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亮个相吧,小宝贝!给大家来个扫炒作。翘鼻蛇法杖无限使用!!! 翘鼻蛇法杖无限使用方法如下: 翘鼻蛇法杖代码: bone_staff 【WeGame】为例: 先在游戏安装盘找到打开 【WeGameApps】 (不会的,可以在【WeGame】的【饥荒:单机版】右键【目录】) 打开 【rail_apps】 打开 【饥荒:单机版(2000013)】 打开 【data】 打开 【DLC0003】 点击【搜索】如图:搜索: staff.lua右键以【笔记本】打开 (首次打开会有提示) 首次打开【.lua】后缀名文件的文件提示如图: (因为我已经打开过了,所以显示会不一样。) 如图找到【其他程序】点击后面朝下的小三角图标【2】 选择【记事本】 【始终使用选择的程序打开这种文件(A)】(这一项随意)打开之后如图:点击【编辑】或者键盘【CTRL+F】快速搜索 找到【查找】先在【查找内容(N)】输入: local function bone 点击【查找下一个(F)】查找结果图:再次【查找内容(N)】输入: inst.components.perishable:StartPerishing() 点击【查找下一个(F)】点击【取消】将 inst.components.perishable:StopPerishing() 改 inst.components.perishable:StopPerishing() 点击键盘【CTRL+S】保存快捷键 或者直接点击【X】提示点击:【保存(S)】最后提示:游戏每次更新之后也许会失效,或者是认为游戏修复之后也会失效,需要再次修改。
分享一些简单的MOD 保温石无耐久 打开 data\scripts 搜索 heatrock.lua 记事本打开 右键,点A,全选,粘贴一下内容,这样可以不用因开太多MOD而卡 local assets = { Asset("ANIM", "anim/heat_rock.zip"), } local function OnSave(inst, data) data.reachedHighTemp = inst.reachedHighTemp end local function OnLoad(inst, data) if data then inst.reachedHighTemp = data.reachedHighTemp end end local function OnRemove(inst) inst._light:Remove() end -- These represent the boundaries between the ranges (relative to ambient, so ambient is always "0") local relative_temperature_thresholds = { -30, -10, 10, 30 } local function GetRangeForTemperature(temp, ambient) local range = 1 for i,v in ipairs(relative_temperature_thresholds) do if temp > ambient + v then range = range + 1 end end return range end -- Heatrock emits constant temperatures depending on the temperature range it's in local emitted_temperatures = { -10, 10, 25, 40, 60 } local function HeatFn(inst, observer) local range = GetRangeForTemperature(inst.components.temperature:GetCurrent(), TheWorld.state.temperature) if range <= 2 then inst.components.heater:SetThermics(false, true) elseif range >= 4 then inst.components.heater:SetThermics(true, false) else inst.components.heater:SetThermics(false, false) end return emitted_temperatures[range] end local function GetStatus(inst) if inst.currentTempRange == 1 then return "FROZEN" elseif inst.currentTempRange == 2 then return "COLD" elseif inst.currentTempRange == 4 then return "WARM" elseif inst.currentTempRange == 5 then return "HOT" end end local function UpdateImages(inst, range) inst.currentTempRange = range inst.AnimState:PlayAnimation(tostring(range), true) inst.components.inventoryitem:ChangeImageName("heat_rock"..tostring(range)) if range == 5 then inst.AnimState:SetBloomEffectHandle("shaders/anim.ksh") inst._light.Light:Enable(true) else inst.AnimState:ClearBloomEffectHandle() inst._light.Light:Enable(false) end end local function AdjustLighting(inst, range) if range == 5 then local relativetemp = inst.components.temperature:GetCurrent() - TheWorld.state.temperature local baseline = relativetemp - relative_temperature_thresholds[4] local brightline = relative_temperature_thresholds[4] + 20 inst._light.Light:SetIntensity( math.clamp(0.5 * baseline/brightline, 0, 0.5 ) ) else inst._light.Light:SetIntensity(0) end end local function TemperatureChange(inst, data) local range = GetRangeForTemperature(inst.components.temperature:GetCurrent(), TheWorld.state.temperature) AdjustLighting(inst, range) if range ~= inst.currentTempRange then UpdateImages(inst, range) if range == 5 or range == 1 then