RK007BBC 发表于 2013-11-5 21:32

顶顶顶顶顶顶顶顶顶顶顶顶顶的顶顶顶顶顶

RK007BBC 发表于 2013-11-5 21:32

顶顶顶顶顶顶顶顶顶顶顶顶顶的顶顶顶顶顶

RK007BBC 发表于 2013-11-5 21:34

顶顶顶顶顶顶顶顶顶顶顶顶顶的顶顶顶顶顶

RK007BBC 发表于 2013-11-5 21:34

顶顶顶顶顶顶顶顶顶顶顶顶顶的顶顶顶顶顶

RK007BBC 发表于 2013-11-5 21:55

顶顶顶顶顶顶顶顶顶顶顶顶顶的顶顶顶顶顶

RK007BBC 发表于 2013-11-5 21:56

顶顶顶顶顶顶顶顶顶顶顶顶顶的顶顶顶顶顶

RK007BBC 发表于 2013-11-5 21:57

顶顶顶顶顶顶顶顶顶顶顶顶顶的顶顶顶顶顶

靚仔 发表于 2013-11-5 21:58

把最近的更新发一下

RK007BBC 发表于 2013-11-5 22:01

顶顶顶顶顶顶顶顶顶顶顶顶顶的顶顶顶顶顶

RK007BBC 发表于 2013-11-5 22:02

顶顶顶顶顶顶顶顶顶顶顶顶顶的顶顶顶顶顶

RK007BBC 发表于 2013-11-5 22:02

顶顶顶顶顶顶顶顶顶顶顶顶顶的顶顶顶顶顶

RK007BBC 发表于 2013-11-5 22:04

顶顶顶顶顶顶顶顶顶顶顶顶顶的顶顶顶顶顶

RK007BBC 发表于 2013-11-5 22:05

顶顶顶顶顶顶顶顶顶顶顶顶顶的顶顶顶顶顶

RK007BBC 发表于 2013-11-5 22:05

顶顶顶顶顶顶顶顶顶顶顶顶顶的顶顶顶顶顶

RK007BBC 发表于 2013-11-5 22:07

顶顶顶顶顶顶顶顶顶顶顶顶顶的顶顶顶顶顶

yzzn2009 发表于 2013-11-5 22:19

pmjjay 发表于 2013-11-5 20:16 static/image/common/back.gif
坟墓挖出来的物品掉率怎么改我想改成全齿轮。。

挖坟只出齿轮

    用记事本打开游戏目录\data\scripts\prefabs\mound.lua文件,将下列内容:

                        local ghost = SpawnPrefab("ghost")
                        local pos = Point(inst.Transform:GetWorldPosition())
                        pos.x = pos.x -.3
                        pos.z = pos.z -.3
                        if ghost then
                                ghost.Transform:SetPosition(pos.x, pos.y, pos.z)
                        end
                elseif worker.components.inventory then
                        local item = nil
                        if math.random() < .5 then
                                local loots =
                                {
                                        nightmarefuel = 1,
                                        amulet = 1,
                                        gears = 1,
                                        redgem = 5,
                                        bluegem = 5,
                                }
                                item = weighted_random_choice(loots)
                        else
                                item = "trinket_"..tostring(math.random(NUM_TRINKETS))

    替换为:

                        local ghost = SpawnPrefab("gears")
                        local pos = Point(inst.Transform:GetWorldPosition())
                        pos.x = pos.x -.3
                        pos.z = pos.z -.3
                        if ghost then
                                ghost.Transform:SetPosition(pos.x, pos.y, pos.z)
                        end
                elseif worker.components.inventory then
                        local item = nil
                        if math.random() < .5 then
                                local loots =
                                {
                                        gears = 1,
                                        gears = 1,
                                        gears = 1,
                                        gears = 1,
                                        gears = 1,
                                }
                                item = weighted_random_choice(loots)
                        else
                                item = "gears"

yzzn2009 发表于 2013-11-5 22:22

小涛丶 发表于 2013-11-5 20:27 static/image/common/back.gif
求添加下次更新里面去

这个问题之前我就回答过,之所以没有加入修改技巧,是因为修改过树桩可生长后,树桩长出的树如果燃烧,会烧成灰,而不是枯树。个人觉得不太完美,所以没有加入,等有时间再完善一下后,再加入修改技巧

yzzn2009 发表于 2013-11-5 22:26

靚仔 发表于 2013-11-5 21:58 static/image/common/back.gif
把最近的更新发一下

九十一.养殖牛(用牛毛种小牛)

