1、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 版一.全人物解锁用记事本打开游戏目录datascriptsplayerprofile.lua 文件,将下列内容:return true - mod characterendreturn false替换为:return true - mod characterendreturn 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dataDLC0001scriptstuning.lua 文件,1.将 local wilson_health = 150 替
2、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,WOLFGAN
3、G_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dataDLC0001scriptsprefabsplayer_common.lua 文件,在ponents.health:SetMaxHealth(TUNING.WILSON_HEALTH)的下一行插入以下内容:ponents.h
4、ealth: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dataDLC0001scriptstuning.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
5、 = 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dataDLC0001scriptsprefabsplayer_common.lua 文件,将下列内容:inst:AddComponent(“grue“)ponents.grue:SetSou
6、nds(“dontstarve/charlie/warn“,“dontstarve/charlie/attack“)替换为:local function OnAttacked(inst, data)ponents.health:DoDelta(ponents.health.maxhealth)ponents.sanity:DoDelta(ponents.sanity.max)if ponents.health ponents.health:DoDelta(-3000)endendinst:ListenForEvent(“attacked“, OnAttacked)即可让主角受攻击时不掉血、不伤
7、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dataDLC0001scriptsprefabsresurrectionstone.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十一.提高主角攻击力用记事本打开游戏目录dataDLC0001
8、scriptstuning.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dataDLC0001scriptscomponentsplayeractionpicker.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
9、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dataDLC0001scriptstuning.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dataDLC0001scriptstuning.lua
10、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dataDLC0001scriptstuning.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dataDLC0
11、001scriptsprefabsplayer_common.lua 文件,在inst:AddComponent(“builder“)下一行插入以下内容:ponents.builder.science_bonus = ponents.builder.magic_bonus = ponents.builder.ancient_bonus = 42.用记事本打开游戏目录dataDLC0001scriptsprefabswickerbottom.lua 文件,将ponents.builder.science_bonus = 1 替换为-ponents.builder.science_bonus =
12、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十九.加大单格堆叠数量用记事本打开游戏目录dataDLC0001scriptstuning.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dataDLC000
13、1scriptscomponentsinventory.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dataDLC0001scriptscomponentsinventory.lua 文件,将 local MAXSLOTS = 15 替换为 local MAXSLOTS = 602.用记事本打开游戏目录datascriptswidgetsinventorybar.lua 文件,将self.bg:SetScale(1.15,1,1
14、)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
15、, self.owner)self.equipv.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 = ponents.inventory:GetEquippedItem(v.slot)if item thens
16、lot:SetTile(ItemTile(item)endend for k = 1,num_slots dolocal slot = InvSlot(k, HUD_ATLAS, “inv_slot.tex“, self.owner, ponents.inventory)self.invk = 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:SetPos
17、ition(x,0,0)slot.top_align_tip = W*0.5 + YSEPlocal item = ponents.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_inters
18、epfor k, v in ipairs(self.equipslotinfo) dolocal slot = EquipSlot(v.slot, v.atlas, v.image, self.owner)self.equipv.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,
19、190,0)table.insert(eslot_order, slot)local item = ponents.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, ponents.inventory)self.invk = self.toprow:AddChild(slot)local interseps = math.floor(
20、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 = ponents.inventory:GetItemInSlot(k)if item thenslot:SetTile(ItemTile(item)endendfor k = 31,60 dolocal slot = InvSlot(k, HUD_ATLAS, “inv_slot.tex“, self.owner, ponents.inventory)s
21、elf.invk = 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 = ponents.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
22、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dataDLC0001scriptsprefabsbackpack.lua 文件,将ponents.inventoryitem.cangoincontainer = false 替换为ponents.inventoryitem.cangoincontainer = true2.同时携带多个小猪包:用记事本打开游戏目录dataDLC0001scriptsprefabspiggyba
23、ck.lua 文件,将ponents.inventoryitem.cangoincontainer = false 替换为ponents.inventoryitem.cangoincontainer = true3.同时携带多个坎普斯背包:用记事本打开游戏目录dataDLC0001scriptsprefabskrampus_sack.lua 文件,将ponents.inventoryitem.cangoincontainer = false 替换为ponents.inventoryitem.cangoincontainer = true4.同时携带多个冰包:用记事本打开游戏目录dataDLC0
24、001scriptsprefabsicepack.lua文件,将 ponents.inventoryitem.cangoincontainer = false 替换为ponents.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dataDLC0001scriptsprefabsbackpack.lua 文件,1.将下列内容:for y = 0, 3 dotable.insert(slotpos, Vector3(-162, -y*75 + 114 ,0)table.insert(slotpos,
25、 Vector3(-162 +75, -y*75 + 114 ,0)替换为:for y = 0, 12 dotable.insert(slotpos, Vector3(-162, -y*75 + 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:ponents.container.widgetanimbank = “ui_backpack_2x4“ponents.container.widget
