易宁饥荒修改代码

news/2025/3/15 13:43:31/

饥荒游戏实用修改技巧适用于巨人的统治DLC游戏100795版,去掉修改路径中的DLC0001\可用于非DLC版,由于现在的饥荒海难包还未正式推出,所以小凡将DLC0001当做DLC0002修改测试后,十足的尿性,所以小伙伴们赶紧来尝试看看吧。
索引:

一.全人物解锁
二.提高主角血量10倍
三.主角自动回血
四.增加食物及料理补血量10倍
五.菩萨低眉(主角受怪物攻击毫发无伤,怪物反暴毙)
六.复活石无限使用(主角永生)
七.主角自动补脑(妈妈再也不用担心我的学习)
八.主角不会饿
九.延缓冻、饿死亡时间
十.主角不怕火、无惧黑暗
十一.提高主角攻击力
十二.主角可渡海(没有什么可以阻挡,你对自由的向往)
十三.主角跑得更快
十四.背猪皮包、穿大理石盔甲行走速度不减慢
十五.提高拿手杖行走速度
十六.解锁全科技(全人物不用机器就可造全部物品)
十七.快速制造物品
十八.地图全开(游戏中按Ctrl+1)
十九.加大单格堆叠数量
二十.增加主角物品条的格子
二十一.双层主角物品条(60格)
二十二.同时携带多个背包(背包可库存)
二十三.背包格子增大至39格
二十四.制造坎普斯背包

二十五.伍迪砍树不会变海狸
二十六.伍迪吃疯肉立即变海狸且随身物品不掉落
二十七.图书管理员不再失眠(老太太可以睡帐篷)
二十八.麦斯威尔用魔法书召唤分身不减脑上限
二十九.瓦丝格雷斯可以吃蔬菜
三十.韦伯不被当成怪物

三十一.全部物品无限使用(工具、武器、盔甲、魔杖、护身符、衣服、帽子、照明物品等全部无限使用)
三十二.修改装备使用次数及时间
三十三.武器伤害值加大
三十四.盔甲在就不掉血(盔甲100%吸收伤害值)
三十五.提高盔甲耐久力
三十六.盔甲永固(永远100%)

三十七.一次采集五个
三十八.快速采集草、树枝、浆果
三十九.远程采集和拾起物品
四十.收割者(吹排箫一次采集周边所有植物)
四十一.用普通种子种胡萝卜且一次采10个(胡萝卜田)
四十二.用便便种曼德拉草
四十三.一斧砍倒一棵树、一镐开掉一块石
四十四.砍树多掉3倍木头
四十五.砍树无树桩
四十六.树桩继续长成树
四十七.采矿时50%概率挖出宝石和铥矿石
四十八.采矿时多掉黄金
四十九.无限开石头(石头不消失)

五十.挖草一次得10个长草簇
五十一.种草不用施肥
五十二.挖果树丛一次得10个果树丛根
五十三.种果树丛不用施肥
五十四.摘浆果不出现火鸡
五十五.摘仙人掌不扎手
五十六.挖树苗一次得10个树苗根
五十七.用芦苇种植芦苇(芦苇可移植)
五十八.挖尖刺灌木一次得10个尖刺灌木根
五十九.栽种尖刺灌木产黄油(植物黄油)
六十.花瓣种花(花可移植)
六十一.用树枝种香蕉树
六十二.用蘑菇种蘑菇(蘑菇可移植)
六十三.用苔藓种苔藓(苔藓可移植)
六十四.用荧光果种三朵洞穴花
六十五.铲掉洞穴花得荧光果
六十六.缩短草、树杈、尖刺灌木、洞穴花、苔藓、浆果、芦苇长出时间
六十七.冬天草、树杈、蘑菇、香蕉树、苔藓、浆果、芦苇也生长
六十八.生命号角(吹牛角让农田和植物迅速长出)

六十九.农田收获更多产品
七十.农作物1秒长出来
七十一.冬天农作物也生长
七十二.农田不用施肥

七十三.煮一锅收多个料理
七十四.缩短煮料理时间
七十五.冰箱容量增加3倍(27格)
七十六.冰箱永久保鲜
七十七.背包可冷藏食品
七十八.晾肉无需等待(将肉放在晾肉架上即干)
七十九.晾肉架一次收多块干肉
八十.木箱容量增加9倍(81格)
八十一.蜻蜓箱子容量增加9倍(108格)
八十二.精炼选项里的物品一次造10个

八十三.喂鸟蔬菜多掉种子
八十四.冬天野外的鸟也掉种子
八十五.种子腐烂变慢
八十六.收获蜂箱不被蛰
八十七.蜂箱容量增加10倍(最多可采60个蜂蜜)
八十八.蜂箱快速产蜂蜜
八十九.萤火虫不怕人(人靠近不会灭、白天也可看见)
九十.空手抓蜜蜂、杀人蜂、蝴蝶、萤火虫(用橙色护身符可以快速吸取)
九十一.快速找到牛(牛在地图上显示)
九十二.牛产便便速度增加1倍
九十三.喂牛蔬菜无限产黄油
九十四.牛醒着也可剪牛毛
九十五.游牧生涯(带牛毛帽让牛群跟随,牛不集体攻击主角)
九十六.养殖牛(用牛毛种小牛)
九十七.养殖兔子(用兔子种兔子洞、兔子可堆叠)
九十八.养殖火鸡(用鸡蛋种会下蛋且不用圈养的火鸡)
九十九.养殖大象(用兔人尾巴种大象)
一00.养殖高鸟(种高鸟蛋得不攻击、下高鸟蛋的大高鸟)

一0一.下钩就上鱼(无限刷鱼)
一0二.用腐烂食物种普通池塘
一0三.用蛙腿种可钓鳗鱼池塘
一0四.用铲子挖掉池塘
一0五.冬天池塘不上冻
一0六.池塘不生青蛙、蚊子
一0七.青蛙不偷东西
一0八.池塘边长满曼德拉草

一0九.主角可夜视(按键盘H键开关夜视功能)
一一0.火炬不用尽(用到剩0%不消失,可继续用)
一一一.矿工灯无限使用
一一二.提灯改用木头、树杈、牛粪等可燃物作燃料
一一三.提灯可以点50天
一一四.南瓜灯永不坏(无限使用)
一一五.用硝石种麦斯威尔灯(靠近自动点燃、远离自动灭)
一一六.石头营火永不灭
一一七.光明世界(地上、洞穴、远古遗址都永无黑暗)

一一八.机器可携带
一一九.建造机器零距离
一二0.用黄金种远古祭坛(以解锁远古科技)
一二一.增加墙的耐久力
一二二.墙自动回血
一二三.墙壁永固(自己可砸,怪物无法破坏)
一二四.建造农田、蜂箱、晾肉架零距离
一二五.在海上盖建筑
一二六.围海造田(建造岛屿)
一二七.用岩石种海洋(建造护城河)
一二八.地板一次造4个
一二九.增加15种可造地皮(1根草造10块)
一三0.眼睛炮塔建在地上后可搬运
一三一.眼睛炮塔一次造10个(无须犀牛角、巨鹿眼球)
一三二.靠近盆栽可补脑、可采蜂蜜,盆栽会发光

一三三.牙齿陷阱自动重置(1秒自动重置)
一三四.部署牙齿陷阱零距离
一三五.回旋镖自动接住且无限使用
一三六.装备回旋镖召唤猎物(打猎游戏)
一三七.一支吹箭用20次(按百分比使用)
一三八.吹箭无限使用(射中目标后自动回到手中)
一三九.快速找到骨眼(骨眼在地图上显示)
一四0.切斯特(狗箱)跑得快
一四一.切斯特(狗箱)不死
一四二.切斯特(狗箱)容量增加9倍(81格)
一四三.保温石保温时间延长1倍
一四四.建造肉块雕像不罚血(正常要从血的上限减30)
一四五.白天也能睡帐篷,睡帐篷不减饥饿
一四六.睡草席卷可补血
一四七.护身符装备在帽子格(省出身体格穿盔甲或带背包)
一四八.橙色护身符吸取物品加速、范围加大、不吸常用物品
一四九.用紫色魔杖传送不降脑
一五0.在地下也能使用紫色魔杖传送到传送核心
一五一.传送核心自由开关(不消耗紫宝石)
一五二.延长蓝色魔杖冻住敌人时间
一五三.蓝色魔杖升级版(一打冻住一大片)

一五四.全人物可制造打火机(原来只有薇洛专用)
一五五.全人物可制造伍迪的斧子(8下砍倒1棵树,普通斧子15下)
一五六.全人物可制造魔法书
一五七.全民吹气球(气球威力大、不伤主角、不降脑、彩色光、分散怪物注意力)
一五八.全人物可制造瓦丝格雷斯矛、瓦丝格雷斯帽

一五九.瑞士手杖(砍树、凿石、锤墙、挖草、祛暑、取暖、防雨、补脑、瞬移、10倍攻击力、2倍速度、照明)
一六0.神之矛(矛攻击时召唤闪电雷击敌人)
一六一.钓金龟(用鱼竿将敌人变成黄金雕像)
一六二.萌时代(扔蜂蜜将怪物变回童年)
一六三.犬牙手雷(扔犬牙炸倒一大片)
一六四.高爆地雷(指南针放在地上作地雷)
一六五.死神之光(拿提灯时右键点空地,满屏敌人通杀)
一六六.魔之双臂(狼牙棒左键抓来敌人并致死、右键抓地移动主角)
一六七.致命的毒箭(中吹箭的敌人不知不觉流血至死)
一六八.电击枪(用橙色魔杖远程电晕敌人,使其任你宰割)
一六九.速射步枪(黄色魔杖左键点射、右键连射蜂刺子弹)
一七0.反物质制造机(绿魔杖左键点敌人,生成敌人反物质分身自相残杀)
一七一.收妖镜(装备铥矿奖章对敌人按右键,将其收入镜中)
一七二.溜溜球(用陷阱种溜溜球,连续打击多个目标,打完自动回到手中)
一七三.千斤锤(用火腿短棍攻击时,天降巨石将敌人拍扁)
一七四.霸王枪(瓦丝格雷斯矛升级为霸王枪,鼠标左键远距离突刺并撤回,右键挑飞敌人,敌人会喷血)
一七五.霸王斧(用蜻蜓鳞片种霸王斧,攻击敌人时震开并伤害周围敌人,可吸敌人的血)
一七六.霸王盔(用猪皮种霸王盔,吸收99%伤害,挨打时弹开并反伤敌人,可照明、防雨、防冻、防暑、补脑、奔跑加速)
一七七.活捉手杖(装备龙卷风魔杖,鼠标左键点鸟、鼹鼠等小动物,可远程活捉)

一七八.巨人帽(带猪皮帽变巨人,攻击、防御上升,可撞毁建筑、树、石头)
一七九.防弹背包(装备背包吸收99%伤害值)
一八0.芦苇吹出催眠曲(在携带的芦苇上按鼠标右键,可催眠怪物)
一八一.隐身背心(穿小巧背心可隐身)
一八二.泡泡糖(吃黄油吹个保护泡泡)
一八三.迷魂花阵(戴花环周围出现食人花眼睛保护主角)
一八四.家园防御系统(暗夜照明灯自动向靠近的敌人发射炮弹)
一八五.音浪太强(戴兔耳罩周围形成音浪,敌人被弹开)
一八六.智能围墙(按键盘F11键造一圈大理石围墙,点围墙可开门,5秒自动关门,夜晚启动照明)
一八七.高压电避难所(按小键盘加号键筑一圈带高压电的玄武岩墙,按减号键消失)
一八八.口袋蜂箱(用噩梦燃料种口袋蜂箱,放在地上飞出杀人蜂攻击敌人)
一八九.避魔圈(按键盘F9键在地上画避魔圈,任何生物靠近都将被弹开,再按F9键取消)

一九0.近卫军(主角受攻击自动出现机械护卫,不要与“菩萨低眉”一同修改)
一九一.火炬召唤亡灵(阿比盖尔)
一九二.毒龙兵团(装备暗影剑召唤坎普斯士兵)
一九三.我的小伙伴(用火炬召唤其他主角一起工作战斗)
一九四.宠物双子星(用齿轮种宠物狗,用海象牙种宠物海狸)
一九五.口袋猴子(用蜂蜜绷带种猴子,帮你活捉兔子、鸟、鼹鼠等小动物)
一九六.口袋浣熊(用纸种口袋浣熊,捕猎、战斗好帮手,喂鱼变身超级浣熊)
一九七.吸地牛(用大理石种吸地牛,地面物品自动吸入肚中,可开矿、砍树)
一九八.找矿蜗牛(用蜗牛龟盔甲种找矿蜗牛,为你勘探新石矿)
一九九.人工女友(用蜂刺种三个女友之一,可背东西、做饭、换衣帽)
二00.养育孩子(主角逝去则孩子接班,一代一代生存下去)
二0一.私家军(用火药种私家军,可装备盔甲、帽子,需要支付工资)
二0二.天使蝴蝶(用雨衣种天使蝴蝶,为你照亮,电击来犯之敌,可收入物品栏)
二0三.宠物熊(用黄色护身符种宠物熊,是战场好帮手,左键点击可停在原地,喂大肉可补血)
二0四.宠物蜻蜓(用蜻蜓盔甲种宠物蜻蜓,攻击力超强,鼠标右键点击可帮你捡地上的物品)
二0五.统御战狼(按键盘X键召唤战狼,誓死护卫你,给5块疯肉升级为金刚战狼)
二0六.糖豆敢死队(按键盘T键召唤糖豆敢死队,对敌发动自杀式爆炸,鼠标左键点击可退钱)

二0七.斗牛场(用牛角种斗牛场,与公牛搏斗赢奖金,观众会向场内扔额外赏金)
二0八.鱼人入侵(每个傍晚都可能遭到众多鱼人的伏击)
二0九.宝物猎人(地面每天出宝贝,限时寻宝赢奖金)
二一0.无尽的任务(点路牌接任务,讨伐怪物赚赏金)
二一一.无限进化(给远古祭坛500个黄金,升级主角血量、饥饿、脑最大值各100点)
二一二.许愿池(给池塘黄金消顽皮值,天上有机会下黄金雨,接到就是你的)
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)
二一四.饥饿的儿童(不时有孤儿向你乞讨,施舍黄金后离开,否则跟随你直到午夜冻饿而死)
二一五.猪族崛起(大陆上不定期出现猪族部落,他们将与你争夺资源,如何与之相处呢?)
二一六.鬼影重重(夜晚墓地有大量亡魂游荡,购买亡魂之心让主角变身亡魂)
二一七.角斗场(用铥矿石种角斗场,参与生死角斗赚奖金,也可观看比赛)
二一八.潘多拉魔盒(用硬骨头种潘多拉魔盒,每60秒有一批怪物来袭,展开塔防吧)
二一九.铁血蛮族(蛮族霸占虫洞,打死可得肉类、装备,带瓦丝格雷斯帽不被攻击,用大肉收买蛮族做手下)
二二0.象之树(用紫色护身符种象之树,白天周围有巨象群活动,狩猎它们吧)

二二一.变身传奇(主角吃疯肉变身其他主角)
二二二.我是巨鹿(按键盘HOME键主角变身巨鹿,按END键还原)
二二三.我是神龙(按键盘L键主角变身神龙,能吐火,再按L键变回人)
二二四.我是龙卷风(按键盘U键主角变身龙卷风,掠过之处尽毁,敌人靠近会被冻伤,再按U键变回人)
二二五.荒野之狼(吃蜗牛龟粘液变成狼,打败别的狼成为领袖)
二二六.遁形术(按键盘I键主角变身随机小动物,敌人会失去攻击目标,再按I键变回人)

二二七.人工降水(开关雨量计夏天下雨、冬天下雪,可以灭火)
二二八.人工换季(鼠标左键点寒冬温度计切换季节)
二二九.光阴似箭(对指南针按右键跳到下个时段)
二三0.五彩木箱(找东西直接看木箱颜色,木箱可搬动)
二三一.随笔涂鸦(用蓝魔杖为物品涂上色彩)
二三二.移动垃圾桶(狗箱增加删除物品按钮作垃圾桶)
二三三.垃圾洞(用饥饿腰带种垃圾洞,不想要的物品可扔进去销毁,夜晚自燃,白天熄灭)
二三四.生物传送机(探矿杖左键点生物,右键传送到任意地点)
二三五.极速快递(拿着背包对地面点右键,将它传送回家)
二三六.帽子戏法(高礼帽放在地上随机变出几十种宝物)
二三七.节日礼花(点燃荧光果放礼花)
二三八.璀璨流星雨(给远古盔甲10个黄金或荧光果,为你下场流星雨)
二三九.高尔夫球(用蜗牛壳碎片种高尔夫球,锤子作球杆,将球打进兔子洞吧)
二四0.完好如初(红色魔杖可修复物品、回复新鲜度、补充燃料及治愈同伴)
二四一.我的小屋(用巨鹿眼球种小屋,左键点击可睡觉,右键点击打开库房,点按钮可修理装备、恢复食物新鲜、烘干物品)
二四二.自动门(用木盔甲种自动门,进出自动开关)
二四三.新移民(白天石头营火附近出现新移民,自动打怪,可与他们做买卖)
二四四.神奇跳跃(按键盘R键主角可向前跳跃)
二四五.如来神掌(按键盘J键,主角飞起并砸向地面,引发威力巨大的地震)
二四六.警戒模式(按键盘F8键主角自动巡逻并战斗,再按F8键恢复手动控制)
二四七.观赏秃鹫(用蛛丝种笼中的秃鹫,喂腐烂食物产种子,喂肉生高鸟蛋)
二四八.迷你花坛(用燧石种花坛,给种子长出花朵,每晚招来萤火虫)
二四九.橡树盆栽(用化肥种橡树盆栽,每天掉落橡果,靠近可补脑,鼠标左键点击树叶可变色)
二五0.小油灯(用蜘蛛腺体种小油灯,放在地上自动点燃,无限燃烧,可烧炭、烤食物、取暖、照明)
二五一.我的王国(用远古短棒种国王雕像,可获得税收,有警察巡逻并听你调遣)
二五二.鲜果龙树(用蝙蝠棒种龙树,每天掉落水果,可上树)
二五三.小病小灾(主角会感冒、食物中毒,吃曼德拉草可痊愈)
二五四.噩梦草(用鸟粪种噩梦草,可采噩梦燃料,有一定概率出现地下巨人)
二五五.天然温泉(用触手皮种温泉,可恢复生命和脑,可抓鱼)
二五六.小冰山(用铥矿碎片种小冰山,靠近可解暑,无限开采冰和永冻冰,吃了能降温)
二五七.生物克隆机(用夜魔盔甲种克隆机,随身携带,大量克隆各种生物)
二五八.强迫症标尺(按键盘Insert键在地上画坐标,方便建造、种植,再按Insert键消失)
二五九.制冰机(用草伞种制冰机,下雨时自动制冰,可加工成大冰块永久保存,大冰块可砸碎成冰)
二六0.奶报箱(用苔藓种奶报箱,放入黄金,每天清晨送来报纸和5瓶牛奶,读报纸可补脑)
二六一.智能路灯(用蓝色护身符种智能路灯,夜晚自动点亮,白天熄灭,可手动开关、防雷击)

二六二.传送石(右键点装备的保温石,将主角传送到另一块保温石处)
二六三.御风飞翔(装备羽毛飞翔10秒)
二六四.风力滑板车(饥荒世界陆上交通工具)
二六五.动力飞行帽(戴羽毛帽在天空自由飞翔)
二六六.虫洞地铁(虫洞可以搬到任意地点,搭建地铁网络)
二六七.蜘蛛座骑(按键盘PageUP键召唤蜘蛛座骑,按PageDown键取消)
二六八.喷气虫座骑(用夏日背心种喷气虫座骑,左键点虫可骑乘,右键点主角可下来,给草让它原地等待)
二六九.公车站(用草席卷种公车站,买票坐到下一站)
二七0.筋斗云(按键盘Z键召唤筋斗云在天上飞行,再按Z键落地)

二七一.全自动播种机(给避雷针植物,自动种下一百多个)
二七二.智能播种机器人(将独奏乐器扔在地上自动种100棵香蕉树)
二七三.磁悬浮建筑机器人(将针线包扔在地上自动建50块农田)
二七四.电动斧子(拿黄金斧子自动放倒身边的树)
二七五.电动镐(拿黄金镐自动凿开身边的石头)
二七六.电动草叉(拿草叉自动铲起脚下的地皮)
二七七.电动铺路铲(拿黄金铲自动将脚下的空地皮铺成路)
二七八.地皮改造机(用排箫种地皮改造机,一次铺70块地皮)
二七九.小型温室(用蝴蝶翅膀种小型温室,放入种子,10秒长出果实)
二八0.随身灭火器(用寒冬背心种随身灭火器,装备后可灭火)

二八一.菜市场(在兔房买卖农产品)
二八二.肉食店(在猪房买卖肉类)
二八三.流动商贩(在猪村、兔村摆地摊)
二八四.杂货收购行(将料理、帽子、绳子等杂货卖给帐篷换黄金)
二八五.收藏品黑市(在鱼人房买收藏品卖给猪王赚差价)
二八六.收藏品期货市场(制造栏增加期货市场选项,炒作收藏品)
二八七.巨型超市(在主角制造栏中增加商店选项,用黄金买珍贵物品)
二八八.刮刮乐(给路牌黄金买刮刮乐彩票中大奖)
二八九.自动取款机(用活木头种自动取款机,存入的黄金每天给3%利息)
二九0.逝者的赌局(绳子种人骨,用黄金下注猪拳击手生死战)
二九一.小酒馆(用剃刀种小酒馆,听音乐、喝烧酒、吃料理、小憩一下)
二九二.野球拳赌场(用火腿短棍种野球拳赌场,与庄家玩剪刀、石头、布赢奖金)
二九三.网上宠宠店(将鸟、兔子、昆虫、鼹鼠放入网店销售箱在线销售)
二九四.采矿场(用多功能工具种采矿场,打工赚黄金,买卖宝石)
二九五.雇佣兵工厂(用大理石盔甲种兵工厂,打工赚黄金,购买机械雇佣兵)
二九六.企鹅养殖场(用蜂巢种企鹅养殖场,买小企鹅,养大后卖出赚黄金)
二九七.临时工市场(用噩梦花瓣种临时工市场,雇临时工帮你采摘、收获、砍树、开矿)
二九八.我的果汁店(用治疗药膏种果汁店,自己制作果汁,顾客上门购买)
二九九.跳蚤市场(用木炭种跳蚤市场摊位,上百种商品30秒刷新一次,全场一律3个黄金)
三00.小诊所(用毛皮铺盖种小诊所,可买药、住院、做手术)
三0一.斗蜘蛛(用啜食者皮种斗蜘蛛场,购买迷你蜘蛛与庄家PK,赢奖金)
三0二.经营动物园(用黄油种动物园,买卖、繁殖小动物,赚门票钱)
三0三.良种山羊(用闪电羊角种良种山羊,会生小羊,能跟随、产羊奶)
三0四.商业采矿机(用晶体管种商业采矿机,20个黄金租用一次,收购采出的矿石,赔钱、赚钱天注定)
三0五.环保公司(用草种环保公司,将接收的垃圾搬到粉碎区,点铃粉碎后得黄金)
三0六.生鲜售卖机(用木板种生鲜售卖机,放入生鲜产品,每天清晨自动卖出换黄金)
三0七.炸弹客(用红色护身符种炸弹客,购买遥控炸弹,放在地上按键盘Delete键引爆)
三0八.百变存钱罐(用鱼竿种百变存钱罐,每天获得3个黄金的零花钱,可变外型、防雷击、照明、补脑)
三0九.度假营地(按键盘B键租赁度假营地,各种设施一应俱全,再按B键退房)
三一0.疯狂躲避球(用浣熊尾巴种躲避球场,在圈内60秒不被球打到,赢50个黄金)

三一一.快速孵化高鸟蛋(游戏中1小时孵出小高鸟)
三一二.青年高鸟不长大,增加血量及攻击力,喂食可重新认人
三一三.喂自养高鸟产便便
三一四.自养高鸟不用喂食
三一五.牙齿陷阱不伤害自养高鸟
三一六.主角带肉不被兔人攻击
三一七.快速刷兔人(兔人死后兔房立刻生新兔人)
三一八.快速刷猪人(猪死后猪房立刻生新猪)
三一九.猪人永久跟随
三二0.猪守卫不主动攻击主角

三二一.修改敌人生命值
三二二.修改敌人攻击力
三二三.修改敌人攻击节奏
三二四.打地面蜘蛛巢掉3个蜘蛛卵
三二五.增加树精出现概率
三二六.除掉全部企鹅及企鹅冰(世界从此清静了)
三二七.地面不长食人花
三二八.下雨不掉青蛙
三二九.下雨不长花
三三0.打死火狗不着火
三三一.不出现猎犬攻击
三三二.用木板种鱼人房
三三三.用犬牙种海象窝
三三四.海象窝可烧掉
三三五.用铥矿碎片种猴子桶
三三六.吃触手皮周围生触手
三三七.用蜂蜜种野生蜂窝
三三八.用蜂刺种杀人蜂窝
三三九.用猪皮种猪火炬
三四0.增大巨鹿出现概率

三四一.让游戏中的一天更漫长(1天从真实世界的8分钟修改为16分钟)
三四二.修改白天、黑夜、傍晚占一天的比例
三四三.温暖之国(最低气温10度,最高气温25度)
三四四.夏季建筑、植物不自燃
三四五.夏天植物、农田不枯萎
三四六.停止刮风(让游戏不再因刮风而卡顿)
三四七.闪电不伤主角
三四八.扩大地图尺寸
三四九.游戏不自动保存
三五0.手动存档(游戏中按F5保存)
三五一.快速读档(游戏中按F6快速读取之前存档)
三五二.死亡自动读档(死亡不删档)
三五三.彩色物品栏(每次进游戏物品栏底图呈不同颜色)
三五四.纯净的屏幕(按键盘Enter键隐藏制造栏、背包栏等标识)
三五五.隐藏地图图标(按键盘M键隐藏地图图标,再按M键恢复)
三五六.地图不显示已探索区域(按键盘Ctrl+2关闭地图显示,再按一次解锁)
三五七.定格边框(按键盘P键定格边框,主角可以跑到画面任意位置)
三五八.冒险视角(按键盘F7键切换30度视角,再按一次返回)
三五九.修复游戏Mods按钮(解决按Mods按钮卡住问题)
三六0.无限刷洞穴(用石砖种洞穴入口,用铲子可挖掉洞穴入口)
三六一.洞穴不发生地震
三六二.地面也发生地震
三六三.地震掉落物品不摔碎
三六四.无限挖坟刷宝物
三六五.快速找到传送机零件(转送机零件在地图上显示)
三六六.杀小动物不受惩罚(小偷坎普斯不出现)
三六七.简单制造铃(用1个木头、1个黄金制造铃)

三六八.延长燃料燃烧时间
三六九.使不能堆叠的物品可堆叠
三七0.使不可燃物品可作燃料(烧毁不用的道具)
三七一.让物品不腐坏
三七二.用物品种物品

三七三.修改主角开局携带物品(举例开局携带3个鸡蛋火腿)
三七四.修改制作道具的配方
三七五.修改料理食谱(含全部料理精确食谱)
三七六.常用物品中英文名称

一.全人物解锁

用记事本打开游戏目录\data\scripts\playerprofile.lua文件,将下列内容:return true -- mod character
endreturn false替换为:return true -- mod character
endreturn true即可解锁全人物进行游戏

二.提高主角血量10倍

用记事本打开游戏目录\data\DLC0001\scripts\tuning.lua文件,1.将local wilson_health = 150替换为local wilson_health = 15002.将WX78_MIN_HEALTH = 100,替换为WX78_MIN_HEALTH = 1000,3.将WX78_MAX_HEALTH = 400,替换为WX78_MAX_HEALTH = 4000,4.将下列内容:WOLFGANG_HEALTH_MIGHTY = 300,WOLFGANG_HEALTH_NORMAL = 200,WOLFGANG_HEALTH_WIMPY = 150,替换为:WOLFGANG_HEALTH_MIGHTY = 3000,WOLFGANG_HEALTH_NORMAL = 2000,WOLFGANG_HEALTH_WIMPY = 1500,5.将WATHGRITHR_HEALTH = 200,替换为WATHGRITHR_HEALTH = 2000,6.将WEBBER_HEALTH = 175,替换为WEBBER_HEALTH = 1750,即可让全部主角血量提高10倍,修改这里也使盔甲的耐久度同步上升10倍

三.主角自动回血

用记事本打开游戏目录\data\DLC0001\scripts\prefabs\player_common.lua文件,在inst.components.health:SetMaxHealth(TUNING.WILSON_HEALTH)的下一行插入以下内容:inst.components.health:StartRegen(30, 10)即可让主角自动回血,其中30为血量,10为10秒回血一次,可自行调整

四.增加食物及料理补血量10倍

用记事本打开游戏目录\data\DLC0001\scripts\tuning.lua文件,将以下内容:HEALING_TINY = 1,HEALING_SMALL = 3,HEALING_MEDSMALL = 8,HEALING_MED = 20,HEALING_MEDLARGE = 30,HEALING_LARGE = 40,HEALING_HUGE = 60,HEALING_SUPERHUGE = 100,替换为:HEALING_TINY = 10,HEALING_SMALL = 30,HEALING_MEDSMALL = 80,HEALING_MED = 200,HEALING_MEDLARGE = 300,HEALING_LARGE = 400,HEALING_HUGE = 600,HEALING_SUPERHUGE = 1000,即可增加食物及料理补血量10倍

五.菩萨低眉(主角受怪物攻击毫发无伤,怪物反暴毙)

用记事本打开游戏目录\data\DLC0001\scripts\prefabs\player_common.lua文件,将下列内容:inst:AddComponent("grue")inst.components.grue:SetSounds("dontstarve/charlie/warn","dontstarve/charlie/attack")替换为:

local function OnAttacked(inst, data)
inst.components.health:DoDelta(inst.components.health.maxhealth)
inst.components.sanity:DoDelta(inst.components.sanity.max)
if data.attacker.components.health then
data.attacker.components.health:DoDelta(-3000)
end
end
inst:ListenForEvent(“attacked”, OnAttacked)

即可让主角受攻击时不掉血、不伤脑,怪物反暴毙,并且主角在黑暗中不会被杀死。这是献给不杀生派玩家的礼物,慈悲也是一种力量。不要与“近卫军”一同修改

六.复活石无限使用(主角永生)

用记事本打开游戏目录\data\DLC0001\scripts\prefabs\resurrectionstone.lua文件,在inst:Remove()的下一行插入以下内容:SpawnPrefab("resurrectionstone").Transform:SetPosition(inst.Transform:GetWorldPosition())主角复活后,再点身下的复活石,可使复活石再次完整

七.主角自动补脑(妈妈再也不用担心我的学习)

用记事本打开游戏目录\data\DLC0001\scripts\tuning.lua文件,将下列内容:SANITY_DAY_GAIN = 0,--100/(day_time*32),SANITY_NIGHT_LIGHT = -100/(night_time*20),SANITY_NIGHT_MID = -100/(night_time*20),SANITY_NIGHT_DARK = -100/(night_time*2),替换为:SANITY_DAY_GAIN = 100/(day_time),SANITY_NIGHT_LIGHT = 100/(night_time),SANITY_NIGHT_MID = 100/(night_time),SANITY_NIGHT_DARK = 100/(night_time),即可让主角自动补脑,地洞里也不例外

八.主角不会饿

用记事本打开游戏目录\data\DLC0001\scripts\tuning.lua文件,将local calories_per_day = 75替换为local calories_per_day = 0即可从每天减75饥饿值变为不减

九.延缓冻、饿死亡时间

用记事本打开游戏目录\data\DLC0001\scripts\tuning.lua文件,将以下内容:FREEZING_KILL_TIME = 120,STARVE_KILL_TIME = 120,替换为:FREEZING_KILL_TIME = 1200,STARVE_KILL_TIME = 1200,即可延缓冻、饿死亡时间10倍

十.主角不怕火、无惧黑暗

用记事本打开游戏目录\data\DLC0001\scripts\prefabs\player_common.lua文件,将下列内容:inst:AddComponent("grue")inst.components.grue:SetSounds("dontstarve/charlie/warn","dontstarve/charlie/attack")替换为:--inst:AddComponent("grue")--inst.components.grue:SetSounds("dontstarve/charlie/warn","dontstarve/charlie/attack")
inst.components.health.fire_damage_scale = 0即可让主角不怕火、无惧黑暗

十一.提高主角攻击力

用记事本打开游戏目录\data\DLC0001\scripts\tuning.lua文件,将local wilson_attack = 34替换为local wilson_attack = 500即可将主角攻击力由34提高到500,数字可自行调整

十二.主角可渡海(没有什么可以阻挡,你对自由的向往)

用记事本打开游戏目录\data\DLC0001\scripts\components\playeractionpicker.lua文件,将共2句passable = tile ~= GROUND.IMPASSABLE均替换为passable = tile >= GROUND.IMPASSABLE即可让主角能通过橙色魔杖、瑞士手杖(见本修改技巧)传送到海上(装备橙色魔杖、瑞士手杖后鼠标右键点海面),并能够行在水上,连地下的沟壑也无法阻挡。注意要替换的语句有2句,千万别只替换了1句哦

十三.主角跑得更快

用记事本打开游戏目录\data\DLC0001\scripts\tuning.lua文件,将以下内容:WILSON_WALK_SPEED = 4,WILSON_RUN_SPEED = 6,替换为:WILSON_WALK_SPEED = 8,WILSON_RUN_SPEED = 12,即可让主角跑步速度增加1倍

十四.背猪皮包、穿大理石盔甲行走速度不减慢

用记事本打开游戏目录\data\DLC0001\scripts\tuning.lua文件,1.将PIGGYBACK_SPEED_MULT = 0.9,替换为PIGGYBACK_SPEED_MULT = 1,2.将ARMORMARBLE_SLOW = 0.7,替换为ARMORMARBLE_SLOW = 1,即可背猪皮包、穿大理石盔甲行走速度不减慢

十五.提高拿手杖行走速度

用记事本打开游戏目录\data\DLC0001\scripts\tuning.lua文件,将CANE_SPEED_MULT = 1.25,替换为CANE_SPEED_MULT = 2.5,即可将拿手杖行走速度提高1倍

十六.解锁全科技(全人物不用机器就可造全部物品)

1.用记事本打开游戏目录\data\DLC0001\scripts\prefabs\player_common.lua文件,在inst:AddComponent("builder")下一行插入以下内容:inst.components.builder.science_bonus = 3
inst.components.builder.magic_bonus = 3
inst.components.builder.ancient_bonus = 42.用记事本打开游戏目录\data\DLC0001\scripts\prefabs\wickerbottom.lua文件,将inst.components.builder.science_bonus = 1替换为--inst.components.builder.science_bonus = 1即可让全人物不用机器就可造全部物品,远古物品也不用靠近祭坛就可制造

十七.快速制造物品

用记事本打开游戏目录\data\DLC0001\scripts\actions.lua文件,将BUILD = Action(),替换为BUILD = Action(0, true),即可跳过制造物品的动画,快速制造物品

十八.地图全开(游戏中按Ctrl+1)

用记事本打开游戏目录\data\DLC0001\scripts\prefabs\player_common.lua文件,在inst:AddComponent("resurrectable")下一行插入以下内容:

TheInput:AddKeyUpHandler(KEY_1, function()
if TheInput:IsKeyDown(KEY_CTRL) then
local map = TheSim:FindFirstEntityWithTag(“minimap”)
local x,y,z = GetPlayer().Transform:GetWorldPosition()
map.MiniMap:ShowArea(x, y, z, 10000)
end
end)

即可在游戏中按Ctrl + 1使地图全开

十九.加大单格堆叠数量

用记事本打开游戏目录\data\DLC0001\scripts\tuning.lua文件,将以下内容:STACK_SIZE_LARGEITEM = 10,STACK_SIZE_MEDITEM = 20,STACK_SIZE_SMALLITEM = 40,替换为:STACK_SIZE_LARGEITEM = 999,STACK_SIZE_MEDITEM = 999,STACK_SIZE_SMALLITEM = 999,即可加大单格堆叠数量至999

二十.增加主角物品条的格子

用记事本打开游戏目录\data\DLC0001\scripts\components\inventory.lua文件,将local MAXSLOTS = 15替换为local MAXSLOTS = 25即可将主角物品条的格子由15个增加到25个

二十一.双层主角物品条(60格)

1.用记事本打开游戏目录\data\DLC0001\scripts\components\inventory.lua文件,将local MAXSLOTS = 15替换为local MAXSLOTS = 602.用记事本打开游戏目录\data\scripts\widgets\inventorybar.lua文件,将self.bg:SetScale(1.15,1,1)替换为self.bg:SetScale(1.86,1.85,1)3.将下列内容:local num_intersep = math.floor(num_slots / 5) + 1 
local total_w = (num_slots + num_equip)*(W) + (num_slots + num_equip - 2 - num_intersep) *(SEP) + INTERSEP*num_intersepfor k, v in ipairs(self.equipslotinfo) dolocal slot = EquipSlot(v.slot, v.atlas, v.image, self.owner)self.equip[v.slot] = self.toprow:AddChild(slot)local x = -total_w/2 + (num_slots)*(W)+num_intersep*(INTERSEP - SEP) + (num_slots-1)*SEP + INTERSEP + W*(k-1) + SEP*(k-1)slot:SetPosition(x,0,0)table.insert(eslot_order, slot)local item = self.owner.components.inventory:GetEquippedItem(v.slot)if item thenslot:SetTile(ItemTile(item))endend    for k = 1,num_slots dolocal slot = InvSlot(k, HUD_ATLAS, "inv_slot.tex", self.owner, self.owner.components.inventory)self.inv[k] = self.toprow:AddChild(slot)local interseps = math.floor((k-1) / 5)local x = -total_w/2 + W/2 + interseps*(INTERSEP - SEP) + (k-1)*W + (k-1)*SEPslot:SetPosition(x,0,0)slot.top_align_tip = W*0.5 + YSEPlocal item = self.owner.components.inventory:GetItemInSlot(k)if item thenslot:SetTile(ItemTile(item))endend替换为:local num_intersep = math.floor(num_slots / 10) + 1 
local total_w = (num_slots -30.85)*(W) + (num_slots -30.85 - 2 - num_intersep) *(SEP) + INTERSEP*num_intersepfor k, v in ipairs(self.equipslotinfo) dolocal slot = EquipSlot(v.slot, v.atlas, v.image, self.owner)self.equip[v.slot] = self.toprow:AddChild(slot)local x = -total_w/2 + (num_slots*0+14.07)*(W)+num_intersep*(INTERSEP - SEP) + (num_slots-1)*SEP + INTERSEP + W*(k-1) + SEP*(k-1)slot:SetPosition(x+341,190,0)table.insert(eslot_order, slot)local item = self.owner.components.inventory:GetEquippedItem(v.slot)if item thenslot:SetTile(ItemTile(item))endend    for k = 1,30 dolocal slot = InvSlot(k, HUD_ATLAS, "inv_slot.tex", self.owner, self.owner.components.inventory)self.inv[k] = self.toprow:AddChild(slot)local interseps = math.floor((k-1) / 10)local x = -total_w/2 + W/2 + interseps*(INTERSEP - SEP) + (k-1)*W + (k-1)*SEPslot:SetPosition(x,0,0)local item = self.owner.components.inventory:GetItemInSlot(k)if item thenslot:SetTile(ItemTile(item))endendfor k = 31,60 dolocal slot = InvSlot(k, HUD_ATLAS, "inv_slot.tex", self.owner, self.owner.components.inventory)self.inv[k] = self.toprow:AddChild(slot)local interseps = math.floor((k-1-30) / 10)local x = -total_w/2 + W/2 + interseps*(INTERSEP - SEP) + (k-1-30)*W + (k-1-30)*SEPslot:SetPosition(x,80,0)local item = self.owner.components.inventory:GetItemInSlot(k)if item thenslot:SetTile(ItemTile(item))endend即可获得双层主角物品条(60格),注意必须将游戏设置(options) - (Settings) - HUD size项设为0,即显示最小物品条,才可完整显示60格哦

二十二.同时携带多个背包(背包可库存)

