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- 2010-11-27
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靚仔 发表于 2013-10-7 23:20
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[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
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
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