 + (num_slots*0+14.07)*(W)+num_intersep*(INTERSEP - SEP) + (num_slots-1)*SEP + INTERSEP + W*(k-1) + SEP*(k-1)
slot:SetPosition(x+341,190,0)
table.insert(eslot_order, slot)
local item = self.owner.components.inventory:GetEquippedItem(v.slot)
if item then
slot:SetTile(ItemTile(item, self.owner.components.inventory))
end
end
for k = 1,30 do
local slot = InvSlot(k, HUD_ATLAS, "inv_slot.tex", self.owner, self.owner.components.inventory)
self.inv = self.toprow:AddChild(slot)
local interseps = math.floor((k-1) / 10)
local x = -total_w/2 + W/2 + interseps*(INTERSEP - SEP) + (k-1)*W + (k-1)*SEP
slot:SetPosition(x,0,0)
local item = self.owner.components.inventory:GetItemInSlot(k)
if item then
slot:SetTile(ItemTile(item, self.owner.components.inventory))
end
end
for k = 31,60 do
local slot = InvSlot(k, HUD_ATLAS, "inv_slot.tex", self.owner, self.owner.components.inventory)
self.inv = self.toprow:AddChild(slot)
local interseps = math.floor((k-1-30) / 10)
local x = -total_w/2 + W/2 + interseps*(INTERSEP - SEP) + (k-1-30)*W + (k-1-30)*SEP
slot:SetPosition(x,80,0)
local item = self.owner.components.inventory:GetItemInSlot(k)
if item then
slot:SetTile(ItemTile(item, self.owner.components.inventory))
end
end
即可获得双层主角物品条(60格),注意必须将游戏设置(options) - (Settings) - HUD size项设为0,即显示最小物品条,才可完整显示60格哦
二十一.同时携带多个背包(背包可库存)
1.同时携带多个普通背包:用记事本打开游戏目录\data\scripts\prefabs\backpack.lua文件,将inst.components.inventoryitem.cangoincontainer = false替换为inst.components.inventoryitem.cangoincontainer = true
2.同时携带多个小猪包:用记事本打开游戏目录\data\scripts\prefabs\piggyback.lua文件,将inst.components.inventoryitem.cangoincontainer = false替换为inst.components.inventoryitem.cangoincontainer = true
3.同时携带多个坎普斯背包:用记事本打开游戏目录\data\scripts\prefabs\krampus_sack.lua文件,将inst.components.inventoryitem.cangoincontainer = false替换为inst.components.inventoryitem.cangoincontainer = true
即可同时携带多个背包
二十二.制造坎普斯背包(18版及以后游戏使用)
用记事本打开游戏目录\data\scripts\recipes.lua文件,在Recipe("piggyback", {Ingredient("pigskin", 4), Ingredient("silk", 6), Ingredient("rope", 2)}, RECIPETABS.SURVIVAL, TECH.SCIENCE_TWO)的下一行插入以下内容:
Recipe("krampus_sack", {Ingredient("cutgrass", 5),Ingredient("twigs", 5)}, RECIPETABS.SURVIVAL, TECH.NONE)
即可在生存选项下(画着绳套)下用5个草、5个树杈制造坎普斯背包
二十三.伍迪吃疯肉立即变海狸且随身物品不掉落
用记事本打开游戏目录\data\scripts\prefabs\woodie.lua文件,
1.将inst.components.inventory:DropEverything()替换为--inst.components.inventory:DropEverything()
2.在inst.Light:SetColour(245/255,40/255,0/255)的下一行插入以下内容:
local function OnEat(inst, food)
if food.prefab == "monstermeat" and not inst.components.beaverness:IsBeaver() then
if not inst.components.beaverness.doing_transform then
inst.components.beaverness:SetPercent(1)
end
end
end
inst.components.eater:SetOnEatFn(OnEat)
即可让伍迪吃疯肉立即变海狸,随身物品还保留在身上(只是看不见),等变回伍迪即可使用。不要在伍迪佩戴橙色护身符时变海狸,否则砍的木头都自动被吸走,海狸无法吃到
二十四.图书管理员不再失眠(老太太可以睡帐篷)
用记事本打开游戏目录\data\scripts\prefabs\wickerbottom.lua文件,将inst:AddTag("insomniac")替换为--inst:AddTag("insomniac")即可
二十五.全部物品无限使用(工具、武器、盔甲、魔杖、护身符、衣服、帽子、照明物品等全部无限使用)
1.用记事本打开游戏目录\data\scripts\widgets\itemtile.lua文件,将下列内容:
if invitem.components.fueled then
self:SetPercent(invitem.components.fueled:GetPercent())
end
if invitem.components.finiteuses then
self:SetPercent(invitem.components.finiteuses:GetPercent())
end
if invitem.components.perishable then
self:SetPerishPercent(invitem.components.perishable:GetPercent())
end
if invitem.components.armor then
self:SetPercent(invitem.components.armor:GetPercent())
end
替换为:
--if invitem.components.fueled then
--self:SetPercent(invitem.components.fueled:GetPercent())
--end
--if invitem.components.finiteuses then
--self:SetPercent(invitem.components.finiteuses:GetPercent())
--end
if invitem.components.perishable then
self:SetPerishPercent(invitem.components.perishable:GetPercent())
end
--if invitem.components.armor then
--self:SetPercent(invitem.components.armor:GetPercent())
--end
2.用记事本打开游戏目录\data\scripts\components\finiteuses.lua文件,将self:SetUses(self.current - (num or 1))替换为self:SetUses(self.current - 0)
3.用记事本打开游戏目录\data\scripts\components\fueled.lua文件,将self.consuming = true替换为self.consuming = false
4.用记事本打开游戏目录\data\scripts\components\armor.lua文件,将下列内容:
function Armor:SetCondition(amount)
self.condition = amount
替换为:
function Armor:SetCondition(amount)
self.condition = self.maxcondition
即可让全部物品无限使用。其中火堆和石头营火会无限燃烧,直到睡过帐篷后熄灭
二十六.修改装备使用次数及时间
用记事本打开游戏目录\data\scripts\tuning.lua文件,分别查找以下内容:
AXE_USES = 100, 斧头
HAMMER_USES = 75, 锤
SHOVEL_USES = 25, 铲子
PITCHFORK_USES = 25, 草叉
PICKAXE_USES = 33, 镐
BUGNET_USES = 10, 捕虫网
SPEAR_USES = 150, 矛
SPIKE_USES = 100, 狼牙棒
FISHINGROD_USES = 9, 鱼杆
TRAP_USES = 8, 陷阱
BOOMERANG_USES = 10, 回旋镖
NIGHTSWORD_USES = 100, 暗影剑
ICESTAFF_USES = 20, 冰魔杖
FIRESTAFF_USES = 20, 火魔杖
TELESTAFF_USES = 5, 传送魔杖
YELLOWSTAFF_USES = 20, 黄色魔杖
ORANGESTAFF_USES = 20, 橙色魔杖
GREENSTAFF_USES = 5, 绿色魔杖
HAMBAT_USES = 100, 火腿棍棒
BATBAT_USES = 75, 蝙蝠棒
MULTITOOL_AXE_PICKAXE_USES = 400, 多功能工具斧头和锄头
RUINS_BAT_USES = 150, 遗迹短棍
REDAMULET_USES = 20, 红色护身符
BLUEAMULET_FUEL = total_day_time * 0.75, 蓝色护身符
PURPLEAMULET_FUEL = total_day_time * 0.4, 紫色护身符
YELLOWAMULET_FUEL = total_day_time, 黄色护身符
ORANGEAMULET_USES = 225, 橙色护身符
GREENAMULET_USES = 5, 绿色护身符
PANFLUTE_USES = 10, 排箫
HORN_USES = 10, 牛角
TRAP_TEETH_USES = 10, 牙齿陷阱
TENT_USES = 6, 帐篷
UMBRELLA_USES = 20, 伞
SEWINGKIT_USES = 5, 针线包
TORCH_FUEL = night_time*1.25, 火炬
MINERHAT_LIGHTTIME = (night_time+dusk_time)*2.6, 矿工帽
LANTERN_LIGHTTIME = (night_time+dusk_time)*2.6, 提灯
SPIDERHAT_PERISHTIME = 4*seg_time, 蜘蛛帽
ONEMANBAND_PERISHTIME = 6*seg_time, 独奏乐器
EARMUFF_PERISHTIME = total_day_time*5, 兔耳罩
WINTERHAT_PERISHTIME = total_day_time*10, 冬帽
BEEFALOHAT_PERISHTIME = total_day_time*10, 牛毛帽
TRUNKVEST_PERISHTIME = total_day_time*15, 背心
SWEATERVEST_PERISHTIME = total_day_time*10, 毛背心
HUNGERBELT_PERISHTIME = total_day_time*8, 饥饿腰带
WALRUSHAT_PERISHTIME = total_day_time*25, 海象帽子
FEATHERHAT_PERISHTIME = total_day_time*8, 羽毛帽
TOPHAT_PERISHTIME = total_day_time*8, 高礼帽
加大每行的数字,即可增加该装备使用次数及时间。如让牛毛帽使用时间增加10倍,就将BEEFALOHAT_PERISHTIME = total_day_time*10,替换为BEEFALOHAT_PERISHTIME = total_day_time*100,
二十七.武器伤害值加大
用记事本打开游戏目录\data\scripts\tuning.lua文件,分别查找以下内容:
UNARMED_DAMAGE = 10, 空手
NIGHTSWORD_DAMAGE = wilson_attack*2, 暗影剑
BATBAT_DAMAGE = wilson_attack * 1.25, 蝙蝠棒
BATBAT_DRAIN = wilson_attack * 0.2, 枯竭蝙蝠棒
SPIKE_DAMAGE = wilson_attack*1.5, 狼牙棒
HAMBAT_DAMAGE = wilson_attack, 火腿棍棒
SPEAR_DAMAGE = wilson_attack, 矛
AXE_DAMAGE = wilson_attack*.8, 斧头
PICK_DAMAGE = wilson_attack*.8, 镐
BOOMERANG_DAMAGE = wilson_attack*.8, 回旋镖
TORCH_DAMAGE = wilson_attack*.5, 火炬
HAMMER_DAMAGE = wilson_attack*.5, 锤
SHOVEL_DAMAGE = wilson_attack*.5, 铲子
PITCHFORK_DAMAGE = wilson_attack*.5, 草叉
BUGNET_DAMAGE = wilson_attack*.125, 捕虫网
FISHINGROD_DAMAGE = wilson_attack*.125, 鱼杆
UMBRELLA_DAMAGE = wilson_attack*.5, 雨伞
CANE_DAMAGE = wilson_attack*.5, 手杖
MULTITOOL_DAMAGE = wilson_attack*.9, 多功能工具
RUINS_BAT_DAMAGE = wilson_attack * 1.75, 遗迹短棍
PIPE_DART_DAMAGE = 100, 吹箭
TRAP_TEETH_DAMAGE = 60, 牙齿陷阱
加大每行最后的数字,即可增大各种武器的伤害值,游戏中的伤害值是你修改的数字乘34(主角攻击力)。如将暗影剑的伤害值增大10倍,就将NIGHTSWORD_DAMAGE = wilson_attack*2,替换为NIGHTSWORD_DAMAGE = wilson_attack*20,
二十八.盔甲在就不掉血(盔甲100%吸收伤害值)
用记事本打开游戏目录\data\scripts\tuning.lua文件,
1.将ARMORGRASS_ABSORPTION = .6,替换为ARMORGRASS_ABSORPTION = 1,
2.将ARMORWOOD_ABSORPTION = .8,替换为ARMORWOOD_ABSORPTION = 1,
3.将ARMORMARBLE_ABSORPTION = .95,替换为ARMORMARBLE_ABSORPTION = 1,
4.将ARMORSNURTLESHELL_ABSORPTION = 0.6,替换为ARMORSNURTLESHELL_ABSORPTION = 1,
5.将ARMORRUINS_ABSORPTION = 0.9,替换为ARMORRUINS_ABSORPTION = 1,
6.将ARMORSLURPER_ABSORPTION = 0.6,替换为ARMORSLURPER_ABSORPTION = 1,
7.将ARMOR_FOOTBALLHAT_ABSORPTION = .8,替换为ARMOR_FOOTBALLHAT_ABSORPTION = 1,
8.将ARMOR_RUINSHAT_ABSORPTION = 0.9,替换为ARMOR_RUINSHAT_ABSORPTION = 1,
9.将ARMOR_SLURTLEHAT_ABSORPTION = 0.9,替换为ARMOR_SLURTLEHAT_ABSORPTION = 1,
10.将ARMOR_BEEHAT_ABSORPTION = .8,替换为ARMOR_BEEHAT_ABSORPTION = 1,
11.将ARMOR_SANITY_ABSORPTION = .95,替换为ARMOR_SANITY_ABSORPTION = 1,
即可让全部盔甲100%吸收伤害值
二十九.提高盔甲耐久力
用记事本打开游戏目录\data\scripts\tuning.lua文件,分别查找以下内容:
ARMORGRASS = wilson_health*1.5, 草盔甲
ARMORWOOD = wilson_health*3, 木盔甲
ARMORMARBLE = wilson_health*7, 大理石盔甲
ARMORRUINS = wilson_health * 12, 遗迹盔甲
ARMORSLURPER = wilson_health * 4, 啜食者盔甲
ARMOR_FOOTBALLHAT = wilson_health*3, 足球帽
ARMOR_RUINSHAT = wilson_health*8, 远古王冠
ARMOR_SLURTLEHAT = wilson_health*5, 蜗牛帽
ARMOR_BEEHAT = wilson_health*5, 蜂帽
ARMOR_SANITY = wilson_health * 5, 夜魔盔甲
加大每行最后的数字,即可提高盔甲耐久力。如让草盔甲耐久力增大10倍,则将ARMORGRASS = wilson_health*1.5,替换为ARMORGRASS = wilson_health*15,
三十.盔甲永固(永远100%)
用记事本打开游戏目录\data\scripts\components\armor.lua文件,将下列内容:
function Armor:SetCondition(amount)
self.condition = amount
替换为:
function Armor:SetCondition(amount)
self.condition = self.maxcondition
即可让盔甲永固
三十一.一次采集五个
全部采集品一次采集五个:用记事本打开游戏目录\data\scripts\components\pickable.lua文件,将self.numtoharvest = number or 1替换为self.numtoharvest = 5即可
也可单独修改某项物品一次采集五个:
1.草:用记事本打开游戏目录\data\scripts\prefabs\grass.lua文件,将inst.components.pickable:SetUp("cutgrass", TUNING.GRASS_REGROW_TIME)替换为inst.components.pickable:SetUp("cutgrass", TUNING.GRASS_REGROW_TIME, 5)
2.树杈:用记事本打开游戏目录\data\scripts\prefabs\sapling.lua文件,将inst.components.pickable:SetUp("twigs", TUNING.SAPLING_REGROW_TIME)替换为inst.components.pickable:SetUp("twigs", TUNING.SAPLING_REGROW_TIME, 5)
3.蘑菇:用记事本打开游戏目录\data\scripts\prefabs\mushrooms.lua文件,将inst.components.pickable:SetUp(data.pickloot, nil)替换为inst.components.pickable:SetUp(data.pickloot, nil, 5)
4.胡萝卜:用记事本打开游戏目录\data\scripts\prefabs\carrot.lua文件,将inst.components.pickable:SetUp("carrot", 10)替换为inst.components.pickable:SetUp("carrot", 10, 5)
5.芦苇:用记事本打开游戏目录\data\scripts\prefabs\reeds.lua文件,将inst.components.pickable:SetUp("cutreeds", TUNING.REEDS_REGROW_TIME)替换为inst.components.pickable:SetUp("cutreeds", TUNING.REEDS_REGROW_TIME, 5)
6.浆果:用记事本打开游戏目录\data\scripts\prefabs\berrybush.lua文件,将inst.components.pickable:SetUp("berries", TUNING.BERRY_REGROW_TIME)替换为inst.components.pickable:SetUp("berries", TUNING.BERRY_REGROW_TIME, 5)
7.花:用记事本打开游戏目录\data\scripts\prefabs\flower.lua文件,将inst.components.pickable:SetUp("petals", 10)替换为inst.components.pickable:SetUp("petals", 10, 5)
8.恶魔花:用记事本打开游戏目录\data\scripts\prefabs\flower_evil.lua文件,将inst.components.pickable:SetUp("petals_evil", 10)替换为inst.components.pickable:SetUp("petals_evil", 10, 5)
9.洞穴花:用记事本打开游戏目录\data\scripts\prefabs\flower_cave.lua文件,将inst.components.pickable:SetUp("lightbulb", TUNING.FLOWER_CAVE_REGROW_TIME)替换为inst.components.pickable:SetUp("lightbulb", TUNING.FLOWER_CAVE_REGROW_TIME, 5)
10.香蕉:用记事本打开游戏目录\data\scripts\prefabs\cave_banana_tree.lua文件,将inst.components.pickable:SetUp("cave_banana", TUNING.CAVE_BANANA_GROW_TIME)替换为inst.components.pickable:SetUp("cave_banana", TUNING.CAVE_BANANA_GROW_TIME, 5)
11.蕨类:用记事本打开游戏目录\data\scripts\prefabs\cave_fern.lua文件,将inst.components.pickable:SetUp("foliage", 10)替换为inst.components.pickable:SetUp("foliage", 10, 5)
12.木炭:用记事本打开游戏目录\data\scripts\prefabs\evergreens.lua文件,将inst.components.lootdropper:SpawnLootPrefab("charcoal")替换为下列内容:
inst.components.lootdropper:SpawnLootPrefab("charcoal")
inst.components.lootdropper:SpawnLootPrefab("charcoal")
inst.components.lootdropper:SpawnLootPrefab("charcoal")
inst.components.lootdropper:SpawnLootPrefab("charcoal")
inst.components.lootdropper:SpawnLootPrefab("charcoal")
13.曼德拉草:用记事本打开游戏目录\data\scripts\prefabs\mandrake.lua文件,在inst:AddComponent("pickable")的下一行插入inst.components.pickable:SetUp("mandrake", 10, 4)即可
三十二.加快采集速度
用记事本打开游戏目录\data\scripts\prefabs\可采集物品.lua文件(具体文件名见下),在inst:AddComponent("pickable")的下一行插入以下内容:
inst.components.pickable.quickpick = true
即可加快可采集品采集速度
可采集物品:
berrybush.lua 浆果灌木丛
cave_banana_tree.lua 洞穴香蕉树
flower_cave.lua 洞穴花
grass.lua 草
marsh_bush.lua 尖刺灌木
reeds.lua 芦苇
sapling.lua 树苗
tallbirdnest.lua 高鸟巢
yzzn2009
发表于 2013-10-7 23:59
靚仔 发表于 2013-10-7 23:20 static/image/common/back.gif
能
喂牛蔬菜得大肉嗎?