    用记事本打开游戏目录\data\scripts\prefabs\beefalowool.lua文件,在inst:AddComponent("inspectable")的下一行插入以下内容:

local function OnDeploy (inst, pt)
    local babybeefalo = SpawnPrefab("babybeefalo")
    if babybeefalo then
      babybeefalo:PushEvent("growfrombeefalowool")
                babybeefalo.Transform:SetPosition(pt.x, pt.y, pt.z)
      inst.components.stackable:Get():Remove()
    end
end
    inst:AddComponent("deployable")
    inst.components.deployable.ondeploy = OnDeploy

    即可用牛毛种小牛,人工繁育自己的牛群




九十二.养殖兔子(用兔子种兔子洞、兔子可堆叠)

    用记事本打开游戏目录\data\scripts\prefabs\rabbit.lua文件,在inst:AddComponent("inspectable")的下一行插入以下内容:

local function OnDeploy (inst, pt)
    local rabbithole = SpawnPrefab("rabbithole")
    if rabbithole then
      rabbithole:PushEvent("growfromrabbit")
                rabbithole.Transform:SetPosition(pt.x, pt.y, pt.z)
      inst.components.stackable:Get():Remove()
    end
end
    inst:AddComponent("deployable")
    inst.components.deployable.ondeploy = OnDeploy
    inst:AddComponent("stackable")
    inst.components.stackable.maxsize = TUNING.STACK_SIZE_LARGEITEM

    即可种兔子得兔子洞、兔子可堆叠




九十三.养殖火鸡(用鸡蛋种会下蛋且不用圈养的火鸡)

    1.用记事本打开游戏目录\data\scripts\prefabs\egg.lua文件,在inst:AddComponent("inspectable")的下一行插入以下内容:

local function OnDeploy (inst, pt)
    local perd = SpawnPrefab("perd")
    if perd then
      perd:PushEvent("growfromegg")
                perd.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\perd.lua文件,在inst:AddComponent("inspectable")的下一行插入下列内容:

    inst:AddComponent("periodicspawner")
    inst.components.periodicspawner:SetPrefab("bird_egg")
    inst.components.periodicspawner:SetRandomTimes(360, 480)
    inst.components.periodicspawner:Start()


    3.用记事本打开游戏目录\data\scripts\brains\perdbrain.lua文件,将下列内容:

      WhileNode(function() return clock and not clock:IsDay() end, "IsNight",
            DoAction(self.inst, GoHomeAction, "Go Home", true )),
      DoAction(self.inst, EatFoodAction, "Eat Food"),
      RunAway(self.inst, "scarytoprey", SEE_PLAYER_DIST, STOP_RUN_DIST),
      DoAction(self.inst, PickBerriesAction, "Pick Berries", true),
      Wander(self.inst, HomePos, MAX_WANDER_DIST),

    替换为:

      DoAction(self.inst, EatFoodAction, "Eat Food"),
      RunAway(self.inst, "scarytoprey", SEE_PLAYER_DIST/2.5, STOP_RUN_DIST/3),

    即可用鸡蛋种会下蛋且不用圈养的火鸡,火鸡不会乱跑,养在果树丛旁也不会消失,一天左右下一个蛋




一八五.杂货收购行(将帽子、料理、蜂蜜、猪皮、兔人尾巴卖给帐篷换黄金)

    用记事本打开游戏目录\data\scripts\prefabs\tent.lua文件,在inst:AddComponent("inspectable")的下一行插入以下内容:

local function ShouldAcceptItem(inst, item)
    if item:HasTag("hat") then
      return true
    end
    if item:HasTag("preparedfood") and item.prefab ~= "wetgoop" then
      return true
    end
    if item.prefab == "honey" then
      return true
    end
    if item.prefab == "pigskin" then
      return true
    end
    if item.prefab == "manrabbit_tail" then
      return true
    end
    return false
end
local function OnGetItemFromPlayer(inst, giver, item)
    local goldnugget = SpawnPrefab("goldnugget")
    if item:HasTag("hat") then
       for k = 1, 3 do
       giver.components.inventory:GiveItem(goldnugget)
       end
    end
    if item:HasTag("preparedfood") and item.prefab ~= "wetgoop" then
       for k = 1, 5 do
       giver.components.inventory:GiveItem(goldnugget)
       end
    end
    if item.prefab == "honey" then
       giver.components.inventory:GiveItem(goldnugget)
    end
    if item.prefab == "pigskin" then
       giver.components.inventory:GiveItem(goldnugget)
    end
    if item.prefab == "manrabbit_tail" then
       for k = 1, 2 do
       giver.components.inventory:GiveItem(goldnugget)
       end
    end
end
    inst:AddComponent("trader")
    inst.components.trader.onaccept = OnGetItemFromPlayer
    inst.components.trader:SetAcceptTest(ShouldAcceptItem)