inst.reachedHighTemp = true end if range == 3 and inst.reachedHighTemp then --local percent = inst.components.fueled:GetPercent() --percent = percent - 1 / TUNING.HEATROCK_NUMUSES inst.reachedHighTemp = false --inst.components.fueled:SetPercent(percent) end end end local function OnOwnerChange(inst) local newowners = {} local owner = inst while owner.components.inventoryitem ~= nil do newowners[owner] = true if inst._owners[owner] then inst._owners[owner] = nil else inst:ListenForEvent("onputininventory", inst._onownerchange, owner) inst:ListenForEvent("ondropped", inst._onownerchange, owner) end local nextowner = owner.components.inventoryitem.owner if nextowner == nil then break end owner = nextowner end inst._light.entity:SetParent(owner.entity) for k, v in pairs(inst._owners) do if k:IsValid() then inst:RemoveEventCallback("onputininventory", inst._onownerchange, k) inst:RemoveEventCallback("ondropped", inst._onownerchange, k) end end inst._owners = newowners end local function fn() local inst = CreateEntity() inst.entity:AddTransform() inst.entity:AddAnimState() inst.entity:AddSoundEmitter() inst.entity:AddNetwork() MakeInventoryPhysics(inst) inst.AnimState:SetBank("heat_rock") inst.AnimState:SetBuild("heat_rock") inst:AddTag("heatrock") inst:AddTag("icebox_valid") inst:AddTag("bait") inst:AddTag("molebait") --HASHEATER (from heater component) added to pristine state for optimization inst:AddTag("HASHEATER") inst.entity:SetPristine() if not TheWorld.ismastersim then return inst end inst:AddComponent("inspectable") inst.components.inspectable.getstatus = GetStatus inst:AddComponent("inventoryitem") inst:AddComponent("temperature") inst.components.temperature.current = TheWorld.state.temperature inst.components.temperature.inherentinsulation = TUNING.INSULATION_MED inst.components.temperature.inherentsummerinsulation = TUNING.INSULATION_MED inst.components.temperature:IgnoreTags("heatrock") inst:AddComponent("heater") inst.components.heater.heatfn = HeatFn inst.components.heater.carriedheatfn = HeatFn inst.components.heater.carriedheatmultiplier = TUNING.HEAT_ROCK_CARRIED_BONUS_HEAT_FACTOR inst.components.heater:SetThermics(false, false) --inst:AddComponent("fueled") --inst.components.fueled.fueltype = FUELTYPE.USAGE --inst.components.fueled:InitializeFuelLevel(100) --inst.components.fueled:SetDepletedFn(inst.Remove) inst:ListenForEvent("temperaturedelta", TemperatureChange) inst.currentTempRange = 0 --Create light inst._light = SpawnPrefab("heatrocklight") inst._owners = {} inst._onownerchange = function() OnOwnerChange(inst) end -- UpdateImages(inst, 1) OnOwnerChange(inst) MakeHauntableLaunchAndSmash(inst) inst.OnSave = OnSave inst.OnLoad = OnLoad inst.OnRemoveEntity = OnRemove return inst end local function lightfn() local inst = CreateEntity() inst.entity:AddTransform() inst.entity:AddLight() inst.entity:AddNetwork() inst:AddTag("FX") inst.Light:SetRadius(.6) inst.Light:SetFalloff(1) inst.Light:SetIntensity(.5) inst.Light:SetColour(235 / 255, 165 / 255, 12 / 255) inst.Light:Enable(false) inst.entity:SetPristine() if not TheWorld.ismastersim then return inst end inst.persists = false return inst end return Prefab("common/inventory/heatrock", fn, assets), Prefab("common/inventory/heatrocklight", lightfn)
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