饥荒 全人物解锁及主角自动回血等实用修改教程

《饥荒》这款生存游戏,很多玩家都想觉得游戏有些难,就想修改一些内容,比如解锁全人物,主角自动回血,主角不会饿之类的,下面小编为大家奉上最全的修改教程,内容简单易懂,希望各位玩家喜欢。目录

饥荒 全人物解锁及主角自动回血等实用修改教程

一七六.霸王盔(用猪皮种霸王盔,吸收99%伤害,挨打时弹开并反伤敌人,可照明、防雨、防冻、防暑、补脑、奔跑加速)

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

  local function OnDeploy (inst, pt)

  local helmet = SpawnPrefab("pigskin")

  helmet.Transform:SetPosition(pt.x, pt.y, pt.z)

  helmet.AnimState:SetBank("wathgrithrhat")

  helmet.AnimState:SetBuild("hat_wathgrithr")

  helmet.AnimState:PlayAnimation("anim")

  helmet.components.inventoryitem:ChangeImageName("wathgrithrhat")

  helmet:RemoveComponent("stackable")

  helmet:RemoveComponent("tradable")

  helmet:RemoveComponent("edible")

  helmet:RemoveComponent("burnable")

  helmet:RemoveComponent("propagator")

  helmet:RemoveComponent("deployable")

  helmet:AddComponent("equippable")

  helmet.components.equippable.equipslot = EQUIPSLOTS.HEAD

  helmet.components.equippable.walkspeedmult = 2.5

  helmet.components.equippable.dapperness = TUNING.DAPPERNESS_HUGE*32

  helmet.components.equippable:SetOnEquip(function(helmet, owner)

  owner.AnimState:OverrideSymbol("swap_hat", "hat_wathgrithr", "swap_hat")

  owner.AnimState:Show("HAT")

  owner.AnimState:Show("HAT_HAIR")

  owner.AnimState:Hide("HAIR_NOHAT")

  owner.AnimState:Hide("HAIR")

  if owner == GetPlayer() then

  owner.AnimState:Hide("HEAD")

  owner.AnimState:Show("HEAD_HAIR")

  owner.components.temperature:SetTemp(20)

  owner:PushEvent("stopfreezing")

  owner:PushEvent("stopoverheating")

  owner.components.moisture:SetMoistureLevel(0)

  helmet.fire = SpawnPrefab( "campfirefire" )

  local follower = helmet.fire.entity:AddFollower()

  follower:FollowSymbol( owner.GUID, "swap_hat", -6, -196, 0 )

  helmet.fire.AnimState:SetMultColour(255/255,0/255,0/255,1)

  helmet.fire.Transform:SetScale(1.3, 1.3, 1.3)

  helmet.fire:RemoveComponent("heater")

  helmet.fire.persists = false

  helmet.helmetfn = function(attacked, data)

  if data and data.attacker and data.attacker.components.health then

  SpawnPrefab("groundpoundring_fx").Transform:SetPosition(owner.Transform:GetWorldPosition())

  data.attacker.components.health:DoDelta(-300)

  local pt01 = owner:GetPosition()

  local pt02 = data.attacker:GetPosition()

  data.attacker.Transform:SetPosition((pt02.x-pt01.x)*1.5+pt02.x, 0, (pt02.z-pt01.z)*1.5+pt02.z)

  if data.attacker.components.locomotor then data.attacker.components.locomotor:Stop() end

  if data.attacker.components.health:GetPercent() < 0.3 then

  data.attacker.AnimState:SetMultColour(255/255,0/255,0/255,1)

  end

  end

  end

  helmet:ListenForEvent("attacked", helmet.helmetfn, owner)

  owner:AddTag("goodsavages")

  end

  end )

  helmet.components.equippable:SetOnUnequip(function(helmet, owner)

  owner.AnimState:Hide("HAT")

  owner.AnimState:Hide("HAT_HAIR")

  owner.AnimState:Show("HAIR_NOHAT")

  owner.AnimState:Show("HAIR")

  if owner == GetPlayer() then

  owner.AnimState:Show("HEAD")

  owner.AnimState:Hide("HEAD_HAIR")

  owner.components.temperature:SetTemp(nil)

  helmet.fire:Remove()

  helmet.fire = nil

  helmet:RemoveEventCallback("attacked", helmet.helmetfn, owner)

  owner:RemoveTag("goodsavages")

  end

  end )

  helmet:AddComponent("armor")

  helmet.components.armor:InitCondition(20000, 0.99)

  helmet:AddComponent("waterproofer")

  helmet.components.waterproofer:SetEffectiveness(1)

  helmet:AddTag("helmets")

  inst.components.stackable:Get():Remove()