三十三.远程采集和拾起物品
用记事本打开游戏目录\data\scripts\actions.lua文件,将下列内容:
PICK = Action(),
PICKUP = Action(1),
替换为:
PICK = Action(0, true, false, 20),
PICKUP = Action(1, true, false, 20),
即可用鼠标左键点击草、树杈等物品,直接采集或捡起,主角不必跑过去,大大节约了时间
三十四.收割者(吹排箫一次采集周边所有植物)
用记事本打开游戏目录\data\scripts\prefabs\panflute.lua文件,
1.在下列内容:
local function onfinished(inst)
inst:Remove()
end
的下一行插入以下内容:
function pickfn(inst, picker)
local range = 30
local pos = Vector3(picker.Transform:GetWorldPosition())
local ents = TheSim:FindEntities(pos.x,pos.y,pos.z, range)
for k,v in pairs(ents) do
if v.components.pickable then
v.components.pickable:Pick(picker)
end
end
return true
end
2.将下列内容:
inst.components.instrument.range = TUNING.PANFLUTE_SLEEPRANGE
inst.components.instrument:SetOnHeardFn(HearPanFlute)
inst:AddComponent("tool")
inst.components.tool:SetAction(ACTIONS.PLAY)
inst:AddComponent("finiteuses")
inst.components.finiteuses:SetMaxUses(TUNING.PANFLUTE_USES)
inst.components.finiteuses:SetUses(TUNING.PANFLUTE_USES)
inst.components.finiteuses:SetOnFinished( onfinished)
inst.components.finiteuses:SetConsumption(ACTIONS.PLAY, 1)
替换为:
inst.components.instrument.onheard = pickfn
inst:AddComponent("tool")
inst.components.tool:SetAction(ACTIONS.PLAY)
即可吹排箫一次采集周边所有植物,排箫原有催眠功能取消。排箫在魔法选项下用5个芦苇、1个曼德拉草、1个绳子制造。如果觉得曼德拉草不好找,可以按本修改技巧“每朵花下都有曼德拉草”修改一下
三十五.用普通种子种胡萝卜且一次采10个(胡萝卜田)
1.用记事本打开游戏目录\data\scripts\prefabs\seeds.lua文件,在inst:AddComponent("inspectable")的下一行插入以下内容:
local function OnDeploy (inst, pt)
local carrot_planted = SpawnPrefab("carrot_planted")
if carrot_planted then
carrot_planted:PushEvent("growfromseeds")
carrot_planted.Transform:SetPosition(pt.x, pt.y, pt.z)
inst.components.stackable:Get():Remove()
end
end
inst:AddComponent("deployable")
inst.components.deployable.ondeploy = OnDeploy
2.用记事本打开游戏目录\data\scripts\prefabs\carrot.lua文件,将inst.components.pickable:SetUp("carrot", 10)替换为inst.components.pickable:SetUp("carrot", 10, 10)
即可用普通种子种胡萝卜且一次采10个。拿起种子在空地上按鼠标右键即可种植,冬天也有青菜吃
三十六.每朵花下都有曼德拉草
用记事本打开游戏目录\data\scripts\prefabs\flower.lua文件,
1.在inst:Remove()的下一行插入以下内容:
inst.components.lootdropper:SpawnLootPrefab("mandrake")
2.在inst:AddComponent("inspectable")的下一行插入以下内容:
inst:AddComponent("lootdropper")
即可在摘花时发现曼德拉草,因为蝴蝶可种为花,等于有无限多的曼德拉草可以采摘
三十七.一斧砍倒一棵树、一镐开掉一块石(21版及以后游戏使用)
1.用记事本打开游戏目录\data\scripts\prefabs\axe.lua文件,将inst.components.tool:SetAction(ACTIONS.CHOP)替换为以下内容:
inst.components.tool:SetAction(ACTIONS.CHOP, 15)
2.用记事本打开游戏目录\data\scripts\tuning.lua文件,将下列内容:
ROCKS_MINE = 6,
ROCKS_MINE_MED = 4,
ROCKS_MINE_LOW = 2,
SPILAGMITE_SPAWNER = 2,
SPILAGMITE_ROCK = 4,
MARBLEPILLAR_MINE = 10,
MARBLETREE_MINE = 8,
替换为:
ROCKS_MINE = 1,
ROCKS_MINE_MED = 1,
ROCKS_MINE_LOW = 1,
SPILAGMITE_SPAWNER = 1,
SPILAGMITE_ROCK = 1,
MARBLEPILLAR_MINE = 1,
MARBLETREE_MINE = 1,
即可一斧砍倒一棵树、一镐开掉一块石
三十八.砍树多掉3倍木头
用记事本打开游戏目录\data\scripts\prefabs\evergreens.lua文件,
1.将下列内容:
normal_loot = {"log", "log", "pinecone"},
short_loot = {"log"},
tall_loot = {"log", "log", "log", "pinecone", "pinecone"},
替换为:
normal_loot = {"log", "log", "log", "log", "log", "log", "pinecone"},
short_loot = {"log", "log", "log"},
tall_loot = {"log", "log", "log", "log", "log", "log", "log", "log", "log", "pinecone", "pinecone"},
2.将下列内容:
normal_loot = {"log","log"},
short_loot = {"log"},
tall_loot = {"log", "log","log"},
替换为:
normal_loot = {"log","log","log","log", "log", "log"},
short_loot = {"log","log", "log"},
tall_loot = {"log", "log","log","log","log","log", "log", "log", "log"},
即可砍树多掉3倍木头
三十九.砍树无树桩
用记事本打开游戏目录\data\scripts\prefabs\evergreens.lua文件,在inst.AnimState:PushAnimation(inst.anims.stump)的下一行插入以下内容:
inst:Remove()
即可砍树无树桩
四十.用木头、木炭、灰种植石矿(可持续发展)
1.用木头种第一种石矿(只有石头):用记事本打开游戏目录\data\scripts\prefabs\log.lua文件,在inst:AddComponent("stackable")的下一行插入以下内容:
local function OnDeploy (inst, pt)
local rock_flintless = SpawnPrefab("rock_flintless")
if rock_flintless then
rock_flintless:PushEvent("growfromlog")
rock_flintless.Transform:SetPosition(pt.x, pt.y, pt.z)
inst.components.stackable:Get():Remove()
end
end
inst:AddComponent("deployable")
inst.components.deployable.ondeploy = OnDeploy
2.用木炭种第二种石矿(带硝石的):用记事本打开游戏目录\data\scripts\prefabs\charcoal.lua文件,在inst:AddComponent("inspectable")的下一行插入以下内容:
local function OnDeploy (inst, pt)
local rock1 = SpawnPrefab("rock1")
if rock1 then
rock1:PushEvent("growfromcharcoal")
rock1.Transform:SetPosition(pt.x, pt.y, pt.z)
inst.components.stackable:Get():Remove()
end
end
inst:AddComponent("deployable")
inst.components.deployable.ondeploy = OnDeploy
3.用灰种第三种石矿(带黄金的):用记事本打开游戏目录\data\scripts\prefabs\ash.lua文件,在inst.AnimState:PlayAnimation("idle")的下一行插入以下内容:
local function OnDeploy (inst, pt)
local rock2 = SpawnPrefab("rock2")
if rock2 then
rock2:PushEvent("growfromash")
rock2.Transform:SetPosition(pt.x, pt.y, pt.z)
inst.components.stackable:Get():Remove()
end
end
inst:AddComponent("deployable")
inst.components.deployable.ondeploy = OnDeploy
即可使石矿循环利用
四十一.采矿时50%概率挖出宝石和铥矿石(21版及以后游戏使用)
用记事本打开游戏目录\data\scripts\prefabs\rocks.lua文件,依次查找以下内容:
inst.components.lootdropper:AddChanceLoot("nitre", 0.25)
inst.components.lootdropper:AddChanceLoot("goldnugget", 0.25)
inst.components.lootdropper:AddChanceLoot("rocks", 0.6)
inst.components.lootdropper:AddChanceLoot("rocks", 0.4)
inst.components.lootdropper:AddChanceLoot("rocks", 0.2)
在这五句每句的下一行,均插入以下内容:
inst.components.lootdropper:AddChanceLoot("bluegem", 0.5)
inst.components.lootdropper:AddChanceLoot("redgem", 0.5)
inst.components.lootdropper:AddChanceLoot("orangegem", 0.5)
inst.components.lootdropper:AddChanceLoot("yellowgem", 0.5)
inst.components.lootdropper:AddChanceLoot("greengem", 0.5)
inst.components.lootdropper:AddChanceLoot("thulecite", 0.5)
即可在采矿时50%概率挖出宝石和铥矿石。也可将bluegem(蓝宝石)、redgem(红宝石)、orangegem(橙宝石)、yellowgem(黄宝石)、greengem(绿宝石)、thulecite(铥矿石)换成其他物品,比如koalefant_summer(红象)、koalefant_winter(冬象),并调整0.5的出现概率为你想要的数字
四十二.采矿时多掉黄金(21版及以后游戏使用)
用记事本打开游戏目录\data\scripts\prefabs\rocks.lua文件,
1.将inst.components.lootdropper:SetLoot({"rocks", "rocks", "rocks", "nitre", "flint"})替换为inst.components.lootdropper:SetLoot({"rocks", "rocks", "rocks", "nitre", "flint", "goldnugget", "goldnugget", "goldnugget"})
2.将inst.components.lootdropper:SetLoot({"rocks", "rocks", "rocks", "goldnugget", "flint"})替换为inst.components.lootdropper:SetLoot({"rocks", "rocks", "rocks", "goldnugget", "flint", "goldnugget", "goldnugget", "goldnugget"})
3.将inst.components.lootdropper:SetLoot({"rocks", "rocks", "rocks", "rocks"})替换为inst.components.lootdropper:SetLoot({"rocks", "rocks", "rocks", "rocks", "goldnugget", "goldnugget", "goldnugget"})
4.将inst.components.lootdropper:SetLoot({"rocks", "rocks", "rocks"})替换为inst.components.lootdropper:SetLoot({"rocks", "rocks", "rocks", "goldnugget", "goldnugget", "goldnugget"})
5.将inst.components.lootdropper:SetLoot({"rocks", "rocks"})替换为inst.components.lootdropper:SetLoot({"rocks", "rocks", "goldnugget", "goldnugget", "goldnugget"})
即可在采矿时多掉3块黄金。如果是21版以前的游戏,只须修改1-3小项即可
四十三.无限开石头(石头不消失)
用记事本打开游戏目录\data\scripts\prefabs\rocks.lua文件,将inst:Remove()替换为inst.components.workable.workleft = 10即可
四十四.挖草一次得10个长草簇
用记事本打开游戏目录\data\scripts\prefabs\grass.lua文件,在inst:Remove()的下一行插入以下内容:
inst.components.lootdropper:SetLoot({"dug_grass", "dug_grass", "dug_grass", "dug_grass", "dug_grass", "dug_grass", "dug_grass", "dug_grass", "dug_grass"})
local pt = Point(inst.Transform:GetWorldPosition())
inst.components.lootdropper:DropLoot(pt)
即可挖草一次得10个长草簇
四十五.种草不用施肥
用记事本打开游戏目录\data\scripts\prefabs\grass.lua文件,
1.将下列内容:
local function ontransplantfn(inst)
inst.components.pickable:MakeBarren()
end
替换为:
local function ontransplantfn(inst)
--inst.components.pickable:MakeBarren()
end
2.在local function onpickedfn(inst)的下一行插入以下内容:
inst.components.pickable.cycles_left = 20
即可种草不用施肥
四十六.挖果树丛一次得10个果树丛根
用记事本打开游戏目录\data\scripts\prefabs\berrybush.lua文件,在inst.components.lootdropper:SpawnLootPrefab("dug_"..bushname)的下一行插入以下内容:
inst.components.lootdropper:SetLoot({"dug_"..bushname, "dug_"..bushname, "dug_"..bushname, "dug_"..bushname, "dug_"..bushname, "dug_"..bushname, "dug_"..bushname, "dug_"..bushname, "dug_"..bushname})
local pt = Point(inst.Transform:GetWorldPosition())
inst.components.lootdropper:DropLoot(pt)
即可挖果树丛一次得10个果树丛根
四十七.种果树丛不用施肥
用记事本打开游戏目录\data\scripts\prefabs\berrybush.lua文件,
1.将inst.components.pickable:MakeBarren()替换为--inst.components.pickable:MakeBarren()
2.在local function onpickedfn(inst, picker)的下一行插入以下内容:
inst.components.pickable.cycles_left = 5
即可种果树丛不用施肥
四十八.挖树苗一次得10个树苗根
用记事本打开游戏目录\data\scripts\prefabs\sapling.lua文件,在inst:Remove()的下一行插入以下内容:
inst.components.lootdropper:SetLoot({"dug_sapling", "dug_sapling", "dug_sapling", "dug_sapling", "dug_sapling", "dug_sapling", "dug_sapling", "dug_sapling", "dug_sapling"})
local pt = Point(inst.Transform:GetWorldPosition())
inst.components.lootdropper:DropLoot(pt)
即可挖树苗一次得10个树苗根
四十九.用芦苇种植芦苇(分株种植)
用记事本打开游戏目录\data\scripts\prefabs\cutreeds.lua文件,在inst:AddComponent("inspectable")的下一行插入下列内容:
local function OnDeploy (inst, pt)
local reeds = SpawnPrefab("reeds")
if reeds then
reeds:PushEvent("growfromcutreeds")
reeds.Transform:SetPosition(pt.x, pt.y, pt.z)
inst.components.stackable:Get():Remove()
end
end
inst:AddComponent("deployable")
inst.components.deployable.ondeploy = OnDeploy
即可用芦苇种植芦苇(分株种植),如果想移植,原来的芦苇根不想留,用火炬烧掉即可
五十.挖尖刺灌木一次得10个尖刺灌木根
用记事本打开游戏目录\data\scripts\prefabs\marsh_bush.lua文件,
在inst:Remove()的下一行插入以下内容:
inst.components.lootdropper:SetLoot({"dug_marsh_bush", "dug_marsh_bush", "dug_marsh_bush", "dug_marsh_bush", "dug_marsh_bush", "dug_marsh_bush", "dug_marsh_bush", "dug_marsh_bush", "dug_marsh_bush"})
local pt = Point(inst.Transform:GetWorldPosition())
inst.components.lootdropper:DropLoot(pt)
即可挖尖刺灌木一次得10个尖刺灌木根
五十一.栽种尖刺灌木产黄油(植物黄油)
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("butter", TUNING.MARSHBUSH_REGROW_TIME*.25,3)
即可让栽种的尖刺灌木不产树杈而改产3块黄油,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
