在上一篇文章中,小编为您详细介绍了关于《阴阳师阵容搭配推荐?手游选择方法》相关知识。 本篇中小编将再为您讲解标题手机版mod移植?饥荒状态显示修改。
首先玩家要在手机里安装mt管理器②.⓪ · 百度搜索下就有,然后使用mt管理器按照下面教程操作:
①.mt管理器打开储存盘/android/obb/com.kleientertainment.doNotStarvePocket/main.①⑨.com.kleientertainment.doNotStarvePocket.obb文件,打开方式选zip查看
打开scripts/widgets/badge.lua用XML编辑
①.找到self:SetScale(① · ① · ①)
替换为self:SetScale(⓪.⑨ · ⓪.⑨ · ⓪.⑨)
嫌大可以全改⓪.⑧或者更小
②.找到
local usedLanguage = TheSim:GetUsedLanguage()
if usedLanguage == korean or usedLanguage == simplified_chinese or usedLanguage == traditional_chinese or usedLanguage == japanese then
self.num = self:AddChild(Text(NUMBERFONT, ③③))
else
self.num = self:AddChild(Text(BODYTEXTFONT, ③③))
end
self.num:SetHAlign(ANCHOR_MIDDLE)
self.num:SetPosition(⑤ · ⓪ · ⓪)
self.num:Hide()
替换为
self.num = self:AddChild(Text(BODYTEXTFONT, ②⑧))
self.num:SetHAlign(ANCHOR_MIDDLE)
self.num:SetScale(① · .⑧ · ①)
self.num:SetPosition(⓪ · -④⓪.⑤ · ⓪)
self.num:Show()
以上两步是修改字体大小,可改可不改,也可以根据自己的喜好调整。
③.找到
function Badge:OnGainFocus()
Badge._base.OnGainFocus(self)
self.num:Show()
end
function Badge:OnLoseFocus()
Badge._base.OnLoseFocus(self)
self.num:Hide()
end
替换为
--function Badge:OnGainFocus()
-- Badge._base.OnGainFocus(self)
-- self.num:Show()
--end
--function Badge:OnLoseFocus()
-- Badge._base.OnLoseFocus(self)
-- self.num:Hide()
--end
或直接删除
④.最后的return Badge
替换为
function Badge:SetTemperature(val)
self.num:SetString(温度:..tostring(math.ceil(val/②)))
end
function Badge:SetNaughty(val, max)
self.num:SetString(tostring(val)../..tostring(max))
end
return Badge
退出保存,更新选是。
②.打开DLC⓪⓪⓪①/scripts/components/kramped.lua
①.文首插入
local naughtyness = ⓪
local limit = ⓪
改完记得换行
②.找到
self.actions = ⓪
self.threshold = nil
替换为
self.actions = ⓪
self.threshold = ③⓪
naughtyness = self.actions --mod
limit = self.threshold --mod
有些语录后面的--mod代表数显mod加入的内容,方便你们学习跟修改
③.找到
function Kramped:OnLoad(data)
self.actions = data.actions or self.actions
self.threshold = data.threshold or self.threshold
end
替换为
function Kramped:OnLoad(data)
self.actions = data.actions or self.actions
self.threshold = data.threshold or self.threshold
naughtyness = self.actions --mod
limit = self.threshold --mod
end
④.找到
function Kramped:OnUpdate(dt)
if self.actions ⓪ then
self.timetodecay = self.timetodecay - dt
if self.timetodecay ⓪ then
self.timetodecay = TUNING.KRAMPUS_NAUGHTINESS_DECAY_PERIOD
self.actions = self.actions - ①
end
end
end
替换为
function Kramped:OnUpdate(dt)
if self.actions ⓪ then
self.timetodecay = self.timetodecay - dt
if self.timetodecay ⓪ then
self.timetodecay = TUNING.KRAMPUS_NAUGHTINESS_DECAY_PERIOD
self.actions = self.actions - ①
naughtyness = self.actions --mod
self:DoDelta() --mod
end
end
end
⑤.找到
function Kramped:OnNaughtyAction(how_naughty)
if TUNING.KRAMPUS_INCREASE_RAMP ① or TUNING.KRAMPUS_THRESHOLD_VARIANCE ① then return end
if self.threshold == ③⓪ then
self.threshold = TUNING.KRAMPUS_THRESHOLD + math.random(TUNING.KRAMPUS_THRESHOLD_VARIANCE)
end
self.actions = self.actions + (how_naughty or ①)
self.timetodecay = TUNING.KRAMPUS_NAUGHTINESS_DECAY_PERIOD
if self.actions = self.threshold and self.threshold ⓪ then
local day = GetClock().numcycles
