饥荒海盗帽怎么做红胡子海盗是什么mod

饥荒红胡子海盗是什么mod_百度知道
饥荒红胡子海盗是什么mod
我有更好的答案
网上把文件下好解压放到饥荒的mods文件夹中,然后进入游戏打开mod(已好的mod它会自动读取的)。所有网上下的mod,点击启用,然后再进入游戏角色选择就会出现的,都可以用这种方法使用,不过有一些mod过期就不能用了。
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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
第213页:红胡子强盗团
二一三.红胡子强盗团(强盗团通过冒险之门入侵,烧杀抢掠,打死强盗可得黄金、武器)
  1.用记事本打开游戏目录\data\DLC0001\scripts\prefabs\forest.lua文件,在"puppet_wes",的下一行插入"puppet_woodie",
  2.用记事本打开游戏目录\data\scripts\prefabs\adventure_portal.lua文件,在inst:AddComponent("inspectable")的下一行插入以下内容:
  local function createbandit(inst)
  for k = 1,math.random(20,35) do
  local pt = inst:GetPosition()
  local bandit = SpawnPrefab("beardhair")
  bandit.Transform:SetPosition(pt.x+(math.random(50)-math.random(50)), 0, pt.z+(math.random(50)-math.random(50)))
  bandit.AnimState:SetBank("wilson")
  bandit.AnimState:SetBuild("woodie")
  bandit.AnimState:OverrideSymbol("swap_hat", "hat_feather", "swap_hat")
  bandit.AnimState:OverrideSymbol("swap_body", "armor_slurper", "swap_body")
  bandit.AnimState:Show("HAT")
  bandit.AnimState:Show("HAT_HAIR")
  bandit.AnimState:Hide("HAIR_NOHAT")
  bandit.AnimState:Hide("HAIR")
  bandit.AnimState:Hide("ARM_carry")
  bandit.AnimState:Show("ARM_normal")
  bandit.AnimState:PlayAnimation("idle")
  local sound = bandit.entity:AddSoundEmitter()
  local shadow = bandit.entity:AddDynamicShadow()
  shadow:SetSize( 1.3, .6 )
  bandit.Transform:SetFourFaced()
  local brain = require "brains/frogbrain"
  bandit:SetBrain(brain)
  bandit:AddComponent("locomotor")
  bandit.components.locomotor.walkspeed = 5
  bandit.components.locomotor.runspeed = 10
  bandit:SetStateGraph("SGshadowwaxwell")
  MakeCharacterPhysics(bandit, 75, .5)
  bandit:RemoveComponent("inventoryitem")
  bandit:RemoveComponent("stackable")
  bandit:RemoveComponent("fuel")
  bandit:RemoveComponent("burnable")
  bandit:RemoveComponent("propagator")
  bandit:AddComponent("inventory")
  bandit:AddComponent("thief")
  bandit:AddComponent("knownlocations")
  bandit:AddComponent("health")
  bandit.components.health:SetMaxHealth(1500)
  bandit:ListenForEvent("death", function()
  local pt1 = bandit:GetPosition()
  for k = 1,math.random(15,25) do
  local gold = SpawnPrefab("goldnugget")
  gold.Transform:SetPosition(pt1.x+(math.random(3)-math.random(3)), 0, pt1.z+(math.random(3)-math.random(3)))
  if math.random() & 0.1 then
  local weapons = {"goldenaxe","spear","tentaclespike","batbat","ruins_bat"}
  local weapon = weapons[math.random(#weapons)]
  SpawnPrefab(weapon).Transform:SetPosition(pt1.x, 0, pt1.z)
  bandit:AddComponent("combat")
  bandit.components.combat:SetDefaultDamage(20)
  bandit.components.combat:SetAttackPeriod(1)
  bandit.components.combat:SetRetargetFunction(2, function(bandit)
  if not bandit.components.health:IsDead() then
  return FindEntity(bandit, 20, function(guy)
  return bandit.components.combat:CanTarget(guy) and not guy:HasTag("bandits")
  bandit.components.combat.onhitotherfn = function(bandit, other, damage) bandit.components.thief:StealItem(other) end
  bandit:ListenForEvent("attacked", function(bandit, data)
  bandit.components.combat:SetTarget(data.attacker)
