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

二零五.统御战狼(按键盘X键召唤战狼,誓死护卫你,给5块疯肉升级为金刚战狼)

  1.用记事本打开游戏目录\data\DLC0001\scripts\prefabs\player_common.lua文件,在inst:AddComponent("playercontroller")的下一行插入以下内容:

  TheInput:AddKeyUpHandler(KEY_X, function()

  if inst.components.inventory:Has("goldnugget", 20) then

  inst.components.inventory:ConsumeByName("goldnugget", 20)

  inst.AnimState:PlayAnimation("give")

  inst.SoundEmitter:PlaySound("dontstarve/common/horn_beefalo")

  local mywolf = SpawnPrefab("greenamulet")

  local pt = GetPlayer():GetPosition()

  mywolf.Transform:SetPosition(pt.x+(math.random(3)-math.random(3)), 0, pt.z+(math.random(3)-math.random(3)))

  mywolf.AnimState:SetBank("warg")

  mywolf.AnimState:SetBuild("warg_build")

  mywolf.AnimState:PlayAnimation("idle")

  mywolf.Transform:SetScale(0.6, 0.6, 0.6)

  mywolf.Transform:SetFourFaced()

  local sound = mywolf.entity:AddSoundEmitter()

  local shadow = mywolf.entity:AddDynamicShadow()

  shadow:SetSize(1.2, 0.7)

  MakeCharacterPhysics(mywolf, 100, 1)

  mywolf:RemoveComponent("equippable")

  mywolf:RemoveComponent("inventoryitem")

  mywolf:RemoveComponent("finiteuses")

  mywolf:RemoveComponent("deployable")

  mywolf:AddComponent("named")

  mywolf.components.named:SetName("Wolf")

  mywolf:AddComponent("follower")

  mywolf.components.follower:SetLeader(GetPlayer())

  mywolf:AddComponent("lootdropper")

  mywolf.components.lootdropper:SetLoot({"monstermeat", "houndstooth"})

  mywolf:AddComponent("health")

  mywolf.components.health:SetMaxHealth(1000)

  mywolf.components.health:StartRegen(50, 10)

  mywolf:AddComponent("combat")

  mywolf.components.combat:SetDefaultDamage(50)

  mywolf.components.combat:SetAttackPeriod(0.5)

  mywolf.components.combat:SetRange(3)

  mywolf.components.combat:SetRetargetFunction(1, function(mywolf)

  if not mywolf.components.health:IsDead() then

  return FindEntity(mywolf, 25, function(guy)

  if guy.components.combat then

  return guy.components.combat.target == GetPlayer() or GetPlayer().components.combat.target == guy or guy:HasTag("monster")

  end

  end )

  end

  end )

  mywolf.components.combat:SetKeepTargetFunction(function(mywolf, target) return target and target:IsValid() end )

  mywolf:ListenForEvent("attacked", function(mywolf, data)

  if data.attacker ~= GetPlayer() then

  mywolf.components.combat:SetTarget(data.attacker)

  mywolf.components.combat:ShareTarget(data.attacker, 30, function(dude) return dude:HasTag("mywolfs") and not dude.components.health:IsDead() end, 10)

  else

  mywolf.components.health:Kill()

  end

  end )

  mywolf:AddComponent("locomotor")

  mywolf.components.locomotor.runspeed = 18

  mywolf.components.locomotor:SetShouldRun(true)

  mywolf:SetStateGraph("SGwarg")

  local brain = require "brains/abigailbrain"

  mywolf:SetBrain(brain)

  mywolf:AddComponent("trader")

  mywolf.components.trader:SetAcceptTest(function(mywolf, item)

  if GetPlayer().components.inventory:Has("monstermeat", 5) then

  if item.prefab == "monstermeat" then

  if not mywolf:HasTag("superwolf") then

  return true

  end

  end

  end

  return false

  end )

  mywolf.components.trader.onaccept = function(mywolf, giver, item)

  if item.prefab == "monstermeat" then

  giver.components.inventory:ConsumeByName("monstermeat", 4)

  mywolf:AddTag("superwolf")

  mywolf.components.named:SetName("Super Wolf")

  mywolf.AnimState:SetBloomEffectHandle("shaders/anim.ksh")

  mywolf.Transform:SetScale(0.7, 0.7, 0.7)

  mywolf.components.health:SetMaxHealth(2000)

  mywolf.components.health:DoDelta(2000)

  mywolf.components.combat:SetDefaultDamage(100)

  mywolf.components.locomotor.runspeed = 25

  end

  end

  mywolf.components.inspectable.getstatus = function(mywolf)

  if not mywolf:HasTag("stophere") then

  mywolf:AddTag("stophere")

  mywolf.components.locomotor:Stop()

  mywolf:SetBrain(nil)

  mywolf.components.follower:SetLeader(nil)

  else

  mywolf:RemoveTag("stophere")

  local brain = require "brains/abigailbrain"

  mywolf:SetBrain(brain)

  mywolf:RestartBrain()

  mywolf.components.follower:SetLeader(GetPlayer())

  end

  end

  mywolf:AddTag("companion")

  mywolf:AddTag("mywolfs")

  end

  end )

