初始物资箱修改
找到getprop的bultbox
这一部分是初始物资的数量和种类,注意有三种子弹类型分别应用三种数 ...
可以添加
private void GetProp()
{
if (Loads.player_WeaponClass_now == "Bult_A")
{
this.GetporpData.Add(new List<string>
{
"igop004",
(TrueRandom.GetRanom(10000) + 1000).ToString()
});
this.GetporpData.Add(new List<string>
{
"igop005",
(TrueRandom.GetRanom(10000) + 1000).ToString()
});
}
else if (Loads.player_WeaponClass_now == "Bult_B")
{
this.GetporpData.Add(new List<string>
{
"igop002",
(TrueRandom.GetRanom(10000) + 1000).ToString()
});
this.GetporpData.Add(new List<string>
{
"igop003",
(TrueRandom.GetRanom(10000) + 1000).ToString()
});
}
else if (Loads.player_WeaponClass_now == "Bult_S")
{
this.GetporpData.Add(new List<string>
{
"igop010",
(TrueRandom.GetRanom(10000) + 1000).ToString()
});
this.GetporpData.Add(new List<string>
{
"igop011",
(TrueRandom.GetRanom(10000) + 1000).ToString()
});
}
this.GetporpData.Add(new List<string>
{
"erop016",
(TrueRandom.GetRanom(10000) + 1000).ToString()
});
this.GetporpData.Add(new List<string>
{
"egop010",
(TrueRandom.GetRanom(10000) + 1000).ToString()
});
this.GetporpData.Add(new List<string>
{
"egop001",
"10000"
});
this.GetporpData.Add(new List<string>
{
"egop002",
"10000"
});
this.GetporpData.Add(new List<string>
{
"egop003",
"10000"
});
this.GetporpData.Add(new List<string>
{
"egop004",
"10000"
});
this.GetporpData.Add(new List<string>
{
"egop005",
"10000"
});
this.GetporpData.Add(new List<string>
{
"egop006",
"10000"
});
this.GetporpData.Add(new List<string>
{
"egop007",
"10000"
});
this.GetporpData.Add(new List<string>
{
"egop011",
"10000"
});
this.GetporpData.Add(new List<string>
{
"egop012",
"10000"
});
this.GetporpData.Add(new List<string>
{
"egop013",
"10000"
});
this.GetporpData.Add(new List<string>
{
"egop014",
"10000"
});
this.GetporpData.Add(new List<string>
{
"egop015",
"10000"
});
this.GetporpData.Add(new List<string>
{
"hgop013",
"10000"
});
this.GetporpData.Add(new List<string>
{
"hgop019",
"10000"
});
this.GetporpData.Add(new List<string>
{
"hrop015",
"10000"
});
this.GetporpData.Add(new List<string>
{
"hrop017",
"10000"
});
this.GetporpData.Add(new List<string>
{
"hrop025",
"10000"
});
this.GetporpData.Add(new List<string>
{
"hrop026",
"10000"
});
this.GetporpData.Add(new List<string>
{
"jrop008",
"10000"
});
this.GetporpData.Add(new List<string>
{
"dgop001",
"10000"
});
this.GetporpData.Add(new List<string>
{
"dgop002",
"10000"
});
this.GetporpData.Add(new List<string>
{
"dgop003",
"10000"
});
this.GetporpData.Add(new List<string>
{
"egop018",
"10000"
});
this.GetporpData.Add(new List<string>
{
"frop001",
"10000"
});
this.GetporpData.Add(new List<string>
{
"frop002",
"10000"
});
this.GetporpData.Add(new List<string>
{
"frop003",
"10000"
});
this.GetporpData.Add(new List<string>
{
"frop004",
"10000"
});
this.GetporpData.Add(new List<string>
{
"arop001",
"10000"
});
this.GetporpData.Add(new List<string>
{
"arop002",
"10000"
});
this.GetporpData.Add(new List<string>
{
"arop003",
"10000"
});