五十二.花瓣种花(花可移植)
用记事本打开游戏目录\data\scripts\prefabs\petals.lua文件,在inst:AddComponent("tradable")的下一行插入下列内容:
local function OnDeploy (inst, pt)
local flower = SpawnPrefab("flower")
if flower then
flower:PushEvent("growfrompetals")
flower.Transform:SetPosition(pt.x, pt.y, pt.z)
inst.components.stackable:Get():Remove()
end
end
inst:AddComponent("deployable")
inst.components.deployable.ondeploy = OnDeploy
即可用花瓣种花
五十三.用树枝种香蕉树
用记事本打开游戏目录\data\scripts\prefabs\twigs.lua文件,在anim:PlayAnimation("idle")的下一行插入下列内容:
local function OnDeploy (inst, pt)
local cave_banana_tree = SpawnPrefab("cave_banana_tree")
if cave_banana_tree then
cave_banana_tree:PushEvent("growfromtwigs")
cave_banana_tree.Transform:SetPosition(pt.x, pt.y, pt.z)
inst.components.stackable:Get():Remove()
end
end
inst:AddComponent("deployable")
inst.components.deployable.ondeploy = OnDeploy
即可用树枝种香蕉树
五十四.用蘑菇种蘑菇(蘑菇可移植)
用记事本打开游戏目录\data\scripts\prefabs\mushrooms.lua文件,在inst.AnimState:PlayAnimation(data.animname.."_cap")的下一行插入以下内容:
local function OnDeploy (inst, pt)
local mushroom = SpawnPrefab(data.animname.."_mushroom")
if mushroom then
mushroom:PushEvent("growfrommushroom")
mushroom.Transform:SetPosition(pt.x, pt.y, pt.z)
inst.components.stackable:Get():Remove()
end
end
inst:AddComponent("deployable")
inst.components.deployable.ondeploy = OnDeploy
即可用红蘑菇种红蘑菇,用蓝蘑菇种蓝蘑菇,用绿蘑菇种绿蘑菇,即蘑菇可移植
五十五.用荧光果种三朵洞穴花
用记事本打开游戏目录\data\scripts\prefabs\lightbulb.lua文件,在inst:AddComponent("tradable")的下一行插入以下内容:
local function OnDeploy (inst, pt)
local flower_cave_triple = SpawnPrefab("flower_cave_triple")
if flower_cave_triple then
flower_cave_triple:PushEvent("growfromlightbulb")
flower_cave_triple.Transform:SetPosition(pt.x, pt.y, pt.z)
inst.components.stackable:Get():Remove()
end
end
inst:AddComponent("deployable")
inst.components.deployable.ondeploy = OnDeploy
即可用荧光果种三朵洞穴花
五十六.铲掉洞穴花得灯泡
用记事本打开游戏目录\data\scripts\prefabs\flower_cave.lua文件,在inst:AddComponent("inspectable")的下一行插入以下内容:
local function dig_up(inst, chopper)
inst.components.lootdropper:SpawnLootPrefab("lightbulb")
inst:Remove()
end
inst:AddComponent("workable")
inst.components.workable:SetWorkAction(ACTIONS.DIG)
inst.components.workable:SetOnFinishCallback(dig_up)
inst.components.workable:SetWorkLeft(1)
即可用铲子铲掉洞穴花得灯泡,使种植的洞穴花可以被移除
五十七.果树丛、树杈、草、尖刺灌木整齐栽种
用记事本打开游戏目录\data\scripts\prefabs\plantables.lua文件,将下列内容:
table.insert(prefabs, MakePlacer( "common/dug_"..v.name.."_placer", v.bank or v.name, v.build or v.name, v.anim or "idle" ))
替换为:
table.insert(prefabs, MakePlacer( "common/dug_"..v.name.."_placer", v.bank or v.name, v.build or v.name, v.anim or "idle", false, false, true ))
即可让果树丛、树杈、草、尖刺灌木像墙一样整齐栽种
五十八.缩短草、树杈、尖刺灌木、洞穴花、苔藓、浆果、芦苇长出时间
用记事本打开游戏目录\data\scripts\tuning.lua文件,
1.将下列内容:
GRASS_REGROW_TIME = total_day_time*3,
SAPLING_REGROW_TIME = total_day_time*4,
MARSHBUSH_REGROW_TIME = total_day_time*4,
FLOWER_CAVE_REGROW_TIME = total_day_time*3,
LICHEN_REGROW_TIME = total_day_time*5,
BERRY_REGROW_TIME = total_day_time*3,
替换为:
GRASS_REGROW_TIME = total_day_time*1,
SAPLING_REGROW_TIME = total_day_time*1,
MARSHBUSH_REGROW_TIME = total_day_time*1,
FLOWER_CAVE_REGROW_TIME = total_day_time*1,
LICHEN_REGROW_TIME = total_day_time*1,
BERRY_REGROW_TIME = total_day_time*1,
2.将REEDS_REGROW_TIME = total_day_time*3,替换为REEDS_REGROW_TIME = total_day_time*1,
即可让这些植物1天长1次
五十九.生命号角(吹牛角让农田、树杈根、草根、芦苇根、空果树丛迅速长出)
用记事本打开游戏目录\data\scripts\prefabs\horn.lua文件,
1.在下列内容:
local function onfinished(inst)
inst:Remove()
end
的下一行插入以下内容:
function growfn(inst, reader)
reader.components.sanity:DoDelta(TUNING.SANITY_LARGE)
local range = 30
local pos = Vector3(reader.Transform:GetWorldPosition())
local ents = TheSim:FindEntities(pos.x,pos.y,pos.z, range)
for k,v in pairs(ents) do
if v.components.pickable then
v.components.pickable:FinishGrowing()
end
if v.components.crop then
v.components.crop:DoGrow(TUNING.TOTAL_DAY_TIME*3)
end
end
return true
end
2.将下列内容:
inst.components.instrument.range = TUNING.HORN_RANGE
inst.components.instrument:SetOnHeardFn(HearHorn)
替换为:
inst.components.instrument.onheard = growfn
即可在采集过的植物根附近吹牛角,促使植物快速生长出来,但牛角原有让牛跟随功能失效
六十.农田收获更多产品
用记事本打开游戏目录\data\scripts\components\crop.lua文件,将以下内容:
harvester.components.inventory:GiveItem(product)
替换为:
harvester.components.inventory:GiveItem(SpawnPrefab(self.product_prefab))
harvester.components.inventory:GiveItem(SpawnPrefab(self.product_prefab))
harvester.components.inventory:GiveItem(SpawnPrefab(self.product_prefab))
即可一次收获3个产品,想收获多少,就复制多少行harvester.components.inventory:GiveItem(SpawnPrefab(self.product_prefab))即可
六十一.农作物1秒长出来
1.用记事本打开游戏目录\data\scripts\prefabs\seeds.lua文件,将inst.components.plantable.growtime = TUNING.SEEDS_GROW_TIME替换为inst.components.plantable.growtime = TUNING.SEEDS_GROW_TIME*0
2.用记事本打开游戏目录\data\scripts\prefabs\veggies.lua文件,将inst.components.plantable.growtime = TUNING.SEEDS_GROW_TIME替换为inst.components.plantable.growtime = TUNING.SEEDS_GROW_TIME*0
即可让所有农作物1秒长出
六十二.冬天农作物也生长
用记事本打开游戏目录\data\scripts\tuning.lua文件,将MIN_CROP_GROW_TEMP = 5,替换为MIN_CROP_GROW_TEMP = -100,即可
六十三.农田不用施肥
用记事本打开游戏目录\data\scripts\components\grower.lua文件,将self.cycles_left = self.cycles_left - 1替换为self.cycles_left = self.cycles_left
即可让农田不用施肥
六十四.煮一锅收多个料理
用记事本打开游戏目录\data\scripts\components\stewer.lua文件,将以下内容:
if loot and loot.components.perishable then
loot.components.perishable:SetPercent( self.product_spoilage)
end
harvester.components.inventory:GiveItem(loot, nil, Vector3(TheSim:GetScreenPos(self.inst.Transform:GetWorldPosition())))
替换为:
local pt = Vector3(TheSim:GetScreenPos(self.inst.Transform:GetWorldPosition()))
harvester.components.inventory:GiveItem(SpawnPrefab(self.product), nil, pt)
harvester.components.inventory:GiveItem(SpawnPrefab(self.product), nil, pt)
harvester.components.inventory:GiveItem(SpawnPrefab(self.product), nil, pt)
即可煮一锅收3个料理,想收多少,就复制多少行harvester.components.inventory:GiveItem(SpawnPrefab(self.product), nil, pt)即可
六十五.缩短煮料理时间
用记事本打开游戏目录\data\scripts\tuning.lua文件,将BASE_COOK_TIME = night_time*.3333,替换为BASE_COOK_TIME = seg_time*.01,即可
六十六.冰箱容量增加3倍(27格)
用记事本打开游戏目录\data\scripts\prefabs\icebox.lua文件,
1.在table.insert(slotpos, Vector3(80*x-80*2+80, 80*y-80*2+80,0))的下一行插入以下内容:
table.insert(slotpos, Vector3(80*x-80*2+80, 80*y-80*2+320,0))
table.insert(slotpos, Vector3(80*x-80*2+80, 80*y-80*2+560,0))
2.将下列内容:
inst.components.container.widgetanimbank = "ui_chest_3x3"
inst.components.container.widgetanimbuild = "ui_chest_3x3"
inst.components.container.widgetpos = Vector3(0,200,0)
替换为:
--inst.components.container.widgetanimbank = "ui_chest_3x3"
--inst.components.container.widgetanimbuild = "ui_chest_3x3"
inst.components.container.widgetpos = Vector3(0,100,0)
即可让冰箱容量增加3倍至27格
六十七.冰箱永久保鲜
用记事本打开游戏目录\data\scripts\tuning.lua文件,将PERISH_FRIDGE_MULT = .5,替换为PERISH_FRIDGE_MULT = 0,
即可让放入冰箱的食物永久保鲜
六十八.背包可冷藏食品
1.普通背包可冷藏食品:用记事本打开游戏目录\data\scripts\prefabs\backpack.lua文件,在local inst = CreateEntity()的下一行插入inst:AddTag("fridge")
2.小猪包可冷藏食品:用记事本打开游戏目录\data\scripts\prefabs\piggyback.lua文件,在local inst = CreateEntity()的下一行插入inst:AddTag("fridge")
3.坎普斯背包可冷藏食品:用记事本打开游戏目录\data\scripts\prefabs\krampus_sack.lua文件,在local inst = CreateEntity()的下一行插入inst:AddTag("fridge")
即可让背包具备冷藏功能
六十九.晾肉无需等待(将肉放在晾肉架上即干)
1.用记事本打开游戏目录\data\scripts\prefabs\meats.lua文件,将共三句inst.components.dryable:SetDryTime(TUNING.DRY_FAST)替换为inst.components.dryable:SetDryTime(TUNING.DRY_FAST*0)
将共二句inst.components.dryable:SetDryTime(TUNING.DRY_MED)替换为inst.components.dryable:SetDryTime(TUNING.DRY_MED*0)
2.用记事本打开游戏目录\data\scripts\prefabs\fish.lua文件,将inst.components.dryable:SetDryTime(TUNING.DRY_FAST)替换为inst.components.dryable:SetDryTime(TUNING.DRY_FAST*0)
3.用记事本打开游戏目录\data\scripts\prefabs\froglegs.lua文件,将inst.components.dryable:SetDryTime(TUNING.DRY_FAST)替换为inst.components.dryable:SetDryTime(TUNING.DRY_FAST*0)
即可晾肉无需等待,包括肉类、鱼、蛙腿
七十.木箱容量增加9倍(81格)
用记事本打开游戏目录\data\scripts\prefabs\treasurechest.lua文件,
1.在table.insert(slotpos, Vector3(80*x-80*2+80, 80*y-80*2+80,0))的下一行插入以下内容:
table.insert(slotpos, Vector3(80*x-80*2+80, 80*y-80*2+320,0))
table.insert(slotpos, Vector3(80*x-80*2+80, 80*y-80*2+560,0))
table.insert(slotpos, Vector3(80*x-80*2+320, 80*y-80*2+80,0))
table.insert(slotpos, Vector3(80*x-80*2+320, 80*y-80*2+320,0))
table.insert(slotpos, Vector3(80*x-80*2+320, 80*y-80*2+560,0))
table.insert(slotpos, Vector3(80*x-80*2+560, 80*y-80*2+80,0))
table.insert(slotpos, Vector3(80*x-80*2+560, 80*y-80*2+320,0))
table.insert(slotpos, Vector3(80*x-80*2+560, 80*y-80*2+560,0))
2.将下列内容:
inst.components.container.widgetanimbank = "ui_chest_3x3"
inst.components.container.widgetanimbuild = "ui_chest_3x3"
inst.components.container.widgetpos = Vector3(0,200,0)
替换为:
--inst.components.container.widgetanimbank = "ui_chest_3x3"
--inst.components.container.widgetanimbuild = "ui_chest_3x3"
inst.components.container.widgetpos = Vector3(0,100,0)
即可让木箱容量增加9倍至81格
七十一.精炼选项里的物品一次造10个
用记事本打开游戏目录\data\scripts\recipes.lua文件,将下列内容:
Recipe("rope", {Ingredient("cutgrass", 3)}, RECIPETABS.REFINE,TECH.SCIENCE_ONE)
Recipe("boards", {Ingredient("log", 4)}, RECIPETABS.REFINE,TECH.SCIENCE_ONE)
Recipe("cutstone", {Ingredient("rocks", 3)}, RECIPETABS.REFINE,TECH.SCIENCE_ONE)
Recipe("papyrus", {Ingredient("cutreeds", 4)}, RECIPETABS.REFINE,TECH.SCIENCE_ONE)
Recipe("nightmarefuel", {Ingredient("petals_evil", 4)}, RECIPETABS.REFINE, TECH.MAGIC_TWO)
Recipe("purplegem", {Ingredient("redgem",1), Ingredient("bluegem", 1)}, RECIPETABS.REFINE, TECH.MAGIC_TWO)
替换为:
Recipe("rope", {Ingredient("cutgrass", 3)}, RECIPETABS.REFINE,TECH.SCIENCE_ONE,nil,nil,nil,10)
Recipe("boards", {Ingredient("log", 4)}, RECIPETABS.REFINE,TECH.SCIENCE_ONE,nil,nil,nil,10)
Recipe("cutstone", {Ingredient("rocks", 3)}, RECIPETABS.REFINE,TECH.SCIENCE_ONE,nil,nil,nil,10)
Recipe("papyrus", {Ingredient("cutreeds", 4)}, RECIPETABS.REFINE,TECH.SCIENCE_ONE,nil,nil,nil,10)
