手机版mod移植?饥荒状态显示修改

发表时间:2017-02-25 07:49:01浏览:115次

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。

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。

手机版mod移植?饥荒状态显示修改

玩家聚焦:

编后语:关于《手机版mod移植?饥荒状态显示修改》关于知识就介绍到这里,希望本站内容能让您有所收获,如有疑问可跟帖留言,值班小编第一时间回复。 下一篇内容是有关《智械英雄专用模拟器下载?电脑版》,感兴趣的同学可以点击进去看看。

相关推荐

玩家点评

条评论

热门下载

热点资讯