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WIN10关于高清音频管理器的问题,求解答 刚刚买的心电脑 自带WIN10系统 发现没有高清音频管理器 驱动显示已经是最新版本了 驱动精灵也试过 有大佬知道怎么解决吗
我就想知道这个是不是120HZ 我在更改屏幕刷新率的时候 我就想知道这个是不是120HZ 我在更改屏幕刷新率的时候只有60和40两个选项
日常BUG 顺带问一句 那个狙能够打胸口一枪带走
各位大佬 哪个狙可以在不爆头的情况下一枪带走? 就我这狙伤 各位大佬 哪个狙可以在不爆头的情况下一枪带走? 就我这狙伤害都100了一枪打胸口还有两格血表示很难受
各位大佬 怎么重置游客账号 上线5000被我败家败完了才发 各位大佬 怎么重置游客账号 上线5000被我败家败完了才发现啥都没干
各位大佬 那个鸡儿全息瞄准怎么才能获取 看M4的准镜里面有 各位大佬 那个鸡儿全息瞄准怎么才能获取 看M4的准镜里面有个全息瞄准 但是升级奖励里面也没有啊
求救,捡到一只小奶猫 屁屁好像有点问题。 晚上出去逛街回来路上,旁边花坛跑出一只小家伙一直跟着我走边走边叫。觉得有缘就领回家了,家里有一只一岁半的大猫 两只猫开始是隔离的 后来发现小猫身上跳蚤超级多 就洗了个澡 洗澡的时候看到猫屁屁有点外翻 而且从回来开始就有点拉肚子 但是能吃能喝能吵能闹 想问问各位 拉肚子有事吗 还有屁屁有点外翻怎么处理 需要去医院吗
就想问问吧里有没有老哥卖绑制毛的啊 价位怎么样 打算买点毛自己绑,13871559398手机V.X同号 太高端的毛还是算了玩不起
各路大佬 推荐一款入门级的飞蝇杆吧!!! 各路大佬 推荐一款入门级的飞蝇杆吧!!!
作为一个武汉地区的钓鱼人 只能在吧里看你们的渔获过瘾 特么明知道没地方可以玩飞蝇钓 还非要买一堆东西 也不知道为什么
请教一下各位大佬,马刺三UL红色版和黑色版区别在哪里?对比奇兵的UL哪一款好用 主要是抛投 手感其次 配纺车
有没有大佬知道江夏可以夜钓的点啊 或者一起约也可以啊 有没有大佬知道江夏可以夜钓的点啊 或者一起约也可以啊
求教 干玉米怎么快速泡软 自己泡两三天都还是硬的 求教 干玉米怎么快速泡软 自己泡两三天都还是硬的
新人报道 有几个问题想请教大佬 新人报道 有几个问题想请教大佬
竞技场抓牌 求教。 圣骑士 第一抓
再战汤逊湖 忘带拉丝粉 有没有老哥在汤逊湖的 或者来一起的啊 帮我带点拉丝粉啊
部落战 吊大的来支支招
一人独钓一湖水 好吧我承认 没来看情况怎么样就直接来了 位置好的水草太多台钓下不去
DIY 一个复合亮片 有没有老哥来鉴定一下 求老哥说说优缺点 哪里可以改进的
有没有老哥帮我看看这地方有鱼吗
新手求教 对象鱼是翘嘴 冬季标点应该选择桥墩附近 还是深水区或者光照好的地方
新手明天出发 台钓路亚一起玩
各位老哥 最佳钓点在哪
有没有大佬用过蓝旗鱼绿蜻蛉这个杆子啊 怎么用啊 如题
求大佬推荐个泳姿骚一点的假饵 目标鱼主要是翘嘴
汤逊湖附近有路友吗 新人求带啊 不知道汤逊湖有没有的玩没去玩过
各位老哥。 帮我看看这地方有的路吗 地图上看到的
萌新求推荐 萌新喜欢玩路亚了 但是纠结不知道该买什么轮子和杆子 求推荐 求耐草 性价比高的 主要在水库和大湖里玩 翘嘴和黑鱼比较多
求一个武器mod 武器mod就行 饥荒正版的 不要太复杂 简单的武器就行
新人求助啊 技术还不到几家啊 求各路大佬给个武器mod自己改着玩玩 越简单的武器越好 自行改造 谢谢各路大佬
猫粮求推荐。 价位在20-30每斤
求推荐一款猫粮。价位在20-30每斤
求指点 这一小段是什么意思 if food and food.components.edible and food.prefab == "yohime_yuetao" then inst.components.health:DoDelta(10 *(1-TUNING.HEALTH_ABSORPTION)) inst.components.hunger:DoDelta(45 *(1-TUNING.HUNGER_ABSORPTION)) inst.components.sanity:DoDelta(20 *(1-TUNING.SANITY_ABSORPTION)) end if food and food.components.edible and food.prefab == "yohime_yuetao_juicy" then inst.components.health:DoDelta(12 *(1-TUNING.HEALTH_ABSORPTION)) inst.components.hunger:DoDelta(48 *(1-TUNING.HUNGER_ABSORPTION)) inst.components.sanity:DoDelta(22 *(1-TUNING.SANITY_ABSORPTION)) end if food and food.components.edible and food.prefab == "yohime_yuexianjiu" then inst.components.health:DoDelta(30 *(1-TUNING.HEALTH_ABSORPTION)) inst.components.hunger:DoDelta(50 *(1-TUNING.HUNGER_ABSORPTION)) inst.components.sanity:DoDelta(40 *(1-TUNING.SANITY_ABSORPTION))
新人求教 有大神能帮我批注一下代码的意思嘛??? 跪求 local MakePlayerCharacter = require "prefabs/player_common" local assets = { Asset( "ANIM", "anim/player_basic.zip" ), Asset( "ANIM", "anim/player_idles_shiver.zip" ), Asset( "ANIM", "anim/player_actions.zip" ), Asset( "ANIM", "anim/player_actions_axe.zip" ), Asset( "ANIM", "anim/player_actions_pickaxe.zip" ), Asset( "ANIM", "anim/player_actions_shovel.zip" ), Asset( "ANIM", "anim/player_actions_blowdart.zip" ), Asset( "ANIM", "anim/player_actions_eat.zip" ), Asset( "ANIM", "anim/player_actions_item.zip" ), Asset( "ANIM", "anim/player_actions_uniqueitem.zip" ), Asset( "ANIM", "anim/player_actions_bugnet.zip" ), Asset( "ANIM", "anim/player_actions_fishing.zip" ), Asset( "ANIM", "anim/player_actions_boomerang.zip" ), Asset( "ANIM", "anim/player_bush_hat.zip" ), Asset( "ANIM", "anim/player_attacks.zip" ), Asset( "ANIM", "anim/player_idles.zip" ), Asset( "ANIM", "anim/player_rebirth.zip" ), Asset( "ANIM", "anim/player_jump.zip" ), Asset( "ANIM", "anim/player_amulet_resurrect.zip" ), Asset( "ANIM", "anim/player_teleport.zip" ), Asset( "ANIM", "anim/wilson_fx.zip" ), Asset( "ANIM", "anim/player_one_man_band.zip" ), Asset( "ANIM", "anim/shadow_hands.zip" ), Asset( "SOUND", "sound/sfx.fsb" ), Asset( "SOUND", "sound/wilson.fsb" ), Asset( "ANIM", "anim/beard.zip" ), Asset( "ANIM", "anim/yohime.zip" ), Asset( "ANIM", "anim/ghost_yohime_build.zip" ), Asset( "ATLAS", "images/yohimetab.xml" ), Asset( "ATLAS", "images/yohimetab2.xml" ), Asset( "ATLAS", "images/x.xml" ), Asset( "ATLAS", "images/c.xml" ), } local prefabs = {}-- Custom starting items local start_inv = { "yohime_sword", "yohime_amulet","yohime_yuetao","moonrocknugget","moonrocknugget", }local MONSTERVISION_COLOURCUBES = { day = "images/colour_cubes/beaver_vision_cc.tex", dusk = "images/colour_cubes/beaver_vision_cc.tex", night = "images/colour_cubes/beaver_vision_cc.tex", full_moon = "images/colour_cubes/beaver_vision_cc.tex", }-- When the character is revived from human local function onbecamehuman(inst) -- Set speed when loading or reviving from ghost (optional) inst.components.locomotor.walkspeed = 4 inst.components.locomotor.runspeed = 6 inst.components.locomotor:SetExternalSpeedMultiplier(inst, "yohime_speed_mod", 1.1) end-- When loading or spawning the character local function onload(inst) inst:ListenForEvent("ms_respawnedfromghost", onbecamehuman) if not inst:HasTag("playerghost") then onbecamehuman(inst) end end--[[ local function NightVision(inst) if not TheWorld.state.isday then inst.components.playervision:ForceNightVision(true) inst.components.playervision:SetCustomCCTable(MONSTERVISION_COLOURCUBES) else inst.components.playervision:ForceNightVision(false) inst.components.playervision:SetCustomCCTable(nil) end end ]]--local function oneat(inst, food) if food and food.components.edible and food.prefab == "yohime_yuetao" then inst.components.health:DoDelta(10 *(1-TUNING.HEALTH_ABSORPTION)) inst.components.hunger:DoDelta(45 *(1-TUNING.HUNGER_ABSORPTION)) inst.components.sanity:DoDelta(20 *(1-TUNING.SANITY_ABSORPTION)) end if food and food.components.edible and food.prefab == "yohime_yuetao_juicy" then inst.components.health:DoDelta(12 *(1-TUNING.HEALTH_ABSORPTION)) inst.components.hunger:DoDelta(48 *(1-TUNING.HUNGER_ABSORPTION)) inst.components.sanity:DoDelta(22 *(1-TUNING.SANITY_ABSORPTION)) end if food and food.components.edible and food.prefab == "yohime_yuexianjiu" then inst.components.health:DoDelta(30 *(1-TUNING.HEALTH_ABSORPTION)) inst.components.hunger:DoDelta(50 *(1-TUNING.HUNGER_ABSORPTION)) inst.components.sanity:DoDelta(40 *(1-TUNING.SANITY_ABSORPTION)) end end-- This initializes for both the server and client. Tags can be added here. local common_postinit = function(inst) -- Minimap icon inst.MiniMapEntity:SetIcon( "yohime.tex" ) inst:AddTag("yohimebuilder") --取消夜视 --local light = inst.entity:AddLight() --inst.Light:Enable(true) --inst.Light:SetRadius(10) --inst.Light:SetFalloff(.5) --inst.Light:SetIntensity(0.9) --inst.Light:SetColour(245/85,85/85,245/85) --inst:AddTag("nightvision") --inst:WatchWorldState("startnight", NightVision) --inst:WatchWorldState("startday", NightVision) --为啥取消了技能? inst:AddTag("yohime_skiller") ----便于移植的技能 