Recipe("nightmarefuel", {Ingredient("petals_evil", 4)}, RECIPETABS.REFINE, TECH.MAGIC_TWO,nil,nil,nil,10)
Recipe("purplegem", {Ingredient("redgem",1), Ingredient("bluegem", 1)}, RECIPETABS.REFINE, TECH.MAGIC_TWO,nil,nil,nil,10)
即可让精炼选项(画着白色宝石)里的绳子、木板、石砖、纸、噩梦燃料、紫宝石一次造10个
七十二.喂鸟疯肉得宝石
用记事本打开游戏目录\data\scripts\prefabs\birdcage.lua文件,
1.将if item.prefab == "egg" or item.prefab == "bird_egg" or item.prefab == "rottenegg" or item.prefab == "monstermeat" then替换为if item.prefab == "egg" or item.prefab == "bird_egg" or item.prefab == "rottenegg" then
2.在inst:DoTaskInTime(60*FRAMES, function()的下一行插入以下内容:
if item.prefab == "monstermeat" then
inst.components.lootdropper:SpawnLootPrefab("redgem")
inst.components.lootdropper:SpawnLootPrefab("bluegem")
inst.components.lootdropper:SpawnLootPrefab("orangegem")
inst.components.lootdropper:SpawnLootPrefab("yellowgem")
inst.components.lootdropper:SpawnLootPrefab("greengem")
inst.components.lootdropper:SpawnLootPrefab("purplegem")
end
即可给鸟笼中的鸟喂疯肉得宝石。修改其中redgem、bluegem、orangegem、yellowgem、greengem、purplegem宝石名称为其他物品名称,即可喂鸟吃疯肉得其他物品
七十三.喂鸟蔬菜多掉种子
用记事本打开游戏目录\data\scripts\prefabs\birdcage.lua文件,将local num_seeds = math.random(2)替换为local num_seeds = 10
即可喂鸟一次蔬菜掉10个种子,数字可随意调整
七十四.种子腐烂变慢
用记事本打开游戏目录\data\scripts\tuning.lua文件,将PERISH_SUPERSLOW = 40*total_day_time*perish_warp,替换为PERISH_SUPERSLOW = 200*total_day_time*perish_warp,即可
七十五.收获蜂箱不被蛰
用记事本打开游戏目录\data\scripts\prefabs\beebox.lua文件,将inst.components.childspawner:ReleaseAllChildren(picker)替换为--inst.components.childspawner:ReleaseAllChildren(picker)即可
七十六.牛产便便速度增加1倍
用记事本打开游戏目录\data\scripts\prefabs\beefalo.lua文件,将inst.components.periodicspawner:SetRandomTimes(40, 60)替换为inst.components.periodicspawner:SetRandomTimes(20, 30)
即可让牛产便便速度增加1倍,约20至30秒产一次
七十七.喂牛蔬菜无限产便便
用记事本打开游戏目录\data\scripts\prefabs\beefalo.lua文件,在inst.components.eater:SetVegetarian()的下一行插入下列内容:
local function OnGetItemFromPlayer(inst, giver, item)
if item.components.edible.foodtype == "VEGGIE" then
SpawnPrefab("poop").Transform:SetPosition(inst.Transform:GetWorldPosition())
end
end
inst:AddComponent("trader")
inst.components.trader.onaccept = OnGetItemFromPlayer
即可喂牛蔬菜无限产便便
七十八.下钩就上鱼(无限刷鱼)
1.用记事本打开游戏目录\data\scripts\prefabs\fishingrod.lua文件,将inst.components.fishingrod:SetWaitTimes(4, 40)替换为inst.components.fishingrod:SetWaitTimes(0, 0)
2.用记事本打开游戏目录\data\scripts\components\fishable.lua文件,将self.fishleft = self.fishleft - 1替换为self.fishleft = self.fishleft
即可在池塘钓鱼时,下钩就上鱼,且无限刷鱼。游戏原设定为钓10条需等一段时间才会再有鱼
七十九.用腐烂食物种普通池塘
用记事本打开游戏目录\data\scripts\prefabs\spoiledfood.lua文件,在inst.components.edible.hungervalue = TUNING.SPOILED_HUNGER的下一行插入下列内容:
local function OnDeploy (inst, pt)
local pond = SpawnPrefab("pond")
if pond then
pond:PushEvent("growfromspoiledfood")
pond.Transform:SetPosition(pt.x, pt.y, pt.z)
inst.components.stackable:Get():Remove()
end
end
inst:AddComponent("deployable")
inst.components.deployable.ondeploy = OnDeploy
即可用腐烂食物种出池塘
八十.用蛙腿种可钓鳗鱼池塘(20版及以后游戏使用)
用记事本打开游戏目录\data\scripts\prefabs\froglegs.lua文件,在inst:AddComponent("inspectable")的下一行插入以下内容:
local function OnDeploy (inst, pt)
local pond_cave = SpawnPrefab("pond_cave")
if pond_cave then
pond_cave:PushEvent("growfromspoiledfood")
pond_cave.Transform:SetPosition(pt.x, pt.y, pt.z)
inst.components.stackable:Get():Remove()
end
end
inst:AddComponent("deployable")
inst.components.deployable.ondeploy = OnDeploy
即可用腐烂食物种出池塘
八十一.用铲子挖掉池塘
用记事本打开游戏目录\data\scripts\prefabs\pond.lua文件,
1.在下列内容的下一行:
local prefabs =
{
"marsh_plant",
"fish",
"frog",
"mosquito",
}
插入以下内容:
local function dig_up(inst, chopper)
inst:Remove()
end
2.在inst.components.fishable:SetRespawnTime(TUNING.FISH_RESPAWN_TIME)的下一行插入以下内容:
inst:AddComponent("workable")
inst.components.workable:SetWorkAction(ACTIONS.DIG)
inst.components.workable:SetOnFinishCallback(dig_up)
inst.components.workable:SetWorkLeft(1)
即可将池塘用铲子挖掉
八十二.冬天池塘不上冻
用记事本打开游戏目录\data\scripts\prefabs\pond.lua文件,将if snow_cover > thresh and not inst.frozen then替换为if snow_cover > thresh and inst.frozen then
即可在冬天也能钓鱼
八十三.池塘不生青蛙、蚊子
用记事本打开游戏目录\data\scripts\prefabs\pond.lua文件,
1.将inst.components.childspawner.childname = "mosquito"替换为--inst.components.childspawner.childname = "mosquito"
2.将inst.components.childspawner.childname = "frog"替换为--inst.components.childspawner.childname = "frog"
即可让池塘不生讨厌的青蛙、蚊子,怡然自得地垂钓吧
八十四.青蛙不偷东西
用记事本打开游戏目录\data\scripts\prefabs\frog.lua文件,将inst.components.combat.onhitotherfn = function(inst, other, damage) inst.components.thief:StealItem(other) end替换为--inst.components.combat.onhitotherfn = function(inst, other, damage) inst.components.thief:StealItem(other) end
即可让青蛙在攻击主角时,主角不掉物品
八十五.池塘边长满曼德拉草
用记事本打开游戏目录\data\scripts\prefabs\pond.lua文件,将共2句inst.planttype = "marsh_plant"均替换为inst.planttype = "mandrake"
即可让池塘长曼德拉草,采完过一段时间又会长出一批
yzzn2009
发表于 2013-10-8 00:00
靚仔 发表于 2013-10-7 23:20 static/image/common/back.gif
能
喂牛蔬菜得大肉嗎?
八十六.火炬不用尽(用到剩0%不消失,可继续用)
用记事本打开游戏目录\data\scripts\prefabs\torch.lua文件,
1.将inst:Remove()替换为--inst:Remove()
2.将inst.components.fueled:SetDepletedFn(function(inst) inst:Remove() end)替换为--inst.components.fueled:SetDepletedFn(function(inst) inst:Remove() end)
即可让火炬不用尽,在语句前加入--的功能就是将该句废掉
八十七.矿工灯无限使用
用记事本打开游戏目录\data\scripts\prefabs\hats.lua文件,先查找local function miner()后,再向下查找以下内容:
inst:AddComponent("fueled")
inst.components.fueled.fueltype = "MINERHAT"
inst.components.fueled:InitializeFuelLevel(TUNING.MINERHAT_LIGHTTIME)
inst.components.fueled:SetDepletedFn(miner_perish)
替换为:
--inst:AddComponent("fueled")
--inst.components.fueled.fueltype = "MINERHAT"
--inst.components.fueled:InitializeFuelLevel(TUNING.MINERHAT_LIGHTTIME)
--inst.components.fueled:SetDepletedFn(miner_perish)
即可让矿工灯无限使用
八十八.提灯改用木头、树杈、牛粪等可燃物作燃料
用记事本打开游戏目录\data\scripts\prefabs\mininglantern.lua文件,将inst.components.fueled.fueltype = "CAVE"替换为--inst.components.fueled.fueltype = "CAVE"
即可在提灯没有燃料时,添加木头、树杈、牛粪等可燃物作燃料,不用添加荧光果了
八十九.提灯可以点50天
用记事本打开游戏目录\data\scripts\tuning.lua文件,
1.将MED_LARGE_FUEL = seg_time * 3,替换为MED_LARGE_FUEL = total_day_time*50,
2.将LANTERN_LIGHTTIME = (night_time+dusk_time)*2.6,替换为LANTERN_LIGHTTIME = total_day_time*50,
即可使提灯可以点50天。当然改999天也行,只要把两句的*50改为*999即可
九十.南瓜灯永不坏(无限使用)
用记事本打开游戏目录\data\scripts\prefabs\pumpkin_lantern.lua文件,将inst.components.perishable:StartPerishing()替换为inst.components.perishable:StopPerishing()即可
九十一.石头营火永不灭(保留最小长明火)
用记事本打开游戏目录\data\scripts\prefabs\firepit.lua文件,将if section == 0 then替换为if section < 0 then即可
九十二.用草种个小太阳(黑夜变白昼,可烧烤食物,18版及以后游戏使用)
1.用记事本打开游戏目录\data\scripts\prefabs\cutgrass.lua文件,在inst:AddComponent("inspectable")的下一行插入以下内容:
local function OnDeploy (inst, pt)
local stafflight = SpawnPrefab("stafflight")
if stafflight then
stafflight:PushEvent("growfromcutgrass")
stafflight.Transform:SetPosition(pt.x, pt.y, pt.z)
inst.components.stackable:Get():Remove()
end
end
inst:AddComponent("deployable")
inst.components.deployable.ondeploy = OnDeploy
2.用记事本打开游戏目录\data\scripts\prefabs\stafflight.lua文件,将下列内容:
local rad = Lerp(4, 5, s)
local intentsity = Lerp(0.8, 0.7, s)
替换为以下内容:
local rad = Lerp(4, 50, 1)
local intentsity = Lerp(0.8, 0.7, 1)
3.将inst.components.propagator.heatoutput = 15替换为inst.components.propagator.heatoutput = 0
4.将inst.init_time = 120替换为inst.init_time = 360
即可用草种个小太阳
九十三.路牌夜晚自动发光(可以当路灯用)
用记事本打开游戏目录\data\scripts\prefabs\homesign.lua文件,
1.在下列内容:
local function onhit(inst, worker)
inst.AnimState:PlayAnimation("hit")
inst.AnimState:PushAnimation("idle")
end
的下一行插入以下内容:
local function LightsOn(inst)
inst.Light:Enable(true)
end
local function LightsOff(inst)
inst.Light:Enable(false)
end
2.在anim:PlayAnimation("idle")的下一行插入以下内容:
local light = inst.entity:AddLight()
light:SetFalloff(1)
light:SetIntensity(.8)
light:SetRadius(10)
light:Enable(true)
light:SetColour(180/255, 195/255, 50/255)
inst:ListenForEvent( "daytime", function() LightsOff(inst) end, GetWorld())
inst:ListenForEvent( "dusktime", function() LightsOn(inst) end, GetWorld())
inst:ListenForEvent( "nighttime", function() LightsOn(inst) end, GetWorld())
即可让路牌夜晚自动发光,可以当路灯使用
九十四.斧头可照明
用记事本打开游戏目录\data\scripts\prefabs\axe.lua文件,
1.在local function onequip(inst, owner)的下一行插入下列内容:
inst.Light:Enable(true)
2.在local function onunequip(inst, owner)的下一行插入下列内容:
inst.Light:Enable(false)
3.在MakeInventoryPhysics(inst)的下一行插入下列内容:
local light = inst.entity:AddLight()
light:SetFalloff(0.4)
light:SetIntensity(.7)
light:SetRadius(2.5)
light:SetColour(180/255, 195/255, 150/255)
light:Enable(true)
即可装备斧头可照明
九十五.光明世界(地上、洞穴、远古遗址都永无黑暗)
1.用记事本打开游戏目录\data\scripts\components\clock.lua文件,将下列内容:
self.dayColour = Point(255/255, 230/255, 158/255)
self.duskColour = Point(100/255, 100/255, 100/255)
self.nightColour = Point(0/255, 0/255, 0/255)
self.caveColour = Point(0,0,0)
替换为:
self.dayColour = Point(255/255, 230/255, 158/255)
self.duskColour = Point(255/255, 230/255, 158/255)
self.nightColour = Point(255/255, 230/255, 158/255)
self.caveColour = Point(255/255, 230/255, 158/255)
2.用记事本打开游戏目录\data\scripts\components\nightmareclock.lua文件,将下列内容:
self.calmColour = Point(0, 0, 0)
self.warnColour = Point(0, 0, 0)
self.nightmareColour = Point(0, 0, 0)
self.dawnColour = Point(0, 0, 0)
替换为:
self.calmColour = Point(255/255, 230/255, 158/255)
self.warnColour = Point(255/255, 230/255, 158/255)
self.nightmareColour = Point(255/255, 230/255, 158/255)
self.dawnColour = Point(255/255, 230/255, 158/255)
即可拥有一个光明世界
九十六.机器可携带
1.科学机器(2个)可携带:用记事本打开游戏目录\data\scripts\prefabs\scienceprototyper.lua文件,在下列内容:
local assets =
{
Asset("ANIM", "anim/"..name..".zip"),
}
的下一行插入以下内容:
local function onequip(inst, owner)
owner.AnimState:OverrideSymbol("swap_body", "swap_backpack", "swap_body")
end
local function onunequip(inst, owner)
owner.AnimState:ClearOverrideSymbol("swap_body")
end
local function turnon(inst)
inst.components.machine.ison = true
inst:AddComponent("inventoryitem")
MakeInventoryPhysics(inst)
end
local function turnoff(inst)
inst.components.machine.ison = false
