【★畜栏水槽饲料槽永久满的,永久清洁,不会使动物中毒||★箭毒蛙架子给吹箭无消耗淬毒,一淬十支吹箭】
本帖最后由 zjkaku2 于 2023-5-2 14:20 编辑---------------------------------------
★畜栏水槽饲料槽永久满的,永久清洁,不会使动物中毒
步骤一:
Trough.SetupVis
找到:
if (this.m_Amount <= 0f)
{
this.m_Vis.SetActive(false);
return;
}
修改为:
if (this.m_Amount <= 0f || this.m_Amount > 0f)
{
this.m_Vis.SetActive(false);
return;
}
找到:
this.m_Vis.transform.localPosition = localPosition;
this.m_Vis.SetActive(true);
修改为:
this.m_Vis.transform.localPosition = localPosition * 0f;
this.m_Vis.SetActive(false);
步骤二:
Trough.UpdateDirt
找到:
if (this.m_DirtLevel >= 3)
{
return;
}
this.m_DirtCounter += this.GetTimeDelta() * this.m_TroughInfo.m_DroppingsDirtMul;
if (this.m_DirtCounter >= (float)this.m_TroughInfo.m_DirtLevelTime)
{
this.m_DirtLevel++;
this.m_DirtLevel = Mathf.Min(3, this.m_DirtLevel);
this.m_DirtCounter = 0f;
this.SetupVis();
}
修改为:
if (this.m_DirtLevel >= 1)
{
this.m_DirtLevel = 0;
this.m_DirtCounter = 0f;
return;
}
this.m_DirtCounter -= this.GetTimeDelta() * this.m_TroughInfo.m_DroppingsDirtMul;
if (this.m_DirtCounter >= (float)this.m_TroughInfo.m_DirtLevelTime)
{
this.m_DirtLevel--;
this.m_DirtLevel = 0;
this.m_DirtCounter = 0f;
this.SetupVis();
}
步骤三:
Trough.UpdateNaturalWater
找到:
if (this.m_TroughType != Trough.TroughType.Water)
{
return;
}
修改为:
if (this.m_TroughType != Trough.TroughType.Water)
{
this.m_Amount = this.m_TroughInfo.m_Capacity;
return;
}
找到:
WaterCollider waterCollider = this.m_CurrentWaters;
修改为:
WaterCollider waterCollider = this.m_CurrentWaters;
找到:
this.m_Amount += num * 1f;
this.m_Amount = Mathf.Clamp(this.m_Amount, this.m_Amount, this.m_TroughInfo.m_Capacity);
修改为:
this.m_Amount += num+this.m_TroughInfo.m_Capacity * 1f;
this.m_Amount = this.m_TroughInfo.m_Capacity;
步骤四:
Trough.UseByAi
找到:
this.m_Amount -= num * 100f;
修改为:
this.m_Amount = this.m_TroughInfo.m_Capacity;
---------------------------------------
★箭毒蛙架子给吹箭无消耗淬毒,一淬十支吹箭
FrogStretcher.Oninsertitem
找到:
if (slot == this.m_ArrowSlot)
{
this.m_PoisonCount -= 5;
if (this.m_PoisonCount == 0)
{
this.SetIsFrog(false);
}
for (int i = 0; i < 5; i++)
{
ItemsManager.Get().CreateItem(ItemID.Blowpipe_Arrow, false).Take(false);
}
修改为:
if (slot == this.m_ArrowSlot)
{
this.m_PoisonCount += 5;
if (this.m_PoisonCount == 0)
{
this.m_PoisonCount = 15;
this.SetIsFrog(true);
}
for (int i = 0; i < 5; i++)
{
ItemsManager.Get().CreateItem(ItemID.Blowpipe_Arrow, true).Take(true);
ItemsManager.Get().CreateItem(ItemID.Blowpipe_Arrow, true).Take(true);
ItemsManager.Get().CreateItem(ItemID.Blowpipe_Arrow, true).Take(true);
ItemsManager.Get().CreateItem(ItemID.Blowpipe_Arrow, true).Take(true);
ItemsManager.Get().CreateItem(ItemID.Blowpipe_Arrow, true).Take(true);
ItemsManager.Get().CreateItem(ItemID.Blowpipe_Arrow, true).Take(true);
ItemsManager.Get().CreateItem(ItemID.Blowpipe_Arrow, true).Take(true);
ItemsManager.Get().CreateItem(ItemID.Blowpipe_Arrow, true).Take(true);
ItemsManager.Get().CreateItem(ItemID.Blowpipe_Arrow, true).Take(true);
ItemsManager.Get().CreateItem(ItemID.Blowpipe_Arrow, true).Take(true);
}
这下齐活了,没啥追求了
总结下自己的心路历程,STEAM打折买了游戏——进游戏——玩的很不爽——满世界找MOD安装——还是玩的不爽——尝试自己修改MOD——发现自己C#语言不太行——更不爽了——开始学习语言硬肝——爽了——对游戏没兴趣了(弃坑了)
我来支持一下吧6666666666666 6666666666666666666666 b都给你装完了 大佬你太棒了,按照你的方法改了,可以询问一下,改之后数值是满的但是动画不是满的,有什么代码可以改动画么? 食物,水,洁净度这三必须一起改吗?我能不能只改一个?
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