    即可将帽子、料理、蜂蜜、猪皮、兔人尾巴卖给帐篷换黄金(拿着物品对帐篷点鼠标左键),其中料理收购价5个黄金,帽子3个黄金,兔人尾巴2个黄金,猪皮、蜂蜜1个黄金,让饥荒世界多一个赚钱的途径。你也可以在“菜市场”、“肉食店”、“巨型超市”(见本修改技巧)买入食材,加工成料理后卖出,赚取手工费




一八六.收藏品黑市(在鱼人房买收藏品卖给猪王赚差价)

    用记事本打开游戏目录\data\scripts\prefabs\mermhouse.lua文件,在inst:AddComponent("inspectable")的下一行插入以下内容:

local function ShouldAcceptItem(inst, item)
    local player = GetPlayer()
    if player.components.inventory:Has("goldnugget", 4) then
       if item.prefab == "goldnugget" then
      return true
      end
    end
    return false
end
local function OnGetItemFromPlayer(inst, giver, item)
    local names = {"trinket_1","trinket_2","trinket_3","trinket_4","trinket_5","trinket_6","trinket_7","trinket_8","trinket_9","trinket_10","trinket_11","trinket_12"}
    inst.name = names
    local trinket = SpawnPrefab(inst.name)
    if item.prefab == "goldnugget" then
       giver.components.inventory:ConsumeByName("goldnugget", 3)
       giver.components.inventory:GiveItem(trinket)
    end
end
    inst:AddComponent("trader")
    inst.components.trader.onaccept = OnGetItemFromPlayer
    inst.components.trader:SetAcceptTest(ShouldAcceptItem)

    即可在鱼人房用黄金买入收藏品(拿着黄金对鱼人房点鼠标左键),4个黄金买1个,品种随机,收藏品会直接装进主角物品栏。拿到猪王那里卖出(拿着收藏品对猪王点鼠标左键),卖出价2-8个黄金(扔在地上),晚上猪王睡觉时不会交易。黑市交易有一定风险,会遭到流氓(鱼人)攻击,有些收藏品买卖会亏钱。身上黄金不足4个时无法买入





一八七.巨型超市(在主角制造栏中增加商店选项,用黄金买珍贵物品)

    1.用记事本打开游戏目录\data\scripts\constants.lua文件,将ANCIENT = {str = "ANCIENT", sort = 10, icon = "tab_crafting_table.tex"}替换为以下内容:

    ANCIENT = {str = "ANCIENT", sort = 10, icon = "tab_crafting_table.tex"},
    SHOP = {str = "SHOP", sort = 11, icon = "tab_gemology.tex"}


    2.用记事本打开游戏目录\data\scripts\strings.lua文件,在ANCIENT = "Ancient",的下一行插入SHOP = "Shop",


    3.用记事本打开游戏目录\data\scripts\recipes.lua文件,将----GEMS----替换为以下内容:

----SHOP----
Recipe("nightmarefuel", {Ingredient("goldnugget", math.random(3))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true)
Recipe("livinglog", {Ingredient("goldnugget", math.random(3))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true)
Recipe("gears", {Ingredient("goldnugget", 3+math.random(3))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true)
Recipe("marble", {Ingredient("goldnugget", math.random(3))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true)
Recipe("petals_evil", {Ingredient("goldnugget", math.random(2))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true)
Recipe("pigskin", {Ingredient("goldnugget", math.random(2))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true)
Recipe("silk", {Ingredient("goldnugget", math.random(2))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true)
Recipe("tentaclespots", {Ingredient("goldnugget", math.random(3))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true)
Recipe("tentaclespike", {Ingredient("goldnugget", math.random(3))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true)
Recipe("feather_crow", {Ingredient("goldnugget", math.random(2))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true)
Recipe("feather_robin", {Ingredient("goldnugget", math.random(2))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true)
Recipe("feather_robin_winter", {Ingredient("goldnugget", math.random(2))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true)
Recipe("stinger", {Ingredient("goldnugget", math.random(2))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true)
Recipe("honeycomb", {Ingredient("goldnugget", math.random(3))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true)
Recipe("butterflywings", {Ingredient("goldnugget", math.random(2))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true)
Recipe("houndstooth", {Ingredient("goldnugget", math.random(2))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true)
Recipe("horn", {Ingredient("goldnugget", math.random(3))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true)
Recipe("tallbirdegg", {Ingredient("goldnugget", 1+math.random(3))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true)
Recipe("manrabbit_tail", {Ingredient("goldnugget", math.random(3))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true)
Recipe("slurper_pelt", {Ingredient("goldnugget", math.random(3))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true)
Recipe("poop", {Ingredient("goldnugget", math.random(2))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true)
Recipe("beardhair", {Ingredient("goldnugget", math.random(2))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true)
Recipe("mandrake", {Ingredient("goldnugget", 3+math.random(3))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true)
Recipe("batwing", {Ingredient("goldnugget", math.random(2))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true)
Recipe("trunk_summer", {Ingredient("goldnugget", 3+math.random(3))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true)
Recipe("trunk_winter", {Ingredient("goldnugget", 3+math.random(3))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true)
Recipe("walrus_tusk", {Ingredient("goldnugget", 3+math.random(3))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true)
Recipe("deerclops_eyeball", {Ingredient("goldnugget", 8+math.random(3))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true)
Recipe("minotaurhorn", {Ingredient("goldnugget", 8+math.random(3))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true)
Recipe("lightbulb", {Ingredient("goldnugget", math.random(2))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true)
Recipe("wormlight", {Ingredient("goldnugget", math.random(3))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true)
Recipe("lureplantbulb", {Ingredient("goldnugget", 8+math.random(3))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true)
Recipe("fireflies", {Ingredient("goldnugget", math.random(2))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true)
Recipe("redgem", {Ingredient("goldnugget", math.random(2))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true)
Recipe("bluegem", {Ingredient("goldnugget", math.random(2))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true)
Recipe("orangegem", {Ingredient("goldnugget", math.random(2))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true)
Recipe("yellowgem", {Ingredient("goldnugget", math.random(2))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true)
Recipe("greengem", {Ingredient("goldnugget", math.random(2))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true)
Recipe("thulecite_pieces", {Ingredient("goldnugget", math.random(2))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true)
Recipe("red_cap", {Ingredient("goldnugget", math.random(2))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true)
Recipe("green_cap", {Ingredient("goldnugget", math.random(2))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true)
Recipe("blue_cap", {Ingredient("goldnugget", math.random(2))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true)
Recipe("monstermeat", {Ingredient("goldnugget", math.random(2))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true)
Recipe("honey", {Ingredient("goldnugget", math.random(3))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true)
Recipe("butter", {Ingredient("goldnugget", math.random(3))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true)
Recipe("butterflymuffin", {Ingredient("goldnugget", 3+math.random(3))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true)
Recipe("frogglebunwich", {Ingredient("goldnugget", 3+math.random(3))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true)
Recipe("taffy", {Ingredient("goldnugget", 3+math.random(3))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true)
Recipe("pumpkincookie", {Ingredient("goldnugget", 3+math.random(3))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true)
Recipe("stuffedeggplant", {Ingredient("goldnugget", 3+math.random(3))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true)
Recipe("fishsticks", {Ingredient("goldnugget", 5+math.random(3))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true)
Recipe("honeynuggets", {Ingredient("goldnugget", 3+math.random(3))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true)
Recipe("honeyham", {Ingredient("goldnugget", 5+math.random(3))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true)
Recipe("dragonpie", {Ingredient("goldnugget", 5+math.random(3))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true)
Recipe("kabobs", {Ingredient("goldnugget", 3+math.random(3))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true)
Recipe("mandrakesoup", {Ingredient("goldnugget", 8+math.random(3))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true)
Recipe("baconeggs", {Ingredient("goldnugget", 5+math.random(3))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true)
Recipe("meatballs", {Ingredient("goldnugget", 5+math.random(3))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true)
Recipe("bonestew", {Ingredient("goldnugget", 8+math.random(3))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true)
Recipe("perogies", {Ingredient("goldnugget", 3+math.random(3))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true)
Recipe("turkeydinner", {Ingredient("goldnugget", 5+math.random(3))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true)
Recipe("ratatouille", {Ingredient("goldnugget", 1+math.random(3))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true)
Recipe("jammypreserves", {Ingredient("goldnugget", 3+math.random(3))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true)
Recipe("fruitmedley", {Ingredient("goldnugget", 1+math.random(3))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true)
Recipe("fishtacos", {Ingredient("goldnugget", 3+math.random(3))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true)
Recipe("waffles", {Ingredient("goldnugget", 5+math.random(3))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true)
Recipe("unagi", {Ingredient("goldnugget", 1+math.random(3))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true)
Recipe("krampus_sack", {Ingredient("goldnugget", 8+math.random(3))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true)
Recipe("slurtlehat", {Ingredient("goldnugget", 3+math.random(3))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true)
Recipe("armorsnurtleshell", {Ingredient("goldnugget", 8+math.random(3))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true)