inst:RemoveComponent("inventoryitem")
MakeObstaclePhysics(inst, .4)
end
在inst:AddTag("level"..level)的下一行插入以下内容:
inst:AddComponent("machine")
inst.components.machine.turnonfn = turnon
inst.components.machine.turnofffn = turnoff
inst:AddComponent("equippable")
inst.components.equippable:SetOnEquip( onequip )
inst.components.equippable:SetOnUnequip( onunequip )
2.魔法机器(2个)可携带:用记事本打开游戏目录\data\scripts\prefabs\magicprototyper.lua文件,在下列内容:
local assets =
{
Asset("ANIM", "anim/"..name..".zip"),
}
的下一行插入以下内容:
local function onequip(inst, owner)
owner.AnimState:OverrideSymbol("swap_body", "swap_backpack", "swap_body")
end
local function onunequip(inst, owner)
owner.AnimState:ClearOverrideSymbol("swap_body")
end
local function turnon(inst)
inst.components.machine.ison = true
inst:AddComponent("inventoryitem")
MakeInventoryPhysics(inst)
end
local function turnoff(inst)
inst.components.machine.ison = false
inst:RemoveComponent("inventoryitem")
MakeObstaclePhysics(inst, .4)
end
在inst:AddTag("level"..level)的下一行插入以下内容:
inst:AddComponent("machine")
inst.components.machine.turnonfn = turnon
inst.components.machine.turnofffn = turnoff
inst:AddComponent("equippable")
inst.components.equippable:SetOnEquip( onequip )
inst.components.equippable:SetOnUnequip( onunequip )
即可在机器上按鼠标右键解除固定,再按鼠标左键点击即可带在身上。想固定机器时,将机器放在地上,在机器上按鼠标右键即可固定在地上
九十七.建造机器零距离(18版及以后游戏使用)
用记事本打开游戏目录\data\scripts\recipes.lua文件,
1.将下列内容:
Recipe("researchlab", {Ingredient("goldnugget", 1),Ingredient("log", 4),Ingredient("rocks", 4)}, RECIPETABS.SCIENCE, TECH.NONE, "researchlab_placer")
Recipe("researchlab2", {Ingredient("boards", 4),Ingredient("cutstone", 2), Ingredient("goldnugget", 6)}, RECIPETABS.SCIENCE,TECH.SCIENCE_ONE, "researchlab2_placer")
替换为:
Recipe("researchlab", {Ingredient("goldnugget", 1),Ingredient("log", 4),Ingredient("rocks", 4)}, RECIPETABS.SCIENCE, TECH.NONE, "researchlab_placer",1)
Recipe("researchlab2", {Ingredient("boards", 4),Ingredient("cutstone", 2), Ingredient("goldnugget", 6)}, RECIPETABS.SCIENCE,TECH.SCIENCE_ONE, "researchlab2_placer",1)
2.将下列内容:
Recipe("researchlab4", {Ingredient("rabbit", 4), Ingredient("boards", 4), Ingredient("tophat", 1)}, RECIPETABS.MAGIC, TECH.SCIENCE_ONE, "researchlab4_placer")
Recipe("researchlab3", {Ingredient("livinglog", 3), Ingredient("purplegem", 1), Ingredient("nightmarefuel", 7)}, RECIPETABS.MAGIC, TECH.MAGIC_TWO, "researchlab3_placer")
替换为:
Recipe("researchlab4", {Ingredient("rabbit", 4), Ingredient("boards", 4), Ingredient("tophat", 1)}, RECIPETABS.MAGIC, TECH.SCIENCE_ONE, "researchlab4_placer",1)
Recipe("researchlab3", {Ingredient("livinglog", 3), Ingredient("purplegem", 1), Ingredient("nightmarefuel", 7)}, RECIPETABS.MAGIC, TECH.MAGIC_TWO, "researchlab3_placer",1)
即可让机器挨着建造
九十八.用黄金种远古祭坛(以解锁远古科技)
用记事本打开游戏目录\data\scripts\prefabs\goldnugget.lua文件,在inst:AddComponent("inspectable")的下一行插入以下内容:
local function OnDeploy (inst, pt)
local ancient_altar = SpawnPrefab("ancient_altar")
if ancient_altar then
ancient_altar:PushEvent("growfromgoldnugget")
ancient_altar.Transform:SetPosition(pt.x, pt.y, pt.z)
inst.components.stackable:Get():Remove()
end
end
inst:AddComponent("deployable")
inst.components.deployable.ondeploy = OnDeploy
即可用黄金种远古祭坛,想造远古装备不用再去地下2层了
九十九.增加墙的耐久力
用记事本打开游戏目录\data\scripts\tuning.lua文件,将以下内容:
HAYWALL_HEALTH = 100,
WOODWALL_HEALTH = 200,
STONEWALL_HEALTH = 400,
RUINSWALL_HEALTH = 800,
替换为:
HAYWALL_HEALTH = 1000,
WOODWALL_HEALTH = 2000,
STONEWALL_HEALTH = 4000,
RUINSWALL_HEALTH = 8000,
即可增加墙的耐久力10倍
一00.墙自动回血
用记事本打开游戏目录\data\scripts\prefabs\walls.lua文件,在inst:AddTag("noauradamage")的下一行插入inst.components.health:StartRegen(200, 1)
其中200和1为每1秒回200的血,数字可自己调整。这个修改方法早就有人发过,只是要的人太多,所以加入修改技巧
一0一.墙壁永固(自己可砸,怪物无法破坏)
用记事本打开游戏目录\data\scripts\prefabs\walls.lua文件,在inst:AddTag("noauradamage")的下一行插入以下内容:
inst.components.health:SetInvincible(true)
即可让墙壁永固
一0二.穿墙术(都圈起来吧,不需要留门了)
用记事本打开游戏目录\data\scripts\prefabs\walls.lua文件,
1.在下列内容:
local function onremoveentity(inst)
clearobstacle(inst)
end
的下一行插入以下内容:
local function turnon(inst)
inst.components.machine.ison = true
clearobstacle(inst)
end
local function turnoff(inst)
inst.components.machine.ison = false
makeobstacle(inst)
end
2.在inst.components.workable:SetOnWorkCallback(onhit)的下一行插入以下内容:
inst:AddComponent("machine")
inst.components.machine.turnonfn = turnon
inst.components.machine.turnofffn = turnoff
对墙按鼠标右键即可通过,再按鼠标右键则恢复墙的阻挡
一0三.建造农田、蜂箱、晾肉架零距离(18版及以后游戏使用)
用记事本打开游戏目录\data\scripts\recipes.lua文件,将下列内容:
Recipe("slow_farmplot", {Ingredient("cutgrass", 8),Ingredient("poop", 4),Ingredient("log", 4)}, RECIPETABS.FARM,TECH.SCIENCE_ONE, "farmplot_placer")
Recipe("fast_farmplot", {Ingredient("cutgrass", 10),Ingredient("poop", 6),Ingredient("rocks", 4)}, RECIPETABS.FARM,TECH.SCIENCE_TWO, "farmplot_placer")
Recipe("beebox", {Ingredient("boards", 2),Ingredient("honeycomb", 1),Ingredient("bee", 4)}, RECIPETABS.FARM, TECH.SCIENCE_ONE, "beebox_placer")
Recipe("meatrack", {Ingredient("twigs", 3),Ingredient("charcoal", 2), Ingredient("rope", 3)}, RECIPETABS.FARM, TECH.SCIENCE_ONE, "meatrack_placer")
替换为:
Recipe("slow_farmplot", {Ingredient("cutgrass", 8),Ingredient("poop", 4),Ingredient("log", 4)}, RECIPETABS.FARM,TECH.SCIENCE_ONE, "farmplot_placer", 1)
Recipe("fast_farmplot", {Ingredient("cutgrass", 10),Ingredient("poop", 6),Ingredient("rocks", 4)}, RECIPETABS.FARM,TECH.SCIENCE_TWO, "farmplot_placer", 1)
Recipe("beebox", {Ingredient("boards", 2),Ingredient("honeycomb", 1),Ingredient("bee", 4)}, RECIPETABS.FARM, TECH.SCIENCE_ONE, "beebox_placer", 1)
Recipe("meatrack", {Ingredient("twigs", 3),Ingredient("charcoal", 2), Ingredient("rope", 3)}, RECIPETABS.FARM, TECH.SCIENCE_ONE, "meatrack_placer", 1)
即可让农田、蜂箱、晾肉架紧挨着建造
一0四.在海上盖建筑
1.用记事本打开游戏目录\data\scripts\components\builder.lua文件,将下列内容:
if tile == GROUND.IMPASSABLE then
return false
替换为:
if tile == GROUND.IMPASSABLE then
return true
即可在海上盖建筑,当然要先修改主角可渡海,才能到海上来哦。注意不要在海上造墙和农田,除非你的计算机硬件配置很高
一0五.围海造田
用记事本打开游戏目录\data\scripts\prefabs\turfs.lua文件,将return tiletype == GROUND.DIRT or inst.data.tile == "webbing"替换为return tiletype >= GROUND.IMPASSABLE or inst.data.tile == "webbing"
即可在海中用草叉挖出陆地(前提是已经修改了“主角可渡海”和“在海上盖建筑”),将喜欢的地皮铺在上面,建一个属于自己的岛屿吧
一0六.用石砖种海洋(建造护城河)
用记事本打开游戏目录\data\scripts\prefabs\cutstone.lua文件,在inst:AddComponent("inspectable")的下一行插入以下内容:
local function ondeploy(inst, pt, deployer)
local ground = GetWorld()
if ground then
local original_tile_type = ground.Map:GetTileAtPoint(pt.x, pt.y, pt.z)
local x, y = ground.Map:GetTileCoordsAtPoint(pt.x, pt.y, pt.z)
if x and y then
ground.Map:SetTile(x,y, GROUND.IMPASSABLE)
ground.Map:RebuildLayer( original_tile_type, x, y )
ground.Map:RebuildLayer( GROUND.IMPASSABLE, x, y )
end
local minimap = TheSim:FindFirstEntityWithTag("minimap")
if minimap then
minimap.MiniMap:RebuildLayer( original_tile_type, x, y )
minimap.MiniMap:RebuildLayer( GROUND.IMPASSABLE, x, y )
end
end
inst.components.stackable:Get():Remove()
end
inst:AddComponent("deployable")
inst.components.deployable.ondeploy = ondeploy
inst.components.deployable.min_spacing = 0
inst.components.deployable.placer = "gridplacer"
即可用石砖种海洋,建造护城河。如果对自己建的岛不满意,也可以用石砖修改哦。石砖种过海洋后,会保留岸边的贴图,存档退出后再进入游戏就正常了。不要将海洋建在路底下
一0七.地板一次造4个(18版及以后游戏使用)
用记事本打开游戏目录\data\scripts\recipes.lua文件,将下列内容:
Recipe("turf_road", {Ingredient("turf_rocky", 1), Ingredient("boards", 1)}, RECIPETABS.TOWN,TECH.SCIENCE_TWO)
Recipe("turf_woodfloor", {Ingredient("boards", 1)}, RECIPETABS.TOWN, TECH.SCIENCE_TWO)
Recipe("turf_checkerfloor", {Ingredient("marble", 1)}, RECIPETABS.TOWN, TECH.SCIENCE_TWO)
Recipe("turf_carpetfloor", {Ingredient("boards", 1), Ingredient("beefalowool", 1)}, RECIPETABS.TOWN, TECH.SCIENCE_TWO)
替换为:
Recipe("turf_road", {Ingredient("turf_rocky", 1), Ingredient("boards", 1)}, RECIPETABS.TOWN,TECH.SCIENCE_TWO,nil,nil,nil,4)
Recipe("turf_woodfloor", {Ingredient("boards", 1)}, RECIPETABS.TOWN, TECH.SCIENCE_TWO,nil,nil,nil,4)
Recipe("turf_checkerfloor", {Ingredient("marble", 1)}, RECIPETABS.TOWN, TECH.SCIENCE_TWO,nil,nil,nil,4)
Recipe("turf_carpetfloor", {Ingredient("boards", 1), Ingredient("beefalowool", 1)}, RECIPETABS.TOWN, TECH.SCIENCE_TWO,nil,nil,nil,4)
即可让地板一次造4个,调整每行最后的数字4为其他数字,可以改变一次造出的数量
一0八.增加11种可造地皮(1根草造10个)
用记事本打开游戏目录\data\scripts\recipes.lua文件,在Recipe("turf_carpetfloor", {Ingredient("boards", 1), Ingredient("beefalowool", 1)}, RECIPETABS.TOWN, TECH.SCIENCE_TWO)的下一行插入以下内容:
Recipe("turf_rocky", {Ingredient("cutgrass", 1)}, RECIPETABS.TOWN, TECH.NONE,nil,nil,nil,10)
Recipe("turf_forest", {Ingredient("cutgrass", 1)}, RECIPETABS.TOWN, TECH.NONE,nil,nil,nil,10)
Recipe("turf_marsh", {Ingredient("cutgrass", 1)}, RECIPETABS.TOWN, TECH.NONE,nil,nil,nil,10)
Recipe("turf_grass", {Ingredient("cutgrass", 1)}, RECIPETABS.TOWN, TECH.NONE,nil,nil,nil,10)
Recipe("turf_savanna", {Ingredient("cutgrass", 1)}, RECIPETABS.TOWN, TECH.NONE,nil,nil,nil,10)
Recipe("turf_dirt", {Ingredient("cutgrass", 1)}, RECIPETABS.TOWN, TECH.NONE,nil,nil,nil,10)
Recipe("turf_cave", {Ingredient("cutgrass", 1)}, RECIPETABS.TOWN, TECH.NONE,nil,nil,nil,10)
Recipe("turf_fungus", {Ingredient("cutgrass", 1)}, RECIPETABS.TOWN, TECH.NONE,nil,nil,nil,10)
Recipe("turf_sinkhole", {Ingredient("cutgrass", 1)}, RECIPETABS.TOWN, TECH.NONE,nil,nil,nil,10)
Recipe("turf_underrock", {Ingredient("cutgrass", 1)}, RECIPETABS.TOWN, TECH.NONE,nil,nil,nil,10)
Recipe("turf_mud", {Ingredient("cutgrass", 1)}, RECIPETABS.TOWN, TECH.NONE,nil,nil,nil,10)
即可在建造选项(画着木锤子)下,增加11种可造地皮
一0九.牙齿陷阱自动重置(1秒后重置)
用记事本打开游戏目录\data\scripts\prefabs\trap_teeth.lua文件,在 inst.components.finiteuses:Use(1)的下一行插入下列内容:
end
if inst.components.mine then
inst:DoTaskInTime(1, function() inst.components.mine:Reset() end )
即可让牙齿陷阱在触发后1秒钟自动重置。修改其中的1为任意数字,即可设置几秒钟自动重置。这不是我研究的,是别人MOD的成果,只是因为更新游戏后原MOD不能用,才把修改方法公布出来,以方便大家
一一0.回旋镖快速自动回收且无限使用
用记事本打开游戏目录\data\scripts\prefabs\boomerang.lua文件,