1.同时携带多个普通背包:用记事本打开游戏目录\data\DLC0001\scripts\prefabs\backpack.lua文件,将inst.components.inventoryitem.cangoincontainer = false替换为inst.components.inventoryitem.cangoincontainer = true2.同时携带多个小猪包:用记事本打开游戏目录\data\DLC0001\scripts\prefabs\piggyback.lua文件,将inst.components.inventoryitem.cangoincontainer = false替换为inst.components.inventoryitem.cangoincontainer = true3.同时携带多个坎普斯背包:用记事本打开游戏目录\data\DLC0001\scripts\prefabs\krampus_sack.lua文件,将inst.components.inventoryitem.cangoincontainer = false替换为inst.components.inventoryitem.cangoincontainer = true4.同时携带多个冰包:用记事本打开游戏目录\data\DLC0001\scripts\prefabs\icepack.lua文件,将inst.components.inventoryitem.cangoincontainer = false替换为inst.components.inventoryitem.cangoincontainer = true即可同时携带多个背包

二十三.背包格子增大至39格

用记事本打开游戏目录\data\DLC0001\scripts\prefabs\backpack.lua文件,1.将下列内容:

for y = 0, 3 do
table.insert(slotpos, Vector3(-162, -y75 + 114 ,0))
table.insert(slotpos, Vector3(-162 +75, -y
75 + 114 ,0))

替换为:

for y = 0, 12 do
table.insert(slotpos, Vector3(-162, -y75 + 435 ,0))
table.insert(slotpos, Vector3(-162 +75, -y
75 + 435 ,0))
table.insert(slotpos, Vector3(-162 +150, -y*75 + 435 ,0))

2.将下列内容:inst.components.container.widgetanimbank = "ui_backpack_2x4"
inst.components.container.widgetanimbuild = "ui_backpack_2x4"
inst.components.container.widgetpos = Vector3(-5,-70,0)替换为:--inst.components.container.widgetanimbank = "ui_backpack_2x4"
--inst.components.container.widgetanimbuild = "ui_backpack_2x4"
inst.components.container.widgetpos = Vector3(-25,-50,0)即可让普通背包格子增大至39格

二十四.制造坎普斯背包

用记事本打开游戏目录\data\DLC0001\scripts\recipes.lua文件,在Recipe("piggyback", {Ingredient("pigskin", 4), Ingredient("silk", 6), Ingredient("rope", 2)}, RECIPETABS.SURVIVAL, TECH.SCIENCE_TWO)的下一行插入以下内容:

Recipe(“krampus_sack”, {Ingredient(“cutgrass”, 5),Ingredient(“twigs”, 5)}, RECIPETABS.SURVIVAL, TECH.NONE)

即可在生存选项(画着绳套)下,用5个草、5个树杈制造坎普斯背包。不要与“巨型超市”一同修改,因为“巨型超市”中已经有坎普斯背包出售

二十五.伍迪砍树不会变海狸

用记事本打开游戏目录\data\DLC0001\scripts\prefabs\woodie.lua文件,将inst.components.beaverness:DoDelta(3)替换为inst.components.beaverness:DoDelta(0)即可让伍迪砍树不会变海狸

二十六.伍迪吃疯肉立即变海狸且随身物品不掉落

用记事本打开游戏目录\data\DLC0001\scripts\prefabs\woodie.lua文件,1.将inst.components.inventory:DropEverything()替换为--inst.components.inventory:DropEverything()2.在inst.Light:SetColour(245/255,40/255,0/255)的下一行插入以下内容:

local function OnEat(inst, food)
if food.prefab == “monstermeat” and not inst.components.beaverness:IsBeaver() then
if not inst.components.beaverness.doing_transform then
inst.components.beaverness:SetPercent(1)
end
end
end
inst.components.eater:SetOnEatFn(OnEat)

即可让伍迪吃疯肉立即变海狸,随身物品还保留在身上(只是看不见),等变回伍迪即可使用。不要在伍迪佩戴橙色护身符时变海狸,否则砍的木头都自动被吸走,海狸无法吃到。不要与“小病小灾”一同修改

二十七.图书管理员不再失眠(老太太可以睡帐篷)

用记事本打开游戏目录\data\DLC0001\scripts\prefabs\wickerbottom.lua文件,将inst:AddTag("insomniac")替换为--inst:AddTag("insomniac")即可让老太太也可以睡帐篷

二十八.麦斯威尔用魔法书召唤分身不减脑上限

1.用记事本打开游戏目录\data\scripts\prefabs\waxwelljournal.lua文件,将reader.components.sanity:RecalculatePenalty()替换为--reader.components.sanity:RecalculatePenalty()2.用记事本打开游戏目录\data\scripts\prefabs\shadowwaxwell.lua文件,将下列内容:inst:ListenForEvent("death", ondeath)inst:AddComponent("inventory")
inst.components.inventory.dropondeath = falseinst:AddComponent("sanityaura")
inst.components.sanityaura.penalty = TUNING.SHADOWWAXWELL_SANITY_PENALTY替换为:--inst:ListenForEvent("death", ondeath)inst:AddComponent("inventory")
inst.components.inventory.dropondeath = false--inst:AddComponent("sanityaura")
--inst.components.sanityaura.penalty = TUNING.SHADOWWAXWELL_SANITY_PENALTY即可在麦斯威尔用魔法书召唤分身时不减脑上限

二十九.瓦丝格雷斯可以吃蔬菜

用记事本打开游戏目录\data\DLC0001\scripts\prefabs\wathgrithr.lua文件,将inst.components.eater:SetCarnivore(true)替换为--inst.components.eater:SetCarnivore(true)即可让红发妹瓦丝格雷斯不止可以吃肉,也可以吃蔬菜

三十.韦伯不被当成怪物

用记事本打开游戏目录\data\DLC0001\scripts\prefabs\webber.lua文件,将inst:AddTag("monster")替换为--inst:AddTag("monster")即可让韦伯不被当成怪物,猪人、兔人等中立动物不会主动攻击你

三十一.全部物品无限使用(工具、武器、盔甲、魔杖、护身符、衣服、帽子、照明物品等全部无限使用)

1.用记事本打开游戏目录\data\DLC0001\scripts\widgets\itemtile.lua文件,将下列内容:if invitem.components.fueled thenself:SetPercent(invitem.components.fueled:GetPercent())
endif invitem.components.finiteuses thenself:SetPercent(invitem.components.finiteuses:GetPercent())
endif invitem.components.perishable thenif self:HasSpoilage() thenself:SetPerishPercent(invitem.components.perishable:GetPercent())elseself:SetPercent(invitem.components.perishable:GetPercent())end
endif invitem.components.armor thenself:SetPercent(invitem.components.armor:GetPercent())
end替换为:--if invitem.components.fueled then--self:SetPercent(invitem.components.fueled:GetPercent())
--end--if invitem.components.finiteuses then--self:SetPercent(invitem.components.finiteuses:GetPercent())
--endif invitem.components.perishable thenif self:HasSpoilage() thenself:SetPerishPercent(invitem.components.perishable:GetPercent())elseself:SetPercent(invitem.components.perishable:GetPercent())end
end--if invitem.components.armor then--self:SetPercent(invitem.components.armor:GetPercent())
--end2.用记事本打开游戏目录\data\scripts\components\finiteuses.lua文件,将self:SetUses(self.current - (num or 1))替换为self:SetUses(self.current - 0)3.用记事本打开游戏目录\data\DLC0001\scripts\components\fueled.lua文件,将self.consuming = true替换为self.consuming = false4.用记事本打开游戏目录\data\scripts\components\armor.lua文件,将下列内容:

function Armor:SetCondition(amount)
self.condition = amount

替换为:

function Armor:SetCondition(amount)
self.condition = self.maxcondition

即可让全部物品无限使用。其中火堆和石头营火会无限燃烧,直到睡过帐篷或下地洞后熄灭

三十二.修改装备使用次数及时间

用记事本打开游戏目录\data\DLC0001\scripts\tuning.lua文件,分别查找以下内容:

斧头 AXE_USES = 100,
锤 HAMMER_USES = 75,
铲子 SHOVEL_USES = 25,
草叉 PITCHFORK_USES = 25,
镐 PICKAXE_USES = 33,
捕虫网 BUGNET_USES = 10,
矛 SPEAR_USES = 150,
瓦丝格雷斯矛 WATHGRITHR_SPEAR_USES = 200,
狼牙棒 SPIKE_USES = 100,
鱼杆 FISHINGROD_USES = 9,
陷阱 TRAP_USES = 8,
回旋镖 BOOMERANG_USES = 10,
暗影剑 NIGHTSWORD_USES = 100,
冰魔杖 ICESTAFF_USES = 20,
火魔杖 FIRESTAFF_USES = 20,
传送魔杖 TELESTAFF_USES = 5,
黄色魔杖 YELLOWSTAFF_USES = 20,
橙色魔杖 ORANGESTAFF_USES = 20,
绿色魔杖 GREENSTAFF_USES = 5,
龙卷风魔杖 TORNADOSTAFF_USES = 15,
火腿短棍 HAMBAT_USES = 100,
蝙蝠棒 BATBAT_USES = 75,
多功能工具斧头和锄头 MULTITOOL_AXE_PICKAXE_USES = 400,
远古短棒 RUINS_BAT_USES = 150,
红色护身符 REDAMULET_USES = 20,
蓝色护身符 BLUEAMULET_FUEL = total_day_time * 0.75,
紫色护身符 PURPLEAMULET_FUEL = total_day_time * 0.4,
黄色护身符 YELLOWAMULET_FUEL = total_day_time,
橙色护身符 ORANGEAMULET_USES = 225,
绿色护身符 GREENAMULET_USES = 5,
排箫 PANFLUTE_USES = 10,
牛角 HORN_USES = 10,
牙齿陷阱 TRAP_TEETH_USES = 10,
帐篷 TENT_USES = 6,
午睡小屋 SIESTA_CANOPY_USES = 6,
伞(攻击次数) UMBRELLA_USES = 20,
针线包 SEWINGKIT_USES = 5,
肥料 FERTILIZER_USES = 10,
铃 GLOMMERBELL_USES = 3,
火炬 TORCH_FUEL = night_time1.25,
夜棍 NIGHTSTICK_FUEL = night_time
6,
矿工帽 MINERHAT_LIGHTTIME = (night_time+dusk_time)2.6,
提灯 LANTERN_LIGHTTIME = (night_time+dusk_time)2.6,
蜘蛛帽 SPIDERHAT_PERISHTIME = 4
seg_time,
独奏乐器 ONEMANBAND_PERISHTIME = 6
seg_time,
草伞 GRASS_UMBRELLA_PERISHTIME = 2total_day_timeperish_warp,
伞 UMBRELLA_PERISHTIME = total_day_time6,
眼睛帽 EYEBRELLA_PERISHTIME = total_day_time
9,
草帽 STRAWHAT_PERISHTIME = total_day_time5,
兔耳罩 EARMUFF_PERISHTIME = total_day_time
5,
冬帽 WINTERHAT_PERISHTIME = total_day_time10,
牛毛帽 BEEFALOHAT_PERISHTIME = total_day_time
10,
寒冬背心 TRUNKVEST_PERISHTIME = total_day_time15,
反射背心 REFLECTIVEVEST_PERISHTIME = total_day_time
8,
夏威夷衬衫 HAWAIIANSHIRT_PERISHTIME = total_day_time15,
小巧背心 SWEATERVEST_PERISHTIME = total_day_time
10,
饥饿腰带 HUNGERBELT_PERISHTIME = total_day_time8,
熊背心 BEARGERVEST_PERISHTIME = total_day_time
7,
雨衣 RAINCOAT_PERISHTIME = total_day_time10,
海象帽子 WALRUSHAT_PERISHTIME = total_day_time
25,
羽毛帽 FEATHERHAT_PERISHTIME = total_day_time8,
高礼帽 TOPHAT_PERISHTIME = total_day_time
8,
冰帽 ICEHAT_PERISHTIME = total_day_time4,
鼹鼠帽 MOLEHAT_PERISHTIME = total_day_time
1.5,
防雨帽 RAINHAT_PERISHTIME = total_day_time10,
浣熊帽 CATCOONHAT_PERISHTIME = total_day_time
10,
羽毛扇 FEATHER_FAN_USES = 15,

加大每行的数字,即可增加该装备使用次数及时间。如让牛毛帽使用时间增加10倍,就将BEEFALOHAT_PERISHTIME = total_day_time*10,替换为BEEFALOHAT_PERISHTIME = total_day_time*100,

三十三.武器伤害值加大

用记事本打开游戏目录\data\DLC0001\scripts\tuning.lua文件,分别查找以下内容:

空手 UNARMED_DAMAGE = 10,
暗影剑 NIGHTSWORD_DAMAGE = wilson_attack2,
蝙蝠棒 BATBAT_DAMAGE = wilson_attack * 1.25,
枯竭蝙蝠棒 BATBAT_DRAIN = wilson_attack * 0.2,
狼牙棒 SPIKE_DAMAGE = wilson_attack
1.5,
火腿短棍 HAMBAT_DAMAGE = wilson_attack1.75,
矛 SPEAR_DAMAGE = wilson_attack,
瓦丝格雷斯矛 WATHGRITHR_SPEAR_DAMAGE = wilson_attack * 1.25,
斧头 AXE_DAMAGE = wilson_attack
.8,
镐 PICK_DAMAGE = wilson_attack*.8,
回旋镖 BOOMERANG_DAMAGE = wilson_attack*.8,
火炬 TORCH_DAMAGE = wilson_attack*.5,
锤 HAMMER_DAMAGE = wilson_attack*.5,
铲子 SHOVEL_DAMAGE = wilson_attack*.5,
草叉 PITCHFORK_DAMAGE = wilson_attack*.5,
捕虫网 BUGNET_DAMAGE = wilson_attack*.125,
鱼杆 FISHINGROD_DAMAGE = wilson_attack*.125,
雨伞 UMBRELLA_DAMAGE = wilson_attack*.5,
手杖 CANE_DAMAGE = wilson_attack*.5,
多功能工具 MULTITOOL_DAMAGE = wilson_attack*.9,
远古短棒 RUINS_BAT_DAMAGE = wilson_attack * 1.75,
夜棍 NIGHTSTICK_DAMAGE = wilson_attack*.85, – Due to the damage being electric, it will get multiplied by 1.5 against any mob
吹箭 PIPE_DART_DAMAGE = 100,
牙齿陷阱 TRAP_TEETH_DAMAGE = 60,
火药 GUNPOWDER_DAMAGE = 200,
打火机 LIGHTER_DAMAGE = wilson_attack*.5,
眼睛炮塔 EYETURRET_DAMAGE = 65,
龙卷风 TORNADO_DAMAGE = 7,

加大每行最后的数字,即可增大各种武器的伤害值,游戏中的伤害值是你修改的数字乘34(主角攻击力)。如将暗影剑的伤害值增大10倍,就将NIGHTSWORD_DAMAGE = wilson_attack*2,替换为NIGHTSWORD_DAMAGE = wilson_attack*20,

三十四.盔甲在就不掉血(盔甲100%吸收伤害值)

用记事本打开游戏目录\data\DLC0001\scripts\tuning.lua文件,1.草盔甲:将ARMORGRASS_ABSORPTION = .6,替换为ARMORGRASS_ABSORPTION = 1,2.木盔甲:将ARMORWOOD_ABSORPTION = .8,替换为ARMORWOOD_ABSORPTION = 1,3.大理石盔甲:将ARMORMARBLE_ABSORPTION = .95,替换为ARMORMARBLE_ABSORPTION = 1,4.蜗牛龟盔甲:将ARMORSNURTLESHELL_ABSORPTION = 0.6,替换为ARMORSNURTLESHELL_ABSORPTION = 1,5.远古盔甲:将ARMORRUINS_ABSORPTION = 0.9,替换为ARMORRUINS_ABSORPTION = 1,6.饥饿腰带:将ARMORSLURPER_ABSORPTION = 0.6,替换为ARMORSLURPER_ABSORPTION = 1,7.猪皮帽:将ARMOR_FOOTBALLHAT_ABSORPTION = .8,替换为ARMOR_FOOTBALLHAT_ABSORPTION = 1,8.蜻蜓盔甲:将ARMORDRAGONFLY_ABSORPTION = 0.7,替换为ARMORDRAGONFLY_ABSORPTION = 1,9.瓦丝格雷斯帽:将ARMOR_WATHGRITHRHAT_ABSORPTION = .8,替换为ARMOR_WATHGRITHRHAT_ABSORPTION = 1,10.远古王冠:将ARMOR_RUINSHAT_ABSORPTION = 0.9,替换为ARMOR_RUINSHAT_ABSORPTION = 1,11.蜗牛帽:将ARMOR_SLURTLEHAT_ABSORPTION = 0.9,替换为ARMOR_SLURTLEHAT_ABSORPTION = 1,12.蜂帽:将ARMOR_BEEHAT_ABSORPTION = .8,替换为ARMOR_BEEHAT_ABSORPTION = 1,13.夜魔盔甲:将ARMOR_SANITY_ABSORPTION = .95,替换为ARMOR_SANITY_ABSORPTION = 1,即可让盔甲100%吸收伤害值

三十五.提高盔甲耐久力

用记事本打开游戏目录\data\DLC0001\scripts\tuning.lua文件,分别查找以下内容:

草盔甲 ARMORGRASS = wilson_health1.5,
木盔甲 ARMORWOOD = wilson_health
3,
大理石盔甲 ARMORMARBLE = wilson_health7,
蜗牛龟盔甲 ARMORSNURTLESHELL = wilson_health
7,
远古盔甲 ARMORRUINS = wilson_health * 12,
饥饿腰带 ARMORSLURPER = wilson_health * 4,
猪皮帽 ARMOR_FOOTBALLHAT = wilson_health3,
蜻蜓盔甲 ARMORDRAGONFLY = wilson_health * 9,
瓦丝格雷斯帽 ARMOR_WATHGRITHRHAT = wilson_health * 5,
远古王冠 ARMOR_RUINSHAT = wilson_health
8,
蜗牛帽 ARMOR_SLURTLEHAT = wilson_health5,
蜂帽 ARMOR_BEEHAT = wilson_health
5,
夜魔盔甲 ARMOR_SANITY = wilson_health * 5,

加大每行最后的数字,即可提高盔甲耐久力。如让草盔甲耐久力增大10倍,则将ARMORGRASS = wilson_health*1.5,替换为ARMORGRASS = wilson_health*15,

三十六.盔甲永固(永远100%)

用记事本打开游戏目录\data\scripts\components\armor.lua文件,将下列内容:

function Armor:SetCondition(amount)
self.condition = amount

替换为:

function Armor:SetCondition(amount)
self.condition = self.maxcondition

即可让盔甲永固

三十七.一次采集五个

用记事本打开游戏目录\data\DLC0001\scripts\components\pickable.lua文件,将self.numtoharvest = number or 1替换为self.numtoharvest = 5即可让全部采集品一次采集5个,数字可自行调整。也可单独修改某项物品一次采集五个:1.草:用记事本打开游戏目录\data\DLC0001\scripts\prefabs\grass.lua文件,将inst.components.pickable:SetUp("cutgrass", TUNING.GRASS_REGROW_TIME)替换为inst.components.pickable:SetUp("cutgrass", TUNING.GRASS_REGROW_TIME, 5)2.树枝:用记事本打开游戏目录\data\DLC0001\scripts\prefabs\sapling.lua文件,将inst.components.pickable:SetUp("twigs", TUNING.SAPLING_REGROW_TIME)替换为inst.components.pickable:SetUp("twigs", TUNING.SAPLING_REGROW_TIME, 5)3.蘑菇:用记事本打开游戏目录\data\DLC0001\scripts\prefabs\mushrooms.lua文件,将inst.components.pickable:SetUp(data.pickloot, nil)替换为inst.components.pickable:SetUp(data.pickloot, nil, 5)4.胡萝卜:用记事本打开游戏目录\data\scripts\prefabs\carrot.lua文件,将inst.components.pickable:SetUp("carrot", 10)替换为inst.components.pickable:SetUp("carrot", 10, 5)5.芦苇:用记事本打开游戏目录\data\scripts\prefabs\reeds.lua文件,将inst.components.pickable:SetUp("cutreeds", TUNING.REEDS_REGROW_TIME)替换为inst.components.pickable:SetUp("cutreeds", TUNING.REEDS_REGROW_TIME, 5)6.浆果:用记事本打开游戏目录\data\DLC0001\scripts\prefabs\berrybush.lua文件,将inst.components.pickable:SetUp("berries", TUNING.BERRY_REGROW_TIME)替换为inst.components.pickable:SetUp("berries", TUNING.BERRY_REGROW_TIME, 5)7.花:用记事本打开游戏目录\data\DLC0001\scripts\prefabs\flower.lua文件,将inst.components.pickable:SetUp("petals", 10)替换为inst.components.pickable:SetUp("petals", 10, 5)8.恶魔花:用记事本打开游戏目录\data\DLC0001\scripts\prefabs\flower_evil.lua文件,将inst.components.pickable:SetUp("petals_evil", 10)替换为inst.components.pickable:SetUp("petals_evil", 10, 5)9.洞穴花:用记事本打开游戏目录\data\scripts\prefabs\flower_cave.lua文件,将inst.components.pickable:SetUp("lightbulb", TUNING.FLOWER_CAVE_REGROW_TIME)替换为inst.components.pickable:SetUp("lightbulb", TUNING.FLOWER_CAVE_REGROW_TIME, 5)10.香蕉:用记事本打开游戏目录\data\scripts\prefabs\cave_banana_tree.lua文件,将inst.components.pickable:SetUp("cave_banana", TUNING.CAVE_BANANA_GROW_TIME)替换为inst.components.pickable:SetUp("cave_banana", TUNING.CAVE_BANANA_GROW_TIME, 5)11.蕨类:用记事本打开游戏目录\data\scripts\prefabs\cave_fern.lua文件,将inst.components.pickable:SetUp("foliage", 10)替换为inst.components.pickable:SetUp("foliage", 10, 5)12.木炭:用记事本打开游戏目录\data\DLC0001\scripts\prefabs\evergreens.lua文件,将inst.components.lootdropper:SpawnLootPrefab("charcoal")替换为下列内容:inst.components.lootdropper:SpawnLootPrefab("charcoal")
inst.components.lootdropper:SpawnLootPrefab("charcoal")
inst.components.lootdropper:SpawnLootPrefab("charcoal")
inst.components.lootdropper:SpawnLootPrefab("charcoal")
inst.components.lootdropper:SpawnLootPrefab("charcoal")13.曼德拉草:用记事本打开游戏目录\data\scripts\prefabs\mandrake.lua文件,在inst:AddComponent("pickable")的下一行插入inst.components.pickable:SetUp("mandrake", 10, 4)即可单独修改某项物品一次采集五个

三十八.快速采集草、树枝、浆果

1.草:用记事本打开游戏目录\data\DLC0001\scripts\prefabs\grass.lua文件,在inst:AddComponent("pickable")的下一行插入inst.components.pickable.quickpick = true2.树枝:用记事本打开游戏目录\data\DLC0001\scripts\prefabs\sapling.lua文件,在inst:AddComponent("pickable")的下一行插入inst.components.pickable.quickpick = true3.浆果:用记事本打开游戏目录\data\DLC0001\scripts\prefabs\berrybush.lua文件,在inst:AddComponent("pickable")的下一行插入inst.components.pickable.quickpick = true

三十九.远程采集和拾起物品

用记事本打开游戏目录\data\DLC0001\scripts\actions.lua文件,将下列内容:PICK = Action(),
PICKUP = Action(1),替换为:PICK = Action(0, true, false, 20),
PICKUP = Action(1, true, false, 20),即可用鼠标左键点击草、树杈等物品,直接采集或捡起,主角不必跑过去,大大节约了时间

四十.收割者(吹排箫一次采集周边所有植物)

用记事本打开游戏目录\data\DLC0001\scripts\prefabs\panflute.lua文件,1.将下列内容:

local function HearPanFlute(inst, musician, instrument)
if inst.components.sleeper then
inst.components.sleeper:AddSleepiness(10, TUNING.PANFLUTE_SLEEPTIME)
end
end

替换为:

local function HearPanFlute(inst, musician, instrument)
local pos = Vector3(inst.Transform:GetWorldPosition())
local ents = TheSim:FindEntities(pos.x,pos.y,pos.z, 30)
for k,v in pairs(ents) do
if v.components.pickable and v.prefab ~= “flower” then
v.components.pickable:Pick(GetPlayer())
end
if v.components.crop then
v.components.crop:Harvest(GetPlayer())
end
end
end

2.将下列内容:inst.components.instrument.range = TUNING.PANFLUTE_SLEEPRANGE
inst.components.instrument:SetOnHeardFn(HearPanFlute)inst:AddComponent("tool")
inst.components.tool:SetAction(ACTIONS.PLAY)inst:AddComponent("finiteuses")
inst.components.finiteuses:SetMaxUses(TUNING.PANFLUTE_USES)
inst.components.finiteuses:SetUses(TUNING.PANFLUTE_USES)
inst.components.finiteuses:SetOnFinished( onfinished)
inst.components.finiteuses:SetConsumption(ACTIONS.PLAY, 1)替换为:inst.components.instrument:SetOnHeardFn(HearPanFlute)
inst:AddComponent("tool")
inst.components.tool:SetAction(ACTIONS.PLAY)即可吹排箫一次采集周边所有植物(除了花),包括农田也可以收割,排箫原有催眠功能取消。排箫在魔法选项(画着红骷髅)下用5个芦苇、1个曼德拉草、1个绳子制造。如果觉得曼德拉草不好找,可以按本修改技巧“用便便种曼德拉草”修改一下

四十一.用普通种子种胡萝卜且一次采10个(胡萝卜田)

1.用记事本打开游戏目录\data\scripts\prefabs\seeds.lua文件,在inst:AddComponent("inspectable")的下一行插入以下内容:

local function OnDeploy (inst, pt)
SpawnPrefab(“carrot_planted”).Transform:SetPosition(pt.x, pt.y, pt.z)
inst.components.stackable:Get():Remove()
end
inst:AddComponent(“deployable”)
inst.components.deployable.ondeploy = OnDeploy

2.用记事本打开游戏目录\data\scripts\prefabs\carrot.lua文件,将inst.components.pickable:SetUp("carrot", 10)替换为inst.components.pickable:SetUp("carrot", 10, 10)即可用普通种子种胡萝卜且一次采10个。拿起种子在空地上按鼠标右键即可种植,冬天也有青菜吃

四十二.用便便种曼德拉草

用记事本打开游戏目录\data\DLC0001\scripts\prefabs\poop.lua文件,在inst:AddComponent("inspectable")的下一行插入以下内容:

local function OnDeploy (inst, pt)
SpawnPrefab(“mandrake”).Transform:SetPosition(pt.x, pt.y, pt.z)
inst.components.stackable:Get():Remove()
end
inst:AddComponent(“deployable”)
inst.components.deployable.ondeploy = OnDeploy

即可用便便种曼德拉草,种一块曼德拉草田吧

四十三.一斧砍倒一棵树、一镐开掉一块石

1.用记事本打开游戏目录\data\scripts\prefabs\axe.lua文件,将inst.components.tool:SetAction(ACTIONS.CHOP)替换为inst.components.tool:SetAction(ACTIONS.CHOP, 15)2.用记事本打开游戏目录\data\scripts\prefabs\pickaxe.lua文件,将inst.components.tool:SetAction(ACTIONS.MINE)替换为inst.components.tool:SetAction(ACTIONS.MINE, 15)即可一斧砍倒一棵树、一镐开掉一块石

四十四.砍树多掉3倍木头

用记事本打开游戏目录\data\DLC0001\scripts\prefabs\evergreens.lua文件,1.将下列内容:normal_loot = {"log", "log", "pinecone"},short_loot = {"log"},tall_loot = {"log", "log", "log", "pinecone", "pinecone"},替换为:normal_loot = {"log", "log", "log", "log", "log", "log", "pinecone"},short_loot = {"log", "log", "log"},tall_loot = {"log", "log", "log", "log", "log", "log", "log", "log", "log", "pinecone", "pinecone"},2.将下列内容:normal_loot = {"log","log"},short_loot = {"log"},tall_loot = {"log", "log","log"},替换为:normal_loot = {"log","log","log","log", "log", "log"},short_loot = {"log","log", "log"},tall_loot = {"log", "log","log","log","log","log", "log", "log", "log"},即可砍树多掉3倍木头

四十五.砍树无树桩

1.砍普通树无树桩:用记事本打开游戏目录\data\DLC0001\scripts\prefabs\evergreens.lua文件,在inst.AnimState:PushAnimation(inst.anims.stump)的下一行插入inst:Remove()2.砍橡树无树桩:用记事本打开游戏目录\data\DLC0001\scripts\prefabs\deciduoustrees.lua文件,在inst.AnimState:PushAnimation(inst.anims.stump)的下一行插入inst:Remove()即可砍树无树桩,节省了挖树桩的时间。不要与“树桩继续长成树”一同修改

四十六.树桩继续长成树

用记事本打开游戏目录\data\DLC0001\scripts\prefabs\evergreens.lua文件,1.将下列内容:

local function chop_down_tree(inst, chopper)
inst:RemoveComponent(“burnable”)
MakeSmallBurnable(inst)
inst:RemoveComponent(“propagator”)
MakeSmallPropagator(inst)
inst:RemoveComponent(“workable”)

替换为:MakeLargeBurnable(inst)
MakeLargePropagator(inst)2.将下列内容:RemovePhysicsColliders(inst)
inst.AnimState:PushAnimation(inst.anims.stump)inst:AddComponent("workable")
inst.components.workable:SetWorkAction(ACTIONS.DIG)
inst.components.workable:SetOnFinishCallback(dig_up_stump)
inst.components.workable:SetWorkLeft(1)inst:AddTag("stump")
if inst.components.growable theninst.components.growable:StopGrowing()
end替换为:inst.AnimState:PushAnimation(inst.anims.stump)即可让树桩继续长成树,取消用铲子挖树桩,如果不想要树桩了,烧掉即可。注意这种再生树不会烧成枯树,烧完只会剩一团灰。不要与“砍树无树桩”一同修改

四十七.采矿时50%概率挖出宝石和铥矿石

用记事本打开游戏目录\data\scripts\prefabs\rocks.lua文件,将下列内容:

SetSharedLootTable( ‘rock1’,
{
{‘rocks’, 1.00},
{‘rocks’, 1.00},
{‘rocks’, 1.00},
{‘nitre’, 1.00},
{‘flint’, 1.00},
{‘nitre’, 0.25},
{‘flint’, 0.60},
})

SetSharedLootTable( ‘rock2’,
{
{‘rocks’, 1.00},
{‘rocks’, 1.00},
{‘rocks’, 1.00},
{‘goldnugget’, 1.00},
{‘flint’, 1.00},
{‘goldnugget’, 0.25},
{‘flint’, 0.60},
})

SetSharedLootTable( ‘rock_flintless’,
{
{‘rocks’, 1.0},
{‘rocks’, 1.0},
{‘rocks’, 1.0},
{‘rocks’, 1.0},
{‘rocks’, 0.6},
})

SetSharedLootTable( ‘rock_flintless_med’,
{
{‘rocks’, 1.0},
{‘rocks’, 1.0},
{‘rocks’, 1.0},
{‘rocks’, 0.4},
})

SetSharedLootTable( ‘rock_flintless_low’,
{
{‘rocks’, 1.0},
{‘rocks’, 1.0},
{‘rocks’, 0.2},
})

替换为:

SetSharedLootTable( ‘rock1’,
{
{‘rocks’, 1.00},
{‘rocks’, 1.00},
{‘rocks’, 1.00},
{‘nitre’, 1.00},
{‘flint’, 1.00},
{‘nitre’, 0.25},
{‘flint’, 0.60},
{‘bluegem’, 0.50},
{‘redgem’, 0.50},
{‘orangegem’, 0.50},
{‘yellowgem’, 0.50},
{‘greengem’, 0.50},
{‘purplegem’, 0.50},
{‘thulecite’, 0.50},
})

SetSharedLootTable( ‘rock2’,
{
{‘rocks’, 1.00},
{‘rocks’, 1.00},
{‘rocks’, 1.00},
{‘goldnugget’, 1.00},
{‘flint’, 1.00},
{‘goldnugget’, 0.25},
{‘flint’, 0.60},
{‘bluegem’, 0.50},
{‘redgem’, 0.50},
{‘orangegem’, 0.50},
{‘yellowgem’, 0.50},
{‘greengem’, 0.50},
{‘purplegem’, 0.50},
{‘thulecite’, 0.50},
})

SetSharedLootTable( ‘rock_flintless’,
{
{‘rocks’, 1.0},
{‘rocks’, 1.0},
{‘rocks’, 1.0},
{‘rocks’, 1.0},
{‘rocks’, 0.6},
{‘bluegem’, 0.50},
{‘redgem’, 0.50},
{‘orangegem’, 0.50},
{‘yellowgem’, 0.50},
{‘greengem’, 0.50},
{‘purplegem’, 0.50},
{‘thulecite’, 0.50},
})

SetSharedLootTable( ‘rock_flintless_med’,
{
{‘rocks’, 1.0},
{‘rocks’, 1.0},
{‘rocks’, 1.0},
{‘rocks’, 0.4},
{‘bluegem’, 0.50},
{‘redgem’, 0.50},
{‘orangegem’, 0.50},
{‘yellowgem’, 0.50},
{‘greengem’, 0.50},
{‘purplegem’, 0.50},
{‘thulecite’, 0.50},
})

SetSharedLootTable( ‘rock_flintless_low’,
{
{‘rocks’, 1.0},
{‘rocks’, 1.0},
{‘rocks’, 0.2},
{‘bluegem’, 0.50},
{‘redgem’, 0.50},
{‘orangegem’, 0.50},
{‘yellowgem’, 0.50},
{‘greengem’, 0.50},
{‘purplegem’, 0.50},
{‘thulecite’, 0.50},
})

即可在采矿时50%概率挖出宝石和铥矿石。也可将bluegem(蓝宝石)、redgem(红宝石)、orangegem(橙宝石)、yellowgem(黄宝石)、greengem(绿宝石)、purplegem(紫宝石)、thulecite(铥矿石)换成其他物品,比如koalefant_summer(红象)、koalefant_winter(冬象),并调整0.50的出现概率为你想要的数字

四十八.采矿时多掉黄金

用记事本打开游戏目录\data\scripts\prefabs\rocks.lua文件,1.在{'nitre',  0.25},的下一行插入以下内容:{'goldnugget',  1.00},
{'goldnugget',  1.00},
{'goldnugget',  1.00},2.在{'goldnugget',  0.25},的下一行插入以下内容:{'goldnugget',  1.00},
{'goldnugget',  1.00},
{'goldnugget',  1.00},3.在{'rocks',   0.6},的下一行插入以下内容:{'goldnugget',  1.00},
{'goldnugget',  1.00},
{'goldnugget',  1.00},4.在{'rocks', 0.4},的下一行插入以下内容:{'goldnugget',  1.00},
{'goldnugget',  1.00},
{'goldnugget',  1.00},5.在{'rocks', 0.2},的下一行插入以下内容:{'goldnugget',  1.00},
{'goldnugget',  1.00},
{'goldnugget',  1.00},即可在采矿时多掉3块黄金

四十九.无限开石头(石头不消失)

用记事本打开游戏目录\data\scripts\prefabs\rocks.lua文件,将inst:Remove()替换为inst.components.workable.workleft = 10即可在开矿时既掉落矿石,石头本身又不消失,可以无限开石头

五十.挖草一次得10个长草簇

用记事本打开游戏目录\data\DLC0001\scripts\prefabs\grass.lua文件,在inst:Remove()的下一行插入以下内容:inst.components.lootdropper:SetLoot({"dug_grass", "dug_grass", "dug_grass", "dug_grass", "dug_grass", "dug_grass", "dug_grass", "dug_grass", "dug_grass"})
local pt = Point(inst.Transform:GetWorldPosition())
inst.components.lootdropper:DropLoot(pt)即可挖草一次得10个长草簇,长草簇是用来种草的

五十一.种草不用施肥

用记事本打开游戏目录\data\DLC0001\scripts\prefabs\grass.lua文件,1.将下列内容:

local function ontransplantfn(inst)
if inst.components.pickable then
inst.components.pickable:MakeBarren()
end
end

替换为:

local function ontransplantfn(inst)
–if inst.components.pickable then
–inst.components.pickable:MakeBarren()
–end
end

2.在local function onpickedfn(inst)的下一行插入以下内容:inst.components.pickable.cycles_left = 20即可种草不用施肥

五十二.挖果树丛一次得10个果树丛根

用记事本打开游戏目录\data\DLC0001\scripts\prefabs\berrybush.lua文件,在inst.components.lootdropper:SpawnLootPrefab("dug_"..bushname)的下一行插入以下内容:inst.components.lootdropper:SetLoot({"dug_"..bushname, "dug_"..bushname, "dug_"..bushname, "dug_"..bushname, "dug_"..bushname, "dug_"..bushname, "dug_"..bushname, "dug_"..bushname, "dug_"..bushname})
local pt = Point(inst.Transform:GetWorldPosition())
inst.components.lootdropper:DropLoot(pt)即可挖果树丛一次得10个果树丛根,果树丛根是用来种果树丛的

五十三.种果树丛不用施肥

用记事本打开游戏目录\data\DLC0001\scripts\prefabs\berrybush.lua文件,1.将inst.components.pickable:MakeBarren()替换为--inst.components.pickable:MakeBarren()2.在local function onpickedfn(inst, picker)的下一行插入inst.components.pickable.cycles_left = 5即可种果树丛不用施肥,采浆果也不会使果树丛渐渐枯萎

五十四.摘浆果不出现火鸡

用记事本打开游戏目录\data\DLC0001\scripts\prefabs\berrybush.lua文件,将inst:DoTaskInTime(3+math.random()*3, spawnperd)替换为--inst:DoTaskInTime(3+math.random()*3, spawnperd)即可摘浆果不再出现讨厌的火鸡

五十五.摘仙人掌不扎手

用记事本打开游戏目录\data\DLC0001\scripts\prefabs\cactus.lua文件,将下列内容:picker.components.combat:GetAttacked(inst, TUNING.CACTUS_DAMAGE)picker:PushEvent("thorns")替换为:--picker.components.combat:GetAttacked(inst, TUNING.CACTUS_DAMAGE)--picker:PushEvent("thorns")即可摘仙人掌不扎手

五十六.挖树苗一次得10个树苗根

用记事本打开游戏目录\data\DLC0001\scripts\prefabs\sapling.lua文件,在inst:Remove()的下一行插入以下内容:inst.components.lootdropper:SetLoot({"dug_sapling", "dug_sapling", "dug_sapling", "dug_sapling", "dug_sapling", "dug_sapling", "dug_sapling", "dug_sapling", "dug_sapling"})
local pt = Point(inst.Transform:GetWorldPosition())
inst.components.lootdropper:DropLoot(pt)即可挖树苗一次得10个树苗根,树苗根是用来种树杈的

五十七.用芦苇种植芦苇(芦苇可移植)

1.用记事本打开游戏目录\data\DLC0001\scripts\prefabs\cutreeds.lua文件,在inst:AddComponent("inspectable")的下一行插入以下内容:

local function OnDeploy (inst, pt)
SpawnPrefab(“reeds”).Transform:SetPosition(pt.x, pt.y, pt.z)
inst.components.stackable:Get():Remove()
end
inst:AddComponent(“deployable”)
inst.components.deployable.ondeploy = OnDeploy

2.用记事本打开游戏目录\data\scripts\prefabs\reeds.lua文件,在inst:AddComponent("inspectable")的下一行插入以下内容:

local function dig_up(inst, chopper)
inst.components.lootdropper:SpawnLootPrefab(“cutreeds”)
inst:Remove()
end
inst:AddComponent(“workable”)
inst.components.workable:SetWorkAction(ACTIONS.DIG)
inst.components.workable:SetOnFinishCallback(dig_up)
inst.components.workable:SetWorkLeft(1)
inst:AddComponent(“lootdropper”)