inst:AddComponent("zg_keyhandler_yohime") --inst.components.zg_keyhandler_yohime:AddActionListener("yohime", KEY_Z, "z_skill") inst.components.zg_keyhandler_yohime:AddActionListener("yohime", KEY_X, "x_skill") inst.components.zg_keyhandler_yohime:AddActionListener("yohime", KEY_C, "c_skill") --inst.components.zg_keyhandler_yohime:AddActionListener("yohime", KEY_V, "v_skill") inst:AddComponent("timer") inst:ListenForEvent("timerdone", function(inst, data) --技能冷却好时 if data.name == "z_skill" then inst.z_skill = true elseif data.name == "x_skill" then inst.x_skill = true elseif data.name == "c_skill" then inst.c_skill = true end end) --inst.z_skill_cd = 30 inst.x_skill_cd = 6 inst.c_skill_cd = 2 --if not (inst.z_skill or inst.components.timer:TimerExists("z_skill")) then --inst.components.timer:StartTimer("z_skill", inst.z_skill_cd) --end if not (inst.x_skill or inst.components.timer:TimerExists("x_skill")) then inst.components.timer:StartTimer("x_skill", inst.x_skill_cd) end if not (inst.c_skill or inst.components.timer:TimerExists("c_skill")) then inst.components.timer:StartTimer("c_skill", inst.c_skill_cd) end--]] --inst.z_skill = true --inst.x_skill = true --inst.c_skill = true end-- This initializes for the server only. Components are added here. local master_postinit = function(inst) -- choose which sounds this character will play inst.soundsname = "willow" -- Uncomment if "wathgrithr"(Wigfrid) or "webber" voice is used --inst.talker_path_override = "dontstarve_DLC001/characters/" -- Stats inst.components.health:SetMaxHealth(TUNING.HEALTH) inst.components.hunger:SetMax(TUNING.HUNGER) inst.components.sanity:SetMax(TUNING.SANITY) -- Damage multiplier (optional) inst.components.combat.damagemultiplier = 1 inst.components.sanity.dapperness = 10/60 inst.components.sanity.neg_aura_mult = 0 -- Hunger rate (optional) inst.components.hunger.hungerrate = 1 * TUNING.WILSON_HUNGER_RATE local old_getattacked = inst.components.combat.GetAttacked function inst.components.combat:GetAttacked(attacker, damage, weapon, stimuli) if inst.yohimie_reflect then if attacker and attacker.components.combat then if attacker.components.combat.Zg_GetAttacked then attacker.components.combat:Zg_GetAttacked(inst, damage) else attacker.components.combat:GetAttacked(inst, damage) end end --local amulet = inst.components.inventory:GetEquippedItem(EQUIPSLOTS.NECK or EQUIPSLOTS.BODY) --if amulet and amulet.prefab == "yohime_amulet" then -- amulet.components.finiteuses:Use(1) --end --damage = 0 end return old_getattacked(self, attacker, damage, weapon, stimuli) end inst:AddComponent("eater") inst.components.eater.healthabsorption = TUNING.HEALTH_ABSORPTION inst.components.eater.hungerabsorption = TUNING.HUNGER_ABSORPTION inst.components.eater.sanityabsorption = TUNING.SANITY_ABSORPTION inst.components.eater:SetOnEatFn(oneat) inst:AddComponent("groundpounder") inst.components.groundpounder.numRings = 2 inst.components.groundpounder.burner = false inst.components.groundpounder.groundpoundfx = "firesplash_fx" inst.components.groundpounder.groundpounddamagemult = 1 inst.components.groundpounder.groundpoundringfx = "firering_fx" inst.components.groundpounder.destroyer = false inst.components.groundpounder.destructionRings = 2 function inst.components.groundpounder:DestroyPoints(points, breakobjects, dodamage) local getEnts = breakobjects or dodamage local map = TheWorld.Map for k, v in pairs(points) do if getEnts then local ents = TheSim:FindEntities(v.x, v.y, v.z, 3, nil, self.noTags) if #ents > 0 then if breakobjects then for i, v2 in ipairs(ents) do if v2 ~= self.inst and v2:IsValid() then -- Don't net any insects when we do work if self.destroyer and v2.components.workable ~= nil and v2.components.workable:CanBeWorked() and v2.components.workable.action ~= ACTIONS.NET then v2.components.workable:Destroy(self.inst) end if v2:IsValid() and --might've changed after work? not v2:IsInLimbo() and --might've changed after work? self.burner and v2.components.fueled == nil and v2.components.burnable ~= nil and not v2.components.burnable:IsBurning() and not v2:HasTag("burnt") then v2.components.burnable:Ignite() end end end end if dodamage then for i, v2 in ipairs(ents) do if v2 ~= self.inst and v2:IsValid() and v2.components.health ~= nil and not v2.components.health:IsDead() and self.inst.components.combat:CanTarget(v2) and not (v2.components.follower and v2.components.follower.leader == inst ) and (TheNet:GetPVPEnabled() or not v2:HasTag("player")) and not v2:HasTag("wall") then --self.inst.components.combat:DoAttack(v2, nil, nil, nil, self.groundpounddamagemult) if v2.sg and v2.sg.sg and v2.sg.sg.states and v2.sg.sg.states["hit"] then v2.sg:GoToState("hit") end v2.components.health:DoFireDamage(10, nil, true) -- if v2.components.burnable then if v2.xiana_task == nil then v2.components.burnable:SpawnFX() v2.xiana_task = v2:DoPeriodicTask(1, function() v2.components.health:DoFireDamage(TUNING.SWORD_UPDATE * 2, nil, true) end) v2:DoTaskInTime(3, function() if v2.xiana_task ~= nil then v2.xiana_task:Cancel() v2.xiana_task = nil v2.components.burnable:KillFX() end end) end end if v2.components.combat then if v2.components.combat.Zg_GetAttacked then v2.components.combat:Zg_GetAttacked(inst, 30) else v2.components.combat:GetAttacked(inst, 30) end end end end end end end if map:IsPassableAtPoint(v:Get()) then SpawnPrefab(self.groundpoundfx).Transform:SetPosition(v.x, 0, v.z) end end end inst:ListenForEvent("attacked", function(inst, data) --if inst.yohime_reflect == true then local attacker = data.attacker local damage = data.damage or 0 if attacker then local dist = inst:GetPosition():Dist( attacker:GetPosition() ) if dist > 6 then if attacker.components.combat then attacker.components.combat:GetAttacked(inst, damage) end end end --end end) inst.zgsabber_fn = function(inst, data) local proj = data and data.proj if proj and proj.components.projectile then local amulet = inst.components.inventory:GetEquippedItem(EQUIPSLOTS.NECK or EQUIPSLOTS.BODY) if amulet and amulet.prefab == "yohime_amulet" then amulet.components.finiteuses:Use(1) --damage = 0 ----不再跟踪 proj.components.projectile.homing = false proj.components.projectile.hitdist = (proj.components.projectile.hitdist or 0) / 3 local direction = ( (proj.components.projectile.dest) or Vector3(0,0,0) - proj:GetPosition() ):GetNormalized() local angle = math.acos( direction:Dot(Vector3(1, 0, 0)) ) / DEGREES ----弹道偏离 if math.random() < .5 then proj.Transform:SetRotation( angle + math.random() * 180 ) else proj.Transform:SetRotation( angle - math.random() * 180 ) end ----弹道减慢 if proj.Physics then proj.Physics:SetMotorVelOverride(1,0,0) end ----不再具有目标 if proj.components.projectile.target then proj.components.projectile.target = nil end ----如果不是武器类型则加个定时器 if not proj.components.weapon then proj:DoTaskInTime(3, proj.Remove) end end --self.inst:FacePoint(dest) end end --inst.components.locomotor:SetExternalSpeedMultiplier(inst, "zgsabber_speed_mod", 1.25) inst:ListenForEvent("hostileprojectile_for_jws", inst.zgsabber_fn) inst.components.health.absorb = 0 inst.components.health.fire_damage_scale = 1 inst.components.temperature.mintemp = -10 inst.components.temperature.maxtemp = 80 inst.components.freezable.resistance = 180 --回血 inst:DoPeriodicTask(6, function() if not inst.components.health:IsDead() and not inst:HasTag("playerghost") then inst.components.health:DoDelta(TUNING.REGENE, true) --if inst.Light then --inst.Light:Enable(true) --inst.Light:SetRadius(10) --inst.Light:SetFalloff(.5) --inst.Light:SetIntensity(0.9) --inst.Light:SetColour(245/85,85/85,245/85) --end end end) inst:ListenForEvent("attacked", function(inst, data) local attacker = data.attacker if attacker then --点燃攻击者 local v = attacker if v.components.health and not v.components.health:IsDead() and v.components.burnable then if v.xiana_task == nil then v.components.burnable:SpawnFX() v.xiana_task = v:DoPeriodicTask(1, function() v.components.health:DoDelta( -3 * v.components.health.fire_damage_scale * TUNING.SWORD_SKILL ) end) local function cancel(v) if v.xiana_task ~= nil then v.xiana_task:Cancel() v.xiana_task = nil v.components.burnable:KillFX() end end v:DoTaskInTime(2, function() cancel(v) end) v:ListenForEvent("death", function(inst, data) cancel(v) end) end end end end) local function updatedamage(inst, phase) if phase == "day" then inst.components.combat.damagemultiplier = 1 elseif phase == "night" then if TheWorld.state.isfullmoon == true then inst.components.combat.damagemultiplier = 1.5 else inst.components.combat.damagemultiplier = 1.2 end elseif phase == "dusk" then inst.components.combat.damagemultiplier = 1 end end inst:WatchWorldState("phase", updatedamage) updatedamage(inst, TheWorld.state.phase) inst.OnLoad = onload inst.OnNewSpawn = onload endreturn MakePlayerCharacter("yohime", prefabs, assets, common_postinit, master_postinit, start_inv)
新人报道! 各位大佬好 新人报道 对制作mod完完全全的萌新 自己小研究了一波 完全不懂 有没有大佬愿意带徒弟的吖。 求师傅啊
『16-10-22』【废人伸手】求联机版可以重生换人物的mod
新人求助 地图跑成这样没找到猪王没找到枫树林
暗影精灵二 为毛右键单击任意一个文件就会一直转圈 一直转圈 过十几秒就未响应 然后就自己关了 win10系统 求大神解惑
暗影精灵二 求大神看看哪些零件是渣 rt
新人求指导 华硕飞行堡垒FX plus 和飞行堡垒Pro 哪个性价比高 http://tieba.baidu.com/mo/q/checkurl?url=http%3A%2F%2Fitem.jd.com%2F1712225484.html&urlrefer=2d1742565bed1214ae62e5c025038bfa这是FX的 http://tieba.baidu.com/mo/q/checkurl?url=http%3A%2F%2Fitem.jd.com%2F2537829.html&urlrefer=52571248d165925cdc8df1cd74dcfbc9这个Pro 主玩使命召唤10还有剑灵 哪个比较好 两款的优缺点 或者有更好的推荐 价格在5500左右
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