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【攻略】彩虹雷射砲MOD



(っ・Д・)っ我给雷射加了七种色彩~
并且极大的增加了声光特效
你可以在科研站跟军事站购买到这种特殊的子弹
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我知道这是一个老MOD
现在他还可以用来挖矿了(゚∀。)

按照惯例介绍MOD制作方法
实际上要更改雷射光柱的粗细以及颜色
嗯。。。你需要打开你的PS
画一张雷射光的图
并且放到particle文件夹里面

别的其他特效其实是可以依靠增加 colormultiplier=”255,0,0,250″(<=这是红色)
来改变特效颜色 然而官方给的雷射动画用的图片就是红色的了
再怎么叠加颜色上去效果有限
所以不如自己画一张白色的雷射再加上七彩

弹药箱是由弹药+箱子构成
所以要自制子弹必须要增加两种item

[黄光雷射弹药箱]
<Item name=”LaserboxYellow” identifier=”LaserboxYellow” scale=”0.5″ tags=”pulselaserequipment,pulselaserammo,ammobox” category=”Equipment” linkable=”true” impactsoundtag=”impact_metal_heavy”>
    <PreferredContainer primary=”ammocontainer” spawnprobability=”0.0″/>
[这边是价钱]
      <Price baseprice=”2500″ soldeverywhere=”false”>
      <Price locationtype=”outpost” multiplier=”1.3″ sold=”false”/>
      <Price locationtype=”city” multiplier=”1.2″ sold=”false”/>
      <Price locationtype=”research” multiplier=”1.3″ minavailable=”1″/>
      <Price locationtype=”military” multiplier=”0.9″ minavailable=”1″/>
      <Price locationtype=”mine” multiplier=”1.2″ sold=”false”/>
    </Price>
[以及拆掉后会变成什么样子…不要拆他好ㄇ]
    <Deconstruct time=”10″>
      <Item identifier=”lithium” copycondition=”true”/>
      <Item identifier=”alienblood” copycondition=”true”/>
      <Item identifier=”aluminium” />
    </Deconstruct>
    <Sprite texture=”Content/Items/Containers/containers.png” depth=”0.54″ sourcerect=”550,678,117,89″ origin=”0.5,0.5″ />
    <Body width=”115″ height=”88″ density=”50″ />
    <Holdable slots=”RightHand+LeftHand” canBeCombined=”true” removeOnCombined=”false” holdpos=”0,-80″ handle1=”-40,30″ handle2=”40,30″ aimable=”false” msg=”ItemMsgPickUpSelect” />
    <ItemContainer hideitems=”true” capacity=”1″ drawinventory=”false” canbeselected=”false” canbecombined=”true” ShowConditionInContainedStateIndicator=”true” removecontaineditemsondeconstruct=”true” containedstateindicatorstyle=”bullet”>
      <StatusEffect type=”OnUse” target=”This” disabledeltatime=”true”>
        <SpawnItem identifiers=”laser_y”[要在弹药箱内放子弹] spawnposition=”ThisInventory” />
      </StatusEffect>
      <StatusEffect type=”Always” target=”This” Condition=”1″/>
      <StatusEffect type=”OnUse” target=”This” condition=”-2.25″ disabledeltatime=”true”>
        <RequiredItem items=”laser_y” type=”Contained” />
      </StatusEffect>
      <Containable items=”laser_y” />
    </ItemContainer>
  </Item>
[黄光雷射子弹]
  <Item name=”laser_y” identifier=”laser_y” category=”Misc” scale=”0.5″ sonarsize=”2″ hideinmenus=”true”>
    <Sprite texture=”Content/Items/Weapons/weapons_new.png” sourcerect=”140,500,70,70″ depth=”0.55″ origin=”0.5,0.5″ />
    <Body width=”170″ height=”10″ density=”20″ />
    <Holdable slots=”RightHand+LeftHand” holdpos=”0,-50″ handle1=”-10,0″ handle2=”10,0″ aimable=”false” />
    <Projectile characterusable=”false” hitscan=”true” removeonhit=”true”>
[在自制的whitelaser特效上面叠黄色]
      <ParticleEmitter particle=”whitelaser” particleamount=”1″ velocitymin=”0″ velocitymax=”0″ colormultiplier=”255,255,0,250″/>
      <ParticleEmitter particle=”FlareBubbles” emitacrossrayinterval=”50″/>
      <ParticleEmitter particle=”faradayfx” emitacrossrayinterval=”50″ scalemultiplier=”5,5″/>
  <ParticleEmitter particle=”psychosisfx” emitacrossrayinterval=”50″ scalemultiplier=”2,2″ anglemax=”360″ emitinterval=”1″ particleamount=”1″ particlespersecond=”0.1″ />  
[子弹内定义击中后的效果以及伤害]
      <Attack structuredamage=”25″ targetforce=”5″ itemdamage=”25″ severlimbsprobability=”0.5″ >
        <Affliction identifier=”burn” strength=”8″ />
        <Affliction identifier=”stun” strength=”1″ />
      </Attack>
[挖矿效果 从EK MOD偷来的]
  <StatusEffect type=”OnImpact” target=”NearbyItems” targettags=”ore” range=”250.0″ stackable=”false” DeattachTimer=”0.5″ />
[命中后爆炸效果 从IC4文件内复制过来的爆炸]
      <StatusEffect type=”OnImpact” target=”UseTarget”>
        <Explosion range=”250.0″ ballastfloradamage=”110″ structuredamage=”50″ itemdamage=”500″ stun=”5″ force=”20.0″ severlimbsprobability=”0.6″>
          <Affliction identifier=”burn” strength=”250″ />
          <Affliction identifier=”explosiondamage” strength=”75″ />
        </Explosion>
[这边我增加了几个酷炫的特效]
<ParticleEmitter particle=”muzzleflashpulselaser” anglemin=”0″ anglemax=”360″ particleamount=”10″ velocitymin=”0″ scalemin=”0.5″ scalemax=”0.8″ />
        <ParticleEmitter particle=”weldspark” particleamount=”5″ anglemin=”0″ anglemax=”360″ velocitymin=”300″ velocitymax=”350″ scalemin=”1.5″ scalemax=”1.9″ drawontop=”true” colormultiplier=”255,200,225,180″ />
        <ParticleEmitter particle=”FlareBubbles” particleamount=”3″ anglemin=”0″ anglemax=”360″ velocitymin=”0″ velocitymax=”50″/>
      </StatusEffect>
      <StatusEffect type=”OnImpact” target=”UseTarget”>
        <Conditional entitytype=”eq Structure”/>
        <Conditional hastag=”eq door”/>
        <ParticleEmitter particle=”spark” copyentityangle=”true” anglemin=”-10″ anglemax=”10″ particleamount=”5″ velocitymin=”-10″ velocitymax=”-200″ scalemin=”0.5″ scalemax=”1″ />
      </StatusEffect>
      <StatusEffect type=”OnUse” target=”This” disabledeltatime=”true”>
        <Explosion range=”150.0″ structuredamage=”25″ itemdamage=”25″ force=”10.0″ flames=”false” smoke=”false” sparks=”false” underwaterbubble=”false” flashcolor=”255,0,0,255″ >
          <Affliction identifier=”explosiondamage” strength=”40″ />
          <Affliction identifier=”burn” strength=”20″ />
        </Explosion>
      </StatusEffect>
      <StatusEffect type=”OnNotContained” target=”This”>
        <Remove />
      </StatusEffect>
    </Projectile>
  </Item>

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