即可让芦苇可以被铲子铲掉得芦苇,用芦苇可种芦苇,使芦苇可移植

五十八.挖尖刺灌木一次得10个尖刺灌木根

用记事本打开游戏目录\data\DLC0001\scripts\prefabs\marsh_bush.lua文件,在inst:Remove()的下一行插入以下内容:inst.components.lootdropper:SetLoot({"dug_marsh_bush", "dug_marsh_bush", "dug_marsh_bush", "dug_marsh_bush", "dug_marsh_bush", "dug_marsh_bush", "dug_marsh_bush", "dug_marsh_bush", "dug_marsh_bush"})
local pt = Point(inst.Transform:GetWorldPosition())
inst.components.lootdropper:DropLoot(pt)即可挖尖刺灌木一次得10个尖刺灌木根,尖刺灌木根是用来种尖刺灌木的,采集获得树杈,且会被扎一下

五十九.栽种尖刺灌木产黄油(植物黄油)

用记事本打开游戏目录\data\DLC0001\scripts\prefabs\marsh_bush.lua文件,1.将picker.components.combat:GetAttacked(inst, TUNING.MARSHBUSH_DAMAGE)替换为--picker.components.combat:GetAttacked(inst, TUNING.MARSHBUSH_DAMAGE)2.将inst.components.pickable:SetUp("twigs", TUNING.MARSHBUSH_REGROW_TIME)替换为inst.components.pickable:SetUp("butter", TUNING.MARSHBUSH_REGROW_TIME*.25,3)即可让栽种的尖刺灌木不产树杈而改产3块黄油,并且1天长1次,还不扎手哦。尖刺灌木一般生长在沼泽里,用铲子挖下来就可以栽种,无须施肥,冬夏皆长

六十.花瓣种花(花可移植)

用记事本打开游戏目录\data\DLC0001\scripts\prefabs\petals.lua文件,在inst:AddComponent("inspectable")的下一行插入以下内容:

local function OnDeploy (inst, pt)
SpawnPrefab(“flower”).Transform:SetPosition(pt.x, pt.y, pt.z)
inst.components.stackable:Get():Remove()
end
inst:AddComponent(“deployable”)
inst.components.deployable.ondeploy = OnDeploy

即可用花瓣种花,使花可方便移植

六十一.用树枝种香蕉树

用记事本打开游戏目录\data\DLC0001\scripts\prefabs\twigs.lua文件,在inst:AddComponent("inspectable")的下一行插入以下内容:

local function OnDeploy (inst, pt)
SpawnPrefab(“cave_banana_tree”).Transform:SetPosition(pt.x, pt.y, pt.z)
inst.components.stackable:Get():Remove()
end
inst:AddComponent(“deployable”)
inst.components.deployable.ondeploy = OnDeploy

即可用树枝种香蕉树

六十二.用蘑菇种蘑菇(蘑菇可移植)

用记事本打开游戏目录\data\DLC0001\scripts\prefabs\mushrooms.lua文件,在inst.AnimState:PlayAnimation(data.animname.."_cap")的下一行插入以下内容:

local function OnDeploy (inst, pt)
SpawnPrefab(data.animname…“_mushroom”).Transform:SetPosition(pt.x, pt.y, pt.z)
inst.components.stackable:Get():Remove()
end
inst:AddComponent(“deployable”)
inst.components.deployable.ondeploy = OnDeploy

即可用红蘑菇种红蘑菇,用蓝蘑菇种蓝蘑菇,用绿蘑菇种绿蘑菇,即蘑菇可移植

六十三.用苔藓种苔藓(苔藓可移植)

用记事本打开游戏目录\data\scripts\prefabs\cutlichen.lua文件,在inst:AddComponent("inspectable")的下一行插入以下内容:

local function OnDeploy (inst, pt)
SpawnPrefab(“lichen”).Transform:SetPosition(pt.x, pt.y, pt.z)
inst.components.stackable:Get():Remove()
end
inst:AddComponent(“deployable”)
inst.components.deployable.ondeploy = OnDeploy

即可用苔藓种苔藓,使苔藓可移植。不要与“奶报箱(用苔藓种奶报箱,放入黄金,每天清晨送来报纸和5瓶牛奶,读报纸可补脑)”一同修改

六十四.用荧光果种三朵洞穴花

用记事本打开游戏目录\data\scripts\prefabs\lightbulb.lua文件,在inst:AddComponent("inspectable")的下一行插入以下内容:

local function OnDeploy (inst, pt)
SpawnPrefab(“flower_cave_triple”).Transform:SetPosition(pt.x, pt.y, pt.z)
inst.components.stackable:Get():Remove()
end
inst:AddComponent(“deployable”)
inst.components.deployable.ondeploy = OnDeploy

即可用荧光果种三朵洞穴花

六十五.铲掉洞穴花得荧光果

用记事本打开游戏目录\data\scripts\prefabs\flower_cave.lua文件,在inst:AddComponent("inspectable")的下一行插入以下内容:

local function dig_up(inst, chopper)
inst.components.lootdropper:SpawnLootPrefab(“lightbulb”)
inst:Remove()
end
inst:AddComponent(“workable”)
inst.components.workable:SetWorkAction(ACTIONS.DIG)
inst.components.workable:SetOnFinishCallback(dig_up)
inst.components.workable:SetWorkLeft(1)

即可用铲子铲掉洞穴花得荧光果,使洞穴花可以被移除

六十六.缩短草、树杈、尖刺灌木、洞穴花、苔藓、浆果、芦苇长出时间

用记事本打开游戏目录\data\DLC0001\scripts\tuning.lua文件,1.将下列内容:GRASS_REGROW_TIME = total_day_time*3,SAPLING_REGROW_TIME = total_day_time*4,MARSHBUSH_REGROW_TIME = total_day_time*4,CACTUS_REGROW_TIME = total_day_time*4,FLOWER_CAVE_REGROW_TIME = total_day_time*3,LICHEN_REGROW_TIME = total_day_time*5,BERRY_REGROW_TIME = total_day_time*3,替换为:GRASS_REGROW_TIME = total_day_time*1,SAPLING_REGROW_TIME = total_day_time*1,MARSHBUSH_REGROW_TIME = total_day_time*1,CACTUS_REGROW_TIME = total_day_time*1,FLOWER_CAVE_REGROW_TIME = total_day_time*1,LICHEN_REGROW_TIME = total_day_time*1,BERRY_REGROW_TIME = total_day_time*1,2.将REEDS_REGROW_TIME = total_day_time*3,替换为REEDS_REGROW_TIME = total_day_time*1,即可让这些植物1天长1次

六十七.冬天草、树杈、蘑菇、香蕉树、苔藓、浆果、芦苇也生长

用记事本打开游戏目录\data\DLC0001\scripts\standardcomponents.lua文件,将inst.components.pickable:Pause()替换为inst.components.pickable:Resume()即可让植物冬天也生长。注意如果存档已经是冬天,植物已经停止生长,那么只有将植物挖起来再种下,才会在冬天继续生长

六十八.生命号角(吹牛角让农田和植物迅速长出)

用记事本打开游戏目录\data\scripts\prefabs\horn.lua文件,1.在下列内容:

local function onfinished(inst)
inst:Remove()
end

的下一行插入以下内容:

function growfn(inst, reader)
local pos = Vector3(reader.Transform:GetWorldPosition())
local ents = TheSim:FindEntities(pos.x,pos.y,pos.z, 30)
for k,v in pairs(ents) do
if v.components.pickable then
v.components.pickable:FinishGrowing()
end
if v.components.crop then
v.components.crop:DoGrow(TUNING.TOTAL_DAY_TIME*3)
end
if v:HasTag(“tree”) and v.components.growable and not v:HasTag(“stump”) then
v.components.growable:DoGrowth()
end
end
end

2.将下列内容:inst.components.instrument.range = TUNING.HORN_RANGE
inst.components.instrument:SetOnHeardFn(HearHorn)替换为:inst.components.instrument.onheard = growfn即可在采集过的植物根附近吹牛角,使植物瞬间生长出来,小树也可以长成大树,牛角原有让牛跟随功能失效

六十九.农田收获更多产品

用记事本打开游戏目录\data\DLC0001\scripts\components\crop.lua文件,将以下内容:harvester.components.inventory:GiveItem(product)替换为:harvester.components.inventory:GiveItem(SpawnPrefab(self.product_prefab))harvester.components.inventory:GiveItem(SpawnPrefab(self.product_prefab))harvester.components.inventory:GiveItem(SpawnPrefab(self.product_prefab))即可一次收获3个产品,想收获多少,就复制多少行harvester.components.inventory:GiveItem(SpawnPrefab(self.product_prefab))即可

七十.农作物1秒长出来

1.用记事本打开游戏目录\data\scripts\prefabs\seeds.lua文件,将inst.components.plantable.growtime = TUNING.SEEDS_GROW_TIME替换为inst.components.plantable.growtime = TUNING.SEEDS_GROW_TIME*02.用记事本打开游戏目录\data\DLC0001\scripts\prefabs\veggies.lua文件,将inst.components.plantable.growtime = TUNING.SEEDS_GROW_TIME替换为inst.components.plantable.growtime = TUNING.SEEDS_GROW_TIME*0即可让所有农作物1秒长出

七十一.冬天农作物也生长

用记事本打开游戏目录\data\DLC0001\scripts\tuning.lua文件,将MIN_CROP_GROW_TEMP = 5,替换为MIN_CROP_GROW_TEMP = -100,即可让农作物在冬天也生长

七十二.农田不用施肥

用记事本打开游戏目录\data\DLC0001\scripts\components\grower.lua文件,将self.cycles_left = self.cycles_left - 1替换为self.cycles_left = self.cycles_left即可让农田不用施肥

七十三.煮一锅收多个料理

用记事本打开游戏目录\data\DLC0001\scripts\components\stewer.lua文件,将以下内容:

harvester.components.inventory:GiveItem(loot, nil, Vector3(TheSim:GetScreenPos(self.inst.Transform:GetWorldPosition())))

替换为:

harvester.components.inventory:GiveItem(SpawnPrefab(self.product))
harvester.components.inventory:GiveItem(SpawnPrefab(self.product))
harvester.components.inventory:GiveItem(SpawnPrefab(self.product))

即可煮一锅收3个料理,想收多少,就复制多少行harvester.components.inventory:GiveItem(SpawnPrefab(self.product))即可

七十四.缩短煮料理时间

用记事本打开游戏目录\data\DLC0001\scripts\tuning.lua文件,将BASE_COOK_TIME = night_time*.3333,替换为BASE_COOK_TIME = seg_time*.01,即可使料理瞬间煮熟

七十五.冰箱容量增加3倍(27格)

用记事本打开游戏目录\data\DLC0001\scripts\prefabs\icebox.lua文件,1.将for y = 2, 0, -1 do替换为for y = 8, 0, -1 do2.将下列内容:inst.components.container.widgetanimbank = "ui_chest_3x3"
inst.components.container.widgetanimbuild = "ui_chest_3x3"
inst.components.container.widgetpos = Vector3(0,200,0)替换为:--inst.components.container.widgetanimbank = "ui_chest_3x3"
--inst.components.container.widgetanimbuild = "ui_chest_3x3"
inst.components.container.widgetpos = Vector3(0,100,0)即可让冰箱容量增加3倍至27格

七十六.冰箱永久保鲜

用记事本打开游戏目录\data\DLC0001\scripts\tuning.lua文件,将PERISH_FRIDGE_MULT = .5,替换为PERISH_FRIDGE_MULT = 0,即可让放入冰箱的食物永久保鲜。如果将0改为负数比如-5,则可使不新鲜的食物回复新鲜度

七十七.背包可冷藏食品

1.普通背包可冷藏食品:用记事本打开游戏目录\data\DLC0001\scripts\prefabs\backpack.lua文件,在inst:AddComponent("inspectable")的下一行插入inst:AddTag("fridge")2.小猪包可冷藏食品:用记事本打开游戏目录\data\DLC0001\scripts\prefabs\piggyback.lua文件,在inst:AddComponent("inspectable")的下一行插入inst:AddTag("fridge")3.坎普斯背包可冷藏食品:用记事本打开游戏目录\data\DLC0001\scripts\prefabs\krampus_sack.lua文件,在inst:AddComponent("inspectable")的下一行插入inst:AddTag("fridge")即可让背包具备冰箱功能

七十八.晾肉无需等待(将肉放在晾肉架上即干)

用记事本打开游戏目录\data\DLC0001\scripts\tuning.lua文件,将下列内容:DRY_FAST = total_day_time,DRY_MED = 2*total_day_time,替换为:DRY_FAST = total_day_time*0,DRY_MED = 2*total_day_time*0,即可晾肉无需等待,肉放在晾肉架上即干

七十九.晾肉架一次收多块干肉

用记事本打开游戏目录\data\DLC0001\scripts\components\dryer.lua文件,将以下内容:

harvester.components.inventory:GiveItem(loot, nil, Vector3(TheSim:GetScreenPos(self.inst.Transform:GetWorldPosition())))

替换为:

harvester.components.inventory:GiveItem(SpawnPrefab(self.product))
harvester.components.inventory:GiveItem(SpawnPrefab(self.product))
harvester.components.inventory:GiveItem(SpawnPrefab(self.product))

即可晾1块肉收3块干肉,想收多少,就复制多少行harvester.components.inventory:GiveItem(SpawnPrefab(self.product))即可

八十.木箱容量增加9倍(81格)

用记事本打开游戏目录\data\DLC0001\scripts\prefabs\treasurechest.lua文件,1.将下列内容:

for y = 2, 0, -1 do
for x = 0, 2 do

替换为:

for y = 8, 0, -1 do
for x = 0, 8 do

2.将下列内容:inst.components.container.widgetanimbank = "ui_chest_3x3"inst.components.container.widgetanimbuild = "ui_chest_3x3"inst.components.container.widgetpos = Vector3(0,200,0)替换为:--inst.components.container.widgetanimbank = "ui_chest_3x3"--inst.components.container.widgetanimbuild = "ui_chest_3x3"inst.components.container.widgetpos = Vector3(0,100,0)即可让木箱容量增加9倍至81格

八十一.蜻蜓箱子容量增加9倍(108格)

用记事本打开游戏目录\data\DLC0001\scripts\prefabs\dragonfly_chest.lua文件,1.将下列内容:

for y = 2.5, -0.5, -1 do
for x = 0, 2 do

替换为:

for y = 8, 0, -1 do
for x = 0, 11 do

2.将下列内容:inst.components.container.widgetanimbank = "ui_chester_shadow_3x4"
inst.components.container.widgetanimbuild = "ui_chester_shadow_3x4"	
inst.components.container.widgetpos = Vector3(0,200,0)替换为:--inst.components.container.widgetanimbank = "ui_chester_shadow_3x4"
--inst.components.container.widgetanimbuild = "ui_chester_shadow_3x4"	
inst.components.container.widgetpos = Vector3(-200,100,0)即可使蜻蜓箱子容量增加9倍至108格

八十二.精炼选项里的物品一次造10个

用记事本打开游戏目录\data\DLC0001\scripts\recipes.lua文件,将下列内容:

Recipe(“rope”, {Ingredient(“cutgrass”, 3)}, RECIPETABS.REFINE, TECH.SCIENCE_ONE)
Recipe(“boards”, {Ingredient(“log”, 4)}, RECIPETABS.REFINE, TECH.SCIENCE_ONE)
Recipe(“cutstone”, {Ingredient(“rocks”, 3)}, RECIPETABS.REFINE, TECH.SCIENCE_ONE)
Recipe(“papyrus”, {Ingredient(“cutreeds”, 4)}, RECIPETABS.REFINE, TECH.SCIENCE_ONE)
Recipe(“nightmarefuel”, {Ingredient(“petals_evil”, 4)}, RECIPETABS.REFINE, TECH.MAGIC_TWO)
Recipe(“purplegem”, {Ingredient(“redgem”,1), Ingredient(“bluegem”, 1)}, RECIPETABS.REFINE, TECH.MAGIC_TWO)

替换为:

Recipe(“rope”, {Ingredient(“cutgrass”, 3)}, RECIPETABS.REFINE, TECH.SCIENCE_ONE,nil,nil,nil,10)
Recipe(“boards”, {Ingredient(“log”, 4)}, RECIPETABS.REFINE, TECH.SCIENCE_ONE,nil,nil,nil,10)
Recipe(“cutstone”, {Ingredient(“rocks”, 3)}, RECIPETABS.REFINE, TECH.SCIENCE_ONE,nil,nil,nil,10)
Recipe(“papyrus”, {Ingredient(“cutreeds”, 4)}, RECIPETABS.REFINE, TECH.SCIENCE_ONE,nil,nil,nil,10)
Recipe(“nightmarefuel”, {Ingredient(“petals_evil”, 4)}, RECIPETABS.REFINE, TECH.MAGIC_TWO,nil,nil,nil,10)
Recipe(“purplegem”, {Ingredient(“redgem”,1), Ingredient(“bluegem”, 1)}, RECIPETABS.REFINE, TECH.MAGIC_TWO,nil,nil,nil,10)

即可让精炼选项(画着白色宝石)里的绳子、木板、石砖、纸、噩梦燃料、紫宝石一次造10个

八十三.喂鸟蔬菜多掉种子

用记事本打开游戏目录\data\DLC0001\scripts\prefabs\birdcage.lua文件,将local num_seeds = math.random(2)替换为local num_seeds = 10即可喂鸟一次蔬菜掉10个种子,数字可随意调整

八十四.冬天野外的鸟也掉种子

用记事本打开游戏目录\data\DLC0001\scripts\prefabs\birds.lua文件,将return not GetWorld().components.seasonmanager:IsWinter()替换为return true即可让野外的鸟在冬天也掉种子

八十五.种子腐烂变慢

用记事本打开游戏目录\data\DLC0001\scripts\tuning.lua文件,将PERISH_SUPERSLOW = 40*total_day_time*perish_warp,替换为PERISH_SUPERSLOW = 200*total_day_time*perish_warp,即可让种子腐烂时间延缓5倍

八十六.收获蜂箱不被蛰

用记事本打开游戏目录\data\DLC0001\scripts\prefabs\beebox.lua文件,将inst.components.childspawner:ReleaseAllChildren(picker)替换为--inst.components.childspawner:ReleaseAllChildren(picker)即可在收获蜂箱不被蛰

八十七.蜂箱容量增加10倍(最多可采60个蜂蜜)

用记事本打开游戏目录\data\DLC0001\scripts\prefabs\beebox.lua文件,1.将下列内容:{ amount=6, idle="honey3", hit="hit_honey3" },
{ amount=3, idle="honey2", hit="hit_honey2" },
{ amount=1, idle="honey1", hit="hit_honey1" },替换为:{ amount=60, idle="honey3", hit="hit_honey3" },
{ amount=30, idle="honey2", hit="hit_honey2" },
{ amount=10, idle="honey1", hit="hit_honey1" },2.将inst.components.harvestable:SetUp("honey", 6, nil, onharvest, updatelevel)替换为inst.components.harvestable:SetUp("honey", 60, nil, onharvest, updatelevel)即可让蜂箱容量增加10倍,可减少照管的时间

八十八.蜂箱快速产蜂蜜

用记事本打开游戏目录\data\DLC0001\scripts\prefabs\beebox.lua文件,1.将下列内容:inst.components.harvestable:SetGrowTime(TUNING.BEEBOX_HONEY_TIME)inst.components.harvestable:StartGrowing()end
end

end

local function stopsleep(inst)
if not inst:HasTag(“burnt”) then
if inst.components.harvestable then
inst.components.harvestable:SetGrowTime(nil)
inst.components.harvestable:StopGrowing()

替换为:inst.components.harvestable:SetGrowTime(TUNING.BEEBOX_HONEY_TIME*.01)inst.components.harvestable:StartGrowing()end
end

end

local function stopsleep(inst)
if not inst:HasTag(“burnt”) then
if inst.components.harvestable then
inst.components.harvestable:SetGrowTime(TUNING.BEEBOX_HONEY_TIME*.01)
inst.components.harvestable:StartGrowing()

2.将inst:ListenForEvent( "dusktime", StopSpawningFn(inst), GetWorld())替换为inst:ListenForEvent( "dusktime", StartSpawningFn(inst), GetWorld())即可让蜂箱快速产蜂蜜,几秒钟一箱就满了

八十九.萤火虫不怕人(人靠近不会灭、白天也可看见)

用记事本打开游戏目录\data\DLC0001\scripts\prefabs\fireflies.lua文件,将下列内容:inst:AddTag("NOCLICK")if inst.lighton thenfadeout(inst)endinst.lighton = false替换为:if not inst.lighton thenfadein(inst)endinst.lighton = true即可让萤火虫不怕人

九十.空手抓蜜蜂、杀人蜂、蝴蝶、萤火虫(用橙色护身符可以快速吸取)

1.空手抓蜜蜂、杀人蜂:用记事本打开游戏目录\data\DLC0001\scripts\prefabs\bee.lua文件,将inst.components.inventoryitem.canbepickedup = false替换为inst.components.inventoryitem.canbepickedup = true2.空手抓蝴蝶:用记事本打开游戏目录\data\DLC0001\scripts\prefabs\butterfly.lua文件,将inst.components.inventoryitem.canbepickedup = false替换为inst.components.inventoryitem.canbepickedup = true3.空手抓萤火虫:用记事本打开游戏目录\data\DLC0001\scripts\prefabs\fireflies.lua文件,将共2句inst.components.inventoryitem.canbepickedup = false均替换为inst.components.inventoryitem.canbepickedup = true即可空手抓蜜蜂、杀人蜂、蝴蝶、萤火虫,也可以用橙色护身符快速吸取

九十一.快速找到牛(牛在地图上显示)

用记事本打开游戏目录\data\scripts\prefabs\beefalo.lua文件,在inst:AddComponent("inspectable")的下一行插入以下内容:local minimap = inst.entity:AddMiniMapEntity()
minimap:SetIcon( "beemine.png" )即可在地图上看到牛的位置,显示为炸弹图标,因为你不知道它什么时候会发狂

九十二.牛产便便速度增加1倍

用记事本打开游戏目录\data\scripts\prefabs\beefalo.lua文件,将inst.components.periodicspawner:SetRandomTimes(40, 60)替换为inst.components.periodicspawner:SetRandomTimes(20, 30)即可让牛产便便速度增加1倍,约20至30秒产一次。牛的附近如果有便便,就不会再拉了,要勤捡起哦

九十三.喂牛蔬菜无限产黄油

用记事本打开游戏目录\data\scripts\prefabs\beefalo.lua文件,在inst.components.eater:SetVegetarian()的下一行插入以下内容:

local function OnGetItemFromPlayer(inst, giver, item)
if item.components.edible.foodtype == “VEGGIE” then
SpawnPrefab(“butter”).Transform:SetPosition(inst.Transform:GetWorldPosition())
end
end
inst:AddComponent(“trader”)
inst.components.trader.onaccept = OnGetItemFromPlayer

即可喂牛胡罗卜、浆果等蔬菜无限产黄油,相当于挤牛奶

九十四.牛醒着也可剪牛毛

用记事本打开游戏目录\data\scripts\prefabs\beefalo文件,将下列内容:inst.components.beard.canshavetest = function() if not inst.components.sleeper:IsAsleep() then return false, "AWAKEBEEFALO" end return true end替换为:inst.components.beard.canshavetest = function() if not inst.components.sleeper:IsAsleep() then return true, "AWAKEBEEFALO" end return true end即可在牛醒着时也可剪牛毛

九十五.游牧生涯(带牛毛帽让牛群跟随,牛不集体攻击主角)

1.用记事本打开游戏目录\data\DLC0001\scripts\prefabs\hats.lua文件,将下列内容:local function beefalo_equip(inst, owner)onequip(inst, owner)owner:AddTag("beefalo")
end
local function beefalo_unequip(inst, owner)onunequip(inst, owner)owner:RemoveTag("beefalo")
end
local function beefalo()local inst = simple()inst.components.equippable:SetOnEquip( beefalo_equip )inst.components.equippable:SetOnUnequip( beefalo_unequip )inst:AddComponent("insulator")inst.components.insulator:SetInsulation(TUNING.INSULATION_LARGE)inst:AddComponent("waterproofer")inst.components.waterproofer:SetEffectiveness(TUNING.WATERPROOFNESS_SMALL)inst:AddComponent("fueled")inst.components.fueled.fueltype = "USAGE"inst.components.fueled:InitializeFuelLevel(TUNING.BEEFALOHAT_PERISHTIME)inst.components.fueled:SetDepletedFn(generic_perish)return inst
end替换为:local function beefalo_disable(inst)if inst.updatetask theninst.updatetask:Cancel()inst.updatetask = nilendlocal owner = inst.components.inventoryitem and inst.components.inventoryitem.ownerowner.components.leader:RemoveFollowersByTag("beefalo")
end
local function beefalo_update(inst)local owner = inst.components.inventoryitem and inst.components.inventoryitem.ownerif owner and owner.components.leader thenlocal x,y,z = owner.Transform:GetWorldPosition()local ents = TheSim:FindEntities(x,y,z, TUNING.SPIDERHAT_RANGE, {"beefalo"})for k,v in pairs(ents) doif v.components.follower and not v.components.follower.leader and not owner.components.leader:IsFollower(v) and owner.components.leader.numfollowers < 50 thenowner.components.leader:AddFollower(v)endendend
end
local function beefalo_enable(inst)inst.updatetask = inst:DoPeriodicTask(0.5, beefalo_update, 1)
end
local function beefalo_equip(inst, owner)onequip(inst, owner)beefalo_enable(inst)owner:AddTag("beefalo")
end
local function beefalo_unequip(inst, owner)onunequip(inst, owner)beefalo_disable(inst)owner:RemoveTag("beefalo")
end
local function beefalo_perish(inst)beefalo_disable(inst)inst:Remove()
end
local function beefalo()local inst = simple()inst.components.equippable:SetOnEquip( beefalo_equip )inst.components.equippable:SetOnUnequip( beefalo_unequip )inst:AddComponent("insulator")inst.components.insulator.insulation = TUNING.INSULATION_LARGEinst:AddComponent("waterproofer")inst.components.waterproofer:SetEffectiveness(TUNING.WATERPROOFNESS_SMALL)inst:AddComponent("fueled")inst.components.fueled.fueltype = "USAGE"inst.components.fueled:InitializeFuelLevel(TUNING.BEEFALOHAT_PERISHTIME)inst.components.fueled:SetDepletedFn(beefalo_perish)return inst
end2.用记事本打开游戏目录\data\scripts\prefabs\beefalo.lua文件,将return not guy:HasTag("beefalo") and替换为return not guy:HasTag("beefalo") and not guy:HasTag("player") and3.将return dude:HasTag("beefalo") and not dude:HasTag("player") and not dude.components.health:IsDead()替换为return dude:HasTag("beefalo") and dude:HasTag("player") and not dude.components.health:IsDead()4.将inst.components.locomotor.walkspeed = 1.5替换为inst.components.locomotor.walkspeed = 3即可带牛毛帽让牛群跟随,杀牛它们不会集体反击,也提高了牛走路的速度。加上“牛产便便速度增加1倍”、“喂牛蔬菜无限产黄油”、“牛醒着也可剪牛毛”的修改(见本修改技巧),就可以烧着便便取暖,吃牛肉、黄油,经营自己的牛群吧

九十六.养殖牛(用牛毛种小牛)

用记事本打开游戏目录\data\DLC0001\scripts\prefabs\beefalowool.lua文件,在inst:AddComponent("inspectable")的下一行插入以下内容:

local function OnDeploy (inst, pt)
SpawnPrefab(“babybeefalo”).Transform:SetPosition(pt.x, pt.y, pt.z)
inst.components.stackable:Get():Remove()
end
inst:AddComponent(“deployable”)
inst.components.deployable.ondeploy = OnDeploy

即可用牛毛种小牛,人工繁育自己的牛群

九十七.养殖兔子(用兔子种兔子洞、兔子可堆叠)

用记事本打开游戏目录\data\DLC0001\scripts\prefabs\rabbit.lua文件,在inst:AddComponent("inspectable")的下一行插入以下内容:

local function OnDeploy (inst, pt)
SpawnPrefab(“rabbithole”).Transform:SetPosition(pt.x, pt.y, pt.z)
inst.components.stackable:Get():Remove()
end
inst:AddComponent(“deployable”)
inst.components.deployable.ondeploy = OnDeploy
inst:AddComponent(“stackable”)
inst.components.stackable.maxsize = TUNING.STACK_SIZE_LARGEITEM

即可种兔子得兔子洞、兔子可堆叠

九十八.养殖火鸡(用鸡蛋种会下蛋且不用圈养的火鸡)

1.用记事本打开游戏目录\data\DLC0001\scripts\prefabs\egg.lua文件,在inst.components.cookable.product = "bird_egg_cooked"的下一行插入以下内容:

local function OnDeploy (inst, pt)
SpawnPrefab(“perd”).Transform:SetPosition(pt.x, pt.y, pt.z)
inst.components.stackable:Get():Remove()
end
inst:AddComponent(“deployable”)
inst.components.deployable.ondeploy = OnDeploy

2.用记事本打开游戏目录\data\scripts\prefabs\perd.lua文件,在inst:AddComponent("inspectable")的下一行插入以下内容:inst:AddComponent("periodicspawner")
inst.components.periodicspawner:SetPrefab("bird_egg")
inst.components.periodicspawner:SetRandomTimes(360, 480)
inst.components.periodicspawner:Start()3.用记事本打开游戏目录\data\scripts\brains\perdbrain.lua文件,将下列内容:WhileNode(function() return clock and not clock:IsDay() end, "IsNight",DoAction(self.inst, GoHomeAction, "Go Home", true )),DoAction(self.inst, EatFoodAction, "Eat Food"),RunAway(self.inst, "scarytoprey", SEE_PLAYER_DIST, STOP_RUN_DIST),DoAction(self.inst, PickBerriesAction, "Pick Berries", true),Wander(self.inst, HomePos, MAX_WANDER_DIST),替换为:DoAction(self.inst, EatFoodAction, "Eat Food"),RunAway(self.inst, "scarytoprey", SEE_PLAYER_DIST/2.5, STOP_RUN_DIST/3),即可用鸡蛋种会下蛋且不用圈养的火鸡,火鸡不会乱跑,养在果树丛旁也不会消失,一天左右下一个蛋

九十九.养殖大象(用兔人尾巴种大象)

用记事本打开游戏目录\data\DLC0001\scripts\prefabs\manrabbit_tail.lua文件,在inst:AddComponent("inspectable")的下一行插入以下内容:

local function OnDeploy (inst, pt)
local names = {“koalefant_summer”,“koalefant_winter”}
inst.name = names[math.random(#names)]
SpawnPrefab(inst.name).Transform:SetPosition(pt.x, pt.y, pt.z)
inst.components.stackable:Get():Remove()
end
inst:AddComponent(“deployable”)
inst.components.deployable.ondeploy = OnDeploy

即可用兔人尾巴种大象,品种随机,可能是冬象、也可能是夏象

一00.养殖高鸟(种高鸟蛋得不攻击、下高鸟蛋的大高鸟)

1.用记事本打开游戏目录\data\DLC0001\scripts\prefabs\tallbirdegg.lua文件,在inst:AddComponent("inspectable")的下一行插入以下内容:

local function OnDeploy (inst, pt)
SpawnPrefab(“tallbird”).Transform:SetPosition(pt.x, pt.y, pt.z)
inst.components.stackable:Get():Remove()
end
inst:AddComponent(“deployable”)
inst.components.deployable.ondeploy = OnDeploy
inst:AddComponent(“stackable”)
inst.components.stackable.maxsize = TUNING.STACK_SIZE_SMALLITEM

2.用记事本打开游戏目录\data\DLC0001\scripts\prefabs\tallbird.lua文件,将inst.components.combat:SetRange(TUNING.TALLBIRD_ATTACK_RANGE)替换为inst.components.combat:SetRange(TUNING.TALLBIRD_ATTACK_RANGE*0)3.在inst:AddComponent("inspectable")的下一行插入以下内容:inst:AddComponent("periodicspawner")
inst.components.periodicspawner:SetPrefab("tallbirdegg")
inst.components.periodicspawner:SetRandomTimes(80, 110)
inst.components.periodicspawner:SetDensityInRange(20, 2)
inst.components.periodicspawner:SetMinimumSpacing(8)
inst.components.periodicspawner:Start()即可种高鸟蛋得大高鸟,高鸟无攻击行为、下高鸟蛋,高鸟蛋可堆叠

一0一.下钩就上鱼(无限刷鱼)

1.用记事本打开游戏目录\data\scripts\prefabs\fishingrod.lua文件,将inst.components.fishingrod:SetWaitTimes(4, 40)替换为inst.components.fishingrod:SetWaitTimes(0, 0)2.用记事本打开游戏目录\data\scripts\components\fishable.lua文件,将self.fishleft = self.fishleft - 1替换为self.fishleft = self.fishleft即可在池塘钓鱼时,下钩就上鱼,且无限刷鱼。游戏原设定为钓10条需等一段时间才会再有鱼

一0二.用腐烂食物种普通池塘

用记事本打开游戏目录\data\DLC0001\scripts\prefabs\spoiledfood.lua文件,在inst:AddComponent("inspectable")的下一行插入以下内容:

local function OnDeploy (inst, pt)
SpawnPrefab(“pond”).Transform:SetPosition(pt.x, pt.y, pt.z)
inst.components.stackable:Get():Remove()
end
inst:AddComponent(“deployable”)
inst.components.deployable.ondeploy = OnDeploy

即可用腐烂食物种普通池塘

一0三.用蛙腿种可钓鳗鱼池塘

用记事本打开游戏目录\data\DLC0001\scripts\prefabs\froglegs.lua文件,在inst.AnimState:PlayAnimation("idle")的下一行插入以下内容:

local function OnDeploy (inst, pt)
SpawnPrefab(“pond_cave”).Transform:SetPosition(pt.x, pt.y, pt.z)
inst.components.stackable:Get():Remove()
end
inst:AddComponent(“deployable”)
inst.components.deployable.ondeploy = OnDeploy

即可用蛙腿种可钓鳗鱼池塘

一0四.用铲子挖掉池塘

用记事本打开游戏目录\data\scripts\prefabs\pond.lua文件,在inst:AddComponent("inspectable")的下一行插入以下内容:

local function dig_up(inst, chopper)
inst:Remove()
end
inst:AddComponent(“workable”)
inst.components.workable:SetWorkAction(ACTIONS.DIG)
inst.components.workable:SetOnFinishCallback(dig_up)
inst.components.workable:SetWorkLeft(1)

即可用铲子挖掉池塘

一0五.冬天池塘不上冻

用记事本打开游戏目录\data\scripts\prefabs\pond.lua文件,将if snow_cover > thresh and not inst.frozen then替换为if snow_cover > thresh and inst.frozen then即可冬天池塘不上冻,在冬天也能钓鱼

一0六.池塘不生青蛙、蚊子

用记事本打开游戏目录\data\scripts\prefabs\pond.lua文件,1.将inst.components.childspawner.childname = "mosquito"替换为--inst.components.childspawner.childname = "mosquito"2.将inst.components.childspawner.childname = "frog"替换为--inst.components.childspawner.childname = "frog"即可让池塘不生讨厌的青蛙、蚊子,怡然自得地垂钓吧

一0七.青蛙不偷东西

用记事本打开游戏目录\data\scripts\prefabs\frog.lua文件,将inst.components.combat.onhitotherfn = function(inst, other, damage) inst.components.thief:StealItem(other) end替换为--inst.components.combat.onhitotherfn = function(inst, other, damage) inst.components.thief:StealItem(other) end即可让青蛙在攻击主角时,主角不掉物品

一0八.池塘边长满曼德拉草

用记事本打开游戏目录\data\scripts\prefabs\pond.lua文件,将共2句inst.planttype = "marsh_plant"均替换为inst.planttype = "mandrake"即可让池塘边长曼德拉草,采完过一段时间后又会长出一批。注意一共要替换2句哦

一0九.主角可夜视(按键盘H键开关夜视功能)

用记事本打开游戏目录\data\DLC0001\scripts\prefabs\player_common.lua文件,在inst:AddComponent("playeractionpicker")的下一行插入以下内容:

local function lightson(inst)
inst.components.machine.ison = true
inst.Light:Enable(true)
end
local function lightsoff(inst)
inst.components.machine.ison = false
inst.Light:Enable(false)
end
local light = inst.entity:AddLight()
light:SetFalloff(1)
light:SetIntensity(.8)
light:SetRadius(10)
light:Enable(false)
light:SetColour(0/255, 255/255, 0/255)
inst:AddComponent(“machine”)
inst.components.machine.turnonfn = lightson
inst.components.machine.turnofffn = lightsoff
TheInput:AddKeyUpHandler(KEY_H, function() if inst.components.machine:IsOn() then inst.components.machine:TurnOff() else inst.components.machine:TurnOn() end end )

即可在游戏中按键盘H键开关主角夜视功能,不再需要火炬、矿工灯

一一0.火炬不用尽(用到剩0%不消失,可继续用)

用记事本打开游戏目录\data\DLC0001\scripts\prefabs\torch.lua文件,1.将inst:Remove()替换为--inst:Remove()2.将inst.components.fueled:SetDepletedFn(function(inst) inst:Remove() end)替换为--inst.components.fueled:SetDepletedFn(function(inst) inst:Remove() end)即可让火炬用到剩0%后不消失,可继续用。在语句前加入--的功能就是将该句废掉

一一一.矿工灯无限使用

用记事本打开游戏目录\data\DLC0001\scripts\prefabs\hats.lua文件,将下列内容:inst.components.fueled:StartConsuming()inst.SoundEmitter:PlaySound("dontstarve/common/minerhatAddFuel")替换为:inst.components.fueled:StopConsuming()inst.SoundEmitter:PlaySound("dontstarve/common/minerhatAddFuel")即可让矿工灯无限使用

一一二.提灯改用木头、树杈、牛粪等可燃物作燃料

用记事本打开游戏目录\data\scripts\prefabs\mininglantern.lua文件,将inst.components.fueled.fueltype = "CAVE"替换为--inst.components.fueled.fueltype = "CAVE"即可在提灯没有燃料时,添加木头、树杈、牛粪等可燃物作燃料,不用添加荧光果了

一一三.提灯可以点50天

用记事本打开游戏目录\data\DLC0001\scripts\tuning.lua文件,1.将MED_LARGE_FUEL = seg_time * 3,替换为MED_LARGE_FUEL = total_day_time*50,2.将LANTERN_LIGHTTIME = (night_time+dusk_time)*2.6,替换为LANTERN_LIGHTTIME = total_day_time*50,即可使提灯可以点50天。当然改999天也行,只要把两句的50改为999即可

一一四.南瓜灯永不坏(无限使用)

用记事本打开游戏目录\data\scripts\prefabs\pumpkin_lantern.lua文件,1.将共2句inst.components.perishable:StopPerishing()均替换为--inst.components.perishable:StopPerishing()2.将下列内容:inst:AddComponent("perishable")
inst.components.perishable:SetPerishTime(30*TUNING.SEG_TIME)
inst.components.perishable:SetOnPerishFn(onperish)
inst.components.inventoryitem:SetOnDroppedFn(function(inst)inst.components.perishable:StartPerishing()替换为:--inst:AddComponent("perishable")
--inst.components.perishable:SetPerishTime(30*TUNING.SEG_TIME)
--inst.components.perishable:SetOnPerishFn(onperish)
inst.components.inventoryitem:SetOnDroppedFn(function(inst)--inst.components.perishable:StartPerishing()即可让南瓜灯无限使用

一一五.用硝石种麦斯威尔灯(靠近自动点燃、远离自动灭)

1.用记事本打开游戏目录\data\DLC0001\scripts\prefabs\nitre.lua文件,在inst:AddComponent("inspectable")的下一行插入以下内容:

local function OnDeploy (inst, pt)
SpawnPrefab(“maxwelllight”).Transform:SetPosition(pt.x, pt.y, pt.z)
inst.components.stackable:Get():Remove()
end
inst:AddComponent(“deployable”)
inst.components.deployable.ondeploy = OnDeploy