  2.用记事本打开游戏目录\data\DLC0001\scripts\prefabs\amulet.lua文件,在inst.AnimState:PlayAnimation("greenamulet")的下一行插入以下内容:

  local function onsave(inst, data)

  if inst:HasTag("mywolfs") then

  data.mywolfs = true

  end

  if inst:HasTag("superwolf") then

  data.superwolf = true

  end

  if inst:HasTag("stophere") then

  data.stophere = true

  end

  end

  local function onload(inst, data)

  if data and data.mywolfs then

  inst.AnimState:SetBank("warg")

  inst.AnimState:SetBuild("warg_build")

  inst.AnimState:PlayAnimation("idle")

  inst.Transform:SetScale(0.6, 0.6, 0.6)

  inst.Transform:SetFourFaced()

  local sound = inst.entity:AddSoundEmitter()

  local shadow = inst.entity:AddDynamicShadow()

  shadow:SetSize(1.2, 0.7)

  MakeCharacterPhysics(inst, 100, 1)

  inst:RemoveComponent("equippable")

  inst:RemoveComponent("inventoryitem")

  inst:RemoveComponent("finiteuses")

  inst:RemoveComponent("deployable")

  inst:AddComponent("named")

  inst.components.named:SetName("Wolf")

  inst:AddComponent("follower")

  inst.components.follower:SetLeader(GetPlayer())

  inst:AddComponent("lootdropper")

  inst.components.lootdropper:SetLoot({"monstermeat", "houndstooth"})

  inst:AddComponent("health")

  inst.components.health:SetMaxHealth(1000)

  inst.components.health:StartRegen(50, 10)

  inst:AddComponent("combat")

  inst.components.combat:SetDefaultDamage(50)

  inst.components.combat:SetAttackPeriod(0.5)

  inst.components.combat:SetRange(3)

  inst.components.combat:SetRetargetFunction(1, function(inst)

  if not inst.components.health:IsDead() then

  return FindEntity(inst, 25, function(guy)

  if guy.components.combat then

  return guy.components.combat.target == GetPlayer() or GetPlayer().components.combat.target == guy or guy:HasTag("monster")

  end

  end )

  end

  end )

  inst.components.combat:SetKeepTargetFunction(function(inst, target) return target and target:IsValid() end )

  inst:ListenForEvent("attacked", function(inst, data)

  if data.attacker ~= GetPlayer() then

  inst.components.combat:SetTarget(data.attacker)

  inst.components.combat:ShareTarget(data.attacker, 30, function(dude) return dude:HasTag("mywolfs") and not dude.components.health:IsDead() end, 10)

  else

  inst.components.health:Kill()

  end

  end )

  inst:AddComponent("locomotor")

  inst.components.locomotor.runspeed = 18

  inst.components.locomotor:SetShouldRun(true)

  inst:SetStateGraph("SGwarg")

  local brain = require "brains/abigailbrain"

  inst:SetBrain(brain)

  inst:AddComponent("trader")

  inst.components.trader:SetAcceptTest(function(inst, item)

  if GetPlayer().components.inventory:Has("monstermeat", 5) then

  if item.prefab == "monstermeat" then

  if not inst:HasTag("superwolf") then

  return true

  end

  end

  end

  return false

  end )

  inst.components.trader.onaccept = function(inst, giver, item)

  if item.prefab == "monstermeat" then

  giver.components.inventory:ConsumeByName("monstermeat", 4)

  inst:AddTag("superwolf")

  inst.components.named:SetName("Super Wolf")

  inst.AnimState:SetBloomEffectHandle("shaders/anim.ksh")

  inst.Transform:SetScale(0.7, 0.7, 0.7)

  inst.components.health:SetMaxHealth(2000)

  inst.components.health:DoDelta(2000)

  inst.components.combat:SetDefaultDamage(100)

  inst.components.locomotor.runspeed = 25

  end

  end

  inst.components.inspectable.getstatus = function(inst)

  if not inst:HasTag("stophere") then

  inst:AddTag("stophere")

  inst.components.locomotor:Stop()

  inst:SetBrain(nil)

  inst.components.follower:SetLeader(nil)

  else

  inst:RemoveTag("stophere")

  local brain = require "brains/abigailbrain"

  inst:SetBrain(brain)

  inst:RestartBrain()

  inst.components.follower:SetLeader(GetPlayer())

  end

  end

  inst:AddTag("companion")

  inst:AddTag("mywolfs")

  end

  if data and data.superwolf then

  inst:AddTag("superwolf")

  inst.components.named:SetName("Super Wolf")

  inst.AnimState:SetBloomEffectHandle("shaders/anim.ksh")

  inst.Transform:SetScale(0.7, 0.7, 0.7)

  inst.components.health:SetMaxHealth(2000)

  inst.components.health:DoDelta(2000)

  inst.components.combat:SetDefaultDamage(100)

  inst.components.locomotor.runspeed = 25

  end

  if data and data.stophere then

  inst:AddTag("stophere")

  inst.components.locomotor:Stop()

  inst:SetBrain(nil)

  inst.components.follower:SetLeader(nil)

  end

  end

  inst.OnSave = onsave

  inst.OnLoad = onload

  即可按键盘X键召唤战狼,每只花费20个黄金,身上黄金数不足时无法召唤。战狼极其忠诚,会誓死护卫你,鼠标左键点击可停在原地,再次点击则继续跟随。如果想赐战狼死,用任何武器打击一下即可(按Ctrl + 鼠标左键攻击),它不会还击。战狼生命力顽强,会自动回血。当一只战狼遭到攻击时,其他战狼会围攻敌人。给战狼5块疯肉(拿着疯肉对战狼点鼠标左键),可将其升级为金刚战狼,生命值、攻击力、速度会大幅提升。统御你的战狼部队,横扫大陆吧

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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