饥荒物品制备和提供方法【yaboApp】

本文摘要:饥荒数据库为您获取饥荒物品代码、物品属性讲解、物品的制备和提供方法,慢来一起理解下吧!页面查阅>:饥荒数据库 状态表明mod对于饥荒玩家是个极为便捷的模组,今天小编成跟大家共享下手机版饥荒重制状态表明mod的教程,期望能对玩家们有所协助。

饥荒物品

饥荒数据库为您获取饥荒物品代码、物品属性讲解、物品的制备和提供方法,慢来一起理解下吧!页面查阅>:饥荒数据库 状态表明mod对于饥荒玩家是个极为便捷的模组,今天小编成跟大家共享下手机版饥荒重制状态表明mod的教程,期望能对玩家们有所协助。首先玩家要在手机里加装mt管理器2.0,百度搜寻下就有,然后用于mt管理器按照下面教程操作者:一.mt管理器关上储存盘/android/obb/com.kleientertainment.doNotStarvePocket/main.19.com.kleientertainment.doNotStarvePocket.obb文件,打开方式中选zip查阅关上scripts/widgets/badge.lua用XML编辑1.寻找self:SetScale(1,1,1)更换为self:SetScale(0.9,0.9,0.9)斥大可以仅有改为0.8或者更加小2.寻找local usedLanguage = TheSim:GetUsedLanguage()if usedLanguage == korean or usedLanguage == simplified_chinese or usedLanguage == traditional_chinese or usedLanguage == japanese thenself.num = self:AddChild(Text(NUMBERFONT, 33))elseself.num = self:AddChild(Text(BODYTEXTFONT, 33))endself.num:SetHAlign(ANCHOR_MIDDLE)self.num:SetPosition(5, 0, 0)self.num:Hide()更换为self.num = self:AddChild(Text(BODYTEXTFONT, 28))self.num:SetHAlign(ANCHOR_MIDDLE)self.num:SetScale(1,.8,1)self.num:SetPosition(0, -40.5, 0)self.num:Show()以上两步是改动字体大小,可改可不改为,也可以根据自己的爱好调整。3.寻找function Badge:OnGainFocus()Badge._base.OnGainFocus(self)self.num:Show()endfunction Badge:OnLoseFocus()Badge._base.OnLoseFocus(self)self.num:Hide()end更换为–function Badge:OnGainFocus()– Badge._base.OnGainFocus(self)– self.num:Show()–end–function Badge:OnLoseFocus()– Badge._base.OnLoseFocus(self)– self.num:Hide()–end或必要移除4.最后的return Badge更换为function Badge:SetTemperature(val)self.num:SetString(温度:..tostring(math.ceil(val/2)))endfunction Badge:SetNaughty(val, max)self.num:SetString(tostring(val)../..tostring(max))endreturn Badge解散留存,改版中选是。

