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饥荒手机版状态显示修改_手机版mod移植

饥荒手机版状态显示修改_手机版mod移植

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状态显示mod对于饥荒玩家是个极其便利的模组,今天小编跟大家分享下手机版饥荒移植状态显示mod的教程,希望能对玩家们有所帮助。

首先玩家要在手机里安装mt管理器2.0,百度搜索下就有,然后使用mt管理器按照下面教程操作:

一.mt管理器打开储存盘/android/obb/com.kleientertainment.doNotStarvePocket/main.19.com.kleientertainment.doNotStarvePocket.obb文件,打开方式选zip查看

打开scripts/widgets/badge.lua用XML编辑

1.找到self:SetScale(1,1,1)

替换为self:SetScale(0.9,0.9,0.9)

嫌大可以全改0.8或者更小

2.找到

local usedLanguage = TheSim:GetUsedLanguage()

if usedLanguage == "korean" or usedLanguage == "simplified_chinese" or usedLanguage == "traditional_chinese" or usedLanguage == "japanese" then

self.num = self:AddChild(Text(NUMBERFONT, 33))

else

self.num = self:AddChild(Text(BODYTEXTFONT, 33))

end

self.num:SetHAlign(ANCHOR_MIDDLE)

self.num:SetPosition(5, 0, 0)

self.num:Hide()

替换为

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()

以上两步是修改字体大小,可改可不改,也可以根据自己的喜好调整。

3.找到

function Badge:OnGainFocus()

Badge._base.OnGainFocus(self)

self.num:Show()

end

function Badge:OnLoseFocus()

Badge._base.OnLoseFocus(self)

self.num:Hide()

end

替换为

–function Badge:OnGainFocus()

— Badge._base.OnGainFocus(self)

— self.num:Show()

–end

–function Badge:OnLoseFocus()

— Badge._base.OnLoseFocus(self)

— self.num:Hide()

–end

或直接删除

4.最后的return Badge

替换为

function Badge:SetTemperature(val)

self.num:SetString("温度:"..tostring(math.ceil(val/2)))

end

function Badge:SetNaughty(val, max)

self.num:SetString(tostring(val).."/"..tostring(max))

end

return Badge

退出保存,更新选是。

二.打开DLC0001/scripts/components/kramped.lua

1.文首插入

local naughtyness = 0

local limit = 0

改完记得换行

2.找到

self.actions = 0

self.threshold = nil

替换为

self.actions = 0

self.threshold = 30

naughtyness = self.actions –mod

limit = self.threshold –mod

有些语录后面的–mod代表数显mod加入的内容,方便你们学习跟修改

3.找到

function Kramped:OnLoad(data)

self.actions = data.actions or self.actions

self.threshold = data.threshold or self.threshold

end

替换为

function Kramped:OnLoad(data)

self.actions = data.actions or self.actions

self.threshold = data.threshold or self.threshold

naughtyness = self.actions –mod

limit = self.threshold –mod

end

4.找到

function Kramped:OnUpdate(dt)

if self.actions > 0 then

self.timetodecay = self.timetodecay – dt

if self.timetodecay < 0 then

self.timetodecay = TUNING.KRAMPUS_NAUGHTINESS_DECAY_PERIOD

self.actions = self.actions – 1

end

end

end

替换为

function Kramped:OnUpdate(dt)

if self.actions > 0 then

self.timetodecay = self.timetodecay – dt

if self.timetodecay < 0 then

self.timetodecay = TUNING.KRAMPUS_NAUGHTINESS_DECAY_PERIOD

self.actions = self.actions – 1

naughtyness = self.actions –mod

self:DoDelta() –mod

end

end

end

5.找到

function Kramped:OnNaughtyAction(how_naughty)

if TUNING.KRAMPUS_INCREASE_RAMP < 1 or TUNING.KRAMPUS_THRESHOLD_VARIANCE < 1 then return end

if self.threshold == 30 then

self.threshold = TUNING.KRAMPUS_THRESHOLD + math.random(TUNING.KRAMPUS_THRESHOLD_VARIANCE)

end

self.actions = self.actions + (how_naughty or 1)

self.timetodecay = TUNING.KRAMPUS_NAUGHTINESS_DECAY_PERIOD

if self.actions >= self.threshold and self.threshold > 0 then

local day = GetClock().numcycles

local num_krampii = 1

self.threshold = TUNING.KRAMPUS_THRESHOLD + math.random(TUNING.KRAMPUS_THRESHOLD_VARIANCE)

self.actions = 0

if day > TUNING.KRAMPUS_INCREASE_LVL1 then

num_krampii = num_krampii + math.random(TUNING.KRAMPUS_INCREASE_RAMP)