    即可在主角制造栏中增加商店选项(制造栏最底下画着宝石戒指),用黄金购买珍贵物品,包括坎普斯背包、珍贵材料、料理等。每次读档后,超市价格都会有一定浮动,趁打折时多买一些吧。如果同时修改了“菜市场”、“肉食店”、“杂货收购行”、“收藏品黑市”(见本修改技巧),即可通过出售农产品、肉类、杂货、收藏品换取购物的黄金,形成饥荒世界完整的金钱交易体系

ya525341 发表于 2013-11-6 03:07

这个真心牛{:3_121:}

Mue战天。 发表于 2013-11-6 12:42

yzzn2009 发表于 2013-11-5 19:37
修改猪人掉落物品,需要用记事本打开游戏目录\data\scripts\prefabs\pigman.lua文件,注意pigman.lua ...

大神,如果我在想修改疯猪可以掉有几率的掉装备哪我应该在这句inst.components.lootdropper.numrandomloot = 0上替换还是在下一行里添加呢,请大神赐教

wow39 发表于 2013-11-6 13:10

谢谢分享。

yzzn2009 发表于 2013-11-6 16:14

Mue战天。 发表于 2013-11-6 12:42 static/image/common/back.gif
大神,如果我在想修改疯猪可以掉有几率的掉装备哪我应该在这句inst.components.lootdropper.numrandomloo ...

如果让疯猪添加概率掉落,就将inst.components.lootdropper.numrandomloot = 0替换为以下内容:

    inst.components.lootdropper:AddRandomLoot("meat",3)
    inst.components.lootdropper:AddRandomLoot("pigskin",1)
    inst.components.lootdropper.numrandomloot = 1

    就会在原有掉2个肉、1个猪皮的基础上,多掉1个肉或猪皮

yzzn2009 发表于 2013-11-6 16:20

小心有电

~\(≧▽≦)/~啦 发表于 2013-11-6 16:35

我想所有人物都会长胡子啊,大神{:3_122:}

~\(≧▽≦)/~啦 发表于 2013-11-6 16:43

我想所有人物都会长胡子啊,大神{:3_122:}

yzzn2009 发表于 2013-11-6 16:46

本帖最后由 yzzn2009 于 2013-11-6 16:48 编辑

~\(≧▽≦)/~啦 发表于 2013-11-6 16:35 static/image/common/back.gif
我想所有人物都会长胡子啊,大神
全人物长胡子

用记事本打开游戏目录\data\scripts\prefabs\player_common.lua文件,

    1.在Asset("ANIM", "anim/player_staff.zip"),的下一行插入Asset("ANIM", "anim/beard.zip"),

    2.在inst:AddComponent("overseer")的下一行插入以下内容:

    inst:AddComponent("beard")
    inst.components.beard.onreset = function()
      inst.AnimState:ClearOverrideSymbol("beard")
    end
    inst.components.beard.prize = "beardhair"
      local beard_days = {4, 8, 16}
      local beard_bits = {1, 3,9}
    inst.components.beard:AddCallback(beard_days, function()
      inst.AnimState:OverrideSymbol("beard", "beard", "beard_short")
      inst.components.beard.bits = beard_bits
    end)
    inst.components.beard:AddCallback(beard_days, function()
      inst.AnimState:OverrideSymbol("beard", "beard", "beard_medium")
      inst.components.beard.bits = beard_bits
    end)
    inst.components.beard:AddCallback(beard_days, function()
      inst.AnimState:OverrideSymbol("beard", "beard", "beard_long")
      inst.components.beard.bits = beard_bits
    end)

    即可在4天后长出胡子,8天后更长、16天后最长

陈浩洋 发表于 2013-11-6 18:13

为什么我高压电避难所用不了啊,一读档就退游戏

~\(≧▽≦)/~啦 发表于 2013-11-6 18:58

大神我怎么用了“用硝石种那个xxx灯”后游戏就崩溃了呢?

Mue战天。 发表于 2013-11-6 19:03

yzzn2009 发表于 2013-11-6 16:20 static/image/common/back.gif
小心有电

这是什么情况,怎么修改的,求指导

~\(≧▽≦)/~啦 发表于 2013-11-6 19:07

大神我怎么用了“用硝石种那个xxx灯”后游戏就崩溃了呢?
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