安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题
The fu_racialiser script looks like it does it, but it only works for objects (and other scriptable entities) because starbound objects (and scripted entities) can store their sprites and parameters inside "themselves" - but there is no way to do this for the vanilla radiomessages, those are "old-school" non-scripted interfaces which are using entirely static configuration.
I've tried for quite some time before giving up - all the ideas I had were way too hacky and finicky to be used, so now I'm just waiting for them to modernize the radiomessage stuff, which might be never since it's a system that works well and doesn't need any improvements.
Well, i'v one solution left.
But i dont know if it work too
When you start a new game with build your own ship (byos) and fracking universe
You start with a broken ship, whithout any S.A.I.L