  end

  inst:AddComponent("deployable")

  inst.components.deployable.ondeploy = OnDeploy

  local function onsave(inst, data)

  if inst:HasTag("helmets") then

  data.helmets = true

  end

  end

  local function onload(inst, data)

  if data and data.helmets then

  inst.AnimState:SetBank("wathgrithrhat")

  inst.AnimState:SetBuild("hat_wathgrithr")

  inst.AnimState:PlayAnimation("anim")

  inst.components.inventoryitem:ChangeImageName("wathgrithrhat")

  inst:RemoveComponent("stackable")

  inst:RemoveComponent("tradable")

  inst:RemoveComponent("edible")

  inst:RemoveComponent("burnable")

  inst:RemoveComponent("propagator")

  inst:RemoveComponent("deployable")

  inst:AddComponent("equippable")

  inst.components.equippable.equipslot = EQUIPSLOTS.HEAD

  inst.components.equippable.walkspeedmult = 2.5

  inst.components.equippable.dapperness = TUNING.DAPPERNESS_HUGE*32

  inst.components.equippable:SetOnEquip(function(inst, owner)

  owner.AnimState:OverrideSymbol("swap_hat", "hat_wathgrithr", "swap_hat")

  owner.AnimState:Show("HAT")

  owner.AnimState:Show("HAT_HAIR")

  owner.AnimState:Hide("HAIR_NOHAT")

  owner.AnimState:Hide("HAIR")

  if owner == GetPlayer() then

  owner.AnimState:Hide("HEAD")

  owner.AnimState:Show("HEAD_HAIR")

  owner.components.temperature:SetTemp(20)

  owner:PushEvent("stopfreezing")

  owner:PushEvent("stopoverheating")

  owner.components.moisture:SetMoistureLevel(0)

  inst.fire = SpawnPrefab( "campfirefire" )

  local follower = inst.fire.entity:AddFollower()

  follower:FollowSymbol( owner.GUID, "swap_hat", -6, -196, 0 )

  inst.fire.AnimState:SetMultColour(255/255,0/255,0/255,1)

  inst.fire.Transform:SetScale(1.3, 1.3, 1.3)

  inst.fire:RemoveComponent("heater")

  inst.fire.persists = false

  inst.helmetfn = function(attacked, data)

  if data and data.attacker and data.attacker.components.health then

  SpawnPrefab("groundpoundring_fx").Transform:SetPosition(owner.Transform:GetWorldPosition())

  data.attacker.components.health:DoDelta(-300)

  local pt01 = owner:GetPosition()

  local pt02 = data.attacker:GetPosition()

  data.attacker.Transform:SetPosition((pt02.x-pt01.x)*1.5+pt02.x, 0, (pt02.z-pt01.z)*1.5+pt02.z)

  if data.attacker.components.locomotor then data.attacker.components.locomotor:Stop() end

  if data.attacker.components.health:GetPercent() < 0.3 then

  data.attacker.AnimState:SetMultColour(255/255,0/255,0/255,1)

  end

  end

  end

  inst:ListenForEvent("attacked", inst.helmetfn, owner)

  owner:AddTag("goodsavages")

  end

  end )

  inst.components.equippable:SetOnUnequip(function(inst, owner)

  owner.AnimState:Hide("HAT")

  owner.AnimState:Hide("HAT_HAIR")

  owner.AnimState:Show("HAIR_NOHAT")

  owner.AnimState:Show("HAIR")

  if owner == GetPlayer() then

  owner.AnimState:Show("HEAD")

  owner.AnimState:Hide("HEAD_HAIR")

  owner.components.temperature:SetTemp(nil)

  inst.fire:Remove()

  inst.fire = nil

  inst:RemoveEventCallback("attacked", inst.helmetfn, owner)

  owner:RemoveTag("goodsavages")

  end

  end )

  inst:AddComponent("armor")

  inst.components.armor:InitCondition(20000, 0.99)

  inst:AddComponent("waterproofer")

  inst.components.waterproofer:SetEffectiveness(1)

  inst:AddTag("helmets")

  end

  end

  inst.OnSave = onsave

  inst.OnLoad = onload

  即可用猪皮种霸王盔,吸收99%伤害,敌人攻击你时会被弹开,并遭到反伤,让你流的每一滴血,都收到百倍利息。霸王盔可照明、防雨、防冻、防暑、补脑,并使奔跑加速,与“霸王枪”并称饥荒世界两大神器,助你在乱世中百战百胜。佩戴霸王盔时,“铁血蛮族”不敢主动攻击你。不要与“用猪皮种猪火炬”一同修改

相关内容请关注:饥荒专区

作者:易宁     责任编辑:Shy夏夏

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