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

二四九.橡树盆栽(用化肥种橡树盆栽,每天掉落橡果,靠近可补脑,鼠标左键点击树叶可变色)

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

  local function createoak(inst)

  local pt = inst:GetPosition()

  local oak = SpawnPrefab("fertilizer")

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

  oak.AnimState:SetBank("fertilizer")

  oak.AnimState:SetBuild("fertilizer")

  oak.AnimState:PlayAnimation("idle")

  oak.Transform:SetScale(1.2, 1.2, 1.2)

  oak:RemoveComponent("inventoryitem")

  oak:RemoveComponent("finiteuses")

  oak:RemoveComponent("fertilizer")

  oak:RemoveComponent("smotherer")

  oak:RemoveComponent("deployable")

  oak:AddTag("NOCLICK")

  oak:ListenForEvent( "daytime", function()

  local pos = Vector3(oak.Transform:GetWorldPosition())

  local ents = TheSim:FindEntities(pos.x,pos.y,pos.z, 2)

  for k,v in pairs(ents) do

  if v.components.inventoryitem and not v.components.inventoryitem:IsHeld() then

  if v.prefab == "acorn" then

  v:Remove()

  end

  end

  end

  oak:DoTaskInTime(0.3, function(oak)

  oak:StartThread(function()

  for k = 1,math.random(3,6) do

  local pt1 = oak:GetPosition()

  local acorn = SpawnPrefab("acorn")

  acorn.Transform:SetPosition(pt1.x+(math.random(2)-math.random(2)), 5, pt1.z+(math.random(2)-math.random(2)))

  Sleep(0.3)

  end

  end )

  end )

  end , GetWorld() )

  oak:AddTag("oak")

  oak.tree = SpawnPrefab("fertilizer")

  oak.tree.AnimState:SetBank("tree_leaf")

  oak.tree.AnimState:SetBuild("tree_leaf_trunk_build")

  local names = {"tree_leaf_green_build","tree_leaf_red_build","tree_leaf_orange_build","tree_leaf_yellow_build"}

  local name = names[math.random(#names)]

  oak.tree.AnimState:OverrideSymbol("swap_leaves", name, "swap_leaves")

  oak.tree.AnimState:PlayAnimation("idle_tall")

  oak.tree.Transform:SetScale(0.8, 0.8, 0.8)

  oak.tree.Physics:SetActive(false)

  oak.tree:RemoveComponent("inventoryitem")

  oak.tree:RemoveComponent("finiteuses")

  oak.tree:RemoveComponent("fertilizer")

  oak.tree:RemoveComponent("smotherer")

  oak.tree:RemoveComponent("deployable")

  local follower = oak.tree.entity:AddFollower()

  follower:FollowSymbol( oak.GUID, "swap_object", -1, -115, 0 )

  oak.tree:AddComponent("sanityaura")

  oak.tree.components.sanityaura.aura = TUNING.SANITYAURA_MED

  oak.tree:AddComponent("workable")

  oak.tree.components.workable:SetWorkAction(ACTIONS.CHOP)

  oak.tree.components.workable:SetWorkLeft(1)

  oak.tree.components.workable:SetOnFinishCallback(function()

  SpawnPrefab("collapse_big").Transform:SetPosition(oak.tree.Transform:GetWorldPosition())

  GetPlayer().SoundEmitter:PlaySound("dontstarve/common/destroy_wood")

  local pos = Vector3(oak.tree.Transform:GetWorldPosition())

  local ents = TheSim:FindEntities(pos.x,pos.y,pos.z, 1)

  for k,v in pairs(ents) do

  if v:HasTag("oak") then

  v:Remove()

  end

  end

  oak.tree:Remove()

  end )

  oak.tree.components.inspectable.getstatus = function()

  local names = {"tree_leaf_green_build","tree_leaf_red_build","tree_leaf_orange_build","tree_leaf_yellow_build"}

  local name = names[math.random(#names)]

  oak.tree.AnimState:OverrideSymbol("swap_leaves", name, "swap_leaves")

  end

  oak.tree:AddTag("goodbye")

  end

  local function OnDeploy (inst, pt)

  createoak(inst)

  inst:Remove()

  end

  inst:AddComponent("deployable")

  inst.components.deployable.ondeploy = OnDeploy

  local function onsave(inst, data)

  if inst:HasTag("goodbye") then

  data.goodbye = true

  end

  if inst:HasTag("oak") then

  data.oak = true

  end

  end

  local function onload(inst, data)

  if data and data.goodbye then

  inst:Remove()

  end

  if data and data.oak then

  createoak(inst)

  inst:Remove()

  end

  end

  inst.OnSave = onsave

  inst.OnLoad = onload

  即可用化肥种橡树盆栽,四季常青,每天清晨掉落橡果,靠近可补脑。鼠标左键点橡树,可改变树叶的颜色。不想要橡树盆栽了,用斧子砍掉即可。化肥在种植选项(画着胡萝卜)下,用3个便便、2个硬骨头、4个木头制造

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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