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靚仔 发表于 2013-9-12 22:50 ![](static/image/common/back.gif)
还是乱码啊。。。。。不能用。。。能不能在贴里发。。。。。谢谢大神
三十六.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,
三十七.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
三十八.防弹背包(装备背包吸收99%伤害值)
1.普通背包作盔甲:用记事本打开游戏目录\data\scripts\prefabs\backpack.lua文件,在inst:AddComponent("inspectable")的下一行插入以下内容:
inst:AddComponent("armor")
inst.components.armor:InitCondition(TUNING.ARMORMARBLE, 0.99)
2.小猪包作盔甲:用记事本打开游戏目录\data\scripts\prefabs\piggyback.lua文件,在inst:AddComponent("inspectable")的下一行插入以下内容:
inst:AddComponent("armor")
inst.components.armor:InitCondition(TUNING.ARMORMARBLE, 0.99)
3.坎普斯背包作盔甲:用记事本打开游戏目录\data\scripts\prefabs\krampus_sack.lua文件,在inst:AddComponent("inspectable")的下一行插入以下内容:
inst:AddComponent("armor")
inst.components.armor:InitCondition(TUNING.ARMORMARBLE, 0.99)
4.盔甲永固: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
即可装备背包就拥有盔甲防护作用,且99%吸收伤害值,还无限使用哦
三十九.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
四十.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
四十一.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
四十二.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
四十三.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
四十四.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
四十五.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
四十六.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
四十七.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
四十八.魔杖、护身符无限使用
1.魔杖无限使用:用记事本打开游戏目录\data\scripts\prefabs\staff.lua文件,依次将下列内容:
inst.components.finiteuses:Use(1)
inst.components.finiteuses:Use(1)
staff.components.finiteuses:Use(1)
staff.components.finiteuses:Use(1)
staff.components.finiteuses:Use(1)
inst:AddComponent("finiteuses")
inst.components.finiteuses:SetOnFinished( onfinished )
inst.components.finiteuses:SetMaxUses(TUNING.FIRESTAFF_USES)
inst.components.finiteuses:SetUses(TUNING.FIRESTAFF_USES)
inst.components.finiteuses:SetMaxUses(TUNING.ICESTAFF_USES)
inst.components.finiteuses:SetUses(TUNING.ICESTAFF_USES)
inst.components.finiteuses:SetMaxUses(TUNING.TELESTAFF_USES)
inst.components.finiteuses:SetUses(TUNING.TELESTAFF_USES)
inst.components.finiteuses:SetMaxUses(TUNING.YELLOWSTAFF_USES)
inst.components.finiteuses:SetUses(TUNING.YELLOWSTAFF_USES)
inst.components.finiteuses:SetMaxUses(TUNING.ORANGESTAFF_USES)
inst.components.finiteuses:SetUses(TUNING.ORANGESTAFF_USES)
inst.components.finiteuses:SetMaxUses(TUNING.GREENSTAFF_USES)
inst.components.finiteuses:SetUses(TUNING.GREENSTAFF_USES)
修改为以下内容(即在每句前面加--):
--inst.components.finiteuses:Use(1)
--inst.components.finiteuses:Use(1)
--staff.components.finiteuses:Use(1)
--staff.components.finiteuses:Use(1)
--staff.components.finiteuses:Use(1)
--inst:AddComponent("finiteuses")
--inst.components.finiteuses:SetOnFinished( onfinished )
--inst.components.finiteuses:SetMaxUses(TUNING.FIRESTAFF_USES)
--inst.components.finiteuses:SetUses(TUNING.FIRESTAFF_USES)
--inst.components.finiteuses:SetMaxUses(TUNING.ICESTAFF_USES)
--inst.components.finiteuses:SetUses(TUNING.ICESTAFF_USES)
--inst.components.finiteuses:SetMaxUses(TUNING.TELESTAFF_USES)
--inst.components.finiteuses:SetUses(TUNING.TELESTAFF_USES)
--inst.components.finiteuses:SetMaxUses(TUNING.YELLOWSTAFF_USES)
--inst.components.finiteuses:SetUses(TUNING.YELLOWSTAFF_USES)
--inst.components.finiteuses:SetMaxUses(TUNING.ORANGESTAFF_USES)
--inst.components.finiteuses:SetUses(TUNING.ORANGESTAFF_USES)
--inst.components.finiteuses:SetMaxUses(TUNING.GREENSTAFF_USES)
--inst.components.finiteuses:SetUses(TUNING.GREENSTAFF_USES)