elseif day > TUNING.KRAMPUS_INCREASE_LVL2 then

num_krampii = num_krampii + 1 + math.random(TUNING.KRAMPUS_INCREASE_RAMP)

end

for k = 1, num_krampii do

self:MakeAKrampus()

end

else

self.inst:DoTaskInTime(1 + math.random()*2, function()

local snd = CreateEntity()

snd.entity:AddTransform()

snd.entity:AddSoundEmitter()

snd.persists = false

local theta = math.random() * 2 * PI

local radius = 15

local 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.actions

if left < 5 then

snd.SoundEmitter:PlaySound("dontstarve/creatures/krampus/beenbad_lvl3")

elseif left < 15 then

snd.SoundEmitter:PlaySound("dontstarve/creatures/krampus/beenbad_lvl2")

elseif left < 20 then

snd.SoundEmitter:PlaySound("dontstarve/creatures/krampus/beenbad_lvl1")

end

snd:Remove()

end)

end

end

替换为

function Kramped:OnNaughtyAction(how_naughty)

if TUNING.KRAMPUS_INCREASE_RAMP < 1 or TUNING.KRAMPUS_THRESHOLD_VARIANCE < 1 then return end

if self.threshold == 30 then

self.threshold = TUNING.KRAMPUS_THRESHOLD + math.random(TUNING.KRAMPUS_THRESHOLD_VARIANCE)

end

self.actions = self.actions + (how_naughty or 1)

self.timetodecay = TUNING.KRAMPUS_NAUGHTINESS_DECAY_PERIOD

naughtyness = self.actions –mod

if self.actions >= self.threshold and self.threshold > 0 then

local day = GetClock().numcycles

local num_krampii = 1

self.threshold = TUNING.KRAMPUS_THRESHOLD + math.random(TUNING.KRAMPUS_THRESHOLD_VARIANCE)

self.actions = 0

limit = self.threshold –mod

naughtyness = self.actions –mod

if day > TUNING.KRAMPUS_INCREASE_LVL1 then

num_krampii = num_krampii + math.random(TUNING.KRAMPUS_INCREASE_RAMP)

elseif day > TUNING.KRAMPUS_INCREASE_LVL2 then

num_krampii = num_krampii + 1 + math.random(TUNING.KRAMPUS_INCREASE_RAMP)

end

for k = 1, num_krampii do

self:MakeAKrampus()

end

else

self.inst:DoTaskInTime(1 + math.random()*2, function()

local snd = CreateEntity()

snd.entity:AddTransform()

snd.entity:AddSoundEmitter()

snd.persists = false

local theta = math.random() * 2 * PI

local radius = 15

local 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.actions

if left < 5 then

snd.SoundEmitter:PlaySound("dontstarve/creatures/krampus/beenbad_lvl3")

elseif left < 15 then

snd.SoundEmitter:PlaySound("dontstarve/creatures/krampus/beenbad_lvl2")

elseif left < 20 then

snd.SoundEmitter:PlaySound("dontstarve/creatures/krampus/beenbad_lvl1")

end

snd:Remove()

end)

end

self:DoDelta() –mod

end

6.文尾return Kramped前一行

插入

function Kramped:GetNaughtyness()

return naughtyness

end

function Kramped:GetLimit()

return limit

end

function Kramped:DoDelta()

self.inst:PushEvent("naughtydelta")

end

退出保存更新选是.

三.打开DLC0001/scripts/widgets/statusdisplays.lua

1.找到local MoistureMeter = require "widgets/moisturemeter"

后面插入一行

local Badge = require "widgets/badge"

local kramped = require "components/kramped"

local 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.找到self.heart:SetPercent(self.owner.components.health:GetPercent(), self.owner.components.health.maxhealth, self.owner.components.health:GetPenaltyPercent())

后面插入一行

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.找到

if GetWorld() and GetWorld():IsCave() then

self.brain:SetPosition(30, -0,0)

self.stomach:SetPosition(-110, -0,0)

self.heart:SetPosition(-40, -0,0)

self.moisturemeter:SetPosition(30, -70,0)

end

替换为

if GetWorld() and GetWorld():IsCave() then

self.brain:SetPosition(30, -40,0)

self.stomach:SetPosition(-110, -40,0)

self.heart:SetPosition(-40, -70,0)

self.moisturemeter:SetPosition(-40, 0,0)

end

这里是修改进入洞穴后几个槽的位置,同样是可改可不改,而且我改的也不好,位置有点不对,建议自己调整

4.找到

self.inst:ListenForEvent("sanitydelta", function(inst, data) self:SanityDelta(data) end, self.owner)

后面插入一行

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)

退出保存更新,进入游戏数据显示即修改完成。

ps:修改还是有风险的,如何不成功有可能损坏数据包,当进入游戏后,系统会提示玩家在重新下载数据包,所以在试之前建议先备份下数据包。

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