2.用记事本打开游戏目录\data\scripts\prefabs\maxwelllight.lua文件,在inst:AddComponent("inspectable")的下一行插入以下内容:

local function onhammered(inst, worker)
SpawnPrefab(“collapse_small”).Transform:SetPosition(inst.Transform:GetWorldPosition())
SpawnPrefab(“nitre”).Transform:SetPosition(inst.Transform:GetWorldPosition())
inst:Remove()
end

inst:AddComponent("playerprox")
inst.components.playerprox:SetDist(17, 27 )
inst.components.playerprox:SetOnPlayerNear(function() if not inst.components.burnable:IsBurning() then inst.components.burnable:Ignite() end end)
inst.components.playerprox:SetOnPlayerFar(extinguish)
inst:AddComponent("workable")
inst.components.workable:SetWorkAction(ACTIONS.HAMMER)
inst.components.workable:SetWorkLeft(1)
inst.components.workable:SetOnFinishCallback(onhammered)3.用记事本打开游戏目录\data\scripts\prefabs\maxwelllight_flame.lua文件,将下列内容:{anim="level1", sound="dontstarve/common/maxlight", radius=1, intensity=.75, falloff= 1, colour = {207/255,234/255,245/255}, soundintensity=.1},
{anim="level2", sound="dontstarve/common/maxlight", radius=1.5, intensity=.8, falloff=.9, colour = {207/255,234/255,245/255}, soundintensity=.3},
{anim="level3", sound="dontstarve/common/maxlight", radius=2, intensity=.8, falloff=.8, colour = {207/255,234/255,245/255}, soundintensity=.6},
{anim="level4", sound="dontstarve/common/maxlight", radius=2.5, intensity=.9, falloff=.7, colour = {207/255,234/255,245/255}, soundintensity=1},
{anim="level1", sound="dontstarve/common/maxlight", radius=2, intensity=.75, falloff=.4, colour = {207/255,234/255,245/255}, soundintensity=.1},
{anim="level2", sound="dontstarve/common/maxlight", radius=3, intensity=.8, falloff=.4, colour = {207/255,234/255,245/255}, soundintensity=.3},
{anim="level3", sound="dontstarve/common/maxlight", radius=4, intensity=.8, falloff=.4, colour = {207/255,234/255,245/255}, soundintensity=.6},
{anim="level4", sound="dontstarve/common/maxlight", radius=6, intensity=.9, falloff=.4, colour = {207/255,234/255,245/255}, soundintensity=1},替换为:{anim="level1", sound="dontstarve/common/maxlight", radius=5, intensity=.75, falloff= 1, colour = {207/255,234/255,245/255}, soundintensity=.1},
{anim="level2", sound="dontstarve/common/maxlight", radius=7.5, intensity=.8, falloff=.9, colour = {207/255,234/255,245/255}, soundintensity=.3},
{anim="level3", sound="dontstarve/common/maxlight", radius=10, intensity=.8, falloff=.8, colour = {207/255,234/255,245/255}, soundintensity=.6},
{anim="level4", sound="dontstarve/common/maxlight", radius=12.5, intensity=.9, falloff=.7, colour = {207/255,234/255,245/255}, soundintensity=1},
{anim="level1", sound="dontstarve/common/maxlight", radius=10, intensity=.75, falloff=.4, colour = {207/255,234/255,245/255}, soundintensity=.1},
{anim="level2", sound="dontstarve/common/maxlight", radius=15, intensity=.8, falloff=.4, colour = {207/255,234/255,245/255}, soundintensity=.3},
{anim="level3", sound="dontstarve/common/maxlight", radius=20, intensity=.8, falloff=.4, colour = {207/255,234/255,245/255}, soundintensity=.6},
{anim="level4", sound="dontstarve/common/maxlight", radius=30, intensity=.9, falloff=.4, colour = {207/255,234/255,245/255}, soundintensity=1},即可用硝石种麦斯威尔灯,靠近自动点燃、远离自动灭,不想要时用锤子砸毁即可。其中inst.components.playerprox:SetDist(17, 27 )语句中的17为靠近点燃距离,27为远离熄灭距离,可自行调整

一一六.石头营火永不灭

用记事本打开游戏目录\data\DLC0001\scripts\prefabs\firepit.lua文件,将if section == 0 then替换为if section < 0 then即可让石头营火永不灭,但睡觉、下地洞后系统还是会将其熄灭,随便填块燃料即可又保持不灭

一一七.光明世界(地上、洞穴、远古遗址都永无黑暗)

1.用记事本打开游戏目录\data\DLC0001\scripts\components\clock.lua文件,将下列内容:self.dayColour =         Point(255/255, 230/255, 158/255)
self.duskColour =        Point(100/255, 100/255, 100/255)
self.nightColour =       Point(0/255,   0/255,   0/255)
self.fullMoonColour =    Point(84/255,  122/255, 156/255)
self.caveColour =        Point(0/255,   0/255,   0/255)
self.dayNightVisionColour =         Point(200/255,  200/255, 200/255)
self.duskNightVisionColour =        Point(120/255,  120/255, 120/255)
self.nightNightVisionColour =       Point(200/255,  200/255, 200/255)
self.fullMoonNightVisionColour =    Point(200/255,  200/255, 200/255)
self.caveNightVisionColour =        Point(200/255,  200/255, 200/255)替换为:self.dayColour =         Point(255/255, 230/255, 158/255)
self.duskColour =        Point(255/255, 230/255, 158/255)
self.nightColour =       Point(255/255, 230/255, 158/255)
self.fullMoonColour =    Point(255/255, 230/255, 158/255)
self.caveColour =        Point(255/255, 230/255, 158/255)
self.dayNightVisionColour =         Point(255/255, 230/255, 158/255)
self.duskNightVisionColour =        Point(255/255, 230/255, 158/255)
self.nightNightVisionColour =       Point(255/255, 230/255, 158/255)
self.fullMoonNightVisionColour =    Point(255/255, 230/255, 158/255)
self.caveNightVisionColour =        Point(255/255, 230/255, 158/255)2.用记事本打开游戏目录\data\scripts\components\nightmareclock.lua文件,将下列内容:self.calmColour = Point(0, 0, 0)
self.warnColour = Point(0, 0, 0)
self.nightmareColour = Point(0, 0, 0)
self.dawnColour = Point(0, 0, 0)替换为:self.calmColour = Point(255/255, 230/255, 158/255)
self.warnColour = Point(255/255, 230/255, 158/255)
self.nightmareColour = Point(255/255, 230/255, 158/255)
self.dawnColour = Point(255/255, 230/255, 158/255)即可拥有一个光明世界,不需要为照明而点火了

一一八.机器可携带

1.用记事本打开游戏目录\data\DLC0001\scripts\prefabs\scienceprototyper.lua文件,将MakeObstaclePhysics(inst, .4)替换为以下内容:

local function turnon(inst)
inst.components.machine.ison = true
inst:AddComponent(“inventoryitem”)
end
local function turnoff(inst)
inst.components.machine.ison = false
inst:RemoveComponent(“inventoryitem”)
end
inst:AddComponent(“machine”)
inst.components.machine.turnonfn = turnon
inst.components.machine.turnofffn = turnoff
inst:AddComponent(“equippable”)

2.用记事本打开游戏目录\data\DLC0001\scripts\prefabs\magicprototyper.lua文件,将MakeObstaclePhysics(inst, .4)替换为以下内容:

local function turnon(inst)
inst.components.machine.ison = true
inst:AddComponent(“inventoryitem”)
end
local function turnoff(inst)
inst.components.machine.ison = false
inst:RemoveComponent(“inventoryitem”)
end
inst:AddComponent(“machine”)
inst.components.machine.turnonfn = turnon
inst.components.machine.turnofffn = turnoff
inst:AddComponent(“equippable”)

即可在机器上按鼠标右键解除固定,再按鼠标左键点击即可带在身上。想固定机器时,将机器放在地上,在机器上按鼠标右键即可固定在地上

一一九.建造机器零距离

用记事本打开游戏目录\data\DLC0001\scripts\recipes.lua文件,1.将下列内容:

Recipe(“researchlab”, {Ingredient(“goldnugget”, 1),Ingredient(“log”, 4),Ingredient(“rocks”, 4)}, RECIPETABS.SCIENCE, TECH.NONE, “researchlab_placer”)
Recipe(“researchlab2”, {Ingredient(“boards”, 4),Ingredient(“cutstone”, 2), Ingredient(“transistor”, 2)}, RECIPETABS.SCIENCE, TECH.SCIENCE_ONE, “researchlab2_placer”)

替换为:

Recipe(“researchlab”, {Ingredient(“goldnugget”, 1),Ingredient(“log”, 4),Ingredient(“rocks”, 4)}, RECIPETABS.SCIENCE, TECH.NONE, “researchlab_placer”,1)
Recipe(“researchlab2”, {Ingredient(“boards”, 4),Ingredient(“cutstone”, 2), Ingredient(“transistor”, 2)}, RECIPETABS.SCIENCE, TECH.SCIENCE_ONE, “researchlab2_placer”,1)

2.将下列内容:

Recipe(“researchlab4”, {Ingredient(“rabbit”, 4), Ingredient(“boards”, 4), Ingredient(“tophat”, 1)}, RECIPETABS.MAGIC, TECH.SCIENCE_ONE, “researchlab4_placer”)
Recipe(“researchlab3”, {Ingredient(“livinglog”, 3), Ingredient(“purplegem”, 1), Ingredient(“nightmarefuel”, 7)}, RECIPETABS.MAGIC, TECH.MAGIC_TWO, “researchlab3_placer”)

替换为:

Recipe(“researchlab4”, {Ingredient(“rabbit”, 4), Ingredient(“boards”, 4), Ingredient(“tophat”, 1)}, RECIPETABS.MAGIC, TECH.SCIENCE_ONE, “researchlab4_placer”,1)
Recipe(“researchlab3”, {Ingredient(“livinglog”, 3), Ingredient(“purplegem”, 1), Ingredient(“nightmarefuel”, 7)}, RECIPETABS.MAGIC, TECH.MAGIC_TWO, “researchlab3_placer”,1)

即可让机器挨着建造,节省空间

一二0.用黄金种远古祭坛(以解锁远古科技)

用记事本打开游戏目录\data\DLC0001\scripts\prefabs\goldnugget.lua文件,在inst:AddComponent("inspectable")的下一行插入以下内容:

local function OnDeploy (inst, pt)
SpawnPrefab(“ancient_altar”).Transform:SetPosition(pt.x, pt.y, pt.z)
inst.components.stackable:Get():Remove()
end
inst:AddComponent(“deployable”)
inst.components.deployable.ondeploy = OnDeploy

即可用黄金种远古祭坛,想造远古装备不用再去地下2层了

一二一.增加墙的耐久力

用记事本打开游戏目录\data\DLC0001\scripts\tuning.lua文件,将以下内容:HAYWALL_HEALTH = 100,WOODWALL_HEALTH = 200,STONEWALL_HEALTH = 400,RUINSWALL_HEALTH = 800,替换为:HAYWALL_HEALTH = 1000,WOODWALL_HEALTH = 2000,STONEWALL_HEALTH = 4000,RUINSWALL_HEALTH = 8000,即可增加墙的耐久力10倍

一二二.墙自动回血

用记事本打开游戏目录\data\DLC0001\scripts\prefabs\walls.lua文件,在if old_percent > 0 and new_percent <= 0 then clearobstacle(inst) end的下一行插入以下内容:if new_percent < 1 then inst.components.health:StartRegen(200, 1) endif new_percent >= 1 then inst.components.health:StopRegen() end即可让墙自动回血,其中200和1为每1秒回200的血,数字可自行调整

一二三.墙壁永固(自己可砸,怪物无法破坏)

用记事本打开游戏目录\data\DLC0001\scripts\prefabs\walls.lua文件,在inst:AddTag("noauradamage")的下一行插入以下内容:inst.components.health:SetInvincible(true)即可让墙壁永固

一二四.建造农田、蜂箱、晾肉架零距离

用记事本打开游戏目录\data\DLC0001\scripts\recipes.lua文件,1.将下列内容:

Recipe(“slow_farmplot”, {Ingredient(“cutgrass”, 8),Ingredient(“poop”, 4),Ingredient(“log”, 4)}, RECIPETABS.FARM, TECH.SCIENCE_ONE, “slow_farmplot_placer”)
Recipe(“fast_farmplot”, {Ingredient(“cutgrass”, 10),Ingredient(“poop”, 6),Ingredient(“rocks”, 4)}, RECIPETABS.FARM, TECH.SCIENCE_TWO, “fast_farmplot_placer”)

替换为:

Recipe(“slow_farmplot”, {Ingredient(“cutgrass”, 8),Ingredient(“poop”, 4),Ingredient(“log”, 4)}, RECIPETABS.FARM, TECH.SCIENCE_ONE, “slow_farmplot_placer”, 1)
Recipe(“fast_farmplot”, {Ingredient(“cutgrass”, 10),Ingredient(“poop”, 6),Ingredient(“rocks”, 4)}, RECIPETABS.FARM, TECH.SCIENCE_TWO, “fast_farmplot_placer”, 1)

2.将下列内容:

Recipe(“beebox”, {Ingredient(“boards”, 2),Ingredient(“honeycomb”, 1),Ingredient(“bee”, 4)}, RECIPETABS.FARM, TECH.SCIENCE_ONE, “beebox_placer”)
Recipe(“meatrack”, {Ingredient(“twigs”, 3),Ingredient(“charcoal”, 2), Ingredient(“rope”, 3)}, RECIPETABS.FARM, TECH.SCIENCE_ONE, “meatrack_placer”)

替换为:

Recipe(“beebox”, {Ingredient(“boards”, 2),Ingredient(“honeycomb”, 1),Ingredient(“bee”, 4)}, RECIPETABS.FARM, TECH.SCIENCE_ONE, “beebox_placer”, 1)
Recipe(“meatrack”, {Ingredient(“twigs”, 3),Ingredient(“charcoal”, 2), Ingredient(“rope”, 3)}, RECIPETABS.FARM, TECH.SCIENCE_ONE, “meatrack_placer”, 1)

即可让农田、蜂箱、晾肉架紧挨着建造,节省空间

一二五.在海上盖建筑

用记事本打开游戏目录\data\DLC0001\scripts\components\builder.lua文件,将下列内容:if tile == GROUND.IMPASSABLE thenreturn false替换为:if tile == GROUND.IMPASSABLE thenreturn true即可在海上盖建筑,当然要先修改“主角可渡海”(见本修改技巧),才能到海上来哦。注意不要在海上造墙和农田,除非你的计算机硬件配置很高

一二六.围海造田(建造岛屿)

用记事本打开游戏目录\data\DLC0001\scripts\prefabs\turfs.lua文件,将return tiletype == GROUND.DIRT or inst.data.tile == "webbing"替换为return tiletype >= GROUND.IMPASSABLE or inst.data.tile == "webbing"即可在海中用草叉挖出陆地(前提是已经修改了“主角可渡海”和“在海上盖建筑”,见本修改技巧),将喜欢的地皮铺在上面,建一个属于自己的岛屿吧

一二七.用岩石种海洋(建造护城河)

用记事本打开游戏目录\data\DLC0001\scripts\prefabs\inv_rocks.lua文件,在inst:AddComponent("inspectable")的下一行插入以下内容:

local function ondeploy(inst, pt, deployer)
local ground = GetWorld()
if ground then
local original_tile_type = ground.Map:GetTileAtPoint(pt.x, pt.y, pt.z)
local x, y = ground.Map:GetTileCoordsAtPoint(pt.x, pt.y, pt.z)
if x and y then
ground.Map:SetTile(x,y, GROUND.IMPASSABLE)
ground.Map:RebuildLayer( original_tile_type, x, y )
ground.Map:RebuildLayer( GROUND.IMPASSABLE, x, y )
end
local minimap = TheSim:FindFirstEntityWithTag(“minimap”)
if minimap then
minimap.MiniMap:RebuildLayer( original_tile_type, x, y )
minimap.MiniMap:RebuildLayer( GROUND.IMPASSABLE, x, y )
end
end
inst.components.stackable:Get():Remove()
end
inst:AddComponent(“deployable”)
inst.components.deployable.ondeploy = ondeploy
inst.components.deployable.min_spacing = 0
inst.components.deployable.placer = “gridplacer”

即可用岩石种海洋,建造护城河。如果对自己建的岛不满意,也可以用岩石修改哦。岩石种过海洋后,会保留岸边的贴图,存档退出后再进入游戏就正常了。不要将海洋建在路底下

一二八.地板一次造10个

用记事本打开游戏目录\data\DLC0001\scripts\recipes.lua文件,将下列内容:

Recipe(“turf_road”, {Ingredient(“turf_rocky”, 1), Ingredient(“boards”, 1)}, RECIPETABS.TOWN, TECH.SCIENCE_TWO)
Recipe(“turf_woodfloor”, {Ingredient(“boards”, 1)}, RECIPETABS.TOWN, TECH.SCIENCE_TWO)
Recipe(“turf_checkerfloor”, {Ingredient(“marble”, 1)}, RECIPETABS.TOWN, TECH.SCIENCE_TWO)
Recipe(“turf_carpetfloor”, {Ingredient(“boards”, 1), Ingredient(“beefalowool”, 1)}, RECIPETABS.TOWN, TECH.SCIENCE_TWO)

替换为:

Recipe(“turf_road”, {Ingredient(“turf_rocky”, 1), Ingredient(“boards”, 1)}, RECIPETABS.TOWN, TECH.SCIENCE_TWO,nil,nil,nil,10)
Recipe(“turf_woodfloor”, {Ingredient(“boards”, 1)}, RECIPETABS.TOWN, TECH.SCIENCE_TWO,nil,nil,nil,10)
Recipe(“turf_checkerfloor”, {Ingredient(“marble”, 1)}, RECIPETABS.TOWN, TECH.SCIENCE_TWO,nil,nil,nil,10)
Recipe(“turf_carpetfloor”, {Ingredient(“boards”, 1), Ingredient(“beefalowool”, 1)}, RECIPETABS.TOWN, TECH.SCIENCE_TWO,nil,nil,nil,10)

即可让地板一次造10个,调整每行最后的数字10为其他数字,可以改变一次造出的数量

一二九.增加15种可造地皮(1根草造10块)

用记事本打开游戏目录\data\DLC0001\scripts\recipes.lua文件,在Recipe("pottedfern", {Ingredient("foliage", 5), Ingredient("slurtle_shellpieces",1 )}, RECIPETABS.TOWN, TECH.SCIENCE_TWO, "pottedfern_placer", 0.9)的下一行插入以下内容:

Recipe(“turf_rocky”, {Ingredient(“cutgrass”, 1)}, RECIPETABS.TOWN, TECH.NONE,nil,nil,nil,10)
Recipe(“turf_forest”, {Ingredient(“cutgrass”, 1)}, RECIPETABS.TOWN, TECH.NONE,nil,nil,nil,10)
Recipe(“turf_marsh”, {Ingredient(“cutgrass”, 1)}, RECIPETABS.TOWN, TECH.NONE,nil,nil,nil,10)
Recipe(“turf_grass”, {Ingredient(“cutgrass”, 1)}, RECIPETABS.TOWN, TECH.NONE,nil,nil,nil,10)
Recipe(“turf_savanna”, {Ingredient(“cutgrass”, 1)}, RECIPETABS.TOWN, TECH.NONE,nil,nil,nil,10)
Recipe(“turf_dirt”, {Ingredient(“cutgrass”, 1)}, RECIPETABS.TOWN, TECH.NONE,nil,nil,nil,10)
Recipe(“turf_cave”, {Ingredient(“cutgrass”, 1)}, RECIPETABS.TOWN, TECH.NONE,nil,nil,nil,10)
Recipe(“turf_fungus”, {Ingredient(“cutgrass”, 1)}, RECIPETABS.TOWN, TECH.NONE,nil,nil,nil,10)
Recipe(“turf_fungus_red”, {Ingredient(“cutgrass”, 1)}, RECIPETABS.TOWN, TECH.NONE,nil,nil,nil,10)
Recipe(“turf_fungus_green”, {Ingredient(“cutgrass”, 1)}, RECIPETABS.TOWN, TECH.NONE,nil,nil,nil,10)
Recipe(“turf_sinkhole”, {Ingredient(“cutgrass”, 1)}, RECIPETABS.TOWN, TECH.NONE,nil,nil,nil,10)
Recipe(“turf_underrock”, {Ingredient(“cutgrass”, 1)}, RECIPETABS.TOWN, TECH.NONE,nil,nil,nil,10)
Recipe(“turf_mud”, {Ingredient(“cutgrass”, 1)}, RECIPETABS.TOWN, TECH.NONE,nil,nil,nil,10)
Recipe(“turf_deciduous”, {Ingredient(“cutgrass”, 1)}, RECIPETABS.TOWN, TECH.NONE,nil,nil,nil,10)
Recipe(“turf_desertdirt”, {Ingredient(“cutgrass”, 1)}, RECIPETABS.TOWN, TECH.NONE,nil,nil,nil,10)

即可在建造选项(画着木锤子)下,增加15种可造地皮,且1根草造10块

一三0.眼睛炮塔建在地上后可搬运

用记事本打开游戏目录\data\scripts\prefabs\eyeturret.lua文件,1.在inst:AddComponent("inventoryitem")的下一行插入以下内容:inst:AddComponent("stackable")
inst.components.stackable.maxsize = TUNING.STACK_SIZE_SMALLITEM2.将下列内容:inst.components.health:SetMaxHealth(TUNING.EYETURRET_HEALTH) 
inst.components.health:StartRegen(TUNING.EYETURRET_REGEN, 1)inst:AddComponent("combat")
inst.components.combat:SetRange(TUNING.EYETURRET_RANGE)
inst.components.combat:SetDefaultDamage(TUNING.EYETURRET_DAMAGE)替换为:inst.components.health:SetMaxHealth(TUNING.EYETURRET_HEALTH*10) 
inst.components.health:StartRegen(TUNING.EYETURRET_REGEN*10, 1)
inst:AddComponent("combat")
inst.components.combat:SetRange(TUNING.EYETURRET_RANGE)
inst.components.combat:SetDefaultDamage(TUNING.EYETURRET_DAMAGE*10)

local function turnon(inst)
inst.components.machine.ison = true
inst:Remove()
SpawnPrefab(“eyeturret_item”).Transform:SetPosition(inst.Transform:GetWorldPosition())
end
inst:AddComponent(“machine”)
inst.components.machine.turnonfn = turnon

即可在眼睛炮塔建在地上后仍能搬运,对其按鼠标右键即可解除部署,再按鼠标左键即可带走,到别处重新部署吧。另外将眼睛炮塔的生命值、回血效率、攻击力均提高了10倍,并且可堆叠

一三一.眼睛炮塔一次造10个(无须犀牛角、巨鹿眼球)

用记事本打开游戏目录\data\DLC0001\scripts\recipes.lua文件,将Recipe("eyeturret_item", {Ingredient("deerclops_eyeball", 1), Ingredient("minotaurhorn", 1), Ingredient("thulecite", 5)}, RECIPETABS.ANCIENT, TECH.ANCIENT_FOUR, nil, nil, true)替换为以下内容:

Recipe(“eyeturret_item”, {Ingredient(“thulecite”, 5)}, RECIPETABS.ANCIENT, TECH.ANCIENT_FOUR, nil, nil, nil,10)

即可在远古选项(画着远古祭坛)下用5个铥矿石一次造10个眼睛炮塔,不需要靠近远古遗迹就可制造

一三二.靠近盆栽可补脑、可采蜂蜜,盆栽会发光

用记事本打开游戏目录\data\DLC0001\scripts\prefabs\pottedfern.lua文件,在inst:AddComponent("inspectable")的下一行插入以下内容:inst:AddTag("flower")
inst:AddComponent("sanityaura")
inst.components.sanityaura.aura = TUNING.SANITYAURA_SMALL
inst:AddComponent("pickable")
inst.components.pickable.picksound = "dontstarve/wilson/pickup_plants"
inst.components.pickable:SetUp("honey", 30)
local light = inst.entity:AddLight()
light:SetFalloff(0.5)
light:SetIntensity(.8)
light:SetRadius(1.0)
light:SetColour(146/255, 225/255, 146/255)
light:Enable(true)即可靠近盆栽可补脑、可采蜂蜜(30秒生一次),还会招蜂引蝶,发出微光,让你的家多一份温馨。盆栽在建造选项(画着锤子)下,用5个叶子、1个蜗牛壳碎片建造

一三三.牙齿陷阱自动重置(1秒自动重置)

用记事本打开游戏目录\data\scripts\prefabs\trap_teeth.lua文件,在 inst.components.finiteuses:Use(1)的下一行插入以下内容:end
if inst.components.mine theninst:DoTaskInTime(1, function() inst.components.mine:Reset() end )即可让牙齿陷阱在触发后1秒钟自动重置。修改其中的1为任意数字,即可设置几秒钟自动重置

一三四.部署牙齿陷阱零距离

用记事本打开游戏目录\data\scripts\prefabs\trap_teeth.lua文件,将inst.components.deployable.min_spacing = .75替换为inst.components.deployable.min_spacing = 0即可在部署牙齿陷阱时没有最小距离限制

一三五.回旋镖自动接住且无限使用

用记事本打开游戏目录\data\scripts\prefabs\boomerang.lua文件,1.在owner.SoundEmitter:PlaySound("dontstarve/wilson/boomerang_return")的下一行插入owner.components.inventory:Equip(inst)2.将下列内容:inst:AddComponent("finiteuses")
inst.components.finiteuses:SetMaxUses(TUNING.BOOMERANG_USES)
inst.components.finiteuses:SetUses(TUNING.BOOMERANG_USES)inst.components.finiteuses:SetOnFinished(OnFinished)替换为:--inst:AddComponent("finiteuses")
--inst.components.finiteuses:SetMaxUses(TUNING.BOOMERANG_USES)
--inst.components.finiteuses:SetUses(TUNING.BOOMERANG_USES)--inst.components.finiteuses:SetOnFinished(OnFinished)即可让回旋镖自动接住且无限使用

一三六.装备回旋镖召唤猎物(打猎游戏)

用记事本打开游戏目录\data\scripts\prefabs\boomerang.lua文件,在inst:AddComponent("inspectable")的下一行插入以下内容:

local function cancreatelight(staff, caster, target, pos)
local ground = GetWorld()
if ground and pos then
local tile = ground.Map:GetTileAtPoint(pos.x, pos.y, pos.z)
return tile ~= GROUND.IMPASSIBLE and tile < GROUND.UNDERGROUND
end
return false
end
local function createlight(staff, target, pos)
local names = {“crow”,“robin”,“robin_winter”,“frog”,“mosquito”,“bee”,“killerbee”,“butterfly”,“rabbit”,“babybeefalo”}
local name = names[math.random(#names)]
local prey = SpawnPrefab(name)
prey.Transform:SetPosition(pos.x, pos.y, pos.z)
end
inst:AddComponent(“spellcaster”)
inst.components.spellcaster:SetSpellFn(createlight)
inst.components.spellcaster:SetSpellTestFn(cancreatelight)
inst.components.spellcaster.canuseonpoint = true
inst.components.spellcaster.canusefrominventory = false

即可在装备回旋镖后,在空地上点鼠标右键召唤猎物,包括鸟、昆虫、青蛙、兔子、小牛,尽情捕猎吧

一三七.一支吹箭用20次(按百分比使用)

用记事本打开游戏目录\data\DLC0001\scripts\prefabs\blowdart.lua文件,1.将下列内容:

local function onhit(inst, attacker, target)
local impactfx = SpawnPrefab(“impact”)
if impactfx and attacker then
local follower = impactfx.entity:AddFollower()
follower:FollowSymbol(target.GUID, target.components.combat.hiteffectsymbol, 0, 0, 0 )
impactfx:FacePoint(attacker.Transform:GetWorldPosition())
end
inst:Remove()
end

替换为:

local function onfinished(inst)
inst:Remove()
end
local function onhit(inst, attacker, target)
local impactfx = SpawnPrefab(“impact”)
if impactfx and attacker then
local follower = impactfx.entity:AddFollower()
follower:FollowSymbol(target.GUID, target.components.combat.hiteffectsymbol, 0, 0, 0 )
impactfx:FacePoint(attacker.Transform:GetWorldPosition())
end
if inst.components.finiteuses.current > 0 then
if inst.prefab == “blowdart_walrus” then
inst:Remove()
else
attacker.components.inventory:Equip(inst)
end
end
end

2.在inst:AddComponent("inspectable")的下一行插入以下内容:inst:AddComponent("finiteuses")
inst.components.finiteuses:SetOnFinished( onfinished )
inst.components.finiteuses:SetMaxUses(20)
inst.components.finiteuses:SetUses(20)即可让一支吹箭使用20次,每次击中敌人后自动回到手中,可以修改其中2处数字20为想要的使用次数。不要与“吹箭无限使用(射中目标后自动回到手中)”一同修改

一三八.吹箭无限使用(射中目标后自动回到手中)

用记事本打开游戏目录\data\DLC0001\scripts\prefabs\blowdart.lua文件,将下列内容:impactfx:FacePoint(attacker.Transform:GetWorldPosition())
end
inst:Remove()替换为:impactfx:FacePoint(attacker.Transform:GetWorldPosition())
end
if inst.prefab == "blowdart_walrus" theninst:Remove()
elseattacker.components.inventory:Equip(inst)
end即可让吹箭射中目标后自动回到手中,不要与“一支吹箭用20次(按百分比使用)”一同修改

一三九.快速找到骨眼(骨眼在地图上显示)

用记事本打开游戏目录\data\scripts\prefabs\chester_eyebone.lua文件,在inst:AddComponent("inspectable")的下一行插入以下内容:local minimap = inst.entity:AddMiniMapEntity()
minimap:SetIcon( "chester.png" )即可在地图上看到骨眼的位置,显示为切斯特,生出切斯特后,则地图上有两个切斯特图标,一个是切斯特,一个是骨眼

一四0.切斯特(狗箱)跑得快

用记事本打开游戏目录\data\scripts\prefabs\chester.lua文件,将下列内容:inst.components.locomotor.walkspeed = 3
inst.components.locomotor.runspeed = 7替换为:inst.components.locomotor.walkspeed = 9
inst.components.locomotor.runspeed = 21即可让切斯特运动速度提高3倍

一四一.切斯特(狗箱)不死

用记事本打开游戏目录\data\scripts\prefabs\chester.lua文件,在inst:AddTag("noauradamage")的下一行插入inst.components.health:SetInvincible(true)即可让切斯特不死

一四二.切斯特(狗箱)容量增加9倍(81格)

用记事本打开游戏目录\data\scripts\prefabs\chester.lua文件,1.将下列内容:

for y = 2, 0, -1 do
for x = 0, 2 do

替换为:

for y = 8, 0, -1 do
for x = 0, 8 do

2.将下列内容:inst.components.container.widgetanimbank = "ui_chest_3x3"
inst.components.container.widgetanimbuild = "ui_chest_3x3"
inst.components.container.widgetpos = Vector3(0,200,0)替换为:--inst.components.container.widgetanimbank = "ui_chest_3x3"
--inst.components.container.widgetanimbuild = "ui_chest_3x3"
inst.components.container.widgetpos = Vector3(0,100,0)即可让切斯特(狗箱)容量增加9倍至81格

一四三.保温石保温时间延长1倍

用记事本打开游戏目录\data\DLC0001\scripts\prefabs\heatrock.lua文件,将下列内容:inst.components.temperature.inherentinsulation = TUNING.INSULATION_MED
inst.components.temperature.inherentsummerinsulation = TUNING.INSULATION_MED替换为:inst.components.temperature.inherentinsulation = TUNING.INSULATION_MED*2
inst.components.temperature.inherentsummerinsulation = TUNING.INSULATION_MED*2即可让保温石保温时间延长1倍,将2这个数字调整为其他数字,可自行调整保温时间延长几倍

一四四.建造肉块雕像不罚血(正常要从血的上限减30)

用记事本打开游戏目录\data\DLC0001\scripts\tuning.lua文件,将EFFIGY_HEALTH_PENALTY = 30,替换为EFFIGY_HEALTH_PENALTY = 0,即可建造肉块雕像不罚血,修改为负数比如-30则可加血的上限

一四五.白天也能睡帐篷,睡帐篷不减饥饿

用记事本打开游戏目录\data\DLC0001\scripts\prefabs\tent.lua文件,1.删除下列内容:if GetClock():IsDay() thenlocal tosay = "ANNOUNCE_NODAYSLEEP"if GetWorld():IsCave() thentosay = "ANNOUNCE_NODAYSLEEP_CAVE"endif sleeper.components.talker thensleeper.components.talker:Say(GetString(inst.prefab, tosay))returnend
end2.删除下列内容:if GetClock():IsDay() thenlocal tosay = "ANNOUNCE_NODAYSLEEP"if GetWorld():IsCave() thentosay = "ANNOUNCE_NODAYSLEEP_CAVE"endif sleeper.components.talker then				sleeper.components.talker:Say(GetString(inst.prefab, tosay))sleeper.components.health:SetInvincible(false)sleeper.components.playercontroller:Enable(true)returnendend3.将sleeper.components.hunger:DoDelta(-TUNING.CALORIES_HUGE, false, true)替换为--sleeper.components.hunger:DoDelta(-TUNING.CALORIES_HUGE, false, true)即可白天也能睡帐篷,睡帐篷不减饥饿

一四六.睡草席卷可补血

用记事本打开游戏目录\data\DLC0001\scripts\prefabs\bedroll_straw.lua文件,在sleeper.sg:GoToState("wakeup")的下一行插入以下内容:if sleeper.components.health thensleeper.components.health:DoDelta(TUNING.HEALING_MED, false, "tent", true)end即可睡草席卷可补血,补血量小于毛皮铺盖和帐篷

一四七.护身符装备在帽子格(省出身体格穿盔甲或带背包)

用记事本打开游戏目录\data\DLC0001\scripts\prefabs\amulet.lua文件,将inst.components.equippable.equipslot = EQUIPSLOTS.BODY替换为inst.components.equippable.equipslot = EQUIPSLOTS.HEAD即可让护身符装备在帽子格,在佩戴护身符的同时,穿盔甲或带背包

一四八.橙色护身符吸取物品加速、范围加大、不吸常用物品

用记事本打开游戏目录\data\DLC0001\scripts\prefabs\amulet.lua文件,1.吸取物品加速10倍:将inst.task = inst:DoPeriodicTask(TUNING.ORANGEAMULET_ICD, function() pickup(inst, owner) end)替换为以下内容:inst.task = inst:DoPeriodicTask(TUNING.ORANGEAMULET_ICD*.1, function() pickup(inst, owner) end)2.吸取物品范围加大5倍:将local ents = TheSim:FindEntities(pt.x, pt.y, pt.z, TUNING.ORANGEAMULET_RANGE)替换为以下内容:local ents = TheSim:FindEntities(pt.x, pt.y, pt.z, TUNING.ORANGEAMULET_RANGE*5)3.不吸常用物品:将v.components.inventoryitem:IsHeld() then替换为以下内容:v.components.inventoryitem:IsHeld() and not v:HasTag("trap") and not v:HasTag("light") and not v:HasTag("blowdart") and not v:HasTag("projectile") then即可让橙色护身符吸取物品加速、范围加大,不吸陷阱、提灯,也可以在佩戴时使用远程武器

一四九.用紫色魔杖传送不降脑

用记事本打开游戏目录\data\DLC0001\scripts\prefabs\staff.lua文件,将caster.components.sanity:DoDelta(-TUNING.SANITY_HUGE)替换为caster.components.sanity:DoDelta(TUNING.SANITY_HUGE)即可用紫色魔杖传送不降脑

一五0.在地下也能使用紫色魔杖传送到传送核心

用记事本打开游戏目录\data\DLC0001\scripts\prefabs\staff.lua文件,将下列内容:if ground.topology.level_type == "cave" thenTheCamera:Shake("FULL", 0.3, 0.02, .5, 40)ground.components.quaker:MiniQuake(3, 5, 1.5, teleportee)     return
end替换为:--if ground.topology.level_type == "cave" then--TheCamera:Shake("FULL", 0.3, 0.02, .5, 40)--ground.components.quaker:MiniQuake(3, 5, 1.5, teleportee)     --return
--end即可在地下也能使用紫色魔杖传送到传送核心,但只会传送到地下建的传送核心,而不会传送到地上

一五一.传送核心自由开关(不消耗紫宝石)

用记事本打开游戏目录\data\scripts\prefabs\telebase_gemsocket.lua文件,在inst:AddComponent("inspectable")的下一行插入以下内容:

local function turnon(inst)
inst.components.machine.ison = true
OnGemGiven(inst)
end
local function turnoff(inst)
inst.components.machine.ison = false
OnGemGiven(inst)
end
inst:AddComponent(“machine”)
inst.components.machine.turnonfn = turnon
inst.components.machine.turnofffn = turnoff

即可对空宝石槽按鼠标右键,自动出现紫宝石,使每次传送无须消耗紫宝石了。因为宝石槽上的宝石可以拿走,也可以无限刷紫宝石

一五二.延长蓝色魔杖冻住敌人时间

用记事本打开游戏目录\data\DLC0001\scripts\components\freezable.lua文件,将self.wearofftime = 10替换为self.wearofftime = 50000000即可延长蓝色魔杖冻住敌人时间至存档退出游戏。手动解冻用任何武器打击冰冻敌人即可

一五三.蓝色魔杖升级版(一打冻住一大片)

用记事本打开游戏目录\data\DLC0001\scripts\prefabs\staff.lua文件,将下列内容:

local function onattack_blue(inst, attacker, target)

if attacker and attacker.components.sanity thenattacker.components.sanity:DoDelta(-TUNING.SANITY_SUPERTINY)
endif target.components.freezable thentarget.components.freezable:AddColdness(1)target.components.freezable:SpawnShatterFX()
end替换为:

local function onattack_blue(inst, attacker, target)
local pos = Vector3(target.Transform:GetWorldPosition())
local ents = TheSim:FindEntities(pos.x,pos.y,pos.z, 15)
for k,v in pairs(ents) do
if v.components.freezable and not v:HasTag(“player”) then
v.components.freezable:AddColdness(10)
v.components.freezable:SpawnShatterFX()
end
end

即可让蓝色魔杖冻住一大片敌人,将其中15调整为更大数字,就可以加大冻住敌人的范围

一五四.全人物可制造打火机(原来只有薇洛专用)

1.用记事本打开游戏目录\data\DLC0001\scripts\recipes.lua文件,在Recipe("torch", {Ingredient("cutgrass", 2),Ingredient("twigs", 2)}, RECIPETABS.LIGHT, TECH.NONE)的下一行插入Recipe("lighter", {Ingredient("goldnugget", 1),Ingredient("nitre", 1)}, RECIPETABS.LIGHT, TECH.NONE)2.用记事本打开游戏目录\data\scripts\prefabs\lighter.lua文件,将下列内容:inst:AddComponent("characterspecific")
inst.components.characterspecific:SetOwner("willow")替换为:--inst:AddComponent("characterspecific")
--inst.components.characterspecific:SetOwner("willow")3.将inst:DoTaskInTime(0, function() if not GetPlayer() or GetPlayer().prefab ~= "willow" then inst:Remove() end end)替换为--inst:DoTaskInTime(0, function() if not GetPlayer() or GetPlayer().prefab ~= "willow" then inst:Remove() end end)即可在照明选项(画着火)下,用1个黄金、1个硝石制造打火机

一五五.全人物可制造伍迪的斧子(8下砍倒1棵树,普通斧子15下)

1.用记事本打开游戏目录\data\DLC0001\scripts\recipes.lua文件,在Recipe("razor", {Ingredient("twigs", 2), Ingredient("flint", 2)}, RECIPETABS.TOOLS,  TECH.SCIENCE_ONE)的下一行插入Recipe("Lucy", {Ingredient("twigs", 4), Ingredient("goldnugget", 4)}, RECIPETABS.TOOLS,  TECH.SCIENCE_ONE)2.用记事本打开游戏目录\data\scripts\prefabs\lucy.lua文件,将下列内容:inst:AddComponent("sentientaxe")inst:AddComponent("characterspecific")
inst.components.characterspecific:SetOwner("woodie")替换为:--inst:AddComponent("sentientaxe")--inst:AddComponent("characterspecific")
--inst.components.characterspecific:SetOwner("woodie")即可在工具选项(画着斧子和镐)下,用4个树杈、4个黄金制造伍迪的斧子

一五六.全人物可制造魔法书

1.用记事本打开游戏目录\data\DLC0001\scripts\recipes.lua文件,在Recipe("batbat", {Ingredient("batwing", 5), Ingredient("livinglog", 2), Ingredient("purplegem", 1)}, RECIPETABS.MAGIC, TECH.MAGIC_THREE)的下一行插入以下内容:

Recipe(“book_birds”, {Ingredient(“papyrus”, 2), Ingredient(“bird_egg”, 2)}, RECIPETABS.MAGIC, TECH.MAGIC_TWO)
Recipe(“book_gardening”, {Ingredient(“papyrus”, 2), Ingredient(“seeds”, 1), Ingredient(“poop”, 1)}, RECIPETABS.MAGIC, TECH.MAGIC_TWO)
Recipe(“book_sleep”, {Ingredient(“papyrus”, 2), Ingredient(“nightmarefuel”, 2)}, RECIPETABS.MAGIC, TECH.MAGIC_TWO)
Recipe(“book_brimstone”, {Ingredient(“papyrus”, 2), Ingredient(“redgem”, 1)}, RECIPETABS.MAGIC, TECH.MAGIC_TWO)
Recipe(“book_tentacles”, {Ingredient(“papyrus”, 2), Ingredient(“tentaclespots”, 1)}, RECIPETABS.MAGIC, TECH.MAGIC_TWO)

2.用记事本打开游戏目录\data\DLC0001\scripts\prefabs\player_common.lua文件,在inst:AddComponent("temperature")的下一行插入inst:AddComponent("reader")3.用记事本打开游戏目录\data\scripts\prefabs\books.lua文件,将下列内容:inst:AddComponent("characterspecific")inst.components.characterspecific:SetOwner("wickerbottom")替换为:--inst:AddComponent("characterspecific")--inst.components.characterspecific:SetOwner("wickerbottom")即可在魔法选项(画着红骷髅)下制造魔法书

一五七.全民吹气球(气球威力大、不伤主角、不降脑、彩色光、分散怪物注意力)

1.用记事本打开游戏目录\data\DLC0001\scripts\recipes.lua文件,在Recipe("heatrock", {Ingredient("rocks", 10),Ingredient("pickaxe", 1),Ingredient("flint", 3)}, RECIPETABS.SURVIVAL, TECH.SCIENCE_TWO)的下一行插入以下内容:

Recipe(“balloons_empty”, {Ingredient(“cutgrass”, 1)}, RECIPETABS.SURVIVAL, TECH.NONE)

2.用记事本打开游戏目录\data\DLC0001\scripts\actions.lua文件,将act.doer.components.sanity:DoDelta(-TUNING.SANITY_TINY)替换为act.doer.components.sanity:DoDelta(TUNING.SANITY_TINY)3.用记事本打开游戏目录\data\DLC0001\scripts\prefabs\balloons_empty.lua文件,将下列内容:inst:AddComponent("characterspecific")
inst.components.characterspecific:SetOwner("wes")替换为:--inst:AddComponent("characterspecific")
--inst.components.characterspecific:SetOwner("wes")4.将inst:DoTaskInTime(0, function() if not GetPlayer() or GetPlayer().prefab ~= "wes" then inst:Remove() end end)替换为以下内容:--inst:DoTaskInTime(0, function() if not GetPlayer() or GetPlayer().prefab ~= "wes" then inst:Remove() end end)5.用记事本打开游戏目录\data\DLC0001\scripts\prefabs\balloon.lua文件,将inst.components.combat:DoAreaAttack(inst, 2)替换为inst.components.combat:DoAreaAttack(inst, 8)6.将inst.components.combat:SetDefaultDamage(5)替换为以下内容:inst.components.combat.playerdamagepercent = 0
inst.components.combat:SetDefaultDamage(500)
local light = inst.entity:AddLight() 
light:SetIntensity(.8)
light:SetRadius(2)
light:SetFalloff(.6)
light:Enable(true)
light:SetColour(colours[inst.colour_idx][1],colours[inst.colour_idx][2],colours[inst.colour_idx][3])
inst:AddTag("character")即可让全部主角吹进化版气球,空气球在生存选项(画着绳套)下,用1个草制造。官方原本的气球只有wes有,且功能很烂,所以我改造了一下

一五八.全人物可制造瓦丝格雷斯矛、瓦丝格雷斯帽

用记事本打开游戏目录\data\DLC0001\scripts\recipes.lua文件,在Recipe("trap_teeth", {Ingredient("log", 1),Ingredient("rope", 1),Ingredient("houndstooth", 1)}, RECIPETABS.WAR,  TECH.SCIENCE_TWO)的下一行插入以下内容:

Recipe(“spear_wathgrithr”, {Ingredient(“twigs”, 2), Ingredient(“flint”, 2), Ingredient(“goldnugget”, 2)}, RECIPETABS.WAR, TECH.SCIENCE_ONE, nil, nil, nil, nil, true)
Recipe(“wathgrithrhat”, {Ingredient(“goldnugget”, 2), Ingredient(“rocks”, 2)}, RECIPETABS.WAR, TECH.SCIENCE_ONE, nil, nil, nil, nil, true)

即可在战斗选项(画着两把剑)下,用2个树枝、2个燧石、2个黄金制造瓦丝格雷斯矛,用2个黄金、2个石头制造瓦丝格雷斯帽

一五九.瑞士手杖(砍树、凿石、锤墙、挖草、祛暑、取暖、防雨、补脑、瞬移、10倍攻击力、2倍速度、照明)

用记事本打开游戏目录\data\scripts\prefabs\cane.lua文件,1.在local function onequip(inst, owner)的下一行插入以下内容:inst.Light:Enable(true)
GetPlayer().components.temperature:SetTemp(20)
GetPlayer():PushEvent("stopfreezing")
GetPlayer():PushEvent("stopoverheating")
GetPlayer().components.moisture:SetMoistureLevel(0)2.在local function onunequip(inst, owner)的下一行插入以下内容:inst.Light:Enable(false)
GetPlayer().components.temperature:SetTemp(nil)3.在anim:PlayAnimation("idle")的下一行插入以下内容:inst:AddComponent("tool")
inst.components.tool:SetAction(ACTIONS.CHOP, 15)
inst.components.tool:SetAction(ACTIONS.MINE, 15)
inst.components.tool:SetAction(ACTIONS.HAMMER,15)
inst.components.tool:SetAction(ACTIONS.DIG)
inst:AddComponent("waterproofer")
inst.components.waterproofer:SetEffectiveness(TUNING.WATERPROOFNESS_ABSOLUTE)
inst:AddComponent("blinkstaff")
local light = inst.entity:AddLight()
light:SetFalloff(0.4)
light:SetIntensity(.7)
light:SetRadius(2.5)
light:SetColour(180/255, 195/255, 150/255)
light:Enable(true)4.将inst.components.weapon:SetDamage(TUNING.CANE_DAMAGE)替换为inst.components.weapon:SetDamage(TUNING.CANE_DAMAGE*10)5.将inst.components.equippable.walkspeedmult = TUNING.CANE_SPEED_MULT替换为以下内容:inst.components.equippable.walkspeedmult = TUNING.CANE_SPEED_MULT*2
inst.components.equippable.dapperness = TUNING.DAPPERNESS_HUGE即可让手杖拥有瑞士军刀般的多功能。装备手杖时,在空地上点鼠标右键可瞬移,借此可跳过较窄沟壑,少走冤枉路

一六0.神之矛(矛攻击时召唤闪电雷击敌人)

用记事本打开游戏目录\data\scripts\prefabs\spear.lua文件,1.在local function onequip(inst, owner)的下一行插入以下内容:if owner.components.playerlightningtarget thenowner:AddTag("nolightning")owner:RemoveComponent("playerlightningtarget")
end2.在local function onunequip(inst, owner)的下一行插入以下内容:if owner:HasTag("nolightning") thenowner:RemoveTag("nolightning")owner:AddComponent("playerlightningtarget")
end3.将inst:AddComponent("weapon")替换为以下内容:

local function onattack(inst, attacker, target)
inst:StartThread(function()
for k = 1, 5 do
local pos = target:GetPosition()
GetSeasonManager():DoLightningStrike(pos)
target.components.health:DoDelta(-100)
Sleep(0.3)
end
end)
end
inst:AddComponent(“weapon”)
inst.components.weapon:SetRange(20, 25)
inst.components.weapon:SetOnAttack(onattack)
inst.components.weapon:SetProjectile(“bishop_charge”)

即可让矛在攻击时召唤5道闪电,连续雷击敌人,会烧着附近的敌人。因为神之矛太过凶猛,请远离自己的基地使用,也千万不要在带同伴时使用

一六一.钓金龟(用鱼竿将敌人变成黄金雕像)

用记事本打开游戏目录\data\scripts\prefabs\fishingrod.lua文件,将下列内容:inst:AddComponent("weapon")
inst.components.weapon:SetDamage(TUNING.FISHINGROD_DAMAGE)
inst.components.weapon.attackwear = 4替换为:

local function onattack(inst, attacker, target)
SpawnPrefab(“ruins_statue_mage”).Transform:SetPosition(target.Transform:GetWorldPosition())
SpawnPrefab(“collapse_small”).Transform:SetPosition(target.Transform:GetWorldPosition())
target:Remove()
end
inst:AddComponent(“weapon”)
inst.components.weapon:SetDamage(0)
inst.components.weapon:SetRange(12, 15)
inst.components.weapon:SetOnAttack(onattack)
inst.components.weapon:SetProjectile(“bishop_charge”)

即可用鱼竿远距离攻击敌人时,把敌人变成黄金雕像,用锤子砸碎雕像可得宝石和铥矿石。鱼竿在生存选项(画着绳套)下,用2个树杈、2个蛛丝制造

一六二.萌时代(扔蜂蜜将怪物变回童年)

用记事本打开游戏目录\data\scripts\prefabs\honey.lua文件,在inst:AddComponent("inspectable")的下一行插入以下内容:

local function onhit(inst, attacker, target)
inst:Remove()
SpawnPrefab(“collapse_small”).Transform:SetPosition(target.Transform:GetWorldPosition())
target.Transform:SetScale(0.7, 0.7, 0.7)
if target.components.health then
target.components.health.currenthealth = 1
target.components.health.maxhealth = 1
end
if target.components.combat then
target.components.combat:SetDefaultDamage(0)
target.components.combat.target = nil
end
if target.components.locomotor then
target.components.locomotor.runspeed = 1
target.components.locomotor.walkspeed = 1
end
end
local function onthrown(inst, data)
inst.AnimState:SetOrientation( ANIM_ORIENTATION.OnGround )
end
inst:AddComponent(“weapon”)
inst.components.weapon:SetDamage(0)
inst.components.weapon:SetRange(20, 25)
inst:AddComponent(“equippable”)
inst.components.equippable.equipstack = true
inst:AddComponent(“projectile”)
inst.components.projectile:SetSpeed(60)
inst.components.projectile:SetOnHitFn(onhit)
inst:ListenForEvent(“onthrown”, onthrown)

即可扔蜂蜜将怪物变成无害的童年怪物,怪物体型变小、生命值为1、没有攻击力、行走缓慢。因为蜂蜜可装备,如果主角也想吃蜂蜜,请拿起蜂蜜对主角按鼠标右键

一六三.犬牙手雷(扔犬牙炸倒一大片)

用记事本打开游戏目录\data\scripts\prefabs\houndstooth.lua文件,在inst:AddComponent("inspectable")的下一行插入以下内容:

local function onhit(inst, attacker, target)
SpawnPrefab(“collapse_small”).Transform:SetPosition(target.Transform:GetWorldPosition())
SpawnPrefab(“explode_small”).Transform:SetPosition(target.Transform:GetWorldPosition())
local pos = Vector3(target.Transform:GetWorldPosition())
GetClock():DoLightningLighting()
GetPlayer().components.playercontroller:ShakeCamera(target, “FULL”, 0.7, 0.02, .5, 40)
inst.components.combat:DoAreaAttack(target, 8)
inst:Remove()
end
local function onthrown(inst, data)
inst.AnimState:SetOrientation( ANIM_ORIENTATION.OnGround )
end
inst:AddComponent(“weapon”)
inst.components.weapon:SetDamage(3000)
inst.components.weapon:SetRange(15, 18)
inst:AddComponent(“combat”)
inst.components.combat:SetDefaultDamage(3000)
inst.components.combat.playerdamagepercent = 0
inst:AddComponent(“equippable”)
inst.components.equippable.equipstack = true
inst:AddComponent(“projectile”)
inst.components.projectile:SetSpeed(60)
inst.components.projectile:SetOnHitFn(onhit)
inst:ListenForEvent(“onthrown”, onthrown)

即可在装备犬牙时,对一群敌人扔出(远距离对敌人按鼠标左键)炸倒一大片。犬牙手雷不会伤到主角

一六四.高爆地雷(指南针放在地上作地雷)

用记事本打开游戏目录\data\scripts\prefabs\compass.lua文件,在inst:AddComponent("inventoryitem")的下一行插入以下内容inst.components.inventoryitem:SetOnDroppedFn(function()inst:RemoveTag("startkill")if inst.task then inst.task:Cancel() inst.task = nil end
end )
inst.components.inventoryitem:SetOnPickupFn(function()inst:RemoveTag("startkill")if inst.task then inst.task:Cancel() inst.task = nil end
end )
inst.components.inventoryitem:SetOnPutInInventoryFn(function()inst:RemoveTag("startkill")if inst.task then inst.task:Cancel() inst.task = nil end
end )

local function OnDeploy (inst, pt)
inst:AddTag(“startkill”)
inst.Physics:Teleport(pt:Get())
inst.task = inst:DoPeriodicTask(0.1, function(inst)
local target = FindEntity(inst, 2, function(guy)
return guy.components.combat and guy.components.health and not guy.components.health:IsDead() and not guy:HasTag(“player”) and not guy:HasTag(“smallbird”) and not guy:HasTag(“chester”)
end )
if target then
GetPlayer().SoundEmitter:PlaySound(“dontstarve/creatures/eyeballturret/shotexplo”)
SpawnPrefab(“collapse_small”).Transform:SetPosition(inst.Transform:GetWorldPosition())
SpawnPrefab(“explode_small”).Transform:SetPosition(inst.Transform:GetWorldPosition())
local pos = Vector3(inst.Transform:GetWorldPosition())
GetClock():DoLightningLighting()
GetPlayer().components.playercontroller:ShakeCamera(inst, “FULL”, 0.7, 0.02, .5, 40)
target.components.health:DoDelta(-3000)
inst:Remove()
end
end )
end
inst:AddComponent(“deployable”)
inst.components.deployable.ondeploy = OnDeploy
inst.components.deployable.min_spacing = 2
inst:AddComponent(“stackable”)
inst.components.stackable.maxsize = 999
local function onsave(inst, data)
if inst:HasTag(“startkill”) then
data.startkill = true
end
end
local function onload(inst, data)
if data and data.startkill then
inst:AddTag(“startkill”)
inst.task = inst:DoPeriodicTask(0.1, function(inst)
local target = FindEntity(inst, 2, function(guy)
return guy.components.combat and guy.components.health and not guy.components.health:IsDead() and not guy:HasTag(“player”) and not guy:HasTag(“smallbird”) and not guy:HasTag(“chester”)
end )
if target then
GetPlayer().SoundEmitter:PlaySound(“dontstarve/creatures/eyeballturret/shotexplo”)
SpawnPrefab(“collapse_small”).Transform:SetPosition(inst.Transform:GetWorldPosition())
SpawnPrefab(“explode_small”).Transform:SetPosition(inst.Transform:GetWorldPosition())
local pos = Vector3(inst.Transform:GetWorldPosition())
GetClock():DoLightningLighting()
GetPlayer().components.playercontroller:ShakeCamera(inst, “FULL”, 0.7, 0.02, .5, 40)
target.components.health:DoDelta(-3000)
inst:Remove()
end
end )
end
end
inst.OnSave = onsave
inst.OnLoad = onload

即可拿起指南针用鼠标右键部署在空地上,敌人踩上后会爆炸,主角、自养高鸟、狗箱不会触发。指南针在生存选项(画着绳套)下,用1个黄金、1张纸制造

一六五.死神之光(拿提灯时右键点空地,满屏敌人通杀)

用记事本打开游戏目录\data\scripts\prefabs\mininglantern.lua文件,在inst:AddComponent("inspectable")的下一行插入以下内容:

local function cancreatelight(staff, caster, target, pos)
local fuelpercent = inst.components.fueled:GetPercent()
if fuelpercent > 0.5 then
return true
else
return false
end
end
local function createlight(staff, target, pos)
local SHAKE_DIST = 40
local player = GetClosestInstWithTag(“player”, inst, SHAKE_DIST)
if player then
player.components.playercontroller:ShakeCamera(inst, “VERTICAL”, 1, 0.03, 2, SHAKE_DIST)
end
inst:DoTaskInTime(0, function()
inst.components.combat:DoAreaAttack(inst, 30)
end)
GetClock():DoLightningLighting()
inst.components.fueled.currentfuel = 50
end
inst:AddComponent(“spellcaster”)
inst.components.spellcaster:SetSpellFn(createlight)
inst.components.spellcaster:SetSpellTestFn(cancreatelight)
inst.components.spellcaster.canuseonpoint = true
inst.components.spellcaster.canusefrominventory = false
inst:AddComponent(“combat”)
inst.components.combat:SetDefaultDamage(3000)
inst.components.combat.playerdamagepercent = 0

即可拿提灯时右键点空地,满屏敌人通杀。注意提灯燃料超过50%时,才能释放死神之光,释放后提灯燃料接近耗尽,想再释放需要向提灯中填充荧光果(拿荧光果对装备格中的提灯按右键),大约3颗即可

一六六.魔之双臂(狼牙棒左键抓来敌人并致死、右键抓地移动主角)

用记事本打开游戏目录\data\scripts\prefabs\tentaclespike.lua文件,将下列内容:inst:AddComponent("weapon")
inst.components.weapon:SetDamage(TUNING.SPIKE_DAMAGE)-------inst:AddComponent("finiteuses")
inst.components.finiteuses:SetMaxUses(TUNING.SPIKE_USES)
inst.components.finiteuses:SetUses(TUNING.SPIKE_USES)inst.components.finiteuses:SetOnFinished( onfinished )替换为:

local function onattack(inst, owner, target)
local pt = owner:GetPosition()
if target.components.health then
target.Transform:SetPosition(pt.x+1, pt.y, pt.z)
end
inst:DoTaskInTime(0.1, function()
target.components.health:DoDelta(-3000)
end)
end
inst:AddComponent(“weapon”)
inst.components.weapon:SetDamage(0)
inst.components.weapon:SetRange(20, 25)
inst.components.weapon:SetOnAttack(onattack)
inst.components.weapon:SetProjectile(“bishop_charge”)
inst:AddComponent(“blinkstaff”)

即可在装备狼牙棒时,对敌人点左键将其抓过来并致死;对空地点右键,抓地移动主角,使狼牙棒既可杀伤敌人,又可有效闪避。用来抓鸟、兔、火鸡、大象等会逃跑的动物也很实用哦。狼牙棒靠打沼泽里的触手获得

一六七.致命的毒箭(中吹箭的敌人不知不觉流血至死)

用记事本打开游戏目录\data\DLC0001\scripts\prefabs\blowdart.lua文件,在inst.components.weapon:SetDamage(TUNING.PIPE_DART_DAMAGE)的下一行插入以下内容:

local function pipeonhit(inst, attacker, target)
target.components.health:StartRegen(-100, 1)
target.components.combat.target = nil
target.AnimState:SetMultColour(255/255,0/255,0/255,1)
attacker.components.inventory:Equip(inst)
end
inst.components.weapon:SetRange(20, 25)
inst.components.projectile:SetOnHitFn(pipeonhit)

即可让中吹箭的敌人变成红色,每秒减100点血直至死亡,被射中的敌人不会反击主角。吹箭为无限使用,吹出后自动回到手中

一六八.电击枪(用橙色魔杖远程电晕敌人,使其任你宰割)

用记事本打开游戏目录\data\DLC0001\scripts\prefabs\staff.lua文件,将inst.components.blinkstaff.onblinkfn = onblink替换为以下内容:

local function onattack_orange(inst, owner, target)
if target.brain then
target.brain:Stop()
end
if target.components.combat then
target.components.combat:SetTarget(nil)
end
if target.components.locomotor then
target.components.locomotor:Stop()
end
target.AnimState:SetMultColour(125/255,125/255,125/255,1)
SpawnPrefab(“lightning_rod_fx”).Transform:SetPosition(target.Transform:GetWorldPosition())
end
inst:AddComponent(“weapon”)
inst.components.weapon:SetDamage(10)
inst.components.weapon:SetRange(20, 25)
inst.components.weapon:SetOnAttack(onattack_orange)
inst.components.weapon:SetProjectile(“bishop_charge”)

即可在装备橙色魔杖时,对敌人按鼠标左键将其电晕,其会失去行动能力,任你处置。对猴子、青蛙等比较讨厌的敌人很适用。橙色魔杖在远古选项(画着远古祭坛)下,用2个噩梦燃料、1个步行手杖、2个橙色宝石制造,制造时需要靠近远古祭坛

一六九.速射步枪(黄色魔杖左键点射、右键连射蜂刺子弹)

用记事本打开游戏目录\data\DLC0001\scripts\prefabs\staff.lua文件,将下列内容:

local function yellow()
local inst = commonfn(“yellow”)
inst.fxcolour = {223/255, 208/255, 69/255}
inst.castsound = “dontstarve/common/staffteleport”

inst:AddComponent("spellcaster")
inst.components.spellcaster:SetSpellFn(createlight)
inst.components.spellcaster:SetSpellTestFn(cancreatelight)
inst.components.spellcaster.canuseonpoint = true
inst.components.spellcaster.canusefrominventory = falseinst:AddComponent("reticule")
inst.components.reticule.targetfn = function() return Vector3(GetPlayer().entity:LocalToWorldSpace(5,0,0))
end
inst.components.reticule.ease = trueinst.components.finiteuses:SetMaxUses(TUNING.YELLOWSTAFF_USES)
inst.components.finiteuses:SetUses(TUNING.YELLOWSTAFF_USES)
inst:AddTag("nopunch")return inst

end

替换为:

local function yellow()
local inst = commonfn(“yellow”)
inst.fxcolour = {223/255, 208/255, 69/255}
inst.castsound = “dontstarve/common/staffteleport”
local function canattack(inst, target)
if GetPlayer().components.inventory:Has(“stinger”, 1) and TheInput:IsMouseDown(MOUSEBUTTON_RIGHT) then
inst.components.weapon:LaunchProjectile(inst, target)
end
if GetPlayer().components.inventory:Has(“stinger”, 1) then
return true
end
end
local function onattack_yellow(inst, owner, target)
owner.SoundEmitter:PlaySound(“dontstarve/creatures/eyeballturret/shotexplo”)
SpawnPrefab(“die_fx”).Transform:SetPosition(target.Transform:GetWorldPosition())
TheCamera:Shake(“FULL”, 0.2, 0.02, .5, 40)
owner.components.inventory:ConsumeByName(“stinger”, 1)
end
inst:AddComponent(“weapon”)
inst.components.weapon:SetDamage(100)
inst.components.weapon:SetRange(25, 30)
inst.components.weapon:SetOnAttack(onattack_yellow)
inst.components.weapon:SetCanAttack(canattack)
inst.components.weapon:SetProjectile(“fire_projectile”)
inst.components.finiteuses:SetMaxUses(TUNING.YELLOWSTAFF_USES1000)
inst.components.finiteuses:SetUses(TUNING.YELLOWSTAFF_USES
1000)
return inst
end

即可在装备黄色魔杖时,对敌人按鼠标左键点射,按鼠标右键连射,身上没有蜂刺时无法射击(不要光顾着按住右键扫射,时不时关注一下还有多少子弹)。黄色魔杖在远古选项(画着远古祭坛)下,用4个噩梦燃料、2个活木头、2个黄色宝石制造,制造时需要靠近远古祭坛。黄色魔杖原有种小星星功能取消

一七0.反物质制造机(绿魔杖左键点敌人,生成敌人反物质分身自相残杀)

用记事本打开游戏目录\data\DLC0001\scripts\prefabs\staff.lua文件,在local inst = commonfn("green")的下一行插入以下内容:

local function onattack_green(inst, owner, target)
if target.prefab == “bee” or target.prefab == “killerbee” or target.prefab == “flies” or target.prefab == “mosquito” or target.prefab == “frog” or target.prefab == “beefalo” or target.prefab == “lightninggoat” or target.prefab == “pigman” or target.prefab == “pigguard” or target.prefab == “bunnyman” or target.prefab == “merm” or target.prefab == “spider_hider” or target.prefab == “spider_spitter” or target.prefab == “spider” or target.prefab == “spider_warrior” or target.prefab == “spiderqueen” or target.prefab == “spider_dropper” or target.prefab == “hound” or target.prefab == “firehound” or target.prefab == “icehound” or target.prefab == “leif” or target.prefab == “leif_sparse” or target.prefab == “walrus” or target.prefab == “little_walrus” or target.prefab == “smallbird” or target.prefab == “teenbird” or target.prefab == “tallbird” or target.prefab == “koalefant_summer” or target.prefab == “koalefant_winter” or target.prefab == “penguin” or target.prefab == “slurtle” or target.prefab == “snurtle” or target.prefab == “bat” or target.prefab == “rocky” or target.prefab == “monkey” or target.prefab == “buzzard” or target.prefab == “catcoon” or target.prefab == “knight” or target.prefab == “bishop” or target.prefab == “rook” or target.prefab == “crawlinghorror” or target.prefab == “terrorbeak” or target.prefab == “deerclops” or target.prefab == “minotaur” or target.prefab == “worm” or target.prefab == “abigail” or target.prefab == “ghost” or target.prefab == “krampus” or target.prefab == “moose” or target.prefab == “dragonfly” or target.prefab == “warg” or target.prefab == “bearger” then
local copy = SpawnPrefab(target.prefab)
copy.Transform:SetPosition(target.Transform:GetWorldPosition())
copy.AnimState:SetMultColour(0/255,0/255,0/255,0.5)
if copy:HasTag(“monster”) then copy:RemoveTag(“monster”) end
copy.task = copy:DoPeriodicTask(1, function() copy.components.combat.target = target end)
target:ListenForEvent(“death”, function()
if not copy.components.health:IsDead() then
copy:Remove()
end
end )
copy:DoTaskInTime(60, function()
if not copy.components.health:IsDead() then
copy:Remove()
end
end )
else
local copy = SpawnPrefab(“leif”)
copy.Transform:SetPosition(target.Transform:GetWorldPosition())
copy.AnimState:SetMultColour(0/255,0/255,0/255,0.5)
copy.Transform:SetScale(0.5, 0.5, 0.5)
copy:RemoveTag(“monster”)
copy.components.combat:SetAttackPeriod(1)
copy.task = copy:DoPeriodicTask(1, function() copy.components.combat.target = target end)
target:ListenForEvent(“death”, function()
if not copy.components.health:IsDead() then
copy:Remove()
end
end )
copy:DoTaskInTime(60, function()
if not copy.components.health:IsDead() then
copy:Remove()
end
end )
end
end
inst:AddComponent(“weapon”)
inst.components.weapon:SetDamage(0)
inst.components.weapon:SetRange(30, 35)
inst.components.weapon:SetOnAttack(onattack_green)
inst.components.weapon:SetProjectile(“bishop_charge”)

即可装备绿魔杖时,按鼠标左键点敌人,生成敌人的反物质分身,与敌人自相残杀。敌人有多强大,其反物质分身就有多强大,主角只须观战即可。反物质分身最多存在60秒,当敌人死去时,反物质分身也将消失。中立的小动物、修改技巧创生的生物,将生成反物质树精

一七一.收妖镜(装备铥矿奖章对敌人按右键,将其收入镜中)

用记事本打开游戏目录\data\scripts\prefabs\nightmare_timepiece.lua文件,在inst:AddComponent("inspectable")的下一行插入以下内容:

local function onequip(inst, owner)
owner.components.inventory:SetOverflow(inst)
inst.components.container:Open(owner)
end
local function onunequip(inst, owner)
owner.components.inventory:SetOverflow(nil)
inst.components.container:Close(owner)
end
local function itemtest(inst, item, slot)
if item:HasTag(“catched”) then
return true
end
return false
end
local slotpos = {}
for y = 0, 9 do
table.insert(slotpos, Vector3(-162, -y*75 + 170 ,0))
end
local function cancatchmonster(inst, caster, target)
if target then
return target.components.locomotor and target.components.health and not target.components.health:IsDead() and not target:HasTag(“smallbird”) and not target:HasTag(“chester”)
end
return true
end
local function catchmonster(staff, target, pos)
if not inst.components.container:IsFull() then
if target.components.stackable then target:RemoveComponent(“stackable”) end
if target.components.inventoryitem then target:RemoveComponent(“inventoryitem”) end
target:AddComponent(“inventoryitem”)
target.components.inventoryitem.nobounce = true
target.components.inventoryitem.canbepickedup = true
target.components.inventoryitem:ChangeImageName(“beard_monster”)
target.components.health.canmurder = true
target:AddTag(“catched”)
target.components.inventoryitem:SetOnDroppedFn(function(target)
target:RemoveComponent(“inventoryitem”)
target:RemoveTag(“catched”)
if target.brain then target.brain:Start() end
if target.sg then target.sg:Start() end
end )
target.components.inventoryitem:SetOnPutInInventoryFn(function(target)
if target.sg then target.sg:GoToState(“idle”) end
if target.SoundEmitter then target.SoundEmitter:KillAllSounds() end
end )
inst.components.container:GiveItem(target)
end
end
inst:AddComponent(“spellcaster”)
inst.components.spellcaster:SetSpellFn(catchmonster)
inst.components.spellcaster:SetSpellTestFn(cancatchmonster)
inst.components.spellcaster.canuseontargets = true
inst.components.spellcaster.canusefrominventory = false

inst:AddComponent("equippable")
inst.components.equippable.equipslot = EQUIPSLOTS.HANDS
inst.components.equippable:SetOnEquip( onequip )
inst.components.equippable:SetOnUnequip( onunequip )inst:AddComponent("container")
inst.components.container:SetNumSlots(#slotpos)
inst.components.container.widgetslotpos = slotpos
inst.components.container.widgetpos = Vector3(18,50,0)
inst.components.container.side_widget = true
inst.components.container.itemtestfn = itemtest
inst.components.container.acceptsstacks = false即可在装备铥矿奖章时,对敌人按鼠标右键,将敌人收入镜中(画面右边的格子中,显示为烧焦的兔子),如果想杀死它,就对格子中的敌人按鼠标右键,会获得战利品;如果想释放它,就拿出敌人放在地上。“收妖镜”的格子全满后,无法再收新的敌人,可以将敌人放在物品栏或其他背包后再收妖。在存档退出前,请处置(杀掉或释放)全部收来的敌人,否则读档后,敌人将全部被放出。铥矿奖章在远古选项(画着远古祭坛)下,用2个铥矿石、2个噩梦燃料制造,制造时需要靠近远古祭坛

一七二.溜溜球(用陷阱种溜溜球,连续打击多个目标,打完自动回到手中)

用记事本打开游戏目录\data\scripts\prefabs\trap.lua文件,在inst:AddComponent("inspectable")的下一行插入以下内容:

local colours=
{
{198/255,43/255,43/255},
{79/255,153/255,68/255},
{35/255,105/255,235/255},
{233/255,208/255,69/255},
{109/255,50/255,163/255},
{222/255,126/255,39/255},
}
local function OnDeploy (inst, pt)
local ball = SpawnPrefab(“trap”)
ball.Transform:SetPosition(pt.x, pt.y, pt.z)
ball.AnimState:SetBank(“bulb”)
ball.AnimState:SetBuild(“bulb”)
ball.AnimState:PlayAnimation(“idle”)
ball.AnimState:SetBloomEffectHandle(“shaders/anim.ksh”)
ball:ClearStateGraph()
RemovePhysicsColliders(ball)
ball.components.inventoryitem:ChangeImageName(“lightbulb”)
ball.colour_idx = math.random(#colours)
ball.AnimState:SetMultColour(colours[ball.colour_idx][1],colours[ball.colour_idx][2],colours[ball.colour_idx][3],1)
ball:RemoveComponent(“finiteuses”)
ball:RemoveComponent(“trap”)
ball:RemoveComponent(“deployable”)
ball:RemoveTag(“trap”)
ball:AddComponent(“weapon”)
ball.components.weapon:SetDamage(30)
ball.components.weapon:SetRange(20, 25)
ball:AddComponent(“equippable”)
ball.components.equippable.equipslot = EQUIPSLOTS.HANDS
ball.components.equippable:SetOnEquip(function(ball)
ball.SoundEmitter:PlaySound(“dontstarve/wilson/equip_item_gold”)
end )
ball:AddComponent(“projectile”)
ball.components.projectile:SetSpeed(25)
ball.components.projectile:SetOnHitFn(function(ball, owner, target)
GetPlayer().SoundEmitter:PlaySound(“dontstarve/wilson/equip_item_gold”)
local target0 = FindEntity(owner, 25, function(guy)
if guy.components.combat and guy.components.health and not guy.components.health:IsDead() and not guy:HasTag(“player”) then
return guy.components.combat.target == owner or owner.components.combat.target == guy or guy:HasTag(“monster”)
end
end )
if target0 then
ball.components.projectile:Throw(owner, target0)
else
owner.components.inventory:Equip(ball)
end
end )
ball.components.projectile:SetOnMissFn(function(ball, owner)
owner.components.inventory:Equip(ball)
end )
ball:ListenForEvent(“onthrown”, function(ball)
local pt = ball:GetPosition()
ball.Transform:SetPosition(pt.x, 2, pt.z)
ball.SoundEmitter:PlaySound(“dontstarve/wilson/boomerang_throw”)
end )
ball:AddComponent(“workable”)
ball.components.workable:SetWorkAction(ACTIONS.HAMMER)
ball.components.workable:SetWorkLeft(3)
ball.components.workable:SetOnFinishCallback(function(ball)
SpawnPrefab(“ground_chunks_breaking”).Transform:SetPosition(ball.Transform:GetWorldPosition())
ball:Remove()
end )
ball:AddTag(“projectile”)
ball:AddTag(“balls”)
inst:Remove()
end
inst:AddComponent(“deployable”)
inst.components.deployable.ondeploy = OnDeploy
local function onsave(inst, data)
if inst:HasTag(“balls”) then
data.balls = true
end
data.colour_idx = inst.colour_idx
end
local function onload(inst, data)
if data and data.balls then
inst.AnimState:SetBank(“bulb”)
inst.AnimState:SetBuild(“bulb”)
inst.AnimState:PlayAnimation(“idle”)
inst.AnimState:SetBloomEffectHandle(“shaders/anim.ksh”)
inst:ClearStateGraph()
RemovePhysicsColliders(inst)
inst.components.inventoryitem:ChangeImageName(“lightbulb”)
inst:RemoveComponent(“finiteuses”)
inst:RemoveComponent(“trap”)
inst:RemoveComponent(“deployable”)
inst:RemoveTag(“trap”)
inst:AddComponent(“weapon”)
inst.components.weapon:SetDamage(30)
inst.components.weapon:SetRange(20, 25)
inst:AddComponent(“equippable”)
inst.components.equippable.equipslot = EQUIPSLOTS.HANDS
inst.components.equippable:SetOnEquip(function(inst)
inst.SoundEmitter:PlaySound(“dontstarve/wilson/equip_item_gold”)
end )
inst:AddComponent(“projectile”)
inst.components.projectile:SetSpeed(25)
inst.components.projectile:SetOnHitFn(function(inst, owner, target)
GetPlayer().SoundEmitter:PlaySound(“dontstarve/wilson/equip_item_gold”)
local target0 = FindEntity(owner, 25, function(guy)
if guy.components.combat and guy.components.health and not guy.components.health:IsDead() and not guy:HasTag(“player”) then
return guy.components.combat.target == owner or owner.components.combat.target == guy or guy:HasTag(“monster”)
end
end )
if target0 then
inst.components.projectile:Throw(owner, target0)
else
owner.components.inventory:Equip(inst)
end
end )
inst.components.projectile:SetOnMissFn(function(inst, owner)
owner.components.inventory:Equip(inst)
end )
inst:ListenForEvent(“onthrown”, function(inst)
local pt = inst:GetPosition()
inst.Transform:SetPosition(pt.x, 2, pt.z)
inst.SoundEmitter:PlaySound(“dontstarve/wilson/boomerang_throw”)
end )
inst:AddComponent(“workable”)
inst.components.workable:SetWorkAction(ACTIONS.HAMMER)
inst.components.workable:SetWorkLeft(3)
inst.components.workable:SetOnFinishCallback(function(inst)
SpawnPrefab(“ground_chunks_breaking”).Transform:SetPosition(inst.Transform:GetWorldPosition())
inst:Remove()
end )
inst:AddTag(“projectile”)
inst:AddTag(“balls”)
end
if data and data.colour_idx then
inst.colour_idx = math.min(#colours, data.colour_idx)
inst.AnimState:SetMultColour(colours[inst.colour_idx][1],colours[inst.colour_idx][2],colours[inst.colour_idx][3],1)
end
end
inst.OnSave = onsave
inst.OnLoad = onload

即可用陷阱种溜溜球(颜色随机),装备后对敌人按鼠标左键,可以扔出并连续打击附近所有敌人,消灭敌人后自动回到手中,完美代替回旋镖。不想要溜溜球时,用锤子砸掉即可。陷阱在生存选项(画着绳套)下,用2个树枝、6个草制造

一七三.千斤锤(用火腿短棍攻击时,天降巨石将敌人拍扁)

用记事本打开游戏目录\data\scripts\prefabs\hambat.lua文件,将inst:AddComponent("weapon")替换为以下内容:

local function onattack(inst, owner, target)
local pt = target:GetPosition()
local boulder = SpawnPrefab(“thulecite”)
RemovePhysicsColliders(boulder)
boulder.AnimState:SetBloomEffectHandle(“shaders/anim.ksh”)
boulder.Transform:SetScale(3,3,3)
boulder:RemoveComponent(“inventoryitem”)
boulder.Transform:SetPosition(pt.x, 10, pt.z)
boulder.falling = boulder:DoPeriodicTask(.01, function() boulder.Physics:SetMotorVelOverride(0,-55,0) end)
boulder:DoTaskInTime(0.1, function()
if boulder.falling then boulder.falling:Cancel() boulder.falling = nil end
GetPlayer().SoundEmitter:PlaySound(“dontstarve/creatures/eyeballturret/shotexplo”)
GetPlayer().components.playercontroller:ShakeCamera(boulder, “FULL”, 0.5, 0.05, 2, 40)
SpawnPrefab(“collapse_big”).Transform:SetPosition(boulder.Transform:GetWorldPosition())
target:AddTag(“NOCLICK”)
MakeInventoryPhysics(target)
target.AnimState:SetOrientation( ANIM_ORIENTATION.OnGround )
target.AnimState:SetLayer( LAYER_BACKGROUND )
target.AnimState:SetSortOrder( 1 )
target.AnimState:SetPercent(“hit”, math.random())
if target.brain then target:SetBrain(nil) end
if target.components.locomotor then target.components.locomotor:Stop() end
if target.components.combat then target.components.combat:SetTarget(nil) end
if target.components.health then target.components.health:SetInvincible(false) end
target:DoTaskInTime(5, function() target.components.health:Kill() end )
local pos = Vector3(boulder.Transform:GetWorldPosition())
local ents = TheSim:FindEntities(pos.x,0,pos.z, 5)
for k,v in pairs(ents) do
if v.components.workable and v.components.workable.workleft > 0 and not v.components.inventoryitem then
v.components.workable:Destroy(boulder)
end
end
boulder:DoTaskInTime(0.5, function()
GetPlayer().SoundEmitter:PlaySound(“dontstarve/common/stone_drop”)
SpawnPrefab(“ground_chunks_breaking”).Transform:SetPosition(boulder.Transform:GetWorldPosition())
boulder:Remove()
end )
end )
end
inst:AddComponent(“weapon”)
inst.components.weapon:SetRange(20, 25)
inst.components.weapon:SetOnAttack(onattack)

即可在用火腿短棍攻击时,天降巨石将敌人拍扁,并震毁附近的建筑、石头、植物,敌人将在5秒后死亡。火腿短棍在战斗选项(画着两把剑)下,用1个猪皮、2个树枝、2个大肉制造

一七四.霸王枪(瓦丝格雷斯矛升级为霸王枪,鼠标左键远距离突刺并撤回,右键挑飞敌人,敌人会喷血)

