饥荒我的王国能修改到饥荒手机版修改器上吗

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饥荒 全人物解锁及主角自动回血等实用修改教程
11:28:46 来源:互联网 作者:易宁 编辑:Shy夏夏 
二五一.我的王国(用远古短棒种国王雕像,可获得税收,有警察巡逻并听你调遣)
  用记事本打开游戏目录\data\scripts\prefabs\ruins_bat.lua文件,在inst:AddComponent("inspectable")的下一行插入以下内容:
  local items = { SWORD = "swap_spear" }
  local function EquipItem(inst, item)
  if item then
  inst.AnimState:OverrideSymbol("swap_object", item, item)
  inst.AnimState:Show("ARM_carry")
  inst.AnimState:Hide("ARM_normal")
  inst.items = items
  inst.equipfn = EquipItem
  EquipItem(inst)
  local function createguru(inst)
  local pt = inst:GetPosition()
  local guru = SpawnPrefab("ruins_bat")
  guru.Transform:SetPosition(pt.x, pt.y, pt.z)
  guru.AnimState:SetBank("wilson")
  if GetPlayer().prefab == "wilson" then guru.AnimState:SetBuild("wilson") end
  if GetPlayer().prefab == "wendy" then guru.AnimState:SetBuild("wendy") end
  if GetPlayer().prefab == "wes" then guru.AnimState:SetBuild("wes") end
  if GetPlayer().prefab == "wickerbottom" then guru.AnimState:SetBuild("wickerbottom") end
  if GetPlayer().prefab == "willow" then guru.AnimState:SetBuild("willow") end
  if GetPlayer().prefab == "wolfgang" then guru.AnimState:SetBuild("wolfgang") end
  if GetPlayer().prefab == "wx78" then guru.AnimState:SetBuild("wx78") end
  if GetPlayer().prefab == "woodie" then guru.AnimState:SetBuild("woodie") end
  if GetPlayer().prefab == "waxwell" then guru.AnimState:SetBuild("waxwell") end
  if GetPlayer().prefab == "wathgrithr" then guru.AnimState:SetBuild("wathgrithr") end
  if GetPlayer().prefab == "webber" then guru.AnimState:SetBuild("webber") end
  guru.AnimState:PlayAnimation("idle")
  guru.AnimState:OverrideSymbol("swap_object", "swap_cane", "swap_cane")
  guru.AnimState:Hide("ARM_normal")
  guru.AnimState:Show("ARM_carry")
  guru.AnimState:OverrideSymbol("swap_hat", "hat_ruins", "swap_hat")
  guru.AnimState:Show("HAT")
  guru.AnimState:Show("HAT_HAIR")
  guru.AnimState:Hide("HAIR_NOHAT")
  guru.AnimState:Hide("HAIR")
  guru.Transform:SetFourFaced()
  guru.Transform:SetRotation( 0 )
  guru.Transform:SetScale(3.5, 3.5, 3.5)
  local shadow = guru.entity:AddDynamicShadow()
  shadow:SetSize( 6, 3.5 )
  local minimap = guru.entity:AddMiniMapEntity()
  minimap:SetIcon( "obelisk.png" )
  guru.AnimState:SetBloomEffectHandle("shaders/anim.ksh")
  guru:AddTag("guru")
  guru:RemoveTag("sharp")
  guru:RemoveComponent("weapon")
  guru:RemoveComponent("finiteuses")
  guru:RemoveComponent("inventoryitem")
  guru:RemoveComponent("equippable")
  guru:RemoveComponent("deployable")
  local light = guru.entity:AddLight()
  light:SetFalloff(1)
  light:SetIntensity(.8)
  light:SetRadius(10)
  light:SetColour(180/255, 195/255, 50/255)
  light:Enable(true)
  guru:AddComponent("workable")
  ponents.workable:SetWorkAction(ACTIONS.HAMMER)
  ponents.workable:SetWorkLeft(5)
  ponents.workable:SetOnFinishCallback(function(guru)
  SpawnPrefab("collapse_big").Transform:SetPosition(guru.Transform:GetWorldPosition())
  GetPlayer().SoundEmitter:PlaySound("dontstarve/common/destroy_wood")
  guru:Remove()
  guru:AddComponent("pickable")
  ponents.pickable:SetUp("goldnugget", 480, math.random(15,25))
  ponents.pickable:SetOnPickedFn(function(guru) guru.AnimState:SetBloomEffectHandle("") end )
  ponents.pickable:SetOnRegenFn(function(guru) guru.AnimState:SetBloomEffectHandle("shaders/anim.ksh") end )
  guru:ListenForEvent( "daytime", function()
  for k = 1,math.random(10,25) do
  local pt0 = guru:GetPosition()
  local ground = GetWorld()
  local x = pt0.x+(math.random(50)-math.random(50))
