Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
修改workshop-1543901440\scripts\components下的stewer.lua下
function Stewer:Harvest( harvester )函数找到local loot = nil 这条语句
下面有两个同级的if-end,再两个if后面加一个loot:Remove()即可解决问题
最后的结构
local loot = nil
if
...
else
...
end
if
...
end
loot:Remove()
虽然不是很清楚作者前面做的判断和最后食物获取有啥关系不过还是先留着吧
if loot then
loot.targetMoisture = 0
loot:DoTaskInTime(2*FRAMES, function()
if loot.components.moisturelistener then
loot.components.moisturelistener.moisture = loot.targetMoisture
loot.targetMoisture = nil
loot.components.moisturelistener:DoUpdate()
end
end)
end
删除这些代码可以解决烹饪食物在地图上刷新的问题。
local loot = nil
if self.product ~= "spoiledfood" then
loot = SpawnPrefab(self.product) -- 大概是造成bug的元凶
if loot and loot.components.perishable then
--loot.components.perishable:SetPercent( self.product_spoilage)
--loot.components.perishable:LongUpdate(GetTime() - self.targettime)
--loot.components.perishable:StartPerishing()
end
else
--loot = SpawnPrefab("spoiled_food") -- 大概是造成bug的元凶
if IsDLCEnabled(CAPY_DLC) then
inst.components.combat.damagemultiplier = 0.75
end
先找到local function onsanitychange(inst,data)和local function onpreload(inst)之间的部分删掉{local function onpreload(inst)不删!!!}然后把下面的代码复制粘贴到删除的位置。
--重新计算
local percent = inst.components.sanity:GetPercent()
if percent >= 0.75 then
inst.components.combat.damagemultiplier = 1.75--随san变化,越低越高
elseif percent >= 0.5 and percent < 0.75 then
inst.components.combat.damagemultiplier = 2.25
elseif percent >= 0.25 and percent < 0.5 then
inst.components.combat.damagemultiplier = 2.5
else
inst.components.combat.damagemultiplier = 3
end
if IsDLCEnabled(CAPY_DLC) then
if percent >= 0.75 then
elseif percent >= 0.5 and percent < 0.75 then
inst.components.combat:AddDamageModifier("shinobu", 1.25)
elseif percent >= 0.25 and percent < 0.5 then
inst.components.combat:AddDamageModifier("shinobu", 1.5 )
else
inst.components.combat:AddDamageModifier("shinobu", 2.0)
end
end
if IsDLCEnabled(PORKLAND_DLC) then
if percent >= 0.75 then
inst.components.combat:AddDamageModifier("shinobu", 0.75)--随san变化,越低越高
elseif percent >= 0.5 and percent < 0.75 then
inst.components.combat:AddDamageModifier("shinobu", 1.25)
elseif percent >= 0.25 and percent < 0.5 then
inst.components.combat:AddDamageModifier("shinobu", 1.5 )
else
inst.components.combat:AddDamageModifier("shinobu", 2.0)
end
end
end
另外,可以在mod配置界面加妖刀照明亮度和范围选项吗,拜谢。
所以在哈姆雷特里,如果要想进洞穴,遗迹,就把猪人商店关了。