用记事本打开游戏目录\data\DLC0001\scripts\prefabs\spear_wathgrithr.lua文件,1.在local function onequip(inst, owner)的下一行插入以下内容:inst.fire = SpawnPrefab( "campfirefire" )
local follower = inst.fire.entity:AddFollower()
follower:FollowSymbol( owner.GUID, "swap_object", 20, -88, 1 )
inst.fire.AnimState:SetMultColour(255/255,0/255,0/255,1)
inst.fire.Transform:SetScale(0.8, 0.8, 0.8)
inst.fire:RemoveComponent("heater")
inst.fire.persists = false2.在local function onunequip(inst, owner)的下一行插入以下内容:inst.fire:Remove()
inst.fire = nil3.将下列内容:inst:AddComponent("weapon")
inst.components.weapon:SetDamage(TUNING.WATHGRITHR_SPEAR_DAMAGE)-------inst:AddComponent("finiteuses")
inst.components.finiteuses:SetMaxUses(TUNING.WATHGRITHR_SPEAR_USES)
inst.components.finiteuses:SetUses(TUNING.WATHGRITHR_SPEAR_USES)inst.components.finiteuses:SetOnFinished( onfinished )替换为:

local function canattack(inst, target)
if TheInput:IsMouseDown(MOUSEBUTTON_RIGHT) then
GetPlayer().AnimState:PlayAnimation(“atk”)
SpawnPrefab(“groundpoundring_fx”).Transform:SetPosition(GetPlayer().Transform:GetWorldPosition())
SpawnPrefab(“explode_small”).Transform:SetPosition(target.Transform:GetWorldPosition())
GetPlayer().SoundEmitter:PlaySound(“dontstarve_DLC001/creatures/glommer/foot_ground”)
local pt01 = GetPlayer():GetPosition()
local pt02 = target:GetPosition()
target.Transform:SetPosition((pt02.x-pt01.x)*0.5+pt02.x, 0, (pt02.z-pt01.z)*0.5+pt02.z)
local blood = SpawnPrefab(“splash”)
blood.Transform:SetPosition(target.Transform:GetWorldPosition())
blood.AnimState:SetMultColour(255/255,0/255,0/255,1)
blood.Transform:SetScale(2, 2, 2)
if target.components.locomotor then target.components.locomotor:Stop() end
if target.components.combat then target.components.combat:SetTarget(GetPlayer()) end
if target.components.health then
target.components.health:DoDelta(-100)
if target.components.health:GetPercent() < 0.3 then
target.AnimState:SetMultColour(255/255,0/255,0/255,1)
end
end
end
return true
end
local function onattack(inst, attacker, target)
local pt1 = attacker:GetPosition()
local pt2 = target:GetPosition()
GetPlayer().SoundEmitter:PlaySound(“dontstarve_DLC001/creatures/glommer/foot_ground”)
attacker:DoTaskInTime(0.01, function()
attacker.Transform:SetPosition(pt2.x, pt2.y, pt2.z)
SpawnPrefab(“explode_small”).Transform:SetPosition(target.Transform:GetWorldPosition())
SpawnPrefab(“groundpoundring_fx”).Transform:SetPosition(target.Transform:GetWorldPosition())
if target.components.locomotor then target.components.locomotor:Stop() end
attacker:StartThread(function()
for k = 1, 3 do
local blood = SpawnPrefab(“splash”)
blood.Transform:SetPosition(pt2.x, 1.5, pt2.z)
blood.AnimState:SetMultColour(255/255,0/255,0/255,1)
blood.Transform:SetScale(2, 2, 2)
Sleep(.1)
end
end )
if target.components.health and target.components.health:GetPercent() < 0.3 then
target.AnimState:SetMultColour(255/255,0/255,0/255,1)
end
end )
attacker:DoTaskInTime(0.3, function()
attacker.Transform:SetPosition(pt1.x, pt1.y, pt1.z)
end )
end
inst:AddComponent(“weapon”)
inst.components.weapon:SetDamage(300)
inst.components.weapon:SetRange(15, 20)
inst.components.weapon:SetOnAttack(onattack)
inst.components.weapon:SetCanAttack(canattack)

即可让瓦丝格雷斯矛升级为霸王枪,装备霸王枪,鼠标左键点敌人(按住可连续攻击),会远距离突刺敌人,刺中后迅速撤回原位,不给敌人还击的机会。鼠标右键点敌人,可将敌人挑飞,按住右键扫过一群敌人,可防止被围攻。使用霸王枪时,敌人会喷血,场面极其惨烈,如果你是儿童,请捂住眼睛使用。瓦丝格雷斯矛可修改“全人物可制造瓦丝格雷斯矛、瓦丝格雷斯帽”获得

一七五.霸王斧(用蜻蜓鳞片种霸王斧,攻击敌人时震开并伤害周围敌人,可吸敌人的血)

用记事本打开游戏目录\data\DLC0001\scripts\prefabs\dragon_scales.lua文件,在inst:AddComponent("inspectable")的下一行插入以下内容:

local function OnDeploy (inst, pt)
local bigaxe = SpawnPrefab(“dragon_scales”)
bigaxe.Transform:SetPosition(pt.x, pt.y, pt.z)
bigaxe.AnimState:SetBank(“Lucy_axe”)
bigaxe.AnimState:SetBuild(“Lucy_axe”)
bigaxe.AnimState:PlayAnimation(“idle”)
bigaxe.components.inventoryitem:ChangeImageName(“lucy”)
bigaxe:AddComponent(“named”)
bigaxe.components.named:SetName(“Poleaxe”)
bigaxe:RemoveComponent(“stackable”)
bigaxe:RemoveComponent(“deployable”)
bigaxe:AddComponent(“equippable”)
bigaxe.components.equippable.equipslot = EQUIPSLOTS.HANDS
bigaxe.components.equippable:SetOnEquip(function(bigaxe, owner)
owner.AnimState:OverrideSymbol(“swap_object”, “swap_lucy_axe”, “swap_lucy_axe”)
owner.AnimState:Show(“ARM_carry”)
owner.AnimState:Hide(“ARM_normal”)
bigaxe.fire = SpawnPrefab( “campfirefire” )
local follower = bigaxe.fire.entity:AddFollower()
follower:FollowSymbol( owner.GUID, “swap_object”, -2, -135, 1 )
bigaxe.fire.AnimState:SetMultColour(255/255,0/255,0/255,1)
bigaxe.fire:RemoveComponent(“heater”)
bigaxe.fire.persists = false
end )
bigaxe.components.equippable:SetOnUnequip(function(bigaxe, owner)
owner.AnimState:Hide(“ARM_carry”)
owner.AnimState:Show(“ARM_normal”)
bigaxe.fire:Remove()
bigaxe.fire = nil
end )
bigaxe:AddComponent(“weapon”)
bigaxe.components.weapon:SetDamage(500)
bigaxe.components.weapon:SetOnAttack(function(bigaxe, attacker, target)
GetPlayer().SoundEmitter:PlaySound(“dontstarve_DLC001/creatures/glommer/foot_ground”)
SpawnPrefab(“groundpoundring_fx”).Transform:SetPosition(attacker.Transform:GetWorldPosition())
GetPlayer().components.playercontroller:ShakeCamera(attacker, “FULL”, 0.5, 0.05, 2, 40)
if target.components.locomotor then target.components.locomotor:Stop() end
if target.components.health:GetPercent() < 0.3 then
target.AnimState:SetMultColour(255/255,0/255,0/255,1)
end
attacker.components.health:DoDelta(150)
attacker:StartThread(function()
for k = 1, 3 do
local blood = SpawnPrefab(“splash”)
blood.Transform:SetPosition(target.Transform:GetWorldPosition())
blood.AnimState:SetMultColour(255/255,0/255,0/255,1)
blood.Transform:SetScale(2, 2, 2)
Sleep(.1)
end
end )
target:AddTag(“nomove”)
target:DoTaskInTime(0.4, function() target:RemoveTag(“nomove”) end )
local pos = Vector3(attacker.Transform:GetWorldPosition())
local ents = TheSim:FindEntities(pos.x,pos.y,pos.z, 8)
for k,v in pairs(ents) do
if v.components.health and v.components.combat and not v.components.health:IsDead() and not v:HasTag(“nomove”) then
if v.components.combat.target == GetPlayer() or GetPlayer().components.combat.target == v or v:HasTag(“monster”) then
SpawnPrefab(“explode_small”).Transform:SetPosition(v.Transform:GetWorldPosition())
v.components.health:DoDelta(-300)
local pt01 = attacker:GetPosition()
local pt02 = v:GetPosition()
v.Transform:SetPosition((pt02.x-pt01.x)*1.5+pt02.x, 0, (pt02.z-pt01.z)*1.5+pt02.z)
if v.components.locomotor then v.components.locomotor:Stop() end
if v.components.health:GetPercent() < 0.3 then
v.AnimState:SetMultColour(255/255,0/255,0/255,1)
end
end
end
end
end )
bigaxe:AddComponent(“tool”)
bigaxe.components.tool:SetAction(ACTIONS.CHOP, 15)
bigaxe:AddTag(“bigaxes”)
inst.components.stackable:Get():Remove()
end
inst:AddComponent(“deployable”)
inst.components.deployable.ondeploy = OnDeploy
local function onsave(inst, data)
if inst:HasTag(“bigaxes”) then
data.bigaxes = true
end
end
local function onload(inst, data)
if data and data.bigaxes then
inst.AnimState:SetBank(“Lucy_axe”)
inst.AnimState:SetBuild(“Lucy_axe”)
inst.AnimState:PlayAnimation(“idle”)
inst.components.inventoryitem:ChangeImageName(“lucy”)
inst:AddComponent(“named”)
inst.components.named:SetName(“Poleaxe”)
inst:RemoveComponent(“stackable”)
inst:RemoveComponent(“deployable”)
inst:AddComponent(“equippable”)
inst.components.equippable.equipslot = EQUIPSLOTS.HANDS
inst.components.equippable:SetOnEquip(function(inst, owner)
owner.AnimState:OverrideSymbol(“swap_object”, “swap_lucy_axe”, “swap_lucy_axe”)
owner.AnimState:Show(“ARM_carry”)
owner.AnimState:Hide(“ARM_normal”)
inst.fire = SpawnPrefab( “campfirefire” )
local follower = inst.fire.entity:AddFollower()
follower:FollowSymbol( owner.GUID, “swap_object”, -2, -135, 1 )
inst.fire.AnimState:SetMultColour(255/255,0/255,0/255,1)
inst.fire:RemoveComponent(“heater”)
inst.fire.persists = false
end )
inst.components.equippable:SetOnUnequip(function(inst, owner)
owner.AnimState:Hide(“ARM_carry”)
owner.AnimState:Show(“ARM_normal”)
inst.fire:Remove()
inst.fire = nil
end )
inst:AddComponent(“weapon”)
inst.components.weapon:SetDamage(500)
inst.components.weapon:SetOnAttack(function(inst, attacker, target)
GetPlayer().SoundEmitter:PlaySound(“dontstarve_DLC001/creatures/glommer/foot_ground”)
SpawnPrefab(“groundpoundring_fx”).Transform:SetPosition(attacker.Transform:GetWorldPosition())
GetPlayer().components.playercontroller:ShakeCamera(attacker, “FULL”, 0.5, 0.05, 2, 40)
if target.components.locomotor then target.components.locomotor:Stop() end
if target.components.health:GetPercent() < 0.3 then
target.AnimState:SetMultColour(255/255,0/255,0/255,1)
end
attacker.components.health:DoDelta(150)
attacker:StartThread(function()
for k = 1, 3 do
local blood = SpawnPrefab(“splash”)
blood.Transform:SetPosition(target.Transform:GetWorldPosition())
blood.AnimState:SetMultColour(255/255,0/255,0/255,1)
blood.Transform:SetScale(2, 2, 2)
Sleep(.1)
end
end )
target:AddTag(“nomove”)
target:DoTaskInTime(0.4, function() target:RemoveTag(“nomove”) end )
local pos = Vector3(attacker.Transform:GetWorldPosition())
local ents = TheSim:FindEntities(pos.x,pos.y,pos.z, 8)
for k,v in pairs(ents) do
if v.components.health and v.components.combat and not v.components.health:IsDead() and not v:HasTag(“nomove”) then
if v.components.combat.target == GetPlayer() or GetPlayer().components.combat.target == v or v:HasTag(“monster”) then
SpawnPrefab(“explode_small”).Transform:SetPosition(v.Transform:GetWorldPosition())
v.components.health:DoDelta(-300)
local pt01 = attacker:GetPosition()
local pt02 = v:GetPosition()
v.Transform:SetPosition((pt02.x-pt01.x)*1.5+pt02.x, 0, (pt02.z-pt01.z)*1.5+pt02.z)
if v.components.locomotor then v.components.locomotor:Stop() end
if v.components.health:GetPercent() < 0.3 then
v.AnimState:SetMultColour(255/255,0/255,0/255,1)
end
end
end
end
end )
inst:AddComponent(“tool”)
inst.components.tool:SetAction(ACTIONS.CHOP, 15)
inst:AddTag(“bigaxes”)
end
end
inst.OnSave = onsave
inst.OnLoad = onload

即可用蜻蜓鳞片种霸王斧,装备霸王斧攻击时,自动会吸取敌人的血,补充主角生命值,同时震开并伤害周围的敌人(区域攻击),减少你被围殴的机会。霸王斧用来砍树也极其锋利,一斧便可砍倒一棵。蜻蜓鳞片靠打蜻蜓获得,也可在“巨型超市”花9-11个黄金购得

一七六.霸王盔(用猪皮种霸王盔,吸收99%伤害,挨打时弹开并反伤敌人,可照明、防雨、防冻、防暑、补脑、奔跑加速)

用记事本打开游戏目录\data\scripts\prefabs\pigskin.lua文件,在inst:AddComponent("inspectable")的下一行插入以下内容:

local function OnDeploy (inst, pt)
local helmet = SpawnPrefab(“pigskin”)
helmet.Transform:SetPosition(pt.x, pt.y, pt.z)
helmet.AnimState:SetBank(“wathgrithrhat”)
helmet.AnimState:SetBuild(“hat_wathgrithr”)
helmet.AnimState:PlayAnimation(“anim”)
helmet.components.inventoryitem:ChangeImageName(“wathgrithrhat”)
helmet:RemoveComponent(“stackable”)
helmet:RemoveComponent(“tradable”)
helmet:RemoveComponent(“edible”)
helmet:RemoveComponent(“burnable”)
helmet:RemoveComponent(“propagator”)
helmet:RemoveComponent(“deployable”)
helmet:AddComponent(“equippable”)
helmet.components.equippable.equipslot = EQUIPSLOTS.HEAD
helmet.components.equippable.walkspeedmult = 2.5
helmet.components.equippable.dapperness = TUNING.DAPPERNESS_HUGE*32
helmet.components.equippable:SetOnEquip(function(helmet, owner)
owner.AnimState:OverrideSymbol(“swap_hat”, “hat_wathgrithr”, “swap_hat”)
owner.AnimState:Show(“HAT”)
owner.AnimState:Show(“HAT_HAIR”)
owner.AnimState:Hide(“HAIR_NOHAT”)
owner.AnimState:Hide(“HAIR”)
if owner == GetPlayer() then
owner.AnimState:Hide(“HEAD”)
owner.AnimState:Show(“HEAD_HAIR”)
owner.components.temperature:SetTemp(20)
owner:PushEvent(“stopfreezing”)
owner:PushEvent(“stopoverheating”)
owner.components.moisture:SetMoistureLevel(0)
helmet.fire = SpawnPrefab( “campfirefire” )
local follower = helmet.fire.entity:AddFollower()
follower:FollowSymbol( owner.GUID, “swap_hat”, -6, -196, 0 )
helmet.fire.AnimState:SetMultColour(255/255,0/255,0/255,1)
helmet.fire.Transform:SetScale(1.3, 1.3, 1.3)
helmet.fire:RemoveComponent(“heater”)
helmet.fire.persists = false
helmet.helmetfn = function(attacked, data)
if data and data.attacker and data.attacker.components.health then
SpawnPrefab(“groundpoundring_fx”).Transform:SetPosition(owner.Transform:GetWorldPosition())
data.attacker.components.health:DoDelta(-300)
local pt01 = owner:GetPosition()
local pt02 = data.attacker:GetPosition()
data.attacker.Transform:SetPosition((pt02.x-pt01.x)*1.5+pt02.x, 0, (pt02.z-pt01.z)*1.5+pt02.z)
if data.attacker.components.locomotor then data.attacker.components.locomotor:Stop() end
if data.attacker.components.health:GetPercent() < 0.3 then
data.attacker.AnimState:SetMultColour(255/255,0/255,0/255,1)
end
end
end
helmet:ListenForEvent(“attacked”, helmet.helmetfn, owner)
owner:AddTag(“goodsavages”)
end
end )
helmet.components.equippable:SetOnUnequip(function(helmet, owner)
owner.AnimState:Hide(“HAT”)
owner.AnimState:Hide(“HAT_HAIR”)
owner.AnimState:Show(“HAIR_NOHAT”)
owner.AnimState:Show(“HAIR”)
if owner == GetPlayer() then
owner.AnimState:Show(“HEAD”)
owner.AnimState:Hide(“HEAD_HAIR”)
owner.components.temperature:SetTemp(nil)
helmet.fire:Remove()
helmet.fire = nil
helmet:RemoveEventCallback(“attacked”, helmet.helmetfn, owner)
owner:RemoveTag(“goodsavages”)
end

end )
helmet:AddComponent("armor")
helmet.components.armor:InitCondition(20000, 0.99)
helmet:AddComponent("waterproofer")
helmet.components.waterproofer:SetEffectiveness(1)
helmet:AddTag("helmets")
inst.components.stackable:Get():Remove()

end
inst:AddComponent(“deployable”)
inst.components.deployable.ondeploy = OnDeploy
local function onsave(inst, data)
if inst:HasTag(“helmets”) then
data.helmets = true
end
end
local function onload(inst, data)
if data and data.helmets then
inst.AnimState:SetBank(“wathgrithrhat”)
inst.AnimState:SetBuild(“hat_wathgrithr”)
inst.AnimState:PlayAnimation(“anim”)
inst.components.inventoryitem:ChangeImageName(“wathgrithrhat”)
inst:RemoveComponent(“stackable”)
inst:RemoveComponent(“tradable”)
inst:RemoveComponent(“edible”)
inst:RemoveComponent(“burnable”)
inst:RemoveComponent(“propagator”)
inst:RemoveComponent(“deployable”)
inst:AddComponent(“equippable”)
inst.components.equippable.equipslot = EQUIPSLOTS.HEAD
inst.components.equippable.walkspeedmult = 2.5
inst.components.equippable.dapperness = TUNING.DAPPERNESS_HUGE*32
inst.components.equippable:SetOnEquip(function(inst, owner)
owner.AnimState:OverrideSymbol(“swap_hat”, “hat_wathgrithr”, “swap_hat”)
owner.AnimState:Show(“HAT”)
owner.AnimState:Show(“HAT_HAIR”)
owner.AnimState:Hide(“HAIR_NOHAT”)
owner.AnimState:Hide(“HAIR”)
if owner == GetPlayer() then
owner.AnimState:Hide(“HEAD”)
owner.AnimState:Show(“HEAD_HAIR”)
owner.components.temperature:SetTemp(20)
owner:PushEvent(“stopfreezing”)
owner:PushEvent(“stopoverheating”)
owner.components.moisture:SetMoistureLevel(0)
inst.fire = SpawnPrefab( “campfirefire” )
local follower = inst.fire.entity:AddFollower()
follower:FollowSymbol( owner.GUID, “swap_hat”, -6, -196, 0 )
inst.fire.AnimState:SetMultColour(255/255,0/255,0/255,1)
inst.fire.Transform:SetScale(1.3, 1.3, 1.3)
inst.fire:RemoveComponent(“heater”)
inst.fire.persists = false
inst.helmetfn = function(attacked, data)
if data and data.attacker and data.attacker.components.health then
SpawnPrefab(“groundpoundring_fx”).Transform:SetPosition(owner.Transform:GetWorldPosition())
data.attacker.components.health:DoDelta(-300)
local pt01 = owner:GetPosition()
local pt02 = data.attacker:GetPosition()
data.attacker.Transform:SetPosition((pt02.x-pt01.x)*1.5+pt02.x, 0, (pt02.z-pt01.z)*1.5+pt02.z)
if data.attacker.components.locomotor then data.attacker.components.locomotor:Stop() end
if data.attacker.components.health:GetPercent() < 0.3 then
data.attacker.AnimState:SetMultColour(255/255,0/255,0/255,1)
end
end
end
inst:ListenForEvent(“attacked”, inst.helmetfn, owner)
owner:AddTag(“goodsavages”)
end
end )
inst.components.equippable:SetOnUnequip(function(inst, owner)
owner.AnimState:Hide(“HAT”)
owner.AnimState:Hide(“HAT_HAIR”)
owner.AnimState:Show(“HAIR_NOHAT”)
owner.AnimState:Show(“HAIR”)
if owner == GetPlayer() then
owner.AnimState:Show(“HEAD”)
owner.AnimState:Hide(“HEAD_HAIR”)
owner.components.temperature:SetTemp(nil)
inst.fire:Remove()
inst.fire = nil
inst:RemoveEventCallback(“attacked”, inst.helmetfn, owner)
owner:RemoveTag(“goodsavages”)
end

end )
inst:AddComponent("armor")
inst.components.armor:InitCondition(20000, 0.99)
inst:AddComponent("waterproofer")
inst.components.waterproofer:SetEffectiveness(1)
inst:AddTag("helmets")

end
end
inst.OnSave = onsave
inst.OnLoad = onload

即可用猪皮种霸王盔,吸收99%伤害,敌人攻击你时会被弹开,并遭到反伤,让你流的每一滴血,都收到百倍利息。霸王盔可照明、防雨、防冻、防暑、补脑,并使奔跑加速,与“霸王枪”并称饥荒世界两大神器,助你在乱世中百战百胜。佩戴霸王盔时,“铁血蛮族”不敢主动攻击你。不要与“用猪皮种猪火炬”一同修改

一七七.活捉手杖(装备龙卷风魔杖,鼠标左键点鸟、鼹鼠等小动物,可远程活捉)

用记事本打开游戏目录\data\DLC0001\scripts\prefabs\staff_tornado.lua文件,在inst:AddComponent("inspectable")的下一行插入以下内容:

local function canattack(inst, target)
if target.prefab == “bee” or target.prefab == “killerbee” or target.prefab == “crow” or target.prefab == “robin” or target.prefab == “robin_winter” or target.prefab == “butterfly” or target.prefab == “mole” or target.prefab == “mosquito” or target.prefab == “rabbit” then
return true
end
return false
end
local function onattack(inst, attacker, target)
if target.prefab == “bee” then
local prey = SpawnPrefab(“bee”)
GetPlayer().components.inventory:GiveItem(prey)
end
if target.prefab == “killerbee” then
local prey = SpawnPrefab(“killerbee”)
GetPlayer().components.inventory:GiveItem(prey)
end
if target.prefab == “crow” then
local prey = SpawnPrefab(“crow”)
GetPlayer().components.inventory:GiveItem(prey)
end
if target.prefab == “robin” then
local prey = SpawnPrefab(“robin”)
GetPlayer().components.inventory:GiveItem(prey)
end
if target.prefab == “robin_winter” then
local prey = SpawnPrefab(“robin_winter”)
GetPlayer().components.inventory:GiveItem(prey)
end
if target.prefab == “butterfly” then
local prey = SpawnPrefab(“butterfly”)
GetPlayer().components.inventory:GiveItem(prey)
end
if target.prefab == “mole” then
local prey = SpawnPrefab(“mole”)
GetPlayer().components.inventory:GiveItem(prey)
end
if target.prefab == “mosquito” then
local prey = SpawnPrefab(“mosquito”)
GetPlayer().components.inventory:GiveItem(prey)
end
if target.prefab == “rabbit” then
local prey = SpawnPrefab(“rabbit”)
GetPlayer().components.inventory:GiveItem(prey)
end
target:Remove()
end
inst:AddComponent(“weapon”)
inst.components.weapon:SetDamage(0)
inst.components.weapon:SetRange(25, 30)
inst.components.weapon:SetOnAttack(onattack)
inst.components.weapon:SetCanAttack(canattack)
inst.components.weapon:SetProjectile(“bishop_charge”)

即可将龙卷风魔杖升级为活捉手杖,装备活捉手杖,鼠标左键点小动物,可远距离活捉它们。可活捉的小动物包括蜜蜂、杀人蜂、鸟、蝴蝶、鼹鼠、蚊子、兔子。龙卷风魔杖右键召唤龙卷风的功能保留。龙卷风魔杖在战斗选项下,用10个鹿鸭羽毛、1个闪电羊角、1个齿轮制造

一七八.巨人帽(带猪皮帽变巨人,攻击、防御上升,可撞毁建筑、树、石头)

用记事本打开游戏目录\data\DLC0001\scripts\prefabs\hats.lua文件,将下列内容:local function football()local inst = simple()inst:AddComponent("armor")inst:AddComponent("waterproofer")inst.components.waterproofer:SetEffectiveness(TUNING.WATERPROOFNESS_SMALL)inst.components.armor:InitCondition(TUNING.ARMOR_FOOTBALLHAT, TUNING.ARMOR_FOOTBALLHAT_ABSORPTION)return inst
end替换为:

local function football_equip(inst, owner)
onequip(inst, owner)
if owner == GetPlayer() then
owner.Transform:SetScale(3, 3, 3)
owner.components.combat:SetDefaultDamage(500)
owner.Physics:SetCollisionCallback(function(owner, other)
if other and other.components.workable and other.components.workable.workleft > 0 then
other.components.workable:Destroy(owner)
end
end)
end
end
local function football_unequip(inst, owner)
onunequip(inst, owner)
if owner == GetPlayer() then
owner.Transform:SetScale(1, 1, 1)
owner.components.combat:SetDefaultDamage(TUNING.UNARMED_DAMAGE)
owner.Physics:SetCollisionCallback( nil )
end
end
local function football()
local inst = simple()
inst:AddComponent(“armor”)
inst.components.armor:InitCondition(TUNING.ARMOR_FOOTBALLHAT, 0.95)
inst:AddComponent(“waterproofer”)
inst.components.waterproofer:SetEffectiveness(TUNING.WATERPROOFNESS_SMALL)
inst.components.equippable:SetOnEquip( football_equip )
inst.components.equippable:SetOnUnequip( football_unequip )
return inst
end

即可戴猪皮帽变巨人,空手攻击力达到500点(空手按Ctrl + 鼠标左键攻击,或按住F反击),防御敌人95%的伤害(只掉5%的血),可撞毁建筑、树、石头。猪皮帽在战斗选项(画着两把剑)下,用1个绳子、1个猪皮制造,制造时须靠近炼金术引擎

一七九.防弹背包(装备背包吸收99%伤害值)

1.普通背包作盔甲:用记事本打开游戏目录\data\DLC0001\scripts\prefabs\backpack.lua文件,在inst:AddComponent("inspectable")的下一行插入以下内容:inst:AddComponent("armor")
inst.components.armor:InitCondition(TUNING.ARMORMARBLE, 0.99)2.小猪包作盔甲:用记事本打开游戏目录\data\DLC0001\scripts\prefabs\piggyback.lua文件,在inst:AddComponent("inspectable")的下一行插入以下内容:inst:AddComponent("armor")
inst.components.armor:InitCondition(TUNING.ARMORMARBLE, 0.99)3.坎普斯背包作盔甲:用记事本打开游戏目录\data\DLC0001\scripts\prefabs\krampus_sack.lua文件,在inst:AddComponent("inspectable")的下一行插入以下内容:inst:AddComponent("armor")
inst.components.armor:InitCondition(TUNING.ARMORMARBLE, 0.99)4.冰包作盔甲:用记事本打开游戏目录\data\DLC0001\scripts\prefabs\icepack.lua文件,在inst:AddComponent("inspectable")的下一行插入以下内容:inst:AddComponent("armor")
inst.components.armor:InitCondition(TUNING.ARMORMARBLE, 0.99)5.盔甲永固:用记事本打开游戏目录\data\scripts\components\armor.lua文件,将下列内容:

function Armor:SetCondition(amount)
self.condition = amount

替换为:

function Armor:SetCondition(amount)
self.condition = self.maxcondition

即可装备背包就拥有盔甲防护作用,且99%吸收伤害值,还无限使用哦

一八0.芦苇吹出催眠曲(在携带的芦苇上按鼠标右键,可催眠怪物)

用记事本打开游戏目录\data\DLC0001\scripts\prefabs\cutreeds.lua文件,在inst:AddComponent("inventoryitem")的下一行插入以下内容:inst:AddTag("flute")

local function HearPanFlute(inst, musician, instrument)
if inst.components.sleeper then
inst.components.sleeper:AddSleepiness(10, TUNING.PANFLUTE_SLEEPTIME1)
end
end
inst:AddComponent(“tool”)
inst.components.tool:SetAction(ACTIONS.PLAY)
inst:AddComponent(“instrument”)
inst.components.instrument.range = TUNING.PANFLUTE_SLEEPRANGE
2
inst.components.instrument:SetOnHeardFn(HearPanFlute)

即可在携带的芦苇上按鼠标右键,可催眠一片怪物。其中*1为催眠时间20秒,想催眠60秒就*3即可。其中*2为催眠范围30格,想扩大至60格就*4即可

一八一.隐身背心(穿小巧背心可隐身)

用记事本打开游戏目录\data\DLC0001\scripts\prefabs\sweatervest.lua文件,将下列内容:

local function onequip(inst, owner)
owner.AnimState:OverrideSymbol(“swap_body”, “armor_sweatervest”, “swap_body”)
inst.components.fueled:StartConsuming()
end

local function onunequip(inst, owner)
owner.AnimState:ClearOverrideSymbol(“swap_body”)
inst.components.fueled:StopConsuming()
end

替换为:

local function onequip(inst, owner)
owner.AnimState:OverrideSymbol(“swap_body”, “armor_sweatervest”, “swap_body”)
inst.components.equippable.walkspeedmult = TUNING.CANE_SPEED_MULT*2
owner:Hide()
local shadow = GetPlayer().entity:AddDynamicShadow()
shadow:SetSize( 0, 0 )
end
local function onunequip(inst, owner)
owner.AnimState:ClearOverrideSymbol(“swap_body”)
owner:Show()
local shadow = GetPlayer().entity:AddDynamicShadow()
shadow:SetSize( 1.3, .6 )
end

即可穿上小巧背心隐身,你可以攻击敌人,敌人找不到你,连鸟、兔子都可以直接攻击哦。小巧背心在穿戴选项(画着礼帽)下,用8个犬牙、6个蛛丝制造

一八二.泡泡糖(吃黄油吹个保护泡泡)

用记事本打开游戏目录\data\scripts\prefabs\butter.lua文件,在inst.components.edible.hungervalue = TUNING.CALORIES_MED的下一行插入以下内容:local function proc(inst, eater)eater.components.health:SetInvincible(true)inst:AddTag("forcefield")local fx = SpawnPrefab("forcefieldfx")fx.entity:SetParent(eater.entity)fx.Transform:SetPosition(0, 0.2, 0)local fx_hitanim = function()fx.AnimState:PlayAnimation("hit")fx.AnimState:PushAnimation("idle_loop")endfx:ListenForEvent("blocked", fx_hitanim, eater)inst.active = trueeater:DoTaskInTime(60, function()fx:RemoveEventCallback("blocked", fx_hitanim, eater)fx.kill_fx(fx)if inst:IsValid() theneater.components.health:SetInvincible(false)inst:RemoveTag("forcefield")eater:DoTaskInTime(5, function() inst.active = false end)endend)
end

local function oneaten(inst, eater)
proc(inst, eater)
end
inst.components.edible:SetOnEatenFn(oneaten)

即可吃黄油后60秒内身边环绕一个保护泡,敌人无法伤到主角。黄油可以靠杀蝴蝶掉落,也可以用本修改技巧的“栽种尖刺灌木产黄油”得到

一八三.迷魂花阵(戴花环周围出现食人花眼睛保护主角)

1.用记事本打开游戏目录\data\DLC0001\scripts\prefabs\hats.lua文件,将下列内容:inst:AddComponent("perishable")inst.components.perishable:SetPerishTime(TUNING.PERISH_FAST)inst.components.perishable:StartPerishing()inst.components.perishable:SetOnPerishFn(generic_perish)inst.components.equippable:SetOnEquip( opentop_onequip )替换为:

local function flower_equip(inst, owner)
opentop_onequip(inst, owner)
inst:AddComponent(“minionspawner”)
inst.components.minionspawner.miniontype = “eyeplant”
inst.components.minionspawner.maxminions = 27
inst.components.minionspawner.minionspawntime = {min = 0.01, max = 0.01}
inst.components.minionspawner.numminions = 10
inst.components.minionspawner.shouldspawn = true
inst.components.minionspawner:StartNextSpawn()
end
local function flower_unequip(inst, owner)
onunequip(inst, owner)
inst.components.minionspawner.shouldspawn = false
inst.components.minionspawner:KillAllMinions()
inst:RemoveComponent(“minionspawner”)
end
inst.components.equippable:SetOnEquip( flower_equip )
inst.components.equippable:SetOnUnequip( flower_unequip )

2.用记事本打开游戏目录\data\scripts\prefabs\eyeplant.lua文件,将下列内容:return (guy:HasTag("character") or guy:HasTag("monster") or guy:HasTag("animal") or guy:HasTag("prey") or guy:HasTag("eyeplant") or guy:HasTag("lureplant")) and not checkmaster(guy, inst)替换为:return (guy:HasTag("character") or guy:HasTag("monster") or guy:HasTag("animal") or guy:HasTag("prey") or guy:HasTag("eyeplant") or guy:HasTag("lureplant")) and not guy:HasTag("player") and not checkmaster(guy, inst)即可戴花环周围出现食人花眼睛保护主角,食人花眼睛被敌人打死一个又会再生一个。摘下花环,食人花眼睛立即消失

一八四.家园防御系统(暗夜照明灯自动向靠近的敌人发射炮弹)

用记事本打开游戏目录\data\DLC0001\scripts\prefabs\nightlight.lua文件,在inst:AddComponent("inspectable")的下一行插入以下内容:

local function onattack(inst)
local pos = Vector3(inst.Transform:GetWorldPosition())
local ents = TheSim:FindEntities(pos.x,pos.y,pos.z, 30)
for k,v in pairs(ents) do
if v.components.health and v.components.combat and not v.components.health:IsDead() then
if v.components.combat.target == GetPlayer() or GetPlayer().components.combat.target == v or v:HasTag(“monster”) then
inst.components.weapon:LaunchProjectile(inst, v)
v.components.health:DoDelta(-5000)
inst.SoundEmitter:PlaySound(“dontstarve/creatures/eyeballturret/shotexplo”)
SpawnPrefab(“collapse_small”).Transform:SetPosition(v.Transform:GetWorldPosition())
SpawnPrefab(“explode_small”).Transform:SetPosition(v.Transform:GetWorldPosition())
GetPlayer().components.playercontroller:ShakeCamera(inst, “FULL”, 0.7, 0.02, .5, 40)
inst.components.fueled:InitializeFuelLevel(1000)
end
end
end
end
local function turnon(inst)
inst.components.machine.ison = true
inst.task = inst:DoPeriodicTask(.5, function() onattack(inst) end)
inst.components.burnable:IsBurning()
inst.components.fueled:InitializeFuelLevel(1000)
end
local function turnoff(inst)
inst.components.machine.ison = false
if inst.task then inst.task:Cancel() inst.task = nil end
inst.components.burnable:Extinguish()
inst.components.fueled:InitializeFuelLevel(0)
end
inst:AddComponent(“machine”)
inst.components.machine.turnonfn = turnon
inst.components.machine.turnofffn = turnoff
inst:AddComponent(“weapon”)
inst.components.weapon:SetDamage(0)
inst.components.weapon:SetProjectile(“eye_charge”)

即可对暗夜照明灯按鼠标右键开启家园防御系统,自动向靠近的敌人发射炮弹(不会攻击同伴),再按鼠标右键关闭。建在基地附近,无惧任何敌人。暗影照明灯在魔法选项(画着红骷髅)下,用8个黄金、2个噩梦燃料、1个红宝石建造

一八五.音浪太强(戴兔耳罩周围形成音浪,敌人被弹开)

用记事本打开游戏目录\data\DLC0001\scripts\prefabs\hats.lua文件,将下列内容:local function earmuffs()local inst = simple()inst:AddComponent("insulator")inst.components.insulator.insulation = TUNING.INSULATION_SMALLinst.components.equippable:SetOnEquip( opentop_onequip )inst:AddComponent("fueled")inst.components.fueled.fueltype = "USAGE"inst.components.fueled:InitializeFuelLevel(TUNING.EARMUFF_PERISHTIME)inst.components.fueled:SetDepletedFn(generic_perish)inst.AnimState:SetRayTestOnBB(true)return inst
end替换为:

local colours=
{
{198/255,43/255,43/255},
{79/255,153/255,68/255},
{35/255,105/255,235/255},
{233/255,208/255,69/255},
{109/255,50/255,163/255},
{222/255,126/255,39/255},
}
local function pickup(inst, owner)
inst.colour_idx = math.random(#colours)
local light = inst.entity:AddLight()
light:SetIntensity(.8)
light:SetRadius(3)
light:SetFalloff(1)
light:Enable(true)
light:SetColour(colours[inst.colour_idx][1],colours[inst.colour_idx][2],colours[inst.colour_idx][3])
local pt = Vector3(owner.Transform:GetWorldPosition())
local result_offset = FindValidPositionByFan(math.random()2PI, 10, 75, function(offset)
local x,y,z = (pt + offset):Get()
local ents = TheSim:FindEntities(x,y,z , 1)
return not next(ents)
end)
local ents2 = TheSim:FindEntities(pt.x,pt.y,pt.z, 8)
for k,v in pairs(ents2) do
if v.components.health and not v.components.health:IsDead() and not v:HasTag(“player”) and not v:HasTag(“smallbird”) and not v:HasTag(“chester”) and not v:HasTag(“wall”) and not v:HasTag(“structure”) then
v.Transform:SetPosition((pt + result_offset):Get())
end
end
end
local function earmuffs_onequip(inst, owner)
inst.task = inst:DoPeriodicTask(.033, function() pickup(inst, owner) end)
GetPlayer().SoundEmitter:PlaySound(“dontstarve/music/music_hoedown”, “beavermusic”)
opentop_onequip(inst, owner)
end
local function earmuffs_onunequip(inst, owner)
if inst.task then inst.task:Cancel() inst.task = nil end
GetPlayer().SoundEmitter:KillSound(“beavermusic”)
onunequip(inst, owner)
inst.Light:Enable(false)
end
local function earmuffs()
local inst = simple()
inst:AddComponent(“insulator”)
inst.components.insulator.insulation = TUNING.INSULATION_SMALL
inst.components.equippable:SetOnEquip( earmuffs_onequip )
inst.components.equippable:SetOnUnequip( earmuffs_onunequip )
inst.AnimState:SetRayTestOnBB(true)
return inst
end

即可在戴兔耳罩时,周围形成音浪,敌人靠近会被弹开,拆杀人蜂窝、偷高鸟蛋毫发无伤。兔耳罩在穿戴选项(画着礼帽)下,用2个兔子、1个树枝制造

一八六.智能围墙(按键盘F11键造一圈大理石围墙,点围墙可开门,5秒自动关门,夜晚启动照明)

1.用记事本打开游戏目录\data\scripts\prefabs\marblepillar.lua文件,在inst:AddComponent("inspectable")的下一行插入以下内容:

local function GetStatus(inst, viewer)
local pt = inst:GetPosition()
inst:Remove()
inst:DoTaskInTime(5, function()
SpawnPrefab(“marblepillar”).Transform:SetPosition(pt.x, pt.y, pt.z)
inst.SoundEmitter:PlaySound(“dontstarve/characters/wx78/levelup”)
end)
end
local function LightsOn(inst)
inst.Light:Enable(true)
end
local function LightsOff(inst)
inst.Light:Enable(false)
end
local light = inst.entity:AddLight()
light:SetFalloff(1)
light:SetIntensity(.8)
light:SetRadius(10)
light:Enable(false)
light:SetColour(180/255, 195/255, 50/255)
inst.components.inspectable.getstatus = GetStatus
inst:ListenForEvent( “daytime”, function() LightsOff(inst) end, GetWorld())
inst:ListenForEvent( “dusktime”, function() LightsOn(inst) end, GetWorld())

2.用记事本打开游戏目录\data\DLC0001\scripts\prefabs\player_common.lua文件,在inst:AddComponent("playercontroller")的下一行插入以下内容:

TheInput:AddKeyUpHandler(KEY_F11, function()
local player = GetPlayer()
local pt = Vector3(player.Transform:GetWorldPosition())
for k = 1, 75 do
local theta = 1 * 2 * PI
local radius = 18
local result_offset = FindValidPositionByFan(theta, radius, 75, function(offset)
local x,y,z = (pt + offset):Get()
local ents = TheSim:FindEntities(x,y,z , 1)
return not next(ents)
end)
if result_offset then
local tentacle = SpawnPrefab(“marblepillar”)
tentacle.Transform:SetPosition((pt + result_offset):Get())
GetPlayer().components.playercontroller:ShakeCamera(inst, “FULL”, 0.2, 0.02, .25, 40)
end
inst.SoundEmitter:PlaySound(“dontstarve/characters/wx78/levelup”)
end
end)
TheInput:AddKeyUpHandler(KEY_F12, function()
local player = GetPlayer()
local range = 30
local pos = Vector3(player.Transform:GetWorldPosition())
local ents = TheSim:FindEntities(pos.x,pos.y,pos.z, range)
for k,v in pairs(ents) do
if v.prefab == “marblepillar” then
v:Remove()
end
end
inst.SoundEmitter:PlaySound(“dontstarve/characters/wx78/levelup”)
end)

即可在开阔的空地上按键盘F11键,建造一圈大理石围墙,按F12键可消去。对围墙按鼠标左键可开门,5秒后自动关门,夜晚自动启动照明系统,用作自宅围墙或圈养动物都适宜。注意不要拿着镐点围墙,除非你想获得大理石

一八七.高压电避难所(按小键盘加号键筑一圈带高压电的玄武岩墙,按减号键消失)

1.用记事本打开游戏目录\data\scripts\prefabs\basalt.lua文件,在inst:AddComponent("inspectable")的下一行插入以下内容:

local function OnExplode(inst, target)
if target and not target:HasTag(“smallbird”) and not target:HasTag(“chester”) then
SpawnPrefab(“lightning_rod_fx”).Transform:SetPosition(inst.Transform:GetWorldPosition())
SpawnPrefab(“lightning_rod_fx”).Transform:SetPosition(target.Transform:GetWorldPosition())
inst.SoundEmitter:PlaySound(“dontstarve/common/lightningrod”)
target.components.health:DoDelta(-3000)
end
inst:DoTaskInTime(.1, function() inst.components.mine:Reset() end )
end
inst:AddComponent(“mine”)
inst.components.mine:SetRadius(4)
inst.components.mine:SetAlignment(“player”)
inst.components.mine:SetOnExplodeFn(OnExplode)
inst.components.mine:Reset()

2.用记事本打开游戏目录\data\DLC0001\scripts\prefabs\player_common.lua文件,在inst:AddComponent("catcher")的下一行插入以下内容:

TheInput:AddKeyUpHandler(KEY_KP_PLUS, function()
local player = GetPlayer()
local pt = Vector3(player.Transform:GetWorldPosition())
for k = 1, 50 do
local theta = 1 * 2 * PI
local radius = 8
local result_offset = FindValidPositionByFan(theta, radius, 50, function(offset)
local x,y,z = (pt + offset):Get()
local ents = TheSim:FindEntities(x,y,z , 1)
return not next(ents)
end)
if result_offset then
local tentacle = SpawnPrefab(“basalt_pillar”)
tentacle.Transform:SetPosition((pt + result_offset):Get())
GetPlayer().components.playercontroller:ShakeCamera(inst, “FULL”, 0.2, 0.02, .25, 40)
local fx = SpawnPrefab(“lightning_rod_fx”)
local pos = pt + result_offset
fx.Transform:SetPosition(pos.x, pos.y, pos.z)
end
inst.SoundEmitter:PlaySound(“dontstarve/common/lightningrod”)
end
end)
TheInput:AddKeyUpHandler(KEY_KP_MINUS, function()
local player = GetPlayer()
local range = 15
local pos = Vector3(player.Transform:GetWorldPosition())
local ents = TheSim:FindEntities(pos.x,pos.y,pos.z, range)
for k,v in pairs(ents) do
if v.prefab == “basalt_pillar” then
SpawnPrefab(“lightning_rod_fx”).Transform:SetPosition(v.Transform:GetWorldPosition())
v:Remove()
end
end
inst.SoundEmitter:PlaySound(“dontstarve/common/lightningrod”)
end)

即可按小键盘加号键,在主角周围筑起一圈带高压电的玄武岩墙,怪物靠近会被电死,按小键盘减号键自动消失。注意不要离怪物太近时按加号键,会把怪物也圈进来或使墙有缺口。如果使用橙色魔杖或“瑞士手杖”(见本修改技巧),就可以自由出入各个避难所,把家具、农田放在里面,再也不怕狗和巨鹿了

一八八.口袋蜂箱(用噩梦燃料种口袋蜂箱,放在地上飞出杀人蜂攻击敌人)

用记事本打开游戏目录\data\scripts\prefabs\nightmarefuel.lua文件,在inst:AddComponent("inspectable")的下一行插入以下内容:

local killersounds =
{
takeoff = “dontstarve/bee/killerbee_takeoff”,
attack = “dontstarve/bee/killerbee_attack”,
buzz = “dontstarve/bee/killerbee_fly_LP”,
hit = “dontstarve/bee/killerbee_hurt”,
death = “dontstarve/bee/killerbee_death”,
}
local function OnDeploy (inst, pt)
if GetPlayer().components.inventory:Has(“goldnugget”, 500) then
GetPlayer().components.inventory:ConsumeByName(“goldnugget”, 500)
local box = SpawnPrefab(“nightmarefuel”)
box.Transform:SetPosition(pt.x, pt.y, pt.z)
box.AnimState:SetBank(“bee_box”)
box.AnimState:SetBuild(“bee_box”)
box.AnimState:PlayAnimation(“idle”)
box.AnimState:SetMultColour(255/255,0/255,0/255,1)
box.Transform:SetScale(0.5, 0.5, 0.5)
local sound = box.entity:AddSoundEmitter()
local minimap = box.entity:AddMiniMapEntity()
minimap:SetIcon( “beebox.png” )
box.components.inventoryitem:ChangeImageName(“beebox”)
box:RemoveComponent(“stackable”)
box:RemoveComponent(“fuel”)
box:RemoveComponent(“deployable”)
box:AddComponent(“workable”)
box.components.workable:SetWorkAction(ACTIONS.HAMMER)
box.components.workable:SetWorkLeft(3)
box.components.workable:SetOnFinishCallback(function(box)
SpawnPrefab(“collapse_small”).Transform:SetPosition(box.Transform:GetWorldPosition())
box.SoundEmitter:PlaySound(“dontstarve/common/destroy_wood”)
box:Remove()
end )
box.task = box:DoPeriodicTask(2, function(box)
box.AnimState:SetBloomEffectHandle(“shaders/anim.ksh”)
box:DoTaskInTime(1, function() box.AnimState:SetBloomEffectHandle(“”) end )
local pos = Vector3(box.Transform:GetWorldPosition())
local ents = TheSim:FindEntities(pos.x,pos.y,pos.z, 30)
for k,v in pairs(ents) do
if v.components.health and not v.components.health:IsDead() and not v:HasTag(“player”) then
if v.components.combat.target == GetPlayer() or GetPlayer().components.combat.target == v or v:HasTag(“monster”) or v.prefab == “beefalo” or v.prefab == “bunnyman” or v.prefab == “pigman” or v.prefab == “pigguard” or v.prefab == “merm” or v.prefab == “monkey” or v.prefab == “tallbird” or v.prefab == “walrus” or v.prefab == “little_walrus” or v.prefab == “wasphive” then
local pt1 = box:GetPosition()
local killerbee = SpawnPrefab(“nightmarefuel”)
killerbee.Transform:SetPosition(pt1.x, pt1.y, pt1.z)
killerbee.AnimState:SetBank(“bee”)
killerbee.AnimState:SetBuild(“bee_angry_build”)
killerbee.AnimState:PlayAnimation(“idle”)
killerbee.AnimState:SetRayTestOnBB(true)
killerbee.AnimState:SetMultColour(255/255,255/255,255/255,1)
killerbee.entity:AddSoundEmitter()
killerbee.entity:AddLightWatcher()
killerbee.entity:AddDynamicShadow()
killerbee.DynamicShadow:SetSize( .8, .5 )
killerbee.Transform:SetFourFaced()
MakeCharacterPhysics(killerbee, 1, .3)
killerbee.Physics:SetCollisionGroup(COLLISION.FLYERS)
killerbee.Physics:ClearCollisionMask()
killerbee.Physics:CollidesWith(COLLISION.WORLD)
killerbee.Physics:CollidesWith(COLLISION.FLYERS)
killerbee:AddTag(“killerbee”)
killerbee:AddComponent(“locomotor”)
killerbee.components.locomotor:EnableGroundSpeedMultiplier(false)
killerbee.components.locomotor:SetTriggersCreep(false)
killerbee:SetStateGraph(“SGbee”)
killerbee:AddComponent(“health”)
killerbee.components.health:SetMaxHealth(200)
killerbee:AddComponent(“combat”)
killerbee.components.combat:SetTarget(v)
killerbee.components.combat:SetDefaultDamage(20)
killerbee.components.combat:SetAttackPeriod(0.1)
killerbee.components.combat.hiteffectsymbol = “body”
killerbee.components.combat:SetRetargetFunction(1, function(killerbee)
if not killerbee.components.health:IsDead() then
return FindEntity(box, 30, function(guy)
if guy.components.health and not guy.components.health:IsDead() and not guy:HasTag(“player”) then
return guy.components.combat.target == GetPlayer() or GetPlayer().components.combat.target == guy or guy:HasTag(“monster”) or guy.prefab == “beefalo” or guy.prefab == “bunnyman” or guy.prefab == “pigman” or guy.prefab == “pigguard” or guy.prefab == “merm” or guy.prefab == “monkey” or guy.prefab == “tallbird” or guy.prefab == “walrus” or guy.prefab == “little_walrus” or guy.prefab == “wasphive”
end
end)
end
end )
local killerbrain = require(“brains/killerbeebrain”)
killerbee:SetBrain(killerbrain)
killerbee.sounds = killersounds
killerbee:AddComponent(“knownlocations”)
killerbee:ListenForEvent(“attacked”, function(killerbee, data) killerbee.components.combat:SetTarget(data.attacker) end )
killerbee:RemoveComponent(“stackable”)
killerbee:RemoveComponent(“fuel”)
killerbee:RemoveComponent(“deployable”)
killerbee:RemoveComponent(“inventoryitem”)
killerbee:DoTaskInTime(30, function() killerbee:Remove() end )
v:ListenForEvent(“death”, function() killerbee:Remove() end )
end
end
end
end )
box.components.inventoryitem:SetOnPutInInventoryFn(function(box)
box:RemoveTag(“doings”)
if box.task then box.task:Cancel() box.task = nil end
local pos = Vector3(box.Transform:GetWorldPosition())
local ents = TheSim:FindEntities(pos.x,pos.y,pos.z, 3000)
for k,v in pairs(ents) do
if v:HasTag(“killerbee”) then
v:Remove()
end
end
end )
box.components.inventoryitem:SetOnDroppedFn(function(box)
box:AddTag(“doings”)
box.task = box:DoPeriodicTask(2, function(box)
box.AnimState:SetBloomEffectHandle(“shaders/anim.ksh”)
box:DoTaskInTime(1, function() box.AnimState:SetBloomEffectHandle(“”) end )
local pos = Vector3(box.Transform:GetWorldPosition())
local ents = TheSim:FindEntities(pos.x,pos.y,pos.z, 30)
for k,v in pairs(ents) do
if v.components.health and not v.components.health:IsDead() and not v:HasTag(“player”) then
if v.components.combat.target == GetPlayer() or GetPlayer().components.combat.target == v or v:HasTag(“monster”) or v.prefab == “beefalo” or v.prefab == “bunnyman” or v.prefab == “pigman” or v.prefab == “pigguard” or v.prefab == “merm” or v.prefab == “monkey” or v.prefab == “tallbird” or v.prefab == “walrus” or v.prefab == “little_walrus” or v.prefab == “wasphive” then
local pt1 = box:GetPosition()
local killerbee = SpawnPrefab(“nightmarefuel”)
killerbee.Transform:SetPosition(pt1.x, pt1.y, pt1.z)
killerbee.AnimState:SetBank(“bee”)
killerbee.AnimState:SetBuild(“bee_angry_build”)
killerbee.AnimState:PlayAnimation(“idle”)
killerbee.AnimState:SetRayTestOnBB(true)
killerbee.AnimState:SetMultColour(255/255,255/255,255/255,1)
killerbee.entity:AddSoundEmitter()
killerbee.entity:AddLightWatcher()
killerbee.entity:AddDynamicShadow()
killerbee.DynamicShadow:SetSize( .8, .5 )
killerbee.Transform:SetFourFaced()
MakeCharacterPhysics(killerbee, 1, .3)
killerbee.Physics:SetCollisionGroup(COLLISION.FLYERS)
killerbee.Physics:ClearCollisionMask()
killerbee.Physics:CollidesWith(COLLISION.WORLD)
killerbee.Physics:CollidesWith(COLLISION.FLYERS)
killerbee:AddTag(“killerbee”)
killerbee:AddComponent(“locomotor”)
killerbee.components.locomotor:EnableGroundSpeedMultiplier(false)
killerbee.components.locomotor:SetTriggersCreep(false)
killerbee:SetStateGraph(“SGbee”)
killerbee:AddComponent(“health”)
killerbee.components.health:SetMaxHealth(200)
killerbee:AddComponent(“combat”)
killerbee.components.combat:SetTarget(v)
killerbee.components.combat:SetDefaultDamage(20)
killerbee.components.combat:SetAttackPeriod(0.1)
killerbee.components.combat.hiteffectsymbol = “body”
killerbee.components.combat:SetRetargetFunction(1, function(killerbee)
if not killerbee.components.health:IsDead() then
return FindEntity(box, 30, function(guy)
if guy.components.health and not guy.components.health:IsDead() and not guy:HasTag(“player”) then
return guy.components.combat.target == GetPlayer() or GetPlayer().components.combat.target == guy or guy:HasTag(“monster”) or guy.prefab == “beefalo” or guy.prefab == “bunnyman” or guy.prefab == “pigman” or guy.prefab == “pigguard” or guy.prefab == “merm” or guy.prefab == “monkey” or guy.prefab == “tallbird” or guy.prefab == “walrus” or guy.prefab == “little_walrus” or guy.prefab == “wasphive”
end
end)
end
end )
local killerbrain = require(“brains/killerbeebrain”)
killerbee:SetBrain(killerbrain)
killerbee.sounds = killersounds
killerbee:AddComponent(“knownlocations”)
killerbee:ListenForEvent(“attacked”, function(killerbee, data) killerbee.components.combat:SetTarget(data.attacker) end )
killerbee:RemoveComponent(“stackable”)
killerbee:RemoveComponent(“fuel”)
killerbee:RemoveComponent(“deployable”)
killerbee:RemoveComponent(“inventoryitem”)
killerbee:DoTaskInTime(30, function() killerbee:Remove() end )
v:ListenForEvent(“death”, function() killerbee:Remove() end )
end
end
end
end )
end )
box:AddTag(“doings”)
box:AddTag(“boxs”)
end
inst.components.stackable:Get():Remove()
end
inst:AddComponent(“deployable”)
inst.components.deployable.ondeploy = OnDeploy
local function onsave(inst, data)
if inst:HasTag(“boxs”) then
data.boxs = true
end
if inst:HasTag(“doings”) then
data.doings = true
end
if inst:HasTag(“killerbee”) then
data.killerbee = true
end
end
local function onload(inst, data)
if data and data.boxs then
inst.AnimState:SetBank(“bee_box”)
inst.AnimState:SetBuild(“bee_box”)
inst.AnimState:PlayAnimation(“idle”)
inst.AnimState:SetMultColour(255/255,0/255,0/255,1)
inst.Transform:SetScale(0.5, 0.5, 0.5)
local sound = inst.entity:AddSoundEmitter()
local minimap = inst.entity:AddMiniMapEntity()
minimap:SetIcon( “beebox.png” )
inst.components.inventoryitem:ChangeImageName(“beebox”)
inst:RemoveComponent(“stackable”)
inst:RemoveComponent(“fuel”)
inst:RemoveComponent(“deployable”)
inst:AddComponent(“workable”)
inst.components.workable:SetWorkAction(ACTIONS.HAMMER)
inst.components.workable:SetWorkLeft(3)
inst.components.workable:SetOnFinishCallback(function(inst)
SpawnPrefab(“collapse_small”).Transform:SetPosition(inst.Transform:GetWorldPosition())
inst.SoundEmitter:PlaySound(“dontstarve/common/destroy_wood”)
inst:Remove()
end )
inst.components.inventoryitem:SetOnPutInInventoryFn(function(inst)
inst:RemoveTag(“doings”)
if inst.task then inst.task:Cancel() inst.task = nil end
local pos = Vector3(inst.Transform:GetWorldPosition())
local ents = TheSim:FindEntities(pos.x,pos.y,pos.z, 3000)
for k,v in pairs(ents) do
if v:HasTag(“killerbee”) then
v:Remove()
end
end
end )
inst.components.inventoryitem:SetOnDroppedFn(function(inst)
inst:AddTag(“doings”)
inst.task = inst:DoPeriodicTask(2, function(inst)
inst.AnimState:SetBloomEffectHandle(“shaders/anim.ksh”)
inst:DoTaskInTime(1, function() inst.AnimState:SetBloomEffectHandle(“”) end )
local pos = Vector3(inst.Transform:GetWorldPosition())
local ents = TheSim:FindEntities(pos.x,pos.y,pos.z, 30)
for k,v in pairs(ents) do
if v.components.health and not v.components.health:IsDead() and not v:HasTag(“player”) then
if v.components.combat.target == GetPlayer() or GetPlayer().components.combat.target == v or v:HasTag(“monster”) or v.prefab == “beefalo” or v.prefab == “bunnyman” or v.prefab == “pigman” or v.prefab == “pigguard” or v.prefab == “merm” or v.prefab == “monkey” or v.prefab == “tallbird” or v.prefab == “walrus” or v.prefab == “little_walrus” or v.prefab == “wasphive” then
local pt1 = inst:GetPosition()
local killerbee = SpawnPrefab(“nightmarefuel”)
killerbee.Transform:SetPosition(pt1.x, pt1.y, pt1.z)
killerbee.AnimState:SetBank(“bee”)
killerbee.AnimState:SetBuild(“bee_angry_build”)
killerbee.AnimState:PlayAnimation(“idle”)
killerbee.AnimState:SetRayTestOnBB(true)
killerbee.AnimState:SetMultColour(255/255,255/255,255/255,1)
killerbee.entity:AddSoundEmitter()
killerbee.entity:AddLightWatcher()
killerbee.entity:AddDynamicShadow()
killerbee.DynamicShadow:SetSize( .8, .5 )
killerbee.Transform:SetFourFaced()
MakeCharacterPhysics(killerbee, 1, .3)
killerbee.Physics:SetCollisionGroup(COLLISION.FLYERS)
killerbee.Physics:ClearCollisionMask()
killerbee.Physics:CollidesWith(COLLISION.WORLD)
killerbee.Physics:CollidesWith(COLLISION.FLYERS)
killerbee:AddTag(“killerbee”)
killerbee:AddComponent(“locomotor”)
killerbee.components.locomotor:EnableGroundSpeedMultiplier(false)
killerbee.components.locomotor:SetTriggersCreep(false)
killerbee:SetStateGraph(“SGbee”)
killerbee:AddComponent(“health”)
killerbee.components.health:SetMaxHealth(200)
killerbee:AddComponent(“combat”)
killerbee.components.combat:SetTarget(v)
killerbee.components.combat:SetDefaultDamage(20)
killerbee.components.combat:SetAttackPeriod(0.1)
killerbee.components.combat.hiteffectsymbol = “body”
killerbee.components.combat:SetRetargetFunction(1, function(killerbee)
if not killerbee.components.health:IsDead() then
return FindEntity(inst, 30, function(guy)
if guy.components.health and not guy.components.health:IsDead() and not guy:HasTag(“player”) then
return guy.components.combat.target == GetPlayer() or GetPlayer().components.combat.target == guy or guy:HasTag(“monster”) or guy.prefab == “beefalo” or guy.prefab == “bunnyman” or guy.prefab == “pigman” or guy.prefab == “pigguard” or guy.prefab == “merm” or guy.prefab == “monkey” or guy.prefab == “tallbird” or guy.prefab == “walrus” or guy.prefab == “little_walrus” or guy.prefab == “wasphive”
end
end)
end
end )
local killerbrain = require(“brains/killerbeebrain”)
killerbee:SetBrain(killerbrain)
killerbee.sounds = killersounds
killerbee:AddComponent(“knownlocations”)
killerbee:ListenForEvent(“attacked”, function(killerbee, data) killerbee.components.combat:SetTarget(data.attacker) end )
killerbee:RemoveComponent(“stackable”)
killerbee:RemoveComponent(“fuel”)
killerbee:RemoveComponent(“deployable”)
killerbee:RemoveComponent(“inventoryitem”)
killerbee:DoTaskInTime(30, function() killerbee:Remove() end )
v:ListenForEvent(“death”, function() killerbee:Remove() end )
end
end
end
end )
end )
inst:AddTag(“boxs”)
end
if data and data.doings then
inst.task = inst:DoPeriodicTask(2, function(inst)
inst.AnimState:SetBloomEffectHandle(“shaders/anim.ksh”)
inst:DoTaskInTime(1, function() inst.AnimState:SetBloomEffectHandle(“”) end )
local pos = Vector3(inst.Transform:GetWorldPosition())
local ents = TheSim:FindEntities(pos.x,pos.y,pos.z, 30)
for k,v in pairs(ents) do
if v.components.health and not v.components.health:IsDead() and not v:HasTag(“player”) then
if v.components.combat.target == GetPlayer() or GetPlayer().components.combat.target == v or v:HasTag(“monster”) or v.prefab == “beefalo” or v.prefab == “bunnyman” or v.prefab == “pigman” or v.prefab == “pigguard” or v.prefab == “merm” or v.prefab == “monkey” or v.prefab == “tallbird” or v.prefab == “walrus” or v.prefab == “little_walrus” or v.prefab == “wasphive” then
local pt1 = inst:GetPosition()
local killerbee = SpawnPrefab(“nightmarefuel”)
killerbee.Transform:SetPosition(pt1.x, pt1.y, pt1.z)
killerbee.AnimState:SetBank(“bee”)
killerbee.AnimState:SetBuild(“bee_angry_build”)
killerbee.AnimState:PlayAnimation(“idle”)
killerbee.AnimState:SetRayTestOnBB(true)
killerbee.AnimState:SetMultColour(255/255,255/255,255/255,1)
killerbee.entity:AddSoundEmitter()
killerbee.entity:AddLightWatcher()
killerbee.entity:AddDynamicShadow()
killerbee.DynamicShadow:SetSize( .8, .5 )
killerbee.Transform:SetFourFaced()
MakeCharacterPhysics(killerbee, 1, .3)
killerbee.Physics:SetCollisionGroup(COLLISION.FLYERS)
killerbee.Physics:ClearCollisionMask()
killerbee.Physics:CollidesWith(COLLISION.WORLD)
killerbee.Physics:CollidesWith(COLLISION.FLYERS)
killerbee:AddTag(“killerbee”)
killerbee:AddComponent(“locomotor”)
killerbee.components.locomotor:EnableGroundSpeedMultiplier(false)
killerbee.components.locomotor:SetTriggersCreep(false)
killerbee:SetStateGraph(“SGbee”)
killerbee:AddComponent(“health”)
killerbee.components.health:SetMaxHealth(200)
killerbee:AddComponent(“combat”)
killerbee.components.combat:SetTarget(v)
killerbee.components.combat:SetDefaultDamage(20)
killerbee.components.combat:SetAttackPeriod(0.1)
killerbee.components.combat.hiteffectsymbol = “body”
killerbee.components.combat:SetRetargetFunction(1, function(killerbee)
if not killerbee.components.health:IsDead() then
return FindEntity(inst, 30, function(guy)
if guy.components.health and not guy.components.health:IsDead() and not guy:HasTag(“player”) then
return guy.components.combat.target == GetPlayer() or GetPlayer().components.combat.target == guy or guy:HasTag(“monster”) or guy.prefab == “beefalo” or guy.prefab == “bunnyman” or guy.prefab == “pigman” or guy.prefab == “pigguard” or guy.prefab == “merm” or guy.prefab == “monkey” or guy.prefab == “tallbird” or guy.prefab == “walrus” or guy.prefab == “little_walrus” or guy.prefab == “wasphive”
end
end)
end
end )
local killerbrain = require(“brains/killerbeebrain”)
killerbee:SetBrain(killerbrain)
killerbee.sounds = killersounds
killerbee:AddComponent(“knownlocations”)
killerbee:ListenForEvent(“attacked”, function(killerbee, data) killerbee.components.combat:SetTarget(data.attacker) end )
killerbee:RemoveComponent(“stackable”)
killerbee:RemoveComponent(“fuel”)
killerbee:RemoveComponent(“deployable”)
killerbee:RemoveComponent(“inventoryitem”)
killerbee:DoTaskInTime(30, function() killerbee:Remove() end )
v:ListenForEvent(“death”, function() killerbee:Remove() end )
end
end
end
end )
inst:AddTag(“doings”)
end
if data and data.killerbee then
inst:Remove()
end
end
inst.OnSave = onsave
inst.OnLoad = onload

即可在攒够500个黄金时,用噩梦燃料种口袋蜂箱,将消费500个黄金,身上黄金数不足时不会种出来。蜂箱放在地上时,如果周围有敌人,会不断飞出杀人蜂攻击敌人,直至敌人死亡为止,且杀人蜂不会攻击主角及同伴(不包括猪人、兔人)。鼠标左键点口袋蜂箱,可将其放入物品栏,显示为蜂箱的图标,所有飞出的杀人蜂将消失。口袋蜂箱类似于导弹防御系统,既可以帮助主角作战,也可以保护基地,无论周围有多少敌人,都会派出足够数量的杀人蜂去攻击,因此只种一个即可,否则对电脑硬件要求较高。可以通过小地图查询口袋蜂箱的位置,显示为蜂箱的图标。不想要口袋蜂箱时,用锤子砸掉即可

一八九.避魔圈(按键盘F9键在地上画避魔圈,任何生物靠近都将被弹开,再按F9键取消)

用记事本打开游戏目录\data\DLC0001\scripts\prefabs\player_common.lua文件,在inst:AddComponent("playeractionpicker")的下一行插入以下内容:

TheInput:AddKeyUpHandler(KEY_F9, function()
if not inst:HasTag(“havelifebuoy”) then
inst:AddTag(“havelifebuoy”)
inst.components.locomotor:Stop()
inst.AnimState:PlayAnimation(“give”)
inst.components.health:DoDelta(-10)
GetPlayer().components.playercontroller:ShakeCamera(inst, “FULL”, 0.7, 0.02, .5, 40)
GetPlayer().SoundEmitter:PlaySound(“dontstarve_DLC001/creatures/glommer/foot_ground”)
SpawnPrefab(“groundpoundring_fx”).Transform:SetPosition(inst.Transform:GetWorldPosition())
SpawnPrefab(“tauntfire_fx”).Transform:SetPosition(inst.Transform:GetWorldPosition())
inst:DoTaskInTime(0.5, function()
local pt = inst:GetPosition()
local lifebuoy = SpawnPrefab(“firesuppressor_placer”)
lifebuoy.Transform:SetPosition(pt.x, 0, pt.z)
lifebuoy.AnimState:SetOrientation( ANIM_ORIENTATION.OnGround )
lifebuoy.AnimState:SetLayer( LAYER_BACKGROUND )
lifebuoy.AnimState:SetSortOrder( 1 )
lifebuoy.Transform:SetScale(1.1, 1.1, 1.1)
lifebuoy.AnimState:SetBloomEffectHandle(“shaders/anim.ksh”)
lifebuoy.AnimState:SetMultColour(255/255,0/255,0/255,1)
lifebuoy.persists = false
lifebuoy:DoPeriodicTask(0.3, function()
local pos = Vector3(lifebuoy.Transform:GetWorldPosition())
local ents = TheSim:FindEntities(pos.x,pos.y,pos.z, 10)
for k,v in pairs(ents) do
if v.components.health and v.components.combat and not v.components.health:IsDead() and not v:HasTag(“player”) and not v:HasTag(“wall”) then
GetPlayer().SoundEmitter:PlaySound(“dontstarve/creatures/eyeballturret/shotexplo”)
SpawnPrefab(“explode_small”).Transform:SetPosition(v.Transform:GetWorldPosition())
v.components.health:DoDelta(-200)
local pt1 = lifebuoy:GetPosition()
local pt2 = v:GetPosition()
v.Transform:SetPosition((pt2.x-pt1.x)*1.5+pt2.x, 0, (pt2.z-pt1.z)*1.5+pt2.z)
end
end
end )
lifebuoy:AddTag(“NOCLICK”)
lifebuoy:AddTag(“lifebuoy”)
end )
else
inst:RemoveTag(“havelifebuoy”)
inst.components.locomotor:Stop()
inst.AnimState:PlayAnimation(“give”)
GetPlayer().SoundEmitter:PlaySound(“dontstarve_DLC001/creatures/glommer/foot_ground”)
SpawnPrefab(“tauntfire_fx”).Transform:SetPosition(inst.Transform:GetWorldPosition())
local pos = Vector3(inst.Transform:GetWorldPosition())
local ents = TheSim:FindEntities(pos.x,pos.y,pos.z, 3000)
for k,v in pairs(ents) do
if v:HasTag(“lifebuoy”) then
v:Remove()
end
end
end
end )

即可按键盘F9键在地上画避魔圈,主角站在圈中,任何生物靠近都将被弹开,并杀伤其生命值,再次按键盘F9键收掉避魔圈。避魔圈是一种血魔法,每画一次,主角将消耗10点生命,在生命值较低时,请勿施法

一九0.近卫军(主角受攻击自动出现机械护卫,不要与“菩萨低眉”一同修改)

用记事本打开游戏目录\data\DLC0001\scripts\prefabs\player_common.lua文件,在inst.Transform:SetFourFaced()的下一行插入以下内容:

local function OnAttacked(inst, data)
local spawn = “”
if math.random()<.1 then
spawn = “rook_nightmare”
elseif math.random()<.5 then
spawn = “bishop_nightmare”
else
spawn = “knight_nightmare”
end
SpawnAt(“maxwell_smoke”,inst)
local it = SpawnAt(spawn,inst)
if it.components.follower then
it.components.follower:SetLeader(GetPlayer())
end
end
inst:ListenForEvent(“attacked”, OnAttacked)

即可在主角受到攻击时,自动产生机械兵(共三种)保护主角。如果主角强制攻击(按Ctrl + 鼠标左键)其中一个机械兵,则其他机械兵会帮主角清理门户

一九一.火炬召唤亡灵(阿比盖尔)

用记事本打开游戏目录\data\DLC0001\scripts\prefabs\torch.lua文件,在inst:AddComponent("inspectable")的下一行插入以下内容:

local function cancreatelight(staff, caster, target, pos)
local ground = GetWorld()
if ground and pos then
local tile = ground.Map:GetTileAtPoint(pos.x, pos.y, pos.z)
return tile ~= GROUND.IMPASSIBLE and tile < GROUND.UNDERGROUND
end
return false
end
local function createlight(staff, target, pos)
local light = SpawnPrefab(“abigail”)
light.Transform:SetPosition(pos.x, pos.y, pos.z)
end
inst:AddComponent(“spellcaster”)
inst.components.spellcaster:SetSpellFn(createlight)
inst.components.spellcaster:SetSpellTestFn(cancreatelight)
inst.components.spellcaster.canuseonpoint = true
inst.components.spellcaster.canusefrominventory = false

即可在装备火炬时,在空地上按鼠标右键召唤亡灵,亡灵会保护你。想取消亡灵,召唤两个以上(一个追不上它),对其中一个按ctrl + 鼠标左键,即可取消全部亡灵。不要与“我的小伙伴”一同修改

一九二.毒龙兵团(装备暗影剑召唤坎普斯士兵)

1.用记事本打开游戏目录\data\DLC0001\scripts\prefabs\nightsword.lua文件,将inst.components.equippable.dapperness = TUNING.CRAZINESS_MED替换为以下内容:

local function cancreatelight(staff, caster, target, pos)
local ground = GetWorld()
if ground and pos then
local tile = ground.Map:GetTileAtPoint(pos.x, pos.y, pos.z)
return tile ~= GROUND.IMPASSIBLE and tile < GROUND.UNDERGROUND
end
return false
end
local function createlight(staff, target, pos)
local light = SpawnPrefab(“krampus”)
light.Transform:SetPosition(pos.x, pos.y, pos.z)
local caster = staff.components.inventoryitem.owner
end
inst:AddComponent(“spellcaster”)
inst.components.spellcaster:SetSpellFn(createlight)
inst.components.spellcaster:SetSpellTestFn(cancreatelight)
inst.components.spellcaster.canuseonpoint = true
inst.components.spellcaster.canusefrominventory = false

2.用记事本打开游戏目录\data\scripts\prefabs\krampus.lua文件,将下列内容:

local function OnAttacked(inst, data)
inst.components.combat:SetTarget(data.attacker)
–inst.components.combat:ShareTarget(data.attacker, SEE_DIST, function(dude) return dude:HasTag(“hound”) and not dude.components.health:IsDead() end, 5)
end

替换为:

local function Retarget(inst)
local newtarget = FindEntity(inst, 20, function(guy)
return guy.components.combat and
inst.components.combat:CanTarget(guy) and
(guy.components.combat.target == GetPlayer() or GetPlayer().components.combat.target == guy)
end)
return newtarget
end
local function OnAttacked(inst, data)
local attacker = data.attacker
if attacker and attacker:HasTag(“player”) then
inst.components.health:SetVal(0)
else
inst.components.combat:SetTarget(attacker)
end
end

3.将local brain = require "brains/krampusbrain"替换为local brain = require "brains/abigailbrain"4.将下列内容:inst:AddComponent("sleeper")
inst:AddComponent("health")
inst.components.health:SetMaxHealth(TUNING.KRAMPUS_HEALTH)inst:AddComponent("combat")
inst.components.combat.hiteffectsymbol = "krampus_torso"
inst.components.combat:SetDefaultDamage(TUNING.KRAMPUS_DAMAGE)
inst.components.combat:SetAttackPeriod(TUNING.KRAMPUS_ATTACK_PERIOD)替换为:inst:AddComponent("health")
inst.components.health:SetMaxHealth(TUNING.KRAMPUS_HEALTH*10)
inst:AddComponent("follower")
inst:AddComponent("combat")
inst.components.combat.hiteffectsymbol = "krampus_torso"
inst.components.combat:SetDefaultDamage(TUNING.KRAMPUS_DAMAGE*10)
inst.components.combat:SetAttackPeriod(TUNING.KRAMPUS_ATTACK_PERIOD*.1)
inst.components.combat:SetRetargetFunction(3, Retarget)
inst.AnimState:Hide("SACK")
inst.AnimState:Show("ARM")即可装备暗影剑时,在空地上按鼠标右键召唤坎普斯士兵。坎普斯经过了深度改造,不会偷东西,只会为主角浴血奋战。不想要坎普斯跟随时,杀死它即可,它虽然强悍,但主角对它一击毙命

一九三.我的小伙伴(用火炬召唤其他主角一起工作战斗)

1.用记事本打开游戏目录\data\DLC0001\scripts\prefabs\torch.lua文件,在inst:AddComponent("inspectable")的下一行插入以下内容:

local function cancreatelight(staff, caster, target, pos)
local ground = GetWorld()
if ground and pos then
local tile = ground.Map:GetTileAtPoint(pos.x, pos.y, pos.z)
return tile ~= GROUND.IMPASSIBLE and tile < GROUND.UNDERGROUND
end
return false
end
local function createlight(staff, target, pos)
local light = SpawnPrefab(“shadowwaxwell”)
light.Transform:SetPosition(pos.x, pos.y, pos.z)
local caster = staff.components.inventoryitem.owner
light.components.follower:SetLeader(caster)
end
inst:AddComponent(“spellcaster”)
inst.components.spellcaster:SetSpellFn(createlight)
inst.components.spellcaster:SetSpellTestFn(cancreatelight)
inst.components.spellcaster.canuseonpoint = true
inst.components.spellcaster.canusefrominventory = false

2.用记事本打开游戏目录\data\scripts\prefabs\shadowwaxwell.lua文件,将下列内容:anim:SetBuild("waxwell_shadow_mod")
anim:PlayAnimation("idle")anim:Hide("ARM_carry")
anim:Hide("hat")
anim:Hide("hat_hair")inst:AddTag("scarytoprey")
inst:AddTag("NOCLICK")inst:AddComponent("colourtweener")
inst.components.colourtweener:StartTween({0,0,0,.5}, 0)inst:AddComponent("locomotor")
inst.components.locomotor:SetSlowMultiplier( 0.6 )
inst.components.locomotor.pathcaps = { ignorecreep = true }
inst.components.locomotor.runspeed = TUNING.SHADOWWAXWELL_SPEEDinst:AddComponent("combat")
inst.components.combat.hiteffectsymbol = "torso"
-- inst.components.combat:SetRetargetFunction(1, Retarget)
inst.components.combat:SetKeepTargetFunction(KeepTarget)
inst.components.combat:SetAttackPeriod(TUNING.SHADOWWAXWELL_ATTACK_PERIOD)
inst.components.combat:SetRange(2, 3)
inst.components.combat:SetDefaultDamage(TUNING.SHADOWWAXWELL_DAMAGE)inst:AddComponent("health")
inst.components.health:SetMaxHealth(TUNING.SHADOWWAXWELL_LIFE)
inst.components.health.nofadeout = true
inst:ListenForEvent("death", ondeath)inst:AddComponent("inventory")
inst.components.inventory.dropondeath = falseinst:AddComponent("sanityaura")
inst.components.sanityaura.penalty = TUNING.SHADOWWAXWELL_SANITY_PENALTY替换为:local names = {"wilson","wendy","wes","wickerbottom","willow","wolfgang","wx78"}
inst.animname = names[math.random(#names)]
anim:SetBuild(inst.animname)
anim:PlayAnimation("idle")
anim:Hide("ARM_carry")
anim:Hide("hat")
anim:Hide("hat_hair")
inst:AddComponent("locomotor")
inst.components.locomotor.pathcaps = { ignorecreep = true }
inst.components.locomotor.runspeed = TUNING.SHADOWWAXWELL_SPEED*2
inst:AddComponent("combat")
inst.components.combat.hiteffectsymbol = "torso"
inst.components.combat:SetKeepTargetFunction(KeepTarget)
inst.components.combat:SetAttackPeriod(TUNING.SHADOWWAXWELL_ATTACK_PERIOD*.1)
inst.components.combat:SetRange(2, 3)
inst.components.combat:SetDefaultDamage(TUNING.SHADOWWAXWELL_DAMAGE*10)
inst:AddComponent("health")
inst.components.health:SetMaxHealth(TUNING.SHADOWWAXWELL_LIFE*10)
inst.components.health.nofadeout = true
inst:AddComponent("inventory")
inst.components.inventory.dropondeath = false即可装备火炬在空地上点鼠标右键,随机召唤其他主角,一起砍树、开矿、战斗。不想要伙伴时,对其按Ctrl + 鼠标左键杀掉即可,不杀掉几天后其也会自然死去,想要就再召唤吧。不要与“火炬召唤亡灵”一同修改,使用麦斯威尔作主角时不要修改本条

一九四.宠物双子星(用齿轮种宠物狗,用海象牙种宠物海狸)

1.用记事本打开游戏目录\data\DLC0001\scripts\prefabs\gears.lua文件,在inst:AddComponent("inspectable")的下一行插入以下内容:

local function OnDeploy (inst, pt)
local dog = SpawnPrefab(“teenbird”)
dog.Transform:SetPosition(pt.x, pt.y, pt.z)
dog.AnimState:SetBank(“hound”)
dog.AnimState:SetBuild(“hound_ice”)
dog:SetStateGraph(“SGhound”)
dog.components.follower:SetLeader(GetPlayer())
dog.Transform:SetScale(0.6, 0.6, 0.6)
dog:AddTag(“dogs”)
dog.components.health:SetMaxHealth(10000)
dog.components.locomotor.runspeed = 20
dog:RemoveComponent(“growable”)
inst.components.stackable:Get():Remove()
end
inst:AddComponent(“deployable”)
inst.components.deployable.ondeploy = OnDeploy