  local z = pt0.z+(math.random(50)-math.random(50))
  local tile = ground.Map:GetTileAtPoint(x,0, z)
  if tile ~= GROUND.IMPASSABLE and tile ~= GROUND.INVALID then
  local militia = SpawnPrefab("ruins_bat")
  militia.Transform:SetPosition(x,0,z)
  militia.AnimState:SetBank("wilson")
  local buildnames = {"wilson","wendy","wes","wickerbottom","willow","wolfgang","wx78"}
  local buildname = buildnames[math.random(#buildnames)]
  militia.AnimState:SetBuild(buildname)
  militia.AnimState:OverrideSymbol("swap_hat", "hat_walrus", "swap_hat")
  militia.AnimState:OverrideSymbol("swap_body", "armor_wood", "swap_body")
  militia.AnimState:OverrideSymbol("swap_object", "swap_spear", "swap_spear")
  militia.AnimState:Show("HAT")
  militia.AnimState:Show("HAT_HAIR")
  militia.AnimState:Hide("HAIR_NOHAT")
  militia.AnimState:Hide("HAIR")
  militia.AnimState:Hide("ARM_normal")
  militia.AnimState:Show("ARM_carry")
  militia.AnimState:PlayAnimation("idle")
  militia.Transform:SetFourFaced()
  local shadow = militia.entity:AddDynamicShadow()
  shadow:SetSize( 1.3, .6 )
  MakeCharacterPhysics(militia, 75, .5)
  local minimap = militia.entity:AddMiniMapEntity()
  minimap:SetIcon( "statue_small.png" )
  militia:AddTag("militia")
  militia:AddComponent("locomotor")
  ponents.locomotor.walkspeed = 5
  ponents.locomotor.runspeed = 10
  militia:SetStateGraph("SGshadowwaxwell")
  local brain = require "brains/frogbrain"
  militia:SetBrain(brain)
  militia:RemoveTag("sharp")
  militia:RemoveComponent("weapon")
  militia:RemoveComponent("finiteuses")
  militia:RemoveComponent("inventoryitem")
  militia:RemoveComponent("equippable")
  militia:RemoveComponent("deployable")
  militia:AddComponent("follower")
  militia:AddComponent("knownlocations")
  militia:AddComponent("health")
  ponents.health:SetMaxHealth(1200)
  ponents.health.nofadeout = true
  militia:AddComponent("combat")
  bat:SetDefaultDamage(20)
  bat:SetAttackPeriod(1)
  bat.hiteffectsymbol = "torso"
  bat:SetRange(2, 3)
  bat:SetRetargetFunction(2, function(militia)
  if ponents.health:IsDead() then
  return FindEntity(militia, 25, function(guy)
  ponents.health and ponents.health:IsDead() then
  bat.target == GetPlayer() or GetPlayer().bat.target == guy or guy:HasTag("monster")
  bat:SetKeepTargetFunction(function(militia, target) return target and target:IsValid() end )
  militia:ListenForEvent("attacked", function(militia, data)
  bat:SetTarget(data.attacker)
  ponents.inspectable.getstatus = function(militia)
  if not militia:HasTag("letsgo") then
  local brain = require "brains/abigailbrain"
  militia:SetBrain(brain)
  militia:RestartBrain()
  ponents.follower:SetLeader(GetPlayer())
  militia:AddTag("letsgo")
  local brain = require "brains/frogbrain"
  militia:SetBrain(brain)
  militia:RestartBrain()
  ponents.follower:SetLeader(nil)
  militia:RemoveTag("letsgo")
  militia:ListenForEvent( "nighttime", function() militia:Remove() end , GetWorld())
  end , GetWorld())
  local function OnDeploy (inst, pt)
  if GetPlayer().components.inventory:Has("goldnugget", 1000) then
  GetPlayer().components.inventory:ConsumeByName("goldnugget", 1000)
  createguru(inst)
  inst:Remove()
  inst:AddComponent("deployable")
  ponents.deployable.ondeploy = OnDeploy
  local function onsave(inst, data)
  if inst:HasTag("guru") then
  data.guru = true
  if inst:HasTag("militia") then
  data.militia = true
  if inst:HasTag("letsgo") then
  data.letsgo = true
  local function onload(inst, data)
  if data and data.guru then
  createguru(inst)
  inst:Remove()
  if data and data.militia then
  inst.AnimState:SetBank("wilson")
