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YN156-全人物可制造魔法书

代码来源于“易宁”大佬的分享,仅供学习,不要直接复制粘贴。 原帖链接:http://bbs.3dmgame.com/thread-3859071-1-1.html 一五六.全人物可制造魔法书 1.用MT管理器打开游戏目录/assets/DLC0002/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MT管理器打开游戏目录/assets/DLC0002/scripts/prefabs/player_common.lua文件,在inst:AddComponent("temperature")的下一行插入inst:AddComponent("reader") 3.用MT管理器打开游戏目录/assets/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

2025/04/23 · Bny

YN157-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)

代码来源于“易宁”大佬的分享,仅供学习,不要直接复制粘贴。 原帖链接:http://bbs.3dmgame.com/thread-3859071-1-1.html 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MT管理器打开游戏目录/assets/DLC0002/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MT管理器打开游戏目录/assets/DLC0002/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MT管理器打开游戏目录/assets/DLC0002/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MT管理器打开游戏目录/assets/DLC0002/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

2025/04/23 · Bny

YN158-全人物可制造瓦丝格雷斯矛、瓦丝格雷斯帽

代码来源于“易宁”大佬的分享,仅供学习,不要直接复制粘贴。 原帖链接:http://bbs.3dmgame.com/thread-3859071-1-1.html 一五八.全人物可制造瓦丝格雷斯矛、瓦丝格雷斯帽 用MT管理器打开游戏目录/assets/DLC0002/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

2025/04/23 · Bny

YN159-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)

代码来源于“易宁”大佬的分享,仅供学习,不要直接复制粘贴。 原帖链接:http://bbs.3dmgame.com/thread-3859071-1-1.html 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MT管理器打开游戏目录/assets/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

2025/04/23 · Bny

YN160-神之矛(矛攻击时召唤闪电雷击敌人)

代码来源于“易宁”大佬的分享,仅供学习,不要直接复制粘贴。 原帖链接:http://bbs.3dmgame.com/thread-3859071-1-1.html 一六0.神之矛(矛攻击时召唤闪电雷击敌人) 用MT管理器打开游戏目录/assets/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 then owner:AddTag("nolightning") owner:RemoveComponent("playerlightningtarget") end 2.在local function onunequip(inst, owner)的下一行插入以下内容: if owner:HasTag("nolightning") then owner:RemoveTag("nolightning") owner:AddComponent("playerlightningtarget") end 3.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

2025/04/23 · Bny

YN161-钓金龟(用鱼竿将敌人变成黄金雕像)

代码来源于“易宁”大佬的分享,仅供学习,不要直接复制粘贴。 原帖链接:http://bbs.3dmgame.com/thread-3859071-1-1.html 一六一.钓金龟(用鱼竿将敌人变成黄金雕像) 用MT管理器打开游戏目录/assets/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

2025/04/23 · Bny

YN162-萌时代(扔蜂蜜将怪物变回童年)

代码来源于“易宁”大佬的分享,仅供学习,不要直接复制粘贴。 原帖链接:http://bbs.3dmgame.com/thread-3859071-1-1.html 一六二.萌时代(扔蜂蜜将怪物变回童年) 用MT管理器打开游戏目录/assets/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

2025/04/23 · Bny

YN163-犬牙手雷(扔犬牙炸倒一大片)

代码来源于“易宁”大佬的分享,仅供学习,不要直接复制粘贴。 原帖链接:http://bbs.3dmgame.com/thread-3859071-1-1.html 一六三.犬牙手雷(扔犬牙炸倒一大片) 用MT管理器打开游戏目录/assets/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

2025/04/23 · Bny

YN164-高爆地雷(指南针放在地上作地雷)

代码来源于“易宁”大佬的分享,仅供学习,不要直接复制粘贴。 原帖链接:http://bbs.3dmgame.com/thread-3859071-1-1.html 一六四.高爆地雷(指南针放在地上作地雷) 用MT管理器打开游戏目录/assets/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

2025/04/23 · Bny

YN165-死神之光(拿提灯时右键点空地,满屏敌人通杀)

代码来源于“易宁”大佬的分享,仅供学习,不要直接复制粘贴。 原帖链接:http://bbs.3dmgame.com/thread-3859071-1-1.html 一六五.死神之光(拿提灯时右键点空地,满屏敌人通杀) 用MT管理器打开游戏目录/assets/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

2025/04/23 · Bny