  bandit.components.combat:ShareTarget(data.attacker, 30, function(dude) return dude:HasTag("bandits") and not dude.components.health:IsDead() end, 5)
  bandit.Physics:SetCollisionCallback(function(bandit, other)
  if other and other.components.workable and other.components.workable.workleft & 0 then
  other.components.workable:Destroy(bandit)
  bandit:DoPeriodicTask(1, function(bandit)
  local pos = Vector3(bandit.Transform:GetWorldPosition())
  local ents = TheSim:FindEntities(pos.x,pos.y,pos.z, 3)
  for k,v in pairs(ents) do
  if v.components.pickable and v.components.pickable:CanBePicked() then
  v.components.pickable:Pick(bandit)
  if v.components.crop then
  v.components.crop:Harvest(bandit)
  local minimap = bandit.entity:AddMiniMapEntity()
  minimap:SetIcon( "lucy_axe.png" )
  bandit:AddTag("monster")
  bandit:AddTag("bandits")
  local function delbandit(inst)
  local range = 3000
  local pos = Vector3(inst.Transform:GetWorldPosition())
  local ents = TheSim:FindEntities(pos.x,pos.y,pos.z, range)
  for k,v in pairs(ents) do
  if v:HasTag("bandits") then
  v:Remove()
  inst:ListenForEvent( "daytime", function() createbandit(inst) end , GetWorld())
  inst:ListenForEvent( "nighttime", function() delbandit(inst) end , GetWorld())
  3.用记事本打开游戏目录\data\scripts\prefabs\beardhair.lua文件,在Asset("ANIM", "anim/beardhair.zip"),的下一行插入以下内容:
  Asset("ANIM", "anim/woodie.zip"),
  Asset("SOUND", "sound/woodie.fsb"),
  4.在inst:AddComponent("inspectable")的下一行插入以下内容:
  local names = {"swap_goldenaxe","swap_spear","swap_spike","swap_batbat","swap_ruins_bat"}
  local weapon = names[math.random(#names)]
  local items = { SWORD = weapon }
  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 onsave(inst, data)
  if inst:HasTag("bandits") then
  data.bandits = true
  local function onload(inst, data)
  if data and data.bandits then
  inst.AnimState:SetBank("wilson")
  inst.AnimState:SetBuild("woodie")
  inst.AnimState:OverrideSymbol("swap_hat", "hat_feather", "swap_hat")
  inst.AnimState:OverrideSymbol("swap_body", "armor_slurper", "swap_body")
  inst.AnimState:Show("HAT")
  inst.AnimState:Show("HAT_HAIR")
  inst.AnimState:Hide("HAIR_NOHAT")
  inst.AnimState:Hide("HAIR")
  inst.AnimState:Hide("ARM_carry")
  inst.AnimState:Show("ARM_normal")
  inst.AnimState:PlayAnimation("idle")
  local sound = inst.entity:AddSoundEmitter()
  local shadow = inst.entity:AddDynamicShadow()
  shadow:SetSize( 1.3, .6 )
  inst.Transform:SetFourFaced()
  local brain = require "brains/frogbrain"
  inst:SetBrain(brain)
  inst:AddComponent("locomotor")
  inst.components.locomotor.walkspeed = 5
  inst.components.locomotor.runspeed = 10
  inst:SetStateGraph("SGshadowwaxwell")
  MakeCharacterPhysics(inst, 75, .5)
  inst:RemoveComponent("inventoryitem")
  inst:RemoveComponent("stackable")
  inst:RemoveComponent("fuel")
  inst:RemoveComponent("burnable")
  inst:RemoveComponent("propagator")
  inst:AddComponent("inventory")
  inst:AddComponent("thief")
  inst:AddComponent("knownlocations")
  inst:AddComponent("health")
  inst.components.health:SetMaxHealth(1500)
  inst:ListenForEvent("death", function()