属性

二.关上DLC0001/scripts/components/kramped.lua1.文首放入local naughtyness = 0local limit = 0改完忘记空格2.寻找self.actions = 0self.threshold = nil更换为self.actions = 0self.threshold = 30naughtyness = self.actions –modlimit = self.threshold –mod有些语录后面的–mod代表数显mod重新加入的内容,便利你们自学跟改动3.寻找function Kramped:OnLoad(data)self.actions = data.actions or self.actionsself.threshold = data.threshold or self.thresholdend更换为function Kramped:OnLoad(data)self.actions = data.actions or self.actionsself.threshold = data.threshold or self.thresholdnaughtyness = self.actions –modlimit = self.threshold –modend4.寻找function Kramped:OnUpdate(dt)if self.actions 0 thenself.timetodecay = self.timetodecay – dtif self.timetodecay 0 thenself.timetodecay = TUNING.KRAMPUS_NAUGHTINESS_DECAY_PERIODself.actions = self.actions – 1endendend更换为function Kramped:OnUpdate(dt)if self.actions 0 thenself.timetodecay = self.timetodecay – dtif self.timetodecay 0 thenself.timetodecay = TUNING.KRAMPUS_NAUGHTINESS_DECAY_PERIODself.actions = self.actions – 1naughtyness = self.actions –modself:DoDelta() –modendendend5.寻找function Kramped:OnNaughtyAction(how_naughty)if TUNING.KRAMPUS_INCREASE_RAMP 1 or TUNING.KRAMPUS_THRESHOLD_VARIANCE 1 then return endif self.threshold == 30 thenself.threshold = TUNING.KRAMPUS_THRESHOLD + math.random(TUNING.KRAMPUS_THRESHOLD_VARIANCE)endself.actions = self.actions + (how_naughty or 1)self.timetodecay = TUNING.KRAMPUS_NAUGHTINESS_DECAY_PERIODif self.actions = self.threshold and self.threshold 0 thenlocal day = GetClock().numcycleslocal num_krampii = 1self.threshold = TUNING.KRAMPUS_THRESHOLD + math.random(TUNING.KRAMPUS_THRESHOLD_VARIANCE)self.actions = 0if day TUNING.KRAMPUS_INCREASE_LVL1 thennum_krampii = num_krampii + math.random(TUNING.KRAMPUS_INCREASE_RAMP)elseif day TUNING.KRAMPUS_INCREASE_LVL2 thennum_krampii = num_krampii + 1 + math.random(TUNING.KRAMPUS_INCREASE_RAMP)endfor k = 1, num_krampii doself:MakeAKrampus()endelseself.inst:DoTaskInTime(1 + math.random()*2, function()local snd = CreateEntity()snd.entity:AddTransform()snd.entity:AddSoundEmitter()snd.persists = falselocal theta = math.random() * 2 * PIlocal radius = 15local offset = Vector3(self.inst.Transform:GetWorldPosition()) + Vector3(radius * math.cos( theta ), 0, -radius * math.sin( theta ))snd.Transform:SetPosition(offset.x,offset.y,offset.z)local left = self.threshold – self.actionsif left 5 thensnd.SoundEmitter:PlaySound(dontstarve/creatures/krampus/beenbad_lvl3)elseif left 15 thensnd.SoundEmitter:PlaySound(dontstarve/creatures/krampus/beenbad_lvl2)elseif left 20 thensnd.SoundEmitter:PlaySound(dontstarve/creatures/krampus/beenbad_lvl1)endsnd:Remove()end)endend更换为function Kramped:OnNaughtyAction(how_naughty)if TUNING.KRAMPUS_INCREASE_RAMP 1 or TUNING.KRAMPUS_THRESHOLD_VARIANCE 1 then return endif self.threshold == 30 thenself.threshold = TUNING.KRAMPUS_THRESHOLD + math.random(TUNING.KRAMPUS_THRESHOLD_VARIANCE)endself.actions = self.actions + (how_naughty or 1)self.timetodecay = TUNING.KRAMPUS_NAUGHTINESS_DECAY_PERIODnaughtyness = self.actions –modif self.actions = self.threshold and self.threshold 0 thenlocal day = GetClock().numcycleslocal num_krampii = 1self.threshold = TUNING.KRAMPUS_THRESHOLD + math.random(TUNING.KRAMPUS_THRESHOLD_VARIANCE)self.actions = 0limit = self.threshold –modnaughtyness = self.actions –modif day TUNING.KRAMPUS_INCREASE_LVL1 thennum_krampii = num_krampii + math.random(TUNING.KRAMPUS_INCREASE_RAMP)elseif day TUNING.KRAMPUS_INCREASE_LVL2 thennum_krampii = num_krampii + 1 + math.random(TUNING.KRAMPUS_INCREASE_RAMP)endfor k = 1, num_krampii doself:MakeAKrampus()endelseself.inst:DoTaskInTime(1 + math.random()*2, function()local snd = CreateEntity()snd.entity:AddTransform()snd.entity:AddSoundEmitter()snd.persists = falselocal theta = math.random() * 2 * PIlocal radius = 15local offset = Vector3(self.inst.Transform:GetWorldPosition()) + Vector3(radius * math.cos( theta ), 0, -radius * math.sin( theta ))snd.Transform:SetPosition(offset.x,offset.y,offset.z)local left = self.threshold – self.actionsif left 5 thensnd.SoundEmitter:PlaySound(dontstarve/creatures/krampus/beenbad_lvl3)elseif left 15 thensnd.SoundEmitter:PlaySound(dontstarve/creatures/krampus/beenbad_lvl2)elseif left 20 thensnd.SoundEmitter:PlaySound(dontstarve/creatures/krampus/beenbad_lvl1)endsnd:Remove()end)endself:DoDelta() –modend6.文尾return Kramped前一行放入function Kramped:GetNaughtyness()return naughtynessendfunction Kramped:GetLimit()return limitendfunction Kramped:DoDelta( )self.inst:PushEvent(naughtydelta)end解散留存改版中选是.三.关上DLC0001/scripts/widgets/statusdisplays.lua1.寻找local MoistureMeter = require widgets/moisturemeter后面放入一行local Badge = require widgets/badgelocal kramped = require components/krampedlocal NaughtyBadge = Class(Badge, function(self, owner)Badge._ctor(self, naughty, owner)end)local TemperatureBadge = Class(Badge, function(self, owner)Badge._ctor(self, temperature, owner)end)2.寻找self.heart:SetPercent(self.owner.components.health:GetPercent(), self.owner.components.health.maxhealth, self.owner.components.health:GetPenaltyPercent())后面放入一行self.naughty = self:AddChild(NaughtyBadge(owner))self.naughty:SetPosition(-110,15,0)self.naughty:SetNaughty(self.owner.components.kramped:GetNaughtyness(), self.owner.components.kramped:GetLimit())self.temperature = self:AddChild(TemperatureBadge(owner))self.temperature:SetPosition(30,15,0)self.temperature:SetTemperature(self.owner.components.temperature:GetCurrent())3.寻找if GetWorld() and GetWorld():IsCave() thenself.brain:SetPosition(30, -0,0)self.stomach:SetPosition(-110, -0,0)self.heart:SetPosition(-40, -0,0)self.moisturemeter:SetPosition(30, -70,0)end更换为if GetWorld() and GetWorld():IsCave() thenself.brain:SetPosition(30, -40,0)self.stomach:SetPosition(-110, -40,0)self.heart:SetPosition(-40, -70,0)self.moisturemeter:SetPosition(-40, 0,0)end这里是改动转入洞穴后几个槽的方位,某种程度是可改为可不改为,而且我改为的也很差,方位有点不对,建议自己调整4.寻找self.inst:ListenForEvent(sanitydelta, function(inst, data) self:SanityDelta(data) end, self.owner)后面放入一行self.inst:ListenForEvent(temperaturedelta, function(inst, data) self.temperature:SetTemperature(self.owner.components.temperature:GetCurrent()) end, self.owner)self.inst:ListenForEvent(naughtydelta, function(inst) self.naughty:SetNaughty(self.owner.components.kramped.GetNaughtyness(), self.owner.components.kramped.GetLimit()) end, self.owner)解散留存改版,转入游戏数据表明即改动已完成。ps:改动还是有风险的,如何不顺利有可能损毁数据包,当转入游戏后,系统不会提醒玩家在新的iTunes数据包,所以在试之前建议再行备份下数据包。

为您

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