1.快速自动回收:在inst.components.projectile:Throw(owner, owner)的下一行插入owner.components.inventory:Equip(inst)
2.无限使用:将下列内容:
inst:AddComponent("finiteuses")
inst.components.finiteuses:SetMaxUses(TUNING.BOOMERANG_USES)
inst.components.finiteuses:SetUses(TUNING.BOOMERANG_USES)
inst.components.finiteuses:SetOnFinished(OnFinished)
替换为:
--inst:AddComponent("finiteuses")
--inst.components.finiteuses:SetMaxUses(TUNING.BOOMERANG_USES)
--inst.components.finiteuses:SetUses(TUNING.BOOMERANG_USES)
--inst.components.finiteuses:SetOnFinished(OnFinished)
即可让回旋镖快速自动回收且无限使用
一一一.装备回旋镖召唤火鸡(打猎游戏)
用记事本打开游戏目录\data\scripts\prefabs\boomerang.lua文件,在inst:AddComponent("inspectable")的下一行插入以下内容:
local function cancreatelight(staff, caster, target, pos)
local ground = GetWorld()
if ground and pos then
local tile = ground.Map:GetTileAtPoint(pos.x, pos.y, pos.z)
return tile ~= GROUND.IMPASSIBLE and tile < GROUND.UNDERGROUND
end
return false
end
local function createlight(staff, target, pos)
local light = SpawnPrefab("perd")
light.Transform:SetPosition(pos.x, pos.y, pos.z)
local caster = staff.components.inventoryitem.owner
end
inst:AddComponent("spellcaster")
inst.components.spellcaster:SetSpellFn(createlight)
inst.components.spellcaster:SetSpellTestFn(cancreatelight)
inst.components.spellcaster.canuseonpoint = true
inst.components.spellcaster.canusefrominventory = false
即可装备回旋镖后,在空地上点鼠标右键召唤火鸡。其中perd(火鸡)可以替换为其他物品
一一二.吹箭无限使用(射中目标后自动回到手中)
用记事本打开游戏目录\data\scripts\prefabs\blowdart.lua文件,将inst:Remove()替换为attacker.components.inventory:Equip(inst)
即可让吹箭射中目标后自动回到手中
一一三.切斯特(狗箱)跑得快
用记事本打开游戏目录\data\scripts\prefabs\chester.lua文件,将下列内容:
inst.components.locomotor.walkspeed = 3
inst.components.locomotor.runspeed = 7
替换为:
inst.components.locomotor.walkspeed = 9
inst.components.locomotor.runspeed = 21
即可让切斯特运动速度提高3倍
一一四.切斯特(狗箱)不死
用记事本打开游戏目录\data\scripts\prefabs\chester.lua文件,在inst:AddTag("noauradamage")的下一行插入以下内容:
inst.components.health:SetInvincible(true)
即可让切斯特不死
一一五.切斯特(狗箱)容量增加9倍(81格)
用记事本打开游戏目录\data\scripts\prefabs\chester.lua文件,
1.在table.insert(slotpos, Vector3(80*x-80*2+80, 80*y-80*2+80,0))的下一行插入以下内容:
table.insert(slotpos, Vector3(80*x-80*2+80, 80*y-80*2+320,0))
table.insert(slotpos, Vector3(80*x-80*2+80, 80*y-80*2+560,0))
table.insert(slotpos, Vector3(80*x-80*2+320, 80*y-80*2+80,0))
table.insert(slotpos, Vector3(80*x-80*2+320, 80*y-80*2+320,0))
table.insert(slotpos, Vector3(80*x-80*2+320, 80*y-80*2+560,0))
table.insert(slotpos, Vector3(80*x-80*2+560, 80*y-80*2+80,0))
table.insert(slotpos, Vector3(80*x-80*2+560, 80*y-80*2+320,0))
table.insert(slotpos, Vector3(80*x-80*2+560, 80*y-80*2+560,0))
2.将下列内容:
inst.components.container.widgetanimbank = "ui_chest_3x3"
inst.components.container.widgetanimbuild = "ui_chest_3x3"
替换为:
--inst.components.container.widgetanimbank = "ui_chest_3x3"
--inst.components.container.widgetanimbuild = "ui_chest_3x3"
即可让切斯特(狗箱)容量增加9倍至81格
一一六.保温石保温时间延长1倍
用记事本打开游戏目录\data\scripts\prefabs\heatrock.lua文件,将inst.components.temperature.inherentinsulation = TUNING.INSULATION_MED替换为inst.components.temperature.inherentinsulation = TUNING.INSULATION_MED*2
即可让保温石保温时间延长1倍
一一七.建造肉块雕像不罚血(正常要从血的上限减30)
用记事本打开游戏目录\data\scripts\tuning.lua文件,将EFFIGY_HEALTH_PENALTY = 30,替换为EFFIGY_HEALTH_PENALTY = 0,
即可建造肉块雕像不罚血
一一八.白天也能睡帐篷,睡帐篷不减饥饿(21版及以后版使用)
用记事本打开游戏目录\data\scripts\prefabs\tent.lua文件,
1.删除下列内容:
if GetClock():IsDay() then
local tosay = "ANNOUNCE_NODAYSLEEP"
if GetWorld():IsCave() then
tosay = "ANNOUNCE_NODAYSLEEP_CAVE"
end
if sleeper.components.talker then
sleeper.components.talker:Say(GetString(inst.prefab, tosay))
return
end
end
2.删除下列内容:
if GetClock():IsDay() then
local tosay = "ANNOUNCE_NODAYSLEEP"
if GetWorld():IsCave() then
tosay = "ANNOUNCE_NODAYSLEEP_CAVE"
end
if sleeper.components.talker then
sleeper.components.talker:Say(GetString(inst.prefab, tosay))
sleeper.components.health:SetInvincible(false)
sleeper.components.playercontroller:Enable(true)
return
end
end
3.将sleeper.components.hunger:DoDelta(-TUNING.CALORIES_HUGE, false, true)替换为--sleeper.components.hunger:DoDelta(-TUNING.CALORIES_HUGE, false, true)
即可白天也能睡帐篷,睡帐篷不减饥饿
一一九.护身符装备在帽子格(省出身体格穿盔甲或带背包)
用记事本打开游戏目录\data\scripts\prefabs\amulet.lua文件,将inst.components.equippable.equipslot = EQUIPSLOTS.BODY替换为inst.components.equippable.equipslot = EQUIPSLOTS.HEAD
即可在佩戴护身符的同时,穿盔甲或带背包
一二0.全人物可制造打火机(原来只有薇洛专用,18版及以后版使用)
1.用记事本打开游戏目录\data\scripts\recipes.lua文件,在Recipe("torch", {Ingredient("cutgrass", 2),Ingredient("twigs", 2)}, RECIPETABS.LIGHT, TECH.NONE)的下一行插入Recipe("lighter", {Ingredient("goldnugget", 1),Ingredient("nitre", 1)}, RECIPETABS.LIGHT, TECH.NONE)
2.用记事本打开游戏目录\data\scripts\prefabs\lighter.lua文件,将inst:DoTaskInTime(0, function() if not GetPlayer() or GetPlayer().prefab ~= "willow" then inst:Remove() end end)替换为--inst:DoTaskInTime(0, function() if not GetPlayer() or GetPlayer().prefab ~= "willow" then inst:Remove() end end)
即可用1个金块、1个硝石在照明选项里制造打火机
一二一.全人物可制造伍迪的斧子(8下砍倒1棵树,普通斧子15下,18版及以后版使用)
1.用记事本打开游戏目录\data\scripts\recipes.lua文件,在Recipe("razor", {Ingredient("twigs", 2), Ingredient("flint", 2)}, RECIPETABS.TOOLS,TECH.SCIENCE_ONE)的下一行插入Recipe("Lucy", {Ingredient("twigs", 4), Ingredient("goldnugget", 4)}, RECIPETABS.TOOLS,TECH.SCIENCE_ONE)
2.用记事本打开游戏目录\data\scripts\prefabs\lucy.lua文件,将下列内容:
inst:AddComponent("sentientaxe")
inst:DoTaskInTime(0, function() if not GetPlayer() or GetPlayer().prefab ~= "woodie" then inst:Remove() end end)
替换为:
--inst:AddComponent("sentientaxe")
--inst:DoTaskInTime(0, function() if not GetPlayer() or GetPlayer().prefab ~= "woodie" then inst:Remove() end end)
即可用4个树杈、4个金块在工具选项里制造伍迪的斧子
一二二.全人物可制造魔法书(18版及以后版使用)
1.用记事本打开游戏目录\data\scripts\recipes.lua文件,在Recipe("batbat", {Ingredient("batwing", 5), Ingredient("livinglog", 2), Ingredient("purplegem", 1)}, RECIPETABS.MAGIC, TECH.MAGIC_THREE)的下一行插入以下内容:
Recipe("book_birds", {Ingredient("papyrus", 2), Ingredient("bird_egg", 2)}, RECIPETABS.MAGIC, TECH.MAGIC_TWO)
Recipe("book_gardening", {Ingredient("papyrus", 2), Ingredient("seeds", 1), Ingredient("poop", 1)}, RECIPETABS.MAGIC, TECH.MAGIC_TWO)
Recipe("book_sleep", {Ingredient("papyrus", 2), Ingredient("nightmarefuel", 2)}, RECIPETABS.MAGIC, TECH.MAGIC_TWO)
Recipe("book_brimstone", {Ingredient("papyrus", 2), Ingredient("redgem", 1)}, RECIPETABS.MAGIC, TECH.MAGIC_TWO)
Recipe("book_tentacles", {Ingredient("papyrus", 2), Ingredient("tentaclespots", 1)}, RECIPETABS.MAGIC, TECH.MAGIC_TWO)
2.用记事本打开游戏目录\data\scripts\prefabs\player_common.lua文件,在inst:AddComponent("temperature")的下一行插入inst:AddComponent("reader")
即可在魔法选项里制造魔法书
一二三.全民吹气球(气球威力大、不伤主角、不降脑、彩色光、分散怪物注意力,18版及以后游戏使用)
1.用记事本打开游戏目录\data\scripts\recipes.lua文件,在Recipe("heatrock", {Ingredient("rocks", 10),Ingredient("pickaxe", 1),Ingredient("flint", 3)}, RECIPETABS.SURVIVAL, TECH.SCIENCE_TWO)的下一行插入以下内容:
Recipe("balloons_empty", {Ingredient("cutgrass", 1)}, RECIPETABS.SURVIVAL, TECH.NONE)
2.用记事本打开游戏目录\data\scripts\actions.lua文件,将act.doer.components.sanity:DoDelta(-TUNING.SANITY_TINY)替换为act.doer.components.sanity:DoDelta(TUNING.SANITY_TINY)
3.用记事本打开游戏目录\data\scripts\prefabs\balloons_empty.lua文件,将inst:DoTaskInTime(0, function() if not GetPlayer() or GetPlayer().prefab ~= "wes" then inst:Remove() end end)替换为以下内容:
--inst:DoTaskInTime(0, function() if not GetPlayer() or GetPlayer().prefab ~= "wes" then inst:Remove() end end)
4.用记事本打开游戏目录\data\scripts\prefabs\balloon.lua文件,将inst.components.combat:DoAreaAttack(inst, 2)替换为inst.components.combat:DoAreaAttack(inst, 8)
5.将inst.components.combat:SetDefaultDamage(5)替换为以下内容:
inst.components.combat.playerdamagepercent = 0
inst.components.combat:SetDefaultDamage(500)
local light = inst.entity:AddLight()
light:SetIntensity(.8)
light:SetRadius(2)
light:SetFalloff(.6)
light:Enable(true)
light:SetColour(colours,colours,colours)
inst:AddTag("character")
即可让全部主角吹进化版气球,空气球在生存选项(画着绳套)下,用1个草制造。官方原本的气球只有wes有,且功能很烂,所以我改造了一下
一二四.橙色护身符吸取物品加速、范围加大、不吸常用物品
用记事本打开游戏目录\data\scripts\prefabs\amulet.lua文件,
1.吸取物品加速10倍:将inst.task = inst:DoPeriodicTask(TUNING.ORANGEAMULET_ICD, function() pickup(inst, owner) end)替换为以下内容:
inst.task = inst:DoPeriodicTask(TUNING.ORANGEAMULET_ICD*.1, function() pickup(inst, owner) end)
2.吸取物品范围加大5倍:将local ents = TheSim:FindEntities(pt.x, pt.y, pt.z, TUNING.ORANGEAMULET_RANGE)替换为以下内容:
local ents = TheSim:FindEntities(pt.x, pt.y, pt.z, TUNING.ORANGEAMULET_RANGE*5)
3.不吸常用物品:将v.components.inventoryitem:IsHeld() then替换为以下内容:
v.components.inventoryitem:IsHeld() and not v:HasTag("trap") and not v:HasTag("light") and not v:HasTag("blowdart") and not v:HasTag("projectile") then
即可让橙色护身符吸取物品加速、范围加大,不吸陷阱、提灯,也可以在佩戴时使用远程武器
一二五.瑞士手杖(砍树、凿石、锤墙、挖草、取暖、补脑、瞬移、10倍攻击力、2倍速度、照明,18版及以后游戏使用)
用记事本打开游戏目录\data\scripts\prefabs\cane.lua文件,
1.在local function onequip(inst, owner)的下一行插入inst.Light:Enable(true)
2.在local function onunequip(inst, owner)的下一行插入inst.Light:Enable(false)
3.在anim:PlayAnimation("idle")的下一行插入以下内容:
inst:AddComponent("tool")
inst.components.tool:SetAction(ACTIONS.CHOP, 15)
inst.components.tool:SetAction(ACTIONS.MINE, 15)
inst.components.tool:SetAction(ACTIONS.HAMMER,15)
inst.components.tool:SetAction(ACTIONS.DIG)
inst:AddComponent("heater")
inst.components.heater.equippedheat = 100
inst:AddComponent("dapperness")
inst.components.dapperness.dapperness = TUNING.DAPPERNESS_HUGE
inst:AddComponent("blinkstaff")
local light = inst.entity:AddLight()
light:SetFalloff(0.4)
light:SetIntensity(.7)
light:SetRadius(2.5)
light:SetColour(180/255, 195/255, 150/255)
light:Enable(true)
4.将inst.components.weapon:SetDamage(TUNING.CANE_DAMAGE)替换为inst.components.weapon:SetDamage(TUNING.CANE_DAMAGE*10)
5.将inst.components.equippable.walkspeedmult = TUNING.CANE_SPEED_MULT替换为inst.components.equippable.walkspeedmult = TUNING.CANE_SPEED_MULT*2
即可让手杖拥有瑞士军刀般的多功能。装备手杖时,在空地上点鼠标右键可瞬移,借此可跳过较窄沟壑,少走冤枉路。这是将我和lvyan2015一同做的万用斧mod、神奇雨伞mod的部分功能组合在一起,以方便大家
yzzn2009
发表于 2013-10-8 00:02
靚仔 发表于 2013-10-7 23:20 static/image/common/back.gif
能
喂牛蔬菜得大肉嗎?