  local pt1 = inst:GetPosition()
  for k = 1,math.random(15,25) do
  local gold = SpawnPrefab("goldnugget")
  gold.Transform:SetPosition(pt1.x+(math.random(3)-math.random(3)), 0, pt1.z+(math.random(3)-math.random(3)))
  if math.random() & 0.1 then
  local weapons = {"goldenaxe","spear","tentaclespike","batbat","ruins_bat"}
  local weapon = weapons[math.random(#weapons)]
  SpawnPrefab(weapon).Transform:SetPosition(pt1.x, 0, pt1.z)
  inst:AddComponent("combat")
  inst.components.combat:SetDefaultDamage(20)
  inst.components.combat:SetAttackPeriod(1)
  inst.components.combat:SetRetargetFunction(2, function(inst)
  if not inst.components.health:IsDead() then
  return FindEntity(inst, 20, function(guy)
  return inst.components.combat:CanTarget(guy) and not guy:HasTag("bandits")
  inst.components.combat.onhitotherfn = function(inst, other, damage) inst.components.thief:StealItem(other) end
  inst:ListenForEvent("attacked", function(inst, data)
  inst.components.combat:SetTarget(data.attacker)
  inst.components.combat:ShareTarget(data.attacker, 30, function(dude) return dude:HasTag("bandits") and not dude.components.health:IsDead() end, 5)
  inst.Physics:SetCollisionCallback(function(inst, other)
  if other and other.components.workable and other.components.workable.workleft & 0 then
  other.components.workable:Destroy(inst)
  inst:DoPeriodicTask(1, function(inst)
  local pos = Vector3(inst.Transform:GetWorldPosition())
  local ents = TheSim:FindEntities(pos.x,pos.y,pos.z, 3)
  for k,v in pairs(ents) do
  if v.components.pickable and v.components.pickable:CanBePicked() then
  v.components.pickable:Pick(inst)
  if v.components.crop then
  v.components.crop:Harvest(inst)
  local minimap = inst.entity:AddMiniMapEntity()
  minimap:SetIcon( "lucy_axe.png" )
  inst:AddTag("monster")
  inst:AddTag("bandits")
  inst.OnSave = onsave
  inst.OnLoad = onload
  即可有红胡子强盗通过冒险之门入侵你的大陆(修改后第2天早晨出现),他们将盘踞在冒险之门附近,毁坏森林、拆毁建筑、抢掠农作物,所到之处没有活口。通过小地图可查询强盗所在位置,显示为红斧子图标。与强盗交战时,他们会抢掠你身上的物品,并且附近的强盗将一起来围攻你,蛮干无异于送死,争取各个击破吧。从此在冒险之门周围,白天和傍晚都是危险的,只有漆黑的夜里,才是你可以喘息之际。打死强盗可获得战利品(不菲的黄金和他们抢来的赃物),还有一定概率掉落武器。如果同时修改了“雇佣兵工厂”,你的铁甲战团终于有了用武之地。同胞们,饥荒世界正遭遇重大危机,亿万苍生期盼着你,起兵去攻打强盗吧,这是旷日持久的反抗,也是正义而光荣的战争,用你的每一滴鲜血去证明,新一代的救世主,从此诞生了
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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:
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游民星空联运游戏游戏饥荒,为什么我最多才解锁到砍柴的红胡子就不会加经验了_百度知道
游戏饥荒,为什么我最多才解锁到砍柴的红胡子就不会加经验了
我有更好的答案
因为剩下的都要特定要求才能解锁
采纳率:66%
来自团队:
小丑、老麦是要冒险解锁的,女武神要活96天解锁,蜘蛛人是生存时找到韦伯的头骨找个坟埋了解锁
可能是你活的天数太少了 还不够解锁的条件吧
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红胡子的相关知识
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我们会通过消息、邮箱等方式尽快将举报结果通知您。如何通过修改程序在饥荒中增加原素?我在网上找到一个叫红胡子海盗军的。可我不会改。_百度知道
如何通过修改程序在饥荒中增加原素?我在网上找到一个叫红胡子海盗军的。可我不会改。
我有更好的答案
在网上把文件下好解压放到饥荒的mods文件夹中,然后进入游戏打开mod(已下载好的mod它会自动读取的),点击启用,然后再进入游戏角色选择就会出现的。所有网上下的mod,都可以用这种方法使用,不过有一些mod过期就不能用了。望采纳,谢谢啦
采纳率:54%
来自团队:
为您推荐:
其他类似问题
红胡子的相关知识
换一换
回答问题,赢新手礼包
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违法有害信息,请在下方选择后提交
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我们会通过消息、邮箱等方式尽快将举报结果通知您。

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