local num_krampii = ①
self.threshold = TUNING.KRAMPUS_THRESHOLD + math.random(TUNING.KRAMPUS_THRESHOLD_VARIANCE)
self.actions = ⓪
if day TUNING.KRAMPUS_INCREASE_LVL① then
num_krampii = num_krampii + math.random(TUNING.KRAMPUS_INCREASE_RAMP)
elseif day TUNING.KRAMPUS_INCREASE_LVL② then
num_krampii = num_krampii + ① + math.random(TUNING.KRAMPUS_INCREASE_RAMP)
end
for k = ① · num_krampii do
self:MakeAKrampus()
end
else
self.inst:DoTaskInTime(① + math.random()*② · function()
local snd = CreateEntity()
snd.entity:AddTransform()
snd.entity:AddSoundEmitter()
snd.persists = false
local theta = math.random() * ② * PI
local radius = ①⑤
local offset = Vector③(self.inst.Transform:GetWorldPosition()) + Vector③(radius * math.cos( theta ), ⓪ · -radius * math.sin( theta ))
snd.Transform:SetPosition(offset.x,offset.y,offset.z)
local left = self.threshold - self.actions
if left ⑤ then
snd.SoundEmitter:PlaySound(dontstarve/creatures/krampus/beenbad_lvl③)
elseif left ①⑤ then
snd.SoundEmitter:PlaySound(dontstarve/creatures/krampus/beenbad_lvl②)
elseif left ②⓪ then
snd.SoundEmitter:PlaySound(dontstarve/creatures/krampus/beenbad_lvl①)
end
snd:Remove()
end)
end
end
替换为
function Kramped:OnNaughtyAction(how_naughty)
if TUNING.KRAMPUS_INCREASE_RAMP ① or TUNING.KRAMPUS_THRESHOLD_VARIANCE ① then return end
if self.threshold == ③⓪ then
self.threshold = TUNING.KRAMPUS_THRESHOLD + math.random(TUNING.KRAMPUS_THRESHOLD_VARIANCE)
end
self.actions = self.actions + (how_naughty or ①)
self.timetodecay = TUNING.KRAMPUS_NAUGHTINESS_DECAY_PERIOD
naughtyness = self.actions --mod
if self.actions = self.threshold and self.threshold ⓪ then
local day = GetClock().numcycles
local num_krampii = ①
self.threshold = TUNING.KRAMPUS_THRESHOLD + math.random(TUNING.KRAMPUS_THRESHOLD_VARIANCE)
self.actions = ⓪
limit = self.threshold --mod
naughtyness = self.actions --mod
if day TUNING.KRAMPUS_INCREASE_LVL① then
num_krampii = num_krampii + math.random(TUNING.KRAMPUS_INCREASE_RAMP)
elseif day TUNING.KRAMPUS_INCREASE_LVL② then
num_krampii = num_krampii + ① + math.random(TUNING.KRAMPUS_INCREASE_RAMP)
end
for k = ① · num_krampii do
self:MakeAKrampus()
end
else
self.inst:DoTaskInTime(① + math.random()*② · function()
local snd = CreateEntity()
snd.entity:AddTransform()
snd.entity:AddSoundEmitter()
snd.persists = false
local theta = math.random() * ② * PI
local radius = ①⑤
local offset = Vector③(self.inst.Transform:GetWorldPosition()) + Vector③(radius * math.cos( theta ), ⓪ · -radius * math.sin( theta ))
snd.Transform:SetPosition(offset.x,offset.y,offset.z)
local left = self.threshold - self.actions
if left ⑤ then
snd.SoundEmitter:PlaySound(dontstarve/creatures/krampus/beenbad_lvl③)
elseif left ①⑤ then
snd.SoundEmitter:PlaySound(dontstarve/creatures/krampus/beenbad_lvl②)
elseif left ②⓪ then
snd.SoundEmitter:PlaySound(dontstarve/creatures/krampus/beenbad_lvl①)
end
snd:Remove()
end)
end
self:DoDelta() --mod
end
⑥.文尾return Kramped前①行
插入
function Kramped:GetNaughtyness()
return naughtyness
end
function Kramped:GetLimit()
return limit
end
function Kramped:DoDelta()
self.inst:PushEvent(naughtydelta)
end
退出保存更新选是.