26、animbuild = “ui_backpack_2x4“ponents.container.widgetpos = Vector3(-5,-70,0)替换为:-ponents.container.widgetanimbank = “ui_backpack_2x4“-ponents.container.widgetanimbuild = “ui_backpack_2x4“ponents.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dataDLC0001scriptsrecipes.l
27、ua 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
28、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dataDLC0001scriptsprefabswoodie.lua 文件,将ponents.beaverness:DoDelta(3)替换为 ponents.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dataDLC0001scriptsprefabswoodie.lua 文件,1.将 ponents.inventory:DropEverything()替换为-ponents.inventory:DropEveryth
29、ing()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 ponents.beaverness:IsBeaver() thenif not ponents.beaverness.doing_transform ponents.beaverness:SetPercent(1)ponents.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
30、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dataDLC0001scriptsprefabswickerbottom.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datascriptsprefabswaxwelljournal.lua 文件,将ponents.sanity:Rec
31、alculatePenalty()替换为-ponents.sanity:RecalculatePenalty()2.用记事本打开游戏目录datascriptsprefabsshadowwaxwell.lua 文件,将下列内容:inst:ListenForEvent(“death“, ondeath)inst:AddComponent(“inventory“)ponents.inventory.dropondeath = falseinst:AddComponent(“sanityaura“)ponents.sanityaura.penalty = TUNING.SHADOWWAXWELL_SA
32、NITY_PENALTY替换为:-inst:ListenForEvent(“death“, ondeath)inst:AddComponent(“inventory“)ponents.inventory.dropondeath = false-inst:AddComponent(“sanityaura“)-ponents.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dataDLC0001scriptsprefabswathgrithr.l
33、ua 文件,将ponents.eater:SetCarnivore(true)替换为-ponents.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dataDLC0001scriptsprefabswebber.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
34、DLC0001scriptswidgetsitemtile.lua 文件,将下列内容:if ponents.fueled thenself:SetPercent(ponents.fueled:GetPercent()endif ponents.finiteuses thenself:SetPercent(ponents.finiteuses:GetPercent()endif ponents.perishable thenif self:HasSpoilage() thenself:SetPerishPercent(ponents.perishable:GetPercent()elseself
35、:SetPercent(ponents.perishable:GetPercent()endendif ponents.armor thenself:SetPercent(ponents.armor:GetPercent()end替换为:-if ponents.fueled then-self:SetPercent(ponents.fueled:GetPercent()-end-if ponents.finiteuses then-self:SetPercent(ponents.finiteuses:GetPercent()-endif ponents.perishable thenif se
36、lf:HasSpoilage() thenself:SetPerishPercent(ponents.perishable:GetPercent()elseself:SetPercent(ponents.perishable:GetPercent()endend-if ponents.armor then-self:SetPercent(ponents.armor:GetPercent()-end2.用记事本打开游戏目录datascriptscomponentsfiniteuses.lua 文件,将self:SetUses(self.current - (num or 1)替换为 self:S
37、etUses(self.current - 0)3.用记事本打开游戏目录dataDLC0001scriptscomponentsfueled.lua 文件,将self.consuming = true 替换为 self.consuming = false4.用记事本打开游戏目录datascriptscomponentsarmor.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.ma
38、xcondition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dataDLC0001scriptstuning.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
39、_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 =
40、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 GREENAMUL
41、ET_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_time*1.25,夜棍 NIGHTSTICK_FUEL = night_time*6,矿工帽 MINERHAT_L
42、IGHTTIME = (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 = 2*total_day_time*perish_warp,伞 UMBRELLA_PERISHTIME = total_day_time*6,眼睛帽 EYEBRELLA_PERISHTIME = total_
43、day_time*9,草帽 STRAWHAT_PERISHTIME = total_day_time*5,兔耳罩 EARMUFF_PERISHTIME = total_day_time*5,冬帽 WINTERHAT_PERISHTIME = total_day_time*10,牛毛帽 BEEFALOHAT_PERISHTIME = total_day_time*10,寒冬背心 TRUNKVEST_PERISHTIME = total_day_time*15,反射背心 REFLECTIVEVEST_PERISHTIME = total_day_time*8,夏威夷衬衫 HAWAIIANSHIRT
44、_PERISHTIME = total_day_time*15,小巧背心 SWEATERVEST_PERISHTIME = total_day_time*10,饥饿腰带 HUNGERBELT_PERISHTIME = total_day_time*8,熊背心 BEARGERVEST_PERISHTIME = total_day_time*7,雨衣 RAINCOAT_PERISHTIME = total_day_time*10,海象帽子 WALRUSHAT_PERISHTIME = total_day_time*25,羽毛帽 FEATHERHAT_PERISHTIME = total_day_t
45、ime*8,高礼帽 TOPHAT_PERISHTIME = total_day_time*8,冰帽 ICEHAT_PERISHTIME = total_day_time*4,鼹鼠帽 MOLEHAT_PERISHTIME = total_day_time*1.5,防雨帽 RAINHAT_PERISHTIME = total_day_time*10,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_
46、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dataDLC0001scriptstuning.lua 文件,分别查找以下内容:空手 UNARMED_DAMAGE = 10,暗影剑 NIGHTSWORD_DAMAGE = wilson_attack*2,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_attack*1.75,矛 SPEAR_DAMAGE = wilson_attack,瓦丝格雷斯矛 WATHGRITHR_SPEAR_DAMAGE = wilson_attack * 1.25,斧头 AXE_DAMAGE = wilson_attack*