一七七.修改制作道具的配方
用记事本打开游戏目录\data\scripts\recipes.lua文件,以营火配方为例:
Recipe("campfire", {Ingredient("cutgrass", 3),Ingredient("log", 2)}, RECIPETABS.LIGHT, TECH.NONE, "campfire_placer")
配方("营火", {成分("草", 3),成分("木头", 2)}, 配方标签.照明, 科技.0, "放置营火")
其中Recipe(配方)后面的campfire(营火)为道具名,Ingredient(成分)后面的cutgrass(草)和3分别是制造道具的材料和数量,还有另一个Ingredient(成分)后面的log(木头)和2也是。只须将材料替换或删掉,和改变数量即可修改制作道具的配方。
举例1(简化所用材料):将寒冬背心配方(蓝色象鼻1、蛛丝8、牛毛2)简化为5个草。用记事本打开游戏目录\data\scripts\recipes.lua文件,将以下内容:
Recipe("trunkvest_winter", {Ingredient("trunk_winter", 1),Ingredient("silk", 8), Ingredient("beefalowool", 2)}, RECIPETABS.DRESS,TECH.SCIENCE_TWO)
替换为:
Recipe("trunkvest_winter", {Ingredient("cutgrass", 5)}, RECIPETABS.DRESS,TECH.SCIENCE_TWO)
即可在游戏中仅以5个草制作寒冬背心
举例2(添加制造物品):用1个黄金制造曼德拉草。用记事本打开游戏目录\data\scripts\recipes.lua文件,在Recipe("purplegem", {Ingredient("redgem",1), Ingredient("bluegem", 1)}, RECIPETABS.REFINE, TECH.MAGIC_TWO)下一行加入以下内容:
Recipe("mandrake", {Ingredient("goldnugget", 1)}, RECIPETABS.REFINE,TECH.SCIENCE_ONE)
即可在精炼项目下,增加用1个黄金制造曼德拉草
备注:全部道具配方翻译
--LIGHT(照明)
campfire(营火):cutgrass(草)3、log(木)2
firepit(石头营火):log(木)2、rocks(石)12
torch(火炬):cutgrass(草)2、twigs(树枝)2
minerhat(矿工帽):strawhat(草帽)1、goldnugget(金块)1、fireflies(萤火虫)1
pumpkin_lantern(南瓜灯):pumpkin(南瓜)1、fireflies(萤火虫)1
lantern(提灯):twigs(树枝)3、rope(绳子)2、lightbulb(灯泡)2
--STRUCTURES(建造)
treasurechest(木箱):boards(木板)3
homesign(标牌):boards(木板)1
wall_hay_item(干草墙):cutgrass(草)4、twigs(树枝)2
wall_wood_item(木墙):boards(木板)2、rope(绳子)1
wall_stone_item(石墙):cutstone(石砖)2
pighouse(猪人房):boards(木板)4、cutstone(石砖)3、pigskin(猪皮)4
rabbithouse(兔子房):boards(木板)4、carrot(胡萝卜)10、manrabbit_tail(膨胀小兔子)4
birdcage(鸟笼):papyrus(纸)2、goldnugget(金块)6、seeds(种子)2
turf_road(卵石路):turf_rocky(岩石草皮)1、boards(木板)1
turf_woodfloor(木地板):boards(木板)1
turf_checkerfloor(棋盘地板):marble(大理石)1
turf_carpetfloor(地毯地板):boards(木板)1、beefalowool(牛毛)1
pottedfern(盆栽植物):foliage(叶子)5、slurtle_shellpieces(蜗牛壳碎片)1
--FARM(种植)
slow_farmplot(一般农田):cutgrass(草)8、poop(粪便)4、log(木)4
fast_farmplot(高级农田):cutgrass(草)10、poop(粪便)6、rocks(石)4
beebox(蜂箱):boards(木板)2、honeycomb(蜂巢)1、bee(蜜蜂)4
meatrack(晾肉架):twigs(树枝)3、charcoal(木炭)2、rope(绳子)3
cookpot(煮锅):cutstone(石砖)3、charcoal(木炭)6、twigs(树枝)6
icebox(冰箱):goldnugget(金块)2、gears(齿轮)1、boards(木板)1
--SURVIVAL(生存)
trap(陷阱):twigs(树枝)2、cutgrass(草)6
birdtrap(捕鸟陷阱):twigs(树枝)3、silk(蛛丝)4
compass(指南针):goldnugget(金块)1、papyrus(纸)1
backpack(背包):cutgrass(草)4、twigs(树枝)4
piggyback(猪皮包):pigskin(猪皮)4、silk(蛛丝)6、rope(绳子)2
healingsalve(治愈药膏):ash(灰)2、rocks(石)1、spidergland(蜘蛛腺体)1
bandage(蜂蜜绷带):papyrus(纸)1、honey(蜂蜜)2
bedroll_straw(草席卷):cutgrass(草)6、rope(绳子)1
bedroll_furry(毛皮铺盖):bedroll_straw(草席卷)1、manrabbit_tail(膨胀小兔子)2
tent(帐篷):silk(蛛丝)6、twigs(树枝)4、rope(绳子)3
umbrella(伞):twigs(树枝)6),pigskin(猪皮)1、silk(蛛丝)2
bugnet(捕虫网):twigs(树枝)4、silk(蛛丝)2、rope(绳子)1
fishingrod(鱼杆):twigs(树枝)2、silk(蛛丝)2
heatrock(保温石):rocks(石)10、pickaxe(镐)1、flint(燧石)3
--TOOLS(工具)
axe(斧头):twigs(树枝)1、flint(燧石)1
goldenaxe(黄金斧头):twigs(树枝)4、goldnugget(金块)2
pickaxe(镐):twigs(树枝)2、flint(燧石)2
goldenpickaxe(黄金镐):twigs(树枝)4、goldnugget(金块)2
shovel(铲子):twigs(树枝)2、flint(燧石)2
goldenshovel(黄金铲子):twigs(树枝)4、goldnugget(金块)2
hammer(锤子):twigs(树枝)3、rocks(石)3、rope(绳子)2
pitchfork(草叉):twigs(树枝)2、flint(燧石)2
razor(剃刀):twigs(树枝)2、flint(燧石)2
--SCIENCE(科学)
researchlab(科学机器):goldnugget(金块)1、log(木)4、rocks(石)4
researchlab2(炼金术引擎):boards(木板)4、cutstone(石砖)2、goldnugget(金块)6
diviningrod(魔杖):twigs(树枝)1、nightmarefuel(噩梦燃料)4、gears(齿轮)1
winterometer(寒冬温度计):boards(木板)2、goldnugget(金块)2
rainometer(雨量计):boards(木板)2、goldnugget(金块)2、rope(绳子)2
gunpowder(火药):rottenegg(烂鸡蛋)1、charcoal(木炭)1、nitre(硝石)1
lightning_rod(避雷针):goldnugget(金块)3、cutstone(石砖)1
--MAGIC(魔法)
researchlab4(灵子分解器):rabbit(兔子)4、boards(木板)4、tophat(高礼帽)1
researchlab3(阴影操纵者):livinglog(活木头)3、purplegem(紫宝石)1、nightmarefuel(噩梦燃料)7
resurrectionstatue(肉块雕像):boards(木板)4、cookedmeat(熟肉)4、beardhair(胡须)4
panflute(排箫):cutreeds(芦苇)5、mandrake(曼德拉草)1、rope(绳子)1
onemanband(独奏乐器):goldnugget(金块)2、nightmarefuel(噩梦燃料)4、pigskin(猪皮)2
nightlight(暗影照明灯):goldnugget(金块)8、nightmarefuel(噩梦燃料)2、redgem(红宝石)1
armor_sanity(夜魔盔甲):nightmarefuel(噩梦燃料)5、papyrus(纸)3
nightsword(暗夜剑):nightmarefuel(噩梦燃料)5、livinglog(活木头)1
batbat(蝙蝠):batwing(蝙蝠翅膀)5、livinglog(活木头)2、purplegem(紫宝石)1
armorslurper(啜食者盔甲):slurper_pelt(啜食者皮)6、rope(绳子)2、nightmarefuel(噩梦燃料)2
amulet(红色护身符):goldnugget(金块)3、nightmarefuel(噩梦燃料)2、redgem(红宝石)1
blueamulet(蓝色护身符):goldnugget(金块)3、bluegem(蓝宝石)1
purpleamulet(紫色护身符):goldnugget(金块)6、nightmarefuel(噩梦燃料)4、purplegem(紫宝石)2
firestaff(火魔杖):nightmarefuel(噩梦燃料)2、spear(长矛)1、redgem(红宝石)1
icestaff(冰魔杖):spear(长矛)1、bluegem(蓝宝石)1
telestaff(传送魔杖):nightmarefuel(噩梦燃料)4、livinglog(活木头)2、purplegem(紫宝石)2
telebase(传送核心):nightmarefuel(噩梦燃料)4、livinglog(活木头)4、goldnugget(金块)8
--REFINE(精炼)
rope(绳子):cutgrass(草)3
boards(木板):log(木)4
cutstone(石砖):rocks(石)3
papyrus(纸):cutreeds(芦苇)4
nightmarefuel(噩梦燃料):petals_evil(恶魔花瓣)4
purplegem(紫宝石):redgem(红宝石)1、bluegem(蓝宝石)1
--WAR(战斗)
spear(长矛):twigs(树枝)2、rope(绳子)1、flint(燧石)1
hambat(火腿球棒):pigskin(猪皮)1、twigs(树枝)2、meat(大肉)2
armorgrass(草盔甲):cutgrass(草)10、twigs(树枝)2
armorwood(木盔甲):log(木)8、rope(绳子)2
armormarble(大理石盔甲):marble(大理石)12、rope(绳子)4
footballhat(猪皮足球头盔):pigskin(猪皮)1、rope(绳子)1
blowdart_sleep(麻醉吹箭):cutreeds(芦苇)2、stinger(蜂刺)1、feather_crow(乌鸦羽毛)1
blowdart_fire(燃烧吹箭):cutreeds(芦苇)2、charcoal(木炭)1、feather_robin(红雀羽毛)1
blowdart_pipe(吹箭):cutreeds(芦苇)2、houndstooth(犬牙)1、feather_robin_winter(雪雀羽毛)1
boomerang(回旋镖):boards(木板)1、silk(蛛丝)1、charcoal(木炭)1
beemine(蜜蜂地雷):boards(木板)1、bee(蜜蜂)4、flint(燧石)1
trap_teeth(牙齿陷阱):log(木)1、rope(绳子)1、houndstooth(犬牙)1
--DRESSUP(穿戴)
sewing_kit(针线包):log(木)1、silk(蛛丝)8、houndstooth(犬牙)2
flowerhat(花环):petals(花瓣)12
earmuffshat(兔毛耳套):rabbit(兔子)2、twigs(树枝)1
strawhat(草帽):cutgrass(草)12
beefalohat(野牛帽):beefalowool(牛毛)8、horn(野牛角)1
beehat(养蜂帽):silk(蛛丝)8、rope(绳子)1
featherhat(羽毛帽):feather_crow(乌鸦羽毛)3、feather_robin(红雀羽毛)2、tentaclespots(斑点触手皮)2
bushhat(丛林帽):strawhat(草帽)1、rope(绳子)1、dug_berrybush(浆果灌木丛)1
winterhat(寒冬帽):beefalowool(牛毛)4、silk(蛛丝)4
tophat(高礼帽):silk(蛛丝)6
cane(步行手杖):goldnugget(金块)2、walrus_tusk(海象牙)1、twigs(树枝)4
sweatervest(小巧背心):houndstooth(犬牙)8、silk(蛛丝)6
trunkvest_summer(夏日背心):trunk_summer(红色象鼻)1、silk(蛛丝)8
trunkvest_winter(寒冬背心):trunk_winter(蓝色象鼻)1、silk(蛛丝)8、beefalowool(牛毛)2
----ANCIENT----(远古)
thulecite(铥矿石):thulecite_pieces(铥矿石碎片)6
wall_ruins_item(铥矿墙):thulecite(铥矿石)1
nightmare_timepiece(噩梦钟表):thulecite(铥矿石)2、nightmarefuel(噩梦燃料)2
orangeamulet(橙色护身符):thulecite(铥矿石)2、nightmarefuel(噩梦燃料)3、orangegem(橙色宝石)1
yellowamulet(黄色护身符):thulecite(铥矿石)2、nightmarefuel(噩梦燃料)3、yellowgem(黄色宝石)1
greenamulet(绿色护身符):thulecite(铥矿石)2、nightmarefuel(噩梦燃料)3、greengem(绿色宝石)1
orangestaff(橙色魔杖):nightmarefuel(噩梦燃料)2、cane(步行手杖)1、orangegem(橙色宝石)2
yellowstaff(黄色魔杖):nightmarefuel(噩梦燃料)4、livinglog(活木头)2、yellowgem(黄宝石)2
greenstaff(绿色魔杖):nightmarefuel(噩梦燃料)4、livinglog(活木头)2、greengem(绿色宝石)2
multitool_axe_pickaxe(多功能工具):goldenaxe(黄金斧头)1、goldenpickaxe(黄金镐)1、thulecite(铥矿石)2
ruinshat(远古王冠):thulecite(铥矿石)4、nightmarefuel(噩梦燃料)4
armorruins(远古盔甲):thulecite(铥矿石)6、nightmarefuel(噩梦燃料)4
ruins_bat(远古短棍):livinglog(活木头)3、thulecite(铥矿石)4、nightmarefuel(噩梦燃料)4
eyeturret_item(眼睛炮塔):deerclops_eyeball(巨鹿眼睛)1、minotaurhorn(远古守护者角)1、thulecite(铥矿石)5
一七八.常用物品中英文名称
1.材料:
manrabbit_tail (膨胀小兔子)
nitre (硝石)
redgem (红宝石)
purplegem (紫宝石)
greengem (绿宝石)
orangegem (橙宝石)
yellowgem (黄宝石)
houndstooth (犬牙)
pigskin (猪皮)
log (木头)
livinglog (活木头)
twigs (树枝)
cutgrass (草)
petals (花瓣)
petals_evil (恶魔花瓣)
poop (便便)
silk (蜘蛛丝)
spidergland (蜘蛛腺体)
rocks (岩石)
flint (燧石)
rope (绳子)
boards (木板)
cutstone (石砖)
goldnugget (黄金)
beardhair (胡子)
beefalowool (牛毛)
pinecone (松果)
charcoal (木炭)
ash (灰)
cutreeds (采下的芦苇)
papyrus (纸)
honeycomb (蜂巢)
stinger (蜂刺)
walrus_tusk (海象牙)
feather_crow (乌鸦羽毛)
feather_robin (红雀羽毛)
feather_robin_winter (雪雀羽毛)
horn (牛角)
tentaclespots (触手皮)
trunk_summer (夏象鼻)
trunk_winter (冬象鼻)
nightmarefuel (噩梦燃料)
bluegem (蓝宝石)
deerclops_eyeball (巨鹿眼睛)
gears (齿轮)
nitre (硝石)
marble (大理石)
slurtleslime (蜗牛龟粘液)
slurtle_shellpieces (蜗牛龟壳片)
guano (鸟粪)
powcake (火药饼)
lightbulb (灯泡)
slurper_pelt (缀食者之皮)
thulecite (铥矿石)
minotaurhorn (远古守护者角)
thulecite_pieces (铥矿碎片)
2.工具武器:
lucy (露西斧子)
book_birds (召唤鸟的书)
book_tentacles (召唤触手的书)
book_gardening (催生植物的书)
book_sleep (催眠的书)
book_brimstone (召唤闪电的书)
abigail_flower (阿比盖尔之花)
balloons_empty (空气球)
balloon (气球)
lighter (薇洛的打火机)
compass (指南针)
sewing_kit (缝纫工具包)
gunpowder (火药)
backpack (背包)
piggyback (猪皮包)
krampus_sack (坎普斯背包)
umbrella (雨伞)
axe (斧子)
hammer (锤子)
goldenaxe (黄金斧头)
trap (陷阱)
hambat (火腿短棍)
torch (火炬)
trap_teeth (牙齿陷阱)
trap_teeth_maxwell (麦斯威尔的牙齿陷阱)
birdtrap (鸟陷阱)
amulet (红色护身符)
blueamulet (蓝色护身符)
purpleamulet (紫色护身符)
yellowamulet (黄色护身符)
orangeamulet (橙色护身符)
greenamulet (绿色护身符)
pickaxe (镐)
goldenpickaxe (黄金镐)
shovel (铲子)
goldenshovel (黄金铲子)
pitchfork (草叉)
goldenpitchfork (黄金草叉)
heatrock (保温石)
spear (矛)
tentaclespike (狼牙棒)
razor (剃刀)
bedroll_straw (草席卷)
bedroll_furry (毛皮铺盖卷)
panflute (排箫)
bugnet (捕虫网)
fishingrod (鱼竿)
blowdart_sleep (麻醉吹箭)
blowdart_fire (燃烧吹箭)
blowdart_pipe (吹箭)
beemine (蜜蜂地雷)
onemanband (独奏乐器)
pumpkin_lantern (南瓜灯)
boomerang (回旋镖)
nightsword (暗影剑)
icestaff (冰魔杖)
firestaff (火魔杖)
telestaff (传送魔杖)
orangestaff (橙色魔杖)
greenstaff (绿色魔杖)
yellowstaff (黄色魔杖)
cane (行走手杖)
lantern (提灯)
batbat (蝙蝠短棒)
multitool_axe_pickaxe (多功能工具)
ruins_bat (远古短棒)
nightmare_timepiece (铥矿奖章)
3.穿戴:
sweatervest (小巧背心)
footballhat (猪皮帽)
strawhat (草帽)
tophat (高礼帽)
flowerhat (花环)
beefalohat (牛毛帽)
featherhat (羽毛帽)
armorwood (木盔甲)
armorgrass (草盔甲)
armormarble (大理石盔甲)
armor_sanity (夜魔盔甲)
beehat (蜂帽)
walrushat (海象帽)
earmuffshat (兔毛耳套)
winterhat (冬帽)
minerhat (矿工帽)
spiderhat (蜘蛛帽)
trunkvest_summer (夏日背心)
trunkvest_winter (寒冬背心)
bushhat (丛林帽)
slurtlehat (蜗牛帽子)
armorsnurtleshell (蜗牛龟盔甲)
armorruins (铥矿盔甲)
armorslurper (饥饿腰带)
ruinshat (远古王冠)
4.建筑:
ancient_altar (远古祭坛)
ancient_altar_broken (损坏的远古祭坛)
ruins_statue_head (远古头像)
ruins_statue_mage (远古法师雕像)
chessjunk1 (损坏的机械1)
chessjunk2 (损坏的机械2)
chessjunk3 (损坏的机械3)