this.GetporpData.Add(new List<string>
{
"arop004",
"10000"
});
this.GetporpData.Add(new List<string>
{
"arop005",
"10000"
});
this.GetporpData.Add(new List<string>
{
"arop011",
"10000"
});
this.GetporpData.Add(new List<string>
{
"arop016",
"10000"
});
this.GetporpData.Add(new List<string>
{
"arop018",
"10000"
});
this.GetporpData.Add(new List<string>
{
"arop019",
"10000"
});
this.GetporpData.Add(new List<string>
{
"arop020",
"10000"
});
this.GetporpData.Add(new List<string>
{
"arop022",
"10000"
});
this.GetporpData.Add(new List<string>
{
"cgop001",
"10000"
});
this.GetporpData.Add(new List<string>
{
"cgop002",
"10000"
});
this.GetporpData.Add(new List<string>
{
"cgop003",
"10000"
});
this.GetporpData.Add(new List<string>
{
"cgop004",
"10000"
});
这样开局就能拥有全世界 不用出门了
有办法修改近战吗? 更正
抱歉我搞错了射击精确度的修改,之前那个徒有其表实际上完全没用
真正影响射击准确率的是PLAYER_F里的shoot
gameObject.SendMessage("SetattackNum", Mathf.FloorToInt(this.ShotAttackNum_init - this.ShotAttackNum_init * base.transform.Find("UI").Find("ShootLine").GetComponent<ShootLine>().ShotAttackScale));
gameObject.SendMessage("SetMazuiNum", Mathf.FloorToInt(this.ShotMaZuiNum_init - this.ShotMaZuiNum_init * base.transform.Find("UI").Find("ShootLine").GetComponent<ShootLine>().ShotAttackScale));
gameObject.SendMessage("SetPrecise", Mathf.FloorToInt(this.ShootPrecise_init * (100f - 1f * base.transform.Find("UI").Find("ShootLine").GetComponent<ShootLine>().ShootPreciseScale)));
gameObject.transform.localScale = new Vector3(base.transform.localScale.x, 1f, 1f);
}
else
{
GameObject gameObject2 = UnityEngine.Object.Instantiate<GameObject>(this.Bult, base.transform.Find("UI").Find("ShootLine").position, base.transform.Find("UI").Find("ShootLine").rotation);
gameObject2.GetComponent<Bult>().isShotPlayer = false;
gameObject2.name = Loads.BultID_now;
gameObject2.SendMessage("SetattackNum", Mathf.FloorToInt(this.ShotAttackNum_init - this.ShotAttackNum_init * base.transform.Find("UI").Find("ShootLine").GetComponent<ShootLine>().ShotAttackScale));
gameObject2.SendMessage("SetMazuiNum", Mathf.FloorToInt(this.ShotMaZuiNum_init - this.ShotMaZuiNum_init * base.transform.Find("UI").Find("ShootLine").GetComponent<ShootLine>().ShotAttackScale));
gameObject2.SendMessage("SetPrecise", Mathf.FloorToInt(this.ShootPrecise_init * (100f - 1f * base.transform.Find("UI").Find("ShootLine").GetComponent<ShootLine>().ShootPreciseScale)));
gameObject2.transform.localScale = new Vector3(base.transform.localScale.x, 1f, 1f);
100f-1f那个是我修改过的 同理在PLAYER-F的indata中
this.run_speed = 8.2f + this.speedWalk * 2.6f;
this.move_speed = 6f;
这个是修改速度的 终于有人研究这个游戏的修改了,点赞 请问下怎么修改,是编辑方法吗 变异人能修改吗?修改个出现几率什么的,好烦啊。 苍月·天羽 发表于 2023-8-5 07:50
毁游戏修改 一生二 二生四 四生万物
查找PropContain_forest》AddProp_throw
gameObject.GetComponent( ...
大佬知道成就怎么改嘛
苍月·天羽 发表于 2023-8-5 07:50
毁游戏修改 一生二 二生四 四生万物
查找PropContain_forest》AddProp_throw
gameObject.GetComponent( ...
找到了
耗了5个钟最后忍不了直接存档把他们的房子删了。我还开了7倍速
找不到,老哥birdhouse里RID最大的是743,新人不会用dnspy:dizzy:
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