  local buildnames = {"wilson","wendy","wes","wickerbottom","willow","wolfgang","wx78"}
  local buildname = buildnames[math.random(#buildnames)]
  inst.AnimState:SetBuild(buildname)
  inst.AnimState:OverrideSymbol("swap_hat", "hat_walrus", "swap_hat")
  inst.AnimState:OverrideSymbol("swap_body", "armor_wood", "swap_body")
  inst.AnimState:OverrideSymbol("swap_object", "swap_spear", "swap_spear")
  inst.AnimState:Show("HAT")
  inst.AnimState:Show("HAT_HAIR")
  inst.AnimState:Hide("HAIR_NOHAT")
  inst.AnimState:Hide("HAIR")
  inst.AnimState:Hide("ARM_normal")
  inst.AnimState:Show("ARM_carry")
  inst.AnimState:PlayAnimation("idle")
  inst.Transform:SetFourFaced()
  local shadow = inst.entity:AddDynamicShadow()
  shadow:SetSize( 1.3, .6 )
  MakeCharacterPhysics(inst, 75, .5)
  local minimap = inst.entity:AddMiniMapEntity()
  minimap:SetIcon( "statue_small.png" )
  inst:AddTag("militia")
  inst:AddComponent("locomotor")
  ponents.locomotor.walkspeed = 5
  ponents.locomotor.runspeed = 10
  inst:SetStateGraph("SGshadowwaxwell")
  local brain = require "brains/frogbrain"
  inst:SetBrain(brain)
  inst:RemoveTag("sharp")
  inst:RemoveComponent("weapon")
  inst:RemoveComponent("finiteuses")
  inst:RemoveComponent("inventoryitem")
  inst:RemoveComponent("equippable")
  inst:RemoveComponent("deployable")
  inst:AddComponent("follower")
  inst:AddComponent("knownlocations")
  inst:AddComponent("health")
  ponents.health:SetMaxHealth(1200)
  ponents.health.nofadeout = true
  inst:AddComponent("combat")
  bat:SetDefaultDamage(20)
  bat:SetAttackPeriod(1)
  bat.hiteffectsymbol = "torso"
  bat:SetRange(2, 3)
  bat:SetRetargetFunction(2, function(inst)
  if ponents.health:IsDead() then
  return FindEntity(inst, 25, function(guy)
  ponents.health and ponents.health:IsDead() then
  bat.target == GetPlayer() or GetPlayer().bat.target == guy or guy:HasTag("monster")
  bat:SetKeepTargetFunction(function(inst, target) return target and target:IsValid() end )
  inst:ListenForEvent("attacked", function(inst, data)
  bat:SetTarget(data.attacker)
  ponents.inspectable.getstatus = function(inst)
  if not inst:HasTag("letsgo") then
  local brain = require "brains/abigailbrain"
  inst:SetBrain(brain)
  inst:RestartBrain()
  ponents.follower:SetLeader(GetPlayer())
  inst:AddTag("letsgo")
  local brain = require "brains/frogbrain"
  inst:SetBrain(brain)
  inst:RestartBrain()
  ponents.follower:SetLeader(nil)
  inst:RemoveTag("letsgo")
  inst:ListenForEvent( "nighttime", function() inst:Remove() end , GetWorld())
  if data and data.letsgo then
  local brain = require "brains/abigailbrain"
  inst:SetBrain(brain)
  inst:RestartBrain()
  ponents.follower:SetLeader(GetPlayer())
  inst:AddTag("letsgo")
  inst.OnSave = onsave
  inst.OnLoad = onload
  即可在身上有1000个黄金时,用远古短棒种国王雕像(你自己的形象),宣誓你在这块大陆上的主权,将消费1000个黄金,身上黄金数不足时,不会种出雕像。当雕像发光时,代表当地的税收已经上缴(每日一次),用鼠标左键点雕像,可收到税款。每天白天,雕像周围会有警察巡逻,黑夜将离去,他们会攻击任何来犯的敌人。鼠标左键点警察(不要拿武器,以免误伤),可让他跟随你(黑夜离去),再次点击可解除跟随。在大陆各地树起国王雕像,建立你的王国,统治整块大陆吧。可通过小地图查看你的势力范围,国王雕像在小地图上显示为方尖碑图标,警察显示为天使雕像图标。不想要国王雕像时,用锤子砸掉即可。远古短棒在远古选项(画着远古祭坛)下,用3个活木头、4个铥矿石、4个噩梦燃料制造,制造时须靠近远古祭坛
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第251页:我的王国
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游戏制作:Klei Entertainment
游戏发行:Klei Entertainment
游戏平台:PC/PS4/PS Vita
上市时间:
游戏特色:
--游民指数
《饥荒》的开发商Klei工作室在12月6日举行的PSX 2015发布会上宣布旗下的付费多人游戏扩展包《饥荒多人版》正式登陆PS4平台,并放出了一款新预告
《饥荒》巨人版将于本月8月26日登陆Xbox One,而在其即将上架Xbox One游戏商店之前,官方发布了一个新的预告宣传视频以示庆祝。
Klei Entertainment宣布其生存游戏《饥荒》将迎来一个新的单人游戏扩展DLC“海难(Shipwrecked)”。
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