③.打开DLC⓪⓪⓪①/scripts/widgets/statusdisplays.lua
①.找到local MoistureMeter = require widgets/moisturemeter
后面插入①行
local Badge = require widgets/badge
local kramped = require components/kramped
local NaughtyBadge = Class(Badge, function(self, owner)
Badge._ctor(self, naughty, owner)
end)
local TemperatureBadge = Class(Badge, function(self, owner)
Badge._ctor(self, temperature, owner)
end)
②.找到self.heart:SetPercent(self.owner.components.health:GetPercent(), self.owner.components.health.maxhealth, self.owner.components.health:GetPenaltyPercent())
后面插入①行
self.naughty = self:AddChild(NaughtyBadge(owner))
self.naughty:SetPosition(-①①⓪ · ①⑤ · ⓪)
self.naughty:SetNaughty(self.owner.components.kramped:GetNaughtyness(), self.owner.components.kramped:GetLimit())
self.temperature = self:AddChild(TemperatureBadge(owner))
self.temperature:SetPosition(③⓪ · ①⑤ · ⓪)
self.temperature:SetTemperature(self.owner.components.temperature:GetCurrent())
③.找到
if GetWorld() and GetWorld():IsCave() then
self.brain:SetPosition(③⓪ · -⓪ · ⓪)
self.stomach:SetPosition(-①①⓪ · -⓪ · ⓪)
self.heart:SetPosition(-④⓪ · -⓪ · ⓪)
self.moisturemeter:SetPosition(③⓪ · -⑦⓪ · ⓪)
end
替换为
if GetWorld() and GetWorld():IsCave() then
self.brain:SetPosition(③⓪ · -④⓪ · ⓪)
self.stomach:SetPosition(-①①⓪ · -④⓪ · ⓪)
self.heart:SetPosition(-④⓪ · -⑦⓪ · ⓪)
self.moisturemeter:SetPosition(-④⓪ · ⓪ · ⓪)
end
这里是修改进入洞穴后几个槽的位置,同样是可改可不改,而且我改的也不好,位置有点不对,建议自己调整
④.找到
self.inst:ListenForEvent(sanitydelta, function(inst, data) self:SanityDelta(data) end, self.owner)
后面插入①行
self.inst:ListenForEvent(temperaturedelta, function(inst, data) self.temperature:SetTemperature(self.owner.components.temperature:GetCurrent()) end, self.owner)
self.inst:ListenForEvent(naughtydelta, function(inst) self.naughty:SetNaughty(self.owner.components.kramped.GetNaughtyness(), self.owner.components.kramped.GetLimit()) end, self.owner)
退出保存更新,进入游戏数据显示即修改完成。
ps:修改还是有风险的,如何不成功有可能损坏数据包,当进入游戏后,系统会提示玩家在重新下载数据包,所以在试之前建议先备份下数据包。
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