2.护身符无限使用:用记事本打开游戏目录\data\scripts\prefabs\amulet.lua文件,依次将下列内容:
inst.components.finiteuses:Use(1)
inst.components.finiteuses:Use(1)
amulet.components.finiteuses:Use(1)
inst:AddComponent("finiteuses")
inst.components.finiteuses:SetOnFinished( onfinished )
inst.components.finiteuses:SetMaxUses(TUNING.REDAMULET_USES)
inst.components.finiteuses:SetUses(TUNING.REDAMULET_USES)
inst:AddComponent("finiteuses")
inst.components.finiteuses:SetOnFinished( onfinished )
inst.components.finiteuses:SetMaxUses(TUNING.GREENAMULET_USES)
inst.components.finiteuses:SetUses(TUNING.GREENAMULET_USES)
inst:AddComponent("finiteuses")
inst.components.finiteuses:SetOnFinished( onfinished )
inst.components.finiteuses:SetMaxUses(TUNING.ORANGEAMULET_USES)
inst.components.finiteuses:SetUses(TUNING.ORANGEAMULET_USES)
修改为以下内容(即在每句前面加--):
--inst.components.finiteuses:Use(1)
--inst.components.finiteuses:Use(1)
--amulet.components.finiteuses:Use(1)
--inst:AddComponent("finiteuses")
--inst.components.finiteuses:SetOnFinished( onfinished )
--inst.components.finiteuses:SetMaxUses(TUNING.REDAMULET_USES)
--inst.components.finiteuses:SetUses(TUNING.REDAMULET_USES)
--inst:AddComponent("finiteuses")
--inst.components.finiteuses:SetOnFinished( onfinished )
--inst.components.finiteuses:SetMaxUses(TUNING.GREENAMULET_USES)
--inst.components.finiteuses:SetUses(TUNING.GREENAMULET_USES)
--inst:AddComponent("finiteuses")
--inst.components.finiteuses:SetOnFinished( onfinished )
--inst.components.finiteuses:SetMaxUses(TUNING.ORANGEAMULET_USES)
--inst.components.finiteuses:SetUses(TUNING.ORANGEAMULET_USES)
依次将下列内容:
inst.components.fueled:DoDelta(-(inst.components.fueled.maxfuel * 0.03))
inst.components.fueled:StartConsuming()
inst.components.fueled:StopConsuming()
inst.components.fueled:StartConsuming()
inst.components.fueled:StopConsuming()
inst.components.fueled:StartConsuming()
inst.components.fueled:StopConsuming()
inst:AddComponent("fueled")
inst.components.fueled.fueltype = "MAGIC"
inst.components.fueled:InitializeFuelLevel(TUNING.BLUEAMULET_FUEL)
inst.components.fueled:SetDepletedFn(onfinished)
inst:AddComponent("fueled")
inst.components.fueled.fueltype = "MAGIC"
inst.components.fueled:InitializeFuelLevel(TUNING.PURPLEAMULET_FUEL)
inst.components.fueled:SetDepletedFn(onfinished)
inst:AddComponent("fueled")
inst.components.fueled.fueltype = "MAGIC"
inst.components.fueled:InitializeFuelLevel(TUNING.YELLOWAMULET_FUEL)
inst.components.fueled:SetDepletedFn(onfinished)
修改为以下内容(即在每句前面加--):
--inst.components.fueled:DoDelta(-(inst.components.fueled.maxfuel * 0.03))
--inst.components.fueled:StartConsuming()
--inst.components.fueled:StopConsuming()
--inst.components.fueled:StartConsuming()
--inst.components.fueled:StopConsuming()
--inst.components.fueled:StartConsuming()
--inst.components.fueled:StopConsuming()
--inst:AddComponent("fueled")
--inst.components.fueled.fueltype = "MAGIC"
--inst.components.fueled:InitializeFuelLevel(TUNING.BLUEAMULET_FUEL)
--inst.components.fueled:SetDepletedFn(onfinished)
--inst:AddComponent("fueled")
--inst.components.fueled.fueltype = "MAGIC"
--inst.components.fueled:InitializeFuelLevel(TUNING.PURPLEAMULET_FUEL)
--inst.components.fueled:SetDepletedFn(onfinished)
--inst:AddComponent("fueled")
--inst.components.fueled.fueltype = "MAGIC"
--inst.components.fueled:InitializeFuelLevel(TUNING.YELLOWAMULET_FUEL)
--inst.components.fueled:SetDepletedFn(onfinished)
即可让魔杖、护身符无限使用
四十九.橙色护身符吸取物品加速、范围加大,不吸陷阱
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.不吸陷阱:将v.components.inventoryitem:IsHeld() then替换为以下内容:
v.components.inventoryitem:IsHeld() and not v:HasTag("trap") then
即可让橙色护身符不吸陷阱,包括牙齿陷阱、捕鸟陷阱、兔陷阱