winterometer (寒冰温度计)
rainometer (雨量计)
rabbithouse (兔房)
cave_exit (洞穴出口)
turf_woodfloor (木地板)
turf_carpetfloor (地毯地板)
turf_checkerfloor (棋盘地板)
cookpot (锅)
adventure_portal (冒险之门)
rock_light (火山坑)
campfire (营火)
slow_farmplot (一般农田)
fast_farmplot (高级农田)
firepit (石头营火)
gravestone (墓碑)
homesign (路牌)
mound (坟墓土堆)
pighouse (猪房)
pond (池塘)
pond_cave (洞穴池塘)
rabbithole (兔房)
rock1 (带硝石的岩石)
rock2 (带黄金的岩石)
rock_flintless (只有石头的岩石)
skeleton (人骨)
pighead (我猪棍)
mermhead (鱼头棍)
tent (帐篷)
pigtorch (猪火炬)
resurrectionstatue (肉块雕像)
resurrectionstone (重生石)
researchlab (科学机器)
researchlab2 (炼金术引擎)
researchlab3 (阴影操纵者)
researchlab4 (灵子分解器)
treasurechest (木箱)
skullchest (骷髅箱)
pandoraschest (华丽的箱子)
minotaurchest (大华丽的箱子)
beehive (野生蜂窝)
beebox (蜂箱)
wasphive (杀人蜂窝)
walrus_camp (海象窝)
tallbirdnest (高鸟窝)
birdcage (鸟笼)
teleportato_ring (环状传送机零件)
teleportato_box (盒状传送机零件)
teleportato_crank (曲柄状传送机零件)
teleportato_potato (球状传送机零件)
teleportato_base (传送机零件底座)
teleportato_checkmate (传送机零件底座)
wormhole (虫洞)
wormhole_limited_1 (被限制的虫洞)
wall_wood_item (木墙)
wall_stone_item (石墙)
wall_ruins_item (铥墙)
wall_hay_item (草墙)
wall_wood (地上的木墙)
wall_stone (地上的石墙)
wall_ruins (地上的铥墙)
wall_hay (地上的草墙)
animal_track (动物足迹)
dirtpile (可疑的土堆)
nightlight (暗夜照明灯)
telebase (传送核心)
gemsocket (宝石看台)
houndmound (猎犬丘)
houndbone (狗骨头)
mermhouse (鱼人房)
marblepillar (大理石柱子)
marbletree (大理石树)
treasurechest_trap (箱子陷阱)
meatrack (晾肉架)
lightning_rod (避雷针)
slurtlehole (蜗牛窝)
stalagmite_full (大圆洞穴石头)
stalagmite_med (中圆洞穴石头)
stalagmite_low (小圆洞穴石头)
stalagmite_tall_full (大高洞穴石头)
stalagmite_tall_med (中高洞穴石头)
stalagmite_tall_low (小高洞穴石头)
batcave (蝙蝠洞)
monkeybarrel (猴子桶)
stafflight (小星星)
relic (废墟)
ruins_rubble (损毁的废墟)
bishop_nightmare (损坏的雕像)
rook_nightmare (损坏的战车)
knight_nightmare (损坏的骑士)
pottedfern (盆栽)
eyeturret (固定在地上的眼睛炮塔)
eyeturret_item (可带走的眼睛炮塔)
nightmarelight (影灯)
spiderden (蜘蛛巢穴)
5.食物:
red_mushroom (红蘑菇)
red_cap (采摘的红蘑菇)
red_cap_cooked (煮熟的红蘑菇)
green_mushroom (绿蘑菇)
green_cap (采摘的绿蘑菇)
green_cap_cooked (煮熟的绿蘑菇)
blue_mushroom (蓝蘑菇)
blue_cap_cooked (煮熟的蓝蘑菇)
blue_cap (采摘的蓝蘑菇)
carrot (胡萝卜)
pumpkin (南瓜)
dragonfruit (火龙果)
pomegranate (石榴)
corn (玉米)
durian (榴莲)
eggplant (茄子)
icebox (冰箱)
carrot_seeds (胡萝卜种子)
pumpkin_seeds (南瓜种子)
dragonfruit_seeds (火龙果种子)
pomegranate_seeds (石榴种子)
corn_seeds (玉米种子)
durian_seeds (榴莲种子)
eggplant_seeds (茄子种子)
bird_egg (鸡蛋)
bird_egg_cooked (煮熟的鸡蛋)
rottenegg (烂鸡蛋)
spoiled_food (腐烂食物)
berries (浆果)
carrot_cooked (熟胡萝卜)
pumpkin_cooked (熟南瓜)
dragonfruit_cooked (熟火龙果)
pomegranate_cooked (熟石榴)
corn_cooked (熟玉米)
durian_cooked (熟榴莲)
eggplant_cooked (熟茄子)
berries_cooked (熟浆果)
meat (大肉)
cookedmeat (大熟肉)
meat_dried (大干肉)
smallmeat (小肉)
cookedsmallmeat (小熟肉)
smallmeat_dried (小干肉)
monstermeat (怪物肉)
cookedmonstermeat (熟怪物肉)
monstermeat_dried (干怪物肉)
plantmeat (食人花肉)
plantmeat_cooked (熟食人花肉)
seeds (种子)
seeds_cooked (熟种子)
mandrake (曼德拉草)
cookedmandrake (熟曼特拉草)
fish (鱼)
fish_cooked (熟鱼)
honey (蜂蜜)
butter (黄油)
butterflywings (蝴蝶翅膀)
froglegs (蛙腿)
froglegs_cooked (熟蛙腿)
tallbirdegg (高鸟蛋)
tallbirdegg_cracked (孵化的高鸟蛋)
tallbirdegg_cooked (熟高鸟蛋)
butterflymuffin (奶油松饼)
frogglebunwich (青蛙圆面包三明治)
honeyham (蜜汁火腿)
dragonpie (龙馅饼)
taffy (太妃糖)
pumpkincookie (南瓜饼)
kabobs (肉串)
mandrakesoup (曼德拉草汤)
baconeggs (鸡蛋火腿)
bonestew (肉汤)
perogies (半圆小酥饼)
wetgoop (湿腻焦糊)
ratatouille (蹩脚的炖菜)
fruitmedley (水果拼盘)
fishtacos (玉米饼包炸鱼)
waffles (华夫饼)
turkeydinner (火鸡正餐)
drumstick (鸡腿)
drumstick_cooked (熟鸡腿)
fishsticks (鱼肉条)
stuffedeggplant (香酥茄盒)
honeynuggets (甜蜜金砖)
meatballs (肉丸)
jammypreserves (果酱蜜饯)
monsterlasagna (怪物千层饼)
trunk_cooked (熟象鼻)
bandage (蜂蜜药膏)
healingsalve (治疗药膏)
batwing (蝙蝠翅膀)
batwing_cooked (熟蝙蝠翅膀)
foliage (叶子)
cave_banana (洞穴香蕉)
cave_banana_cooked (熟洞穴香蕉)
cutlichen (摘下的苔藓)
eel (鳗鱼)
eel_cooked (熟鳗鱼)
wormlight (远古虫子果)
6.植物:
mushtree_tall (高蘑菇树)
mushtree_medium (中蘑菇树)
mushtree_small (小蘑菇树)
dug_grass (长草簇)
dug_sapling (可种的树苗)
dug_berrybush (可种的果树丛)
dug_berrybush2 (可种的果树丛2)
dug_marsh_bush (可种的尖刺灌木)
berrybush (果树丛)
berrybush2 (果树丛2)
evergreen (树)
evergreen_sparse (无松果的树)
flower (花)
flower_evil (恶魔花)
sapling (树苗)
reeds (芦苇)
marsh_plant (水塘边小草)
marsh_bush (尖刺灌木)
marsh_tree (针叶树)
carrot_planted (长在地上的胡萝卜)
lureplantbulb (食人花种子)
cave_banana_tree (洞穴香蕉树)
lichen (洞穴苔藓)
pond_algae (水藻)
flower_cave (单朵洞穴花)
flower_cave_double (双朵洞穴花)
flower_cave_triple (三朵洞穴花)
cave_fern (蕨类植物)
7.动物:
spider_hider (洞穴蜘蛛)
spider_spitter (喷射蜘蛛)
spider (地面小蜘蛛)
spider_warrior (地面绿蜘蛛)
spidereggsack (蜘蛛卵)
spiderqueen (蜘蛛女王)
spiderhole (洞穴蜘蛛洞)
spider_dropper (白蜘蛛)
hound (猎狗)
firehound (红色猎狗)
krampus (坎普斯)
beefalo (牛)
babybeefalo (小牛)
crow (乌鸦)
robin (红雀)
robin_winter (雪雀)
fireflies (萤火虫)
ghost (幽灵)
grass (长在地上的草)
depleted_grass (草根)
pigman (猪人)
rabbit (兔子)
pigking (猪王)
tentacle (触手)
tentacle_garden (巨型触手)
chester (切斯特)
chester_eyebone (切斯特骨眼)
frog (青蛙)
bee (蜜蜂)
killerbee (杀人蜂)
mosquito (蚊子)
butterfly (蝴蝶)
tallbird (高鸟)
smallbird (小高鸟)
teenbird (青年高鸟)
walrus (海象)
little_walrus (小海象)
leif (树精)
leif_sparse (稀有树精)
perd (火鸡)
abigail (阿比盖尔)
koalefant_summer (夏象)
koalefant_winter (冬象)
crawlinghorror (爬行暗影怪)
terrorbeak (尖嘴暗影怪)
deerclops (巨鹿)
icehound (冰狗)
penguin (企鹅)
merm (鱼人)
knight (发条骑士)
bishop (主教)
rook (战车)
slurtle (蜗牛龟)
snurtle (黏糊虫)
bat (蝙蝠)
teamleader (蝙蝠领袖)
lureplant (食人花)
rocky (龙虾)
monkey (猴子)
slurper (缀食者)
minotaur (远古守护者)
eyeplant (食人花眼睛)
worm (远古虫子)
8.角色:
wilson (威尔逊)
waxwell (麦斯威尔)
wendy (温蒂)
woodie (伍迪)
wes (韦斯)
wickerbottom (图书管理员)
willow (薇洛)
wolfgang (沃尔夫冈)
alskyiy
发表于 2013-10-8 01:39
我想让主角拥有其他主角的天赋,要如何修改?
yzzn2009
发表于 2013-10-8 02:03
alskyiy 发表于 2013-10-8 01:39 static/image/common/back.gif
我想让主角拥有其他主角的天赋,要如何修改?
那需要重写主角文件,涉及的代码量很大,而且有些还会缺少动画文件。像大力士这种语句不算多的,都要以下这么多
local function applymightiness(inst)
local percent = inst.components.hunger:GetPercent()
local damage_mult = TUNING.WOLFGANG_ATTACKMULT_NORMAL
local hunger_rate = TUNING.WOLFGANG_HUNGER_RATE_MULT_NORMAL
local health_max = TUNING.WOLFGANG_HEALTH_NORMAL
local scale = 1
local mighty_scale = 1.25
local wimpy_scale = .9
if inst.strength == "mighty" then
local mighty_start = (TUNING.WOLFGANG_START_MIGHTY_THRESH/TUNING.WOLFGANG_HUNGER)
local mighty_percent = math.max(0, (percent - mighty_start) / (1 - mighty_start))
damage_mult = easing.linear(mighty_percent, TUNING.WOLFGANG_ATTACKMULT_MIGHTY_MIN, TUNING.WOLFGANG_ATTACKMULT_MIGHTY_MAX - TUNING.WOLFGANG_ATTACKMULT_MIGHTY_MIN, 1)
health_max = easing.linear(mighty_percent, TUNING.WOLFGANG_HEALTH_NORMAL, TUNING.WOLFGANG_HEALTH_MIGHTY - TUNING.WOLFGANG_HEALTH_NORMAL, 1)
hunger_rate = easing.linear(mighty_percent, TUNING.WOLFGANG_HUNGER_RATE_MULT_NORMAL, TUNING.WOLFGANG_HUNGER_RATE_MULT_MIGHTY - TUNING.WOLFGANG_HUNGER_RATE_MULT_NORMAL, 1)
scale = easing.linear(mighty_percent, 1, mighty_scale - 1, 1)
elseif inst.strength == "wimpy" then
local wimpy_start = (TUNING.WOLFGANG_START_WIMPY_THRESH/TUNING.WOLFGANG_HUNGER)
local wimpy_percent = math.min(1, percent/wimpy_start )
damage_mult = easing.linear(wimpy_percent, TUNING.WOLFGANG_ATTACKMULT_WIMPY_MIN, TUNING.WOLFGANG_ATTACKMULT_WIMPY_MAX - TUNING.WOLFGANG_ATTACKMULT_WIMPY_MIN, 1)
health_max = easing.linear(wimpy_percent, TUNING.WOLFGANG_HEALTH_WIMPY, TUNING.WOLFGANG_HEALTH_NORMAL - TUNING.WOLFGANG_HEALTH_WIMPY, 1)
hunger_rate = easing.linear(wimpy_percent, TUNING.WOLFGANG_HUNGER_RATE_MULT_WIMPY, TUNING.WOLFGANG_HUNGER_RATE_MULT_NORMAL - TUNING.WOLFGANG_HUNGER_RATE_MULT_WIMPY, 1)
scale = easing.linear(wimpy_percent, wimpy_scale, 1 - wimpy_scale, 1)
end
inst.Transform:SetScale(scale,scale,scale)
inst.components.hunger:SetRate(hunger_rate*TUNING.WILSON_HUNGER_RATE)
inst.components.combat.damagemultiplier = damage_mult
local health_percent = inst.components.health:GetPercent()
inst.components.health.maxhealth = health_max
inst.components.health:SetPercent(health_percent)
inst.components.health:DoDelta(0, true)
end
local function onhungerchange(inst, data)
if inst.strength == "mighty" then
if inst.components.hunger.current < TUNING.WOLFGANG_END_MIGHTY_THRESH then
inst.strength = "normal"
inst.components.talker:Say(GetString("wolfgang", "ANNOUNCE_MIGHTYTONORMAL"))
inst.AnimState:SetBuild("wolfgang")
inst.sg:PushEvent("powerdown")
inst.SoundEmitter:PlaySound("dontstarve/characters/wolfgang/shrink_lrgtomed")
inst.talksoundoverride = "dontstarve/characters/wolfgang/talk_LP"
inst.hurtsoundoverride = "dontstarve/characters/wolfgang/hurt"
end
elseif inst.strength == "wimpy" then
if inst.components.hunger.current > TUNING.WOLFGANG_END_WIMPY_THRESH then
inst.strength = "normal"
inst.components.talker:Say(GetString("wolfgang", "ANNOUNCE_WIMPYTONORMAL"))
inst.AnimState:SetBuild("wolfgang")
inst.sg:PushEvent("powerup")
inst.SoundEmitter:PlaySound("dontstarve/characters/wolfgang/grow_smtomed")
inst.talksoundoverride = "dontstarve/characters/wolfgang/talk_LP"
inst.hurtsoundoverride = "dontstarve/characters/wolfgang/hurt"
end
else
if inst.components.hunger.current > TUNING.WOLFGANG_START_MIGHTY_THRESH then
inst.components.talker:Say(GetString("wolfgang", "ANNOUNCE_NORMALTOMIGHTY"))
inst.strength = "mighty"
inst.AnimState:SetBuild("wolfgang_mighty")
inst.sg:PushEvent("powerup")
inst.SoundEmitter:PlaySound("dontstarve/characters/wolfgang/grow_medtolrg")
inst.talksoundoverride = "dontstarve/characters/wolfgang/talk_large_LP"
inst.hurtsoundoverride = "dontstarve/characters/wolfgang/hurt_large"
elseif inst.components.hunger.current < TUNING.WOLFGANG_START_WIMPY_THRESH then
inst.components.talker:Say(GetString("wolfgang", "ANNOUNCE_NORMALTOWIMPY"))
inst.strength = "wimpy"
inst.AnimState:SetBuild("wolfgang_skinny")
inst.sg:PushEvent("powerdown")
inst.SoundEmitter:PlaySound("dontstarve/characters/wolfgang/shrink_medtosml")
inst.talksoundoverride = "dontstarve/characters/wolfgang/talk_small_LP"
inst.hurtsoundoverride = "dontstarve/characters/wolfgang/hurt_small"
end
end
applymightiness(inst)
end
CIAGhost
发表于 2013-10-8 05:49
的的顶顶顶顶顶顶顶顶顶顶顶顶顶顶顶