2.用记事本打开游戏目录\data\scripts\prefabs\walrus_tusk.lua文件,在inst:AddComponent("inspectable")的下一行插入以下内容:

local function OnDeploy (inst, pt)
local beaver = SpawnPrefab(“teenbird”)
beaver.Transform:SetPosition(pt.x, pt.y, pt.z)
beaver.AnimState:SetBank(“werebeaver”)
beaver.AnimState:SetBuild(“werebeaver_build”)
beaver:SetStateGraph(“SGwerebeaver”)
beaver.components.follower:SetLeader(GetPlayer())
beaver.Transform:SetScale(0.6, 0.6, 0.6)
beaver:AddTag(“beavers”)
beaver.components.eater:SetVegetarian()
beaver.components.health:SetMaxHealth(10000)
beaver.components.locomotor.runspeed = 20
beaver:RemoveComponent(“growable”)
inst.components.stackable:Get():Remove()
end
inst:AddComponent(“deployable”)
inst.components.deployable.ondeploy = OnDeploy

3.用记事本打开游戏目录\data\DLC0001\scripts\prefabs\smallbird.lua文件,在Asset("ANIM", "anim/smallbird_basic.zip"),的下一行插入以下内容:Asset("ANIM", "anim/werebeaver_build.zip"),
Asset("ANIM", "anim/werebeaver_basic.zip"),4.在inst:AddTag("teenbird")的下一行插入以下内容:

local function onsave(inst, data)
if inst:HasTag(“dogs”) then
data.dogs = true
end
if inst:HasTag(“beavers”) then
data.beavers = true
end
end
local function onload(inst, data)
if data.dogs then
inst.AnimState:SetBank(“hound”)
inst.AnimState:SetBuild(“hound_ice”)
inst:SetStateGraph(“SGhound”)
inst.components.follower:SetLeader(GetPlayer())
inst.Transform:SetScale(0.6, 0.6, 0.6)
inst.components.health:SetMaxHealth(10000)
inst.components.locomotor.runspeed = 20
inst:RemoveComponent(“growable”)
inst:AddTag(“dogs”)
end
if data.beavers then
inst.AnimState:SetBank(“werebeaver”)
inst.AnimState:SetBuild(“werebeaver_build”)
inst:SetStateGraph(“SGwerebeaver”)
inst.components.follower:SetLeader(GetPlayer())
inst.Transform:SetScale(0.6, 0.6, 0.6)
inst.components.health:SetMaxHealth(10000)
inst.components.eater:SetVegetarian()
inst.components.locomotor.runspeed = 20
inst:RemoveComponent(“growable”)
inst:AddTag(“beavers”)
end
end
inst.OnSave = onsave
inst.OnLoad = onload

即可用齿轮种宠物狗,用海象牙种宠物海狸,它们可以陪伴你,帮你打怪,是活力十足的小淘气。宠物需要喂食,不然会咬你(轻轻的),宠物狗喜欢吃肉,宠物海狸喜欢吃蔬菜,通过喂食可以为它们补血。最好在家的角落里扔一些食物,让它们随饿随吃

一九五.口袋猴子(用蜂蜜绷带种猴子,帮你活捉兔子、鸟、鼹鼠等小动物)

用记事本打开游戏目录\data\scripts\prefabs\bandage.lua文件,在inst:AddComponent("inventoryitem")的下一行插入以下内容:

local function OnDeploy (inst, pt)
local helper = SpawnPrefab(“bandage”)
helper.Transform:SetPosition(pt.x, pt.y, pt.z)
helper.AnimState:SetBank(“kiki”)
helper.AnimState:SetBuild(“kiki_basic”)
helper.AnimState:PlayAnimation(“idle_loop”, true)
helper.Transform:SetFourFaced()
helper.Transform:SetScale(0.8, 0.8, 0.8)
helper:RemoveComponent(“stackable”)
helper:RemoveComponent(“healer”)
local sound = helper.entity:AddSoundEmitter()
helper.soundtype = “”
local brain = require “brains/abigailbrain”
helper:SetBrain(brain)
helper:AddComponent(“locomotor”)
helper.components.locomotor:SetTriggersCreep(false)
helper.components.locomotor.pathcaps = { ignorecreep = false }
helper.components.locomotor.walkspeed = 12
helper:SetStateGraph(“SGmonkey”)
helper:AddComponent(“follower”)
GetPlayer().components.leader:AddFollower(helper)
helper:AddComponent(“combat”)
helper.components.combat.hiteffectsymbol = “torso”
helper.components.combat:SetRetargetFunction(1, function(helper)
if not helper.components.health:IsDead() then
return FindEntity(helper, 20, function(guy)
if guy.components.health and not guy.components.health:IsDead() then
return guy.prefab == “crow” or guy.prefab == “robin” or guy.prefab == “robin_winter” or guy.prefab == “bee” or guy.prefab == “killerbee” or guy.prefab == “rabbit” or guy.prefab == “butterfly” or guy.prefab == “mole”
end
end)
end
end )
helper.components.combat:SetKeepTargetFunction(function(helper, target) return target and target:IsValid() end )
helper.components.combat:SetAttackPeriod(1)
helper.components.combat:SetRange(1, 2)
helper.components.combat:SetDefaultDamage(1)
helper.components.combat.onhitotherfn = function(helper, other, damage)
if other.prefab == “crow” then
local prey = SpawnPrefab(“crow”)
GetPlayer().components.inventory:GiveItem(prey)
end
if other.prefab == “robin” then
local prey = SpawnPrefab(“robin”)
GetPlayer().components.inventory:GiveItem(prey)
end
if other.prefab == “robin_winter” then
local prey = SpawnPrefab(“robin_winter”)
GetPlayer().components.inventory:GiveItem(prey)
end
if other.prefab == “bee” then
local prey = SpawnPrefab(“bee”)
GetPlayer().components.inventory:GiveItem(prey)
end
if other.prefab == “killerbee” then
local prey = SpawnPrefab(“killerbee”)
GetPlayer().components.inventory:GiveItem(prey)
end
if other.prefab == “rabbit” then
local prey = SpawnPrefab(“rabbit”)
GetPlayer().components.inventory:GiveItem(prey)
end
if other.prefab == “butterfly” then
local prey = SpawnPrefab(“butterfly”)
GetPlayer().components.inventory:GiveItem(prey)
end
if other.prefab == “mole” then
local prey = SpawnPrefab(“mole”)
GetPlayer().components.inventory:GiveItem(prey)
end
other:Remove()
end
helper:AddComponent(“health”)
helper.components.health:SetMaxHealth(1000)
helper.components.health:SetInvincible(true)
helper.components.health.nofadeout = true
helper.components.inventoryitem:ChangeImageName(“cave_banana”)
helper:AddComponent( “playerprox” )
helper.components.playerprox:SetDist(3,5)
helper.components.playerprox:SetOnPlayerNear(function(helper) helper.components.locomotor.walkspeed = 5 end )
helper.components.playerprox:SetOnPlayerFar(function(helper) helper.components.locomotor.walkspeed = 12 end )
helper:AddTag(“helpers”)
inst.components.stackable:Get():Remove()
end
inst:AddComponent(“deployable”)
inst.components.deployable.ondeploy = OnDeploy

local function onsave(inst, data)
if inst:HasTag(“helpers”) then
data.helpers = true
end
end
local function onload(inst, data)
if data and data.helpers then
inst.AnimState:SetBank(“kiki”)
inst.AnimState:SetBuild(“kiki_basic”)
inst.AnimState:PlayAnimation(“idle_loop”, true)
inst.Transform:SetFourFaced()
inst.Transform:SetScale(0.8, 0.8, 0.8)
inst:RemoveComponent(“stackable”)
inst:RemoveComponent(“healer”)
local sound = inst.entity:AddSoundEmitter()
inst.soundtype = “”
local brain = require “brains/abigailbrain”
inst:SetBrain(brain)
inst:AddComponent(“locomotor”)
inst.components.locomotor:SetTriggersCreep(false)
inst.components.locomotor.pathcaps = { ignorecreep = false }
inst.components.locomotor.walkspeed = 12
inst:SetStateGraph(“SGmonkey”)
inst:AddComponent(“follower”)
GetPlayer().components.leader:AddFollower(inst)
inst:AddComponent(“combat”)
inst.components.combat.hiteffectsymbol = “torso”
inst.components.combat:SetRetargetFunction(1, function(inst)
if not inst.components.health:IsDead() then
return FindEntity(inst, 20, function(guy)
if guy.components.health and not guy.components.health:IsDead() then
return guy.prefab == “crow” or guy.prefab == “robin” or guy.prefab == “robin_winter” or guy.prefab == “bee” or guy.prefab == “killerbee” or guy.prefab == “rabbit” or guy.prefab == “butterfly” or guy.prefab == “mole”
end
end)
end
end )
inst.components.combat:SetKeepTargetFunction(function(inst, target) return target and target:IsValid() end )
inst.components.combat:SetAttackPeriod(1)
inst.components.combat:SetRange(1, 2)
inst.components.combat:SetDefaultDamage(1)
inst.components.combat.onhitotherfn = function(inst, other, damage)
if other.prefab == “crow” then
local prey = SpawnPrefab(“crow”)
GetPlayer().components.inventory:GiveItem(prey)
end
if other.prefab == “robin” then
local prey = SpawnPrefab(“robin”)
GetPlayer().components.inventory:GiveItem(prey)
end
if other.prefab == “robin_winter” then
local prey = SpawnPrefab(“robin_winter”)
GetPlayer().components.inventory:GiveItem(prey)
end
if other.prefab == “bee” then
local prey = SpawnPrefab(“bee”)
GetPlayer().components.inventory:GiveItem(prey)
end
if other.prefab == “killerbee” then
local prey = SpawnPrefab(“killerbee”)
GetPlayer().components.inventory:GiveItem(prey)
end
if other.prefab == “rabbit” then
local prey = SpawnPrefab(“rabbit”)
GetPlayer().components.inventory:GiveItem(prey)
end
if other.prefab == “butterfly” then
local prey = SpawnPrefab(“butterfly”)
GetPlayer().components.inventory:GiveItem(prey)
end
if other.prefab == “mole” then
local prey = SpawnPrefab(“mole”)
GetPlayer().components.inventory:GiveItem(prey)
end
other:Remove()
end
inst:AddComponent(“health”)
inst.components.health:SetMaxHealth(1000)
inst.components.health:SetInvincible(true)
inst.components.health.nofadeout = true
inst.components.inventoryitem:ChangeImageName(“cave_banana”)
inst:AddComponent( “playerprox” )
inst.components.playerprox:SetDist(3,5)
inst.components.playerprox:SetOnPlayerNear(function(inst) inst.components.locomotor.walkspeed = 5 end )
inst.components.playerprox:SetOnPlayerFar(function(inst) inst.components.locomotor.walkspeed = 12 end )
inst:AddTag(“helpers”)
end
end
inst.OnSave = onsave
inst.OnLoad = onload

即可用蜂蜜绷带种猴子,鼠标左键点猴子,可将其放入物品栏(显示为香蕉的图标)。在附近有兔子、鸟、蜜蜂、杀人蜂、蝴蝶、鼹鼠等小动物时,可将猴子放在地上,会为你捕捉小动物,如果同时修改了“网上宠宠店”,就可以将捉到的小动物卖掉换黄金。如果不想要猴子了,在物品栏中对其按鼠标右键即可。蜂蜜绷带在生存选项(画着绳套)下,用1张纸、2个蜂蜜制造

一九六.口袋浣熊(用纸种口袋浣熊,捕猎、战斗好帮手,喂鱼变身超级浣熊)

用记事本打开游戏目录\data\DLC0001\scripts\prefabs\papyrus.lua文件,在inst:AddComponent("inventoryitem")的下一行插入以下内容:

local function OnDeploy (inst, pt)
local coon = SpawnPrefab(“papyrus”)
coon.Transform:SetPosition(pt.x, pt.y, pt.z)
coon.AnimState:SetBank(“catcoon”)
coon.AnimState:SetBuild(“catcoon_build”)
coon.AnimState:PlayAnimation(“idle_loop”)
coon.Transform:SetFourFaced()
coon.Transform:SetScale(0.8, 0.8, 0.8)
coon.entity:AddSoundEmitter()
local shadow = coon.entity:AddDynamicShadow()
shadow:SetSize(2,0.75)
coon:RemoveComponent(“stackable”)
coon:RemoveComponent(“fuel”)
coon:RemoveComponent(“tradable”)
coon:RemoveComponent(“burnable”)
coon:RemoveComponent(“propagator”)
coon:RemoveComponent(“deployable”)
coon:RemoveTag(“cattoy”)
coon.components.inventoryitem:ChangeImageName(“catcoonhat”)
coon:AddComponent(“named”)
coon.components.named:SetName(“Catcoon”)
coon:AddComponent(“follower”)
coon.components.follower:SetLeader(GetPlayer())
coon:AddComponent(“locomotor”)
coon.components.locomotor.walkspeed = 12
coon:SetStateGraph(“SGcatcoon”)
local brain = require “brains/abigailbrain”
coon:SetBrain(brain)
coon:AddComponent(“health”)
coon.components.health:SetMaxHealth(3000)
coon:AddComponent(“lootdropper”)
coon.components.lootdropper:SetLoot({“smallmeat”})
coon:AddComponent(“combat”)
coon.components.combat:SetDefaultDamage(50)
coon.components.combat:SetRange(4)
coon.components.combat:SetAttackPeriod(0.5)
coon.components.combat:SetHurtSound(“dontstarve_DLC001/creatures/catcoon/hurt”)
coon.components.combat.battlecryinterval = 20
coon.components.combat:SetRetargetFunction(1, function(coon)
if not coon.components.health:IsDead() then
return FindEntity(GetPlayer(), 20, function(guy)
if guy.components.health and not guy.components.health:IsDead() then
return guy.components.combat.target == GetPlayer() or GetPlayer().components.combat.target == guy or guy:HasTag(“monster”) or guy:HasTag(“smallcreature”)
end
end)
end
end )
coon.components.combat:SetKeepTargetFunction(function(coon, target) return target and target:IsValid() end )
coon:ListenForEvent(“attacked”, function(coon, data)
if data.attacker ~= GetPlayer() then
coon.components.combat:SetTarget(data.attacker)
else
coon.components.health:Kill()
end
end )
coon:AddComponent( “playerprox” )
coon.components.playerprox:SetDist(3,5)
coon.components.playerprox:SetOnPlayerNear(function(coon) coon.components.locomotor.walkspeed = 5 end )
coon.components.playerprox:SetOnPlayerFar(function(coon) coon.components.locomotor.walkspeed = 12 end )
coon:AddComponent(“trader”)
coon.components.trader:SetAcceptTest(function(coon, item)
if not coon:HasTag(“supercoon”) then
if item.prefab == “fish” then
return true
end
if item.prefab == “smallmeat” then
return coon.components.health:GetPercent() < 1
end
end
return false
end )
coon.components.trader.onaccept = function(coon, giver, item)
if item.prefab == “fish” then
coon:AddTag(“supercoon”)
coon.components.named:SetName(“SuperCatcoon”)
SpawnPrefab(“collapse_big”).Transform:SetPosition(coon.Transform:GetWorldPosition())
coon.AnimState:SetBloomEffectHandle(“shaders/anim.ksh”)
coon.Transform:SetScale(1.3, 1.3, 1.3)
coon.components.inventoryitem.canbepickedup = false
coon.components.health:SetInvincible(true)
coon.components.combat:SetDefaultDamage(500)
coon:DoTaskInTime(60, function(coon)
coon:RemoveTag(“supercoon”)
coon.components.named:SetName(“Catcoon”)
SpawnPrefab(“collapse_big”).Transform:SetPosition(coon.Transform:GetWorldPosition())
coon.AnimState:SetBloomEffectHandle(“”)
coon.Transform:SetScale(0.8, 0.8, 0.8)
coon.components.inventoryitem.canbepickedup = true
coon.components.health:SetInvincible(false)
coon.components.combat:SetDefaultDamage(50)
end )
end
if item.prefab == “smallmeat” then
coon.components.health:DoDelta(1000)
end
end
coon:AddTag(“coons”)
inst.components.stackable:Get():Remove()
end
inst:AddComponent(“deployable”)
inst.components.deployable.ondeploy = OnDeploy
local function onsave(inst, data)
if inst:HasTag(“coons”) then
data.coons = true
end
end
local function onload(inst, data)
if data and data.coons then
inst.AnimState:SetBank(“catcoon”)
inst.AnimState:SetBuild(“catcoon_build”)
inst.AnimState:PlayAnimation(“idle_loop”)
inst.Transform:SetFourFaced()
inst.Transform:SetScale(0.8, 0.8, 0.8)
inst.entity:AddSoundEmitter()
local shadow = inst.entity:AddDynamicShadow()
shadow:SetSize(2,0.75)
inst:RemoveComponent(“stackable”)
inst:RemoveComponent(“fuel”)
inst:RemoveComponent(“tradable”)
inst:RemoveComponent(“burnable”)
inst:RemoveComponent(“propagator”)
inst:RemoveComponent(“deployable”)
inst:RemoveTag(“cattoy”)
inst.components.inventoryitem:ChangeImageName(“catcoonhat”)
inst:AddComponent(“named”)
inst.components.named:SetName(“Catcoon”)
inst:AddComponent(“follower”)
inst.components.follower:SetLeader(GetPlayer())
inst:AddComponent(“locomotor”)
inst.components.locomotor.walkspeed = 12
inst:SetStateGraph(“SGcatcoon”)
local brain = require “brains/abigailbrain”
inst:SetBrain(brain)
inst:AddComponent(“health”)
inst.components.health:SetMaxHealth(3000)
inst:AddComponent(“lootdropper”)
inst.components.lootdropper:SetLoot({“smallmeat”})
inst:AddComponent(“combat”)
inst.components.combat:SetDefaultDamage(50)
inst.components.combat:SetRange(4)
inst.components.combat:SetAttackPeriod(0.5)
inst.components.combat:SetHurtSound(“dontstarve_DLC001/creatures/catcoon/hurt”)
inst.components.combat.battlecryinterval = 20
inst.components.combat:SetRetargetFunction(1, function(inst)
if not inst.components.health:IsDead() then
return FindEntity(GetPlayer(), 20, function(guy)
if guy.components.health and not guy.components.health:IsDead() then
return guy.components.combat.target == GetPlayer() or GetPlayer().components.combat.target == guy or guy:HasTag(“monster”) or guy:HasTag(“smallcreature”)
end
end)
end
end )
inst.components.combat:SetKeepTargetFunction(function(inst, target) return target and target:IsValid() end )
inst:ListenForEvent(“attacked”, function(inst, data)
if data.attacker ~= GetPlayer() then
inst.components.combat:SetTarget(data.attacker)
else
inst.components.health:Kill()
end
end )
inst:AddComponent( “playerprox” )
inst.components.playerprox:SetDist(3,5)
inst.components.playerprox:SetOnPlayerNear(function(inst) inst.components.locomotor.walkspeed = 5 end )
inst.components.playerprox:SetOnPlayerFar(function(inst) inst.components.locomotor.walkspeed = 12 end )
inst:AddComponent(“trader”)
inst.components.trader:SetAcceptTest(function(inst, item)
if not inst:HasTag(“supercoon”) then
if item.prefab == “fish” then
return true
end
if item.prefab == “smallmeat” then
return inst.components.health:GetPercent() < 1
end
end
return false
end )
inst.components.trader.onaccept = function(inst, giver, item)
if item.prefab == “fish” then
inst:AddTag(“supercoon”)
inst.components.named:SetName(“SuperCatcoon”)
SpawnPrefab(“collapse_big”).Transform:SetPosition(inst.Transform:GetWorldPosition())
inst.AnimState:SetBloomEffectHandle(“shaders/anim.ksh”)
inst.Transform:SetScale(1.3, 1.3, 1.3)
inst.components.inventoryitem.canbepickedup = false
inst.components.health:SetInvincible(true)
inst.components.combat:SetDefaultDamage(500)
inst:DoTaskInTime(60, function(inst)
inst:RemoveTag(“supercoon”)
inst.components.named:SetName(“Catcoon”)
SpawnPrefab(“collapse_big”).Transform:SetPosition(inst.Transform:GetWorldPosition())
inst.AnimState:SetBloomEffectHandle(“”)
inst.Transform:SetScale(0.8, 0.8, 0.8)
inst.components.inventoryitem.canbepickedup = true
inst.components.health:SetInvincible(false)
inst.components.combat:SetDefaultDamage(50)
end )
end
if item.prefab == “smallmeat” then
inst.components.health:DoDelta(1000)
end
end
inst:AddTag(“coons”)
end
end
inst.OnSave = onsave
inst.OnLoad = onload

即可用纸种口袋浣熊,帮你捕猎、战斗。鼠标左键点浣熊,可将其放入物品栏(显示为浣熊帽的图标)。喂浣熊小肉,可为其补血(3块可补满),如果喂浣熊鱼,则变身超级浣熊,不会受伤,攻击力提高10倍,60秒后变回来。在超级浣熊状态下,口袋浣熊无法被拿起,也不接受食物。不想要口袋浣熊了,在物品栏中对其按鼠标右键即可。纸在精炼选项(画着白色宝石)下,用4个芦苇制造

一九七.吸地牛(用大理石种吸地牛,地面物品自动吸入肚中,可开矿、砍树)

用记事本打开游戏目录\data\DLC0001\scripts\prefabs\inv_marble.lua文件,在inst:AddComponent("inspectable")的下一行插入以下内容:

local slotpos = {}
for y = 4, 0, -1 do
for x = 0, 14 do
table.insert(slotpos, Vector3(75x-752+75, 75y-752+75,0))
end
end
local sounds =
{
walk = “dontstarve/beefalo/walk”,
grunt = “dontstarve/beefalo/grunt”,
yell = “dontstarve/beefalo/yell”,
swish = “dontstarve/beefalo/tail_swish”,
curious = “dontstarve/beefalo/curious”,
angry = “dontstarve/beefalo/angry”,
}
local function OnDeploy (inst, pt)
local bull = SpawnPrefab(“marble”)
bull.Transform:SetPosition(pt.x, pt.y, pt.z)
bull.AnimState:SetBank(“beefalo”)
bull.AnimState:SetBuild(“beefalo_build”)
bull.AnimState:PlayAnimation(“idle_loop”, true)
bull.Transform:SetFourFaced()
bull.Transform:SetScale(0.8, 0.8, 0.8)
local sound = bull.entity:AddSoundEmitter()
bull.sounds = sounds
local shadow = bull.entity:AddDynamicShadow()
shadow:SetSize( 3, 1.25 )
MakeCharacterPhysics(bull, 100, 1.5)
bull:AddTag(“bull”)
bull:AddTag(“companion”)
bull:AddComponent(“locomotor”)
bull.components.locomotor.walkspeed = 1.5
bull.components.locomotor.runspeed = 15
bull:SetStateGraph(“SGBeefalo”)
bull:AddComponent(“follower”)
bull:AddComponent(“knownlocations”)
bull.components.container.canbeopened = true
bull:AddComponent(“combat”)
bull:AddComponent(“health”)
bull.components.health:SetMaxHealth(10000)
bull.components.health:SetInvincible(true)
bull.components.health.nofadeout = true
bull:RemoveComponent(“stackable”)
bull:RemoveComponent(“inventoryitem”)
bull:RemoveComponent(“bait”)
bull:RemoveTag(“molebait”)
bull:AddComponent(“workable”)
bull.components.workable:SetWorkAction(ACTIONS.CHOP)
bull.components.workable:SetWorkLeft(3)
bull.components.workable:SetOnFinishCallback(function(bull)
bull.AnimState:PlayAnimation(“death”)
bull.SoundEmitter:PlaySound(“dontstarve/beefalo/yell”)
bull:DoTaskInTime(1.5, function() bull.components.container:DropEverything() bull:Remove() end)
end )
bull:DoPeriodicTask(1, function(bull)
if not bull.components.container:Has(“cutgrass”, 1) then
bull.components.locomotor:Stop()
bull:SetBrain(nil)
bull.components.follower:SetLeader(nil)
bull:RemoveTag(“letgo”)
else
local brain = require “brains/chesterbrain”
bull:SetBrain(brain)
bull:RestartBrain()
bull.components.follower:SetLeader(GetPlayer())
bull:AddTag(“letgo”)
end
end )
bull:DoPeriodicTask(180, function(bull)
if bull.components.container:Has(“cutgrass”, 1) then
bull.components.container:ConsumeByName(“cutgrass”, 1)
bull.AnimState:PlayAnimation(“graze_loop”)
end
end )
bull:DoPeriodicTask(.1, function(bull)
if bull:HasTag(“letgo”) then
local pos = Vector3(bull.Transform:GetWorldPosition())
local ents = TheSim:FindEntities(pos.x,pos.y,pos.z, 15)
for k,v in pairs(ents) do
local pt1 = v:GetPosition()
if v.components.inventoryitem and v.components.inventoryitem.canbepickedup and v.components.inventoryitem.cangoincontainer
and not v.components.inventoryitem:IsHeld() and not v:HasTag(“trap”) and not v:HasTag(“light”) and not v:HasTag(“blowdart”)
and not v:HasTag(“projectile”) and not v:HasTag(“helpers”) then
if not bull.components.container:IsFull() then
SpawnPrefab(“small_puff”).Transform:SetPosition(pt1.x, pt1.y, pt1.z)
bull.components.container:GiveItem(v)
bull.SoundEmitter:PlaySound(“dontstarve/HUD/research_available”)
end
end
end
end
end )
bull.Physics:SetCollisionCallback(function(bull, other)
if other and other.components.workable and other.components.workable.workleft > 0 and not other:HasTag(“bull”) then
SpawnPrefab(“collapse_small”).Transform:SetPosition(other:GetPosition():Get())
other.components.workable:Destroy(bull)
end
end)
inst.components.stackable:Get():Remove()
end
inst:AddComponent(“deployable”)
inst.components.deployable.ondeploy = OnDeploy
local function onsave(inst, data)
if inst:HasTag(“bull”) then
data.bull = true
end
end
local function onload(inst, data)
if data and data.bull then
inst.AnimState:SetBank(“beefalo”)
inst.AnimState:SetBuild(“beefalo_build”)
inst.AnimState:PlayAnimation(“idle_loop”, true)
inst.Transform:SetFourFaced()
inst.Transform:SetScale(0.8, 0.8, 0.8)
local sound = inst.entity:AddSoundEmitter()
inst.sounds = sounds
local shadow = inst.entity:AddDynamicShadow()
shadow:SetSize( 3, 1.25 )
MakeCharacterPhysics(inst, 100, 1.5)
inst:AddTag(“bull”)
inst:AddTag(“companion”)
inst:AddComponent(“locomotor”)
inst.components.locomotor.walkspeed = 1.5
inst.components.locomotor.runspeed = 15
inst:SetStateGraph(“SGBeefalo”)
inst:AddComponent(“follower”)
inst:AddComponent(“knownlocations”)
inst.components.container.canbeopened = true
inst:AddComponent(“combat”)
inst:AddComponent(“health”)
inst.components.health:SetMaxHealth(10000)
inst.components.health:SetInvincible(true)
inst.components.health.nofadeout = true
inst:RemoveComponent(“stackable”)
inst:RemoveComponent(“inventoryitem”)
inst:RemoveComponent(“bait”)
inst:RemoveTag(“molebait”)
inst:AddComponent(“workable”)
inst.components.workable:SetWorkAction(ACTIONS.CHOP)
inst.components.workable:SetWorkLeft(3)
inst.components.workable:SetOnFinishCallback(function(inst)
inst.AnimState:PlayAnimation(“death”)
inst.SoundEmitter:PlaySound(“dontstarve/beefalo/yell”)
inst:DoTaskInTime(1.5, function() inst.components.container:DropEverything() inst:Remove() end)
end )
inst:DoPeriodicTask(1, function(inst)
if not inst.components.container:Has(“cutgrass”, 1) then
inst.components.locomotor:Stop()
inst:SetBrain(nil)
inst.components.follower:SetLeader(nil)
inst:RemoveTag(“letgo”)
else
local brain = require “brains/chesterbrain”
inst:SetBrain(brain)
inst:RestartBrain()
inst.components.follower:SetLeader(GetPlayer())
inst:AddTag(“letgo”)
end
end )
inst:DoPeriodicTask(180, function(inst)
if inst.components.container:Has(“cutgrass”, 1) then
inst.components.container:ConsumeByName(“cutgrass”, 1)
inst.AnimState:PlayAnimation(“graze_loop”)
end
end )
inst:DoPeriodicTask(.1, function(inst)
if inst:HasTag(“letgo”) then
local pos = Vector3(inst.Transform:GetWorldPosition())
local ents = TheSim:FindEntities(pos.x,pos.y,pos.z, 15)
for k,v in pairs(ents) do
local pt1 = v:GetPosition()
if v.components.inventoryitem and v.components.inventoryitem.canbepickedup and v.components.inventoryitem.cangoincontainer
and not v.components.inventoryitem:IsHeld() and not v:HasTag(“trap”) and not v:HasTag(“light”) and not v:HasTag(“blowdart”)
and not v:HasTag(“projectile”) and not v:HasTag(“helpers”) then
if not inst.components.container:IsFull() then
SpawnPrefab(“small_puff”).Transform:SetPosition(pt1.x, pt1.y, pt1.z)
inst.components.container:GiveItem(v)
inst.SoundEmitter:PlaySound(“dontstarve/HUD/research_available”)
end
end
end
end
end )
inst.Physics:SetCollisionCallback(function(inst, other)
if other and other.components.workable and other.components.workable.workleft > 0 and not other:HasTag(“bull”) then
SpawnPrefab(“collapse_small”).Transform:SetPosition(other:GetPosition():Get())
other.components.workable:Destroy(inst)
end
end)
end
end
inst.OnSave = onsave
inst.OnLoad = onload
inst:AddComponent(“container”)
inst.components.container:SetNumSlots(#slotpos)
inst.components.container.widgetslotpos = slotpos
inst.components.container.widgetpos = Vector3(-300,200,0)
inst.components.container.side_align_tip = 160
inst.components.container.canbeopened = false
inst:AddTag(“fridge”)

即可用大理石种吸地牛,鼠标左键点它可开启格子,放入草后会跟随你,吸取沿路所有物品(吸进肚中的格子里,鼠标左键点击可拿取)。拿出草后即停止跟随,在原地等待。吸地牛会消化肚中的草,每天消化2-3根,如果格子中的草被吃完了,就不会跟随你,直到再给它草为止。吸地牛可撞碎石头、撞倒树,并将掉落物品直接吸入肚中,带着它去开矿、砍树吧。不要让吸地牛靠近你的建筑物,它会将其撞毁,除非你想用它拆迁。不想要吸地牛时,用斧子砍它三下即可,肚中物品会掉在地上

一九八.找矿蜗牛(用蜗牛龟盔甲种找矿蜗牛,为你勘探新石矿)

用记事本打开游戏目录\data\scripts\prefabs\armor_snurtleshell.lua文件,在inst:AddComponent("inspectable")的下一行插入以下内容:

local function OnDeploy (inst, pt)
local snail = SpawnPrefab(“armorsnurtleshell”)
snail.Transform:SetPosition(pt.x, pt.y, pt.z)
snail.AnimState:SetBank(“slurtle”)
snail.AnimState:SetBuild(“slurtle”)
snail.AnimState:PlayAnimation(“idle”, true)
snail.Transform:SetFourFaced()
local sound = snail.entity:AddSoundEmitter()
local brain = require “brains/leifbrain”
snail:SetBrain(brain)
snail:AddComponent(“locomotor”)
snail.components.locomotor.walkspeed = 7
snail:SetStateGraph(“SGslurtle”)
local minimap = snail.entity:AddMiniMapEntity()
minimap:SetIcon( “slurtle_den.png” )
snail.components.inventoryitem:ChangeImageName(“armorsnurtleshell”)
snail:RemoveComponent(“armor”)
snail:RemoveComponent(“equippable”)
snail:RemoveComponent(“useableitem”)
snail:RemoveComponent(“deployable”)
snail:RemoveTag(“shell”)
snail:RemoveComponent(“inventoryitem”)
snail:AddComponent(“combat”)
snail:AddComponent(“health”)
snail.components.health:SetMaxHealth(1000)
snail.components.health:SetInvincible(true)
snail.components.health.nofadeout = true
snail.task = snail:DoPeriodicTask(math.random(8,12), function(snail)
local pt1 = snail:GetPosition()
local rocks = {“rock1”,“rock2”,“rock_flintless”,“rock_ice”}
local rock = rocks[math.random(#rocks)]
local newrock = SpawnPrefab(rock)
newrock.Transform:SetPosition(pt1.x, 0, pt1.z)
newrock.Physics:SetActive(false)
newrock:DoTaskInTime(3, function(newrock) newrock.Physics:SetActive(true) end )
SpawnPrefab(“splash_ocean”).Transform:SetPosition(pt1.x, 0, pt1.z)
snail.SoundEmitter:PlaySound(“dontstarve/wilson/rock_break”)
GetPlayer().components.playercontroller:ShakeCamera(snail, “FULL”, 0.2, 0.02, .25, 40)
end )
snail:AddComponent(“inventoryitem”)
snail.components.inventoryitem:SetOnPutInInventoryFn(function(snail)
snail:RemoveTag(“sports”)
snail.components.locomotor:Stop()
snail:SetBrain(nil)
if snail.task then snail.task:Cancel() snail.task = nil end
end )
snail.components.inventoryitem:SetOnDroppedFn(function(snail)
snail:AddTag(“sports”)
local brain = require “brains/leifbrain”
snail:SetBrain(brain)
snail:RestartBrain()
snail.task = snail:DoPeriodicTask(math.random(8,12), function(snail)
local pt1 = snail:GetPosition()
local rocks = {“rock1”,“rock2”,“rock_flintless”,“rock_ice”}
local rock = rocks[math.random(#rocks)]
local newrock = SpawnPrefab(rock)
newrock.Transform:SetPosition(pt1.x, 0, pt1.z)
newrock.Physics:SetActive(false)
newrock:DoTaskInTime(3, function(newrock) newrock.Physics:SetActive(true) end )
SpawnPrefab(“splash_ocean”).Transform:SetPosition(pt1.x, 0, pt1.z)
snail.SoundEmitter:PlaySound(“dontstarve/wilson/rock_break”)
GetPlayer().components.playercontroller:ShakeCamera(snail, “FULL”, 0.2, 0.02, .25, 40)
end )
end )
snail:AddTag(“sports”)
snail:AddTag(“companion”)
snail:AddTag(“snails”)
inst:Remove()
end
inst:AddComponent(“deployable”)
inst.components.deployable.ondeploy = OnDeploy

local function onsave(inst, data)
if inst:HasTag(“snails”) then
data.snails = true
end
if inst:HasTag(“sports”) then
data.sports = true
end
end
local function onload(inst, data)
if data and data.snails then
inst.AnimState:SetBank(“slurtle”)
inst.AnimState:SetBuild(“slurtle”)
inst.AnimState:PlayAnimation(“idle”, true)
inst.Transform:SetFourFaced()
local sound = inst.entity:AddSoundEmitter()
inst:AddComponent(“locomotor”)
inst.components.locomotor.walkspeed = 7
inst:SetStateGraph(“SGslurtle”)
local minimap = inst.entity:AddMiniMapEntity()
minimap:SetIcon( “slurtle_den.png” )
inst.components.inventoryitem:ChangeImageName(“armorsnurtleshell”)
inst:RemoveComponent(“armor”)
inst:RemoveComponent(“equippable”)
inst:RemoveComponent(“useableitem”)
inst:RemoveComponent(“deployable”)
inst:RemoveTag(“shell”)
inst:RemoveComponent(“inventoryitem”)
inst:AddComponent(“combat”)
inst:AddComponent(“health”)
inst.components.health:SetMaxHealth(1000)
inst.components.health:SetInvincible(true)
inst.components.health.nofadeout = true
inst:AddComponent(“inventoryitem”)
inst.components.inventoryitem:SetOnPutInInventoryFn(function(inst)
inst:RemoveTag(“sports”)
inst.components.locomotor:Stop()
inst:SetBrain(nil)
if inst.task then inst.task:Cancel() inst.task = nil end
end )
inst.components.inventoryitem:SetOnDroppedFn(function(inst)
inst:AddTag(“sports”)
local brain = require “brains/leifbrain”
inst:SetBrain(brain)
inst:RestartBrain()
inst.task = inst:DoPeriodicTask(math.random(8,12), function(inst)
local pt1 = inst:GetPosition()
local rocks = {“rock1”,“rock2”,“rock_flintless”,“rock_ice”}
local rock = rocks[math.random(#rocks)]
local newrock = SpawnPrefab(rock)
newrock.Transform:SetPosition(pt1.x, 0, pt1.z)
newrock.Physics:SetActive(false)
newrock:DoTaskInTime(3, function(newrock) newrock.Physics:SetActive(true) end )
SpawnPrefab(“splash_ocean”).Transform:SetPosition(pt1.x, 0, pt1.z)
inst.SoundEmitter:PlaySound(“dontstarve/wilson/rock_break”)
GetPlayer().components.playercontroller:ShakeCamera(inst, “FULL”, 0.2, 0.02, .25, 40)
end )
end )
inst:AddTag(“companion”)
inst:AddTag(“snails”)
end
if data and data.sports then
local brain = require “brains/leifbrain”
inst:SetBrain(brain)
inst:RestartBrain()
inst.task = inst:DoPeriodicTask(math.random(8,12), function(inst)
local pt1 = inst:GetPosition()
local rocks = {“rock1”,“rock2”,“rock_flintless”,“rock_ice”}
local rock = rocks[math.random(#rocks)]
local newrock = SpawnPrefab(rock)
newrock.Transform:SetPosition(pt1.x, 0, pt1.z)
newrock.Physics:SetActive(false)
newrock:DoTaskInTime(3, function(newrock) newrock.Physics:SetActive(true) end )
SpawnPrefab(“splash_ocean”).Transform:SetPosition(pt1.x, 0, pt1.z)
inst.SoundEmitter:PlaySound(“dontstarve/wilson/rock_break”)
GetPlayer().components.playercontroller:ShakeCamera(inst, “FULL”, 0.2, 0.02, .25, 40)
end )
inst:AddTag(“sports”)
local pt2 = GetPlayer():GetPosition()
inst.Transform:SetPosition(pt2.x+1, 0, pt2.z+1)
end
end
inst.OnSave = onsave
inst.OnLoad = onload

即可用蜗牛龟盔甲种找矿蜗牛,鼠标左键点蜗牛,可将其放入物品栏(显示为蜗牛龟盔甲的图标)。在空旷的地上放下找矿蜗牛,它会为你勘探出新的石矿,石头从此成为可再生资源。找矿蜗牛只会专注于找矿,不会跟随你,别把它弄丢了,如果真找不到了,存档退出后再读档,它会出现在你身边。不想要找矿蜗牛时,在物品栏中对其按鼠标右键即可。蜗牛龟盔甲可在地下一层打蜗牛龟时获得,如果修改了“巨型超市”,也可以花9-11个黄金购买

一九九.人工女友(用蜂刺种三个女友之一,可背东西、做饭、换衣帽)

用记事本打开游戏目录\data\scripts\prefabs\stinger.lua文件,1.在Asset("ANIM", "anim/stinger.zip"),的下一行插入以下内容:Asset("ANIM", "anim/wathgrithr.zip"),
Asset("SOUND", "sound/wathgrithr.fsb"),2.在inst:AddComponent("inspectable")的下一行插入以下内容:

local slotpos = {}
for y = 5, 0, -1 do
for x = 0, 2 do
table.insert(slotpos, Vector3(75x-752+75, 75y-752+75,0))
end
end
local widgetbuttoninfo = {
text = “Do”,
position = Vector3(68, 361, 0),
fn = function(inst)
GetPlayer().SoundEmitter:PlaySound(“dontstarve/wilson/equip_item_gold”)
if not inst:HasTag(“withme”) then
inst:AddTag(“withme”)
local brain = require “brains/chesterbrain”
inst:SetBrain(brain)
inst:RestartBrain()
inst.components.follower:Se


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