五十.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
五十一.芦苇吹出催眠曲(在携带的芦苇上按鼠标右键,可催眠动物)
用记事本打开游戏目录\data\scripts\prefabs\cutreeds.lua文件,在inst:AddComponent("inventoryitem")的下一行插入以下内容:
inst:AddTag("flute")
local function HearPanFlute(inst, musician, instrument)
if inst.components.sleeper then
inst.components.sleeper:AddSleepiness(10, TUNING.PANFLUTE_SLEEPTIME*1)
end
end
inst:AddComponent("tool")
inst.components.tool:SetAction(ACTIONS.PLAY)
inst:AddComponent("instrument")
inst.components.instrument.range = TUNING.PANFLUTE_SLEEPRANGE*2
inst.components.instrument:SetOnHeardFn(HearPanFlute)
即可用芦苇吹出催眠曲。其中*1为催眠时间20秒,想催眠60秒就*3即可。其中*2为催眠范围30格,想扩大至60格就*4即可
五十二.装备猪皮包能补脑
用记事本打开游戏目录\data\scripts\prefabs\piggyback.lua文件,在inst:AddComponent("inspectable")的下一行插入以下内容:
inst:AddComponent("dapperness")
inst.components.dapperness.dapperness = TUNING.DAPPERNESS_HUGE
即可装备猪皮包可补脑
五十三.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
五十四.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
五十五.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
五十六.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[inst.colour_idx][1],colours[inst.colour_idx][2],colours[inst.colour_idx][3])
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
五十七.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
五十八.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
五十九.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
六十.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。20版的墙存在官方bug,在墙被攻击到血量最低可通过后,修复墙也没有阻挡效果,但从新读档后墙可恢复阻挡效果,因此在官方修复bug前,慎用此项
六十一.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
六十二.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
六十三.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)
用记事本打开游戏目录\data\scripts\tuning.lua文件,将local seg_time = 30替换为local seg_time = 60即可
六十四.修改白天、黑夜、傍晚占一天的比例
用记事本打开游戏目录\data\scripts\components\seasonmanager.lua文件,
1.冬季白天有14个小时:将self.wintersegs = {day=6, dusk=6, night=4}替换为self.wintersegs = {day=14, dusk=1, night=1}
2.夏季白天有14个小时:将self.summersegs = {day=10, dusk=4, night=2}替换为self.summersegs = {day=14, dusk=1, night=1}
可根据需要自行调节day(白天)、dusk(黑夜)、night(傍晚)后面的数字(小时数),得到想要的时间比例
六十五.开关雨量计人工降雨
用记事本打开游戏目录\data\scripts\prefabs\rainometer.lua文件,在inst:AddComponent("inspectable")的下一行插入以下内容:
local function turnon(inst)
inst.components.machine.ison = true
inst.components.seasonmanager:StartPrecip()
inst.components.seasonmanager.moisture_floor = 0
inst.components.seasonmanager.atmo_moisture = 100
inst.components.seasonmanager.peak_precip_intensity = 10
end
local function turnoff(inst)
inst.components.machine.ison = false
inst.components.seasonmanager:StopPrecip()
end
inst:AddComponent("seasonmanager")
inst:AddComponent("machine")
inst.components.machine.turnonfn = turnon
inst.components.machine.turnofffn = turnoff
即可在雨量计上按鼠标右键开始下雨(turnon),再按一次鼠标右键停止下雨(turnoff)
六十六.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
六十七.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
六十八.缩短浆果、草、树杈、芦苇、洞穴花长出时间
用记事本打开游戏目录\data\scripts\tuning.lua文件,
1.浆果:将BERRY_REGROW_TIME = total_day_time*3,替换为BERRY_REGROW_TIME = total_day_time*1,
2.草:将GRASS_REGROW_TIME = total_day_time*3,替换为GRASS_REGROW_TIME = total_day_time*1,
3.树杈:将SAPLING_REGROW_TIME = total_day_time*4,替换为SAPLING_REGROW_TIME = total_day_time*1,
4.芦苇:将REEDS_REGROW_TIME = total_day_time*3,替换为REEDS_REGROW_TIME = total_day_time*1,
5.洞穴花:将FLOWER_CAVE_REGROW_TIME = total_day_time*3,替换为FLOWER_CAVE_REGROW_TIME = total_day_time*1,
即可让这几种植物1天长1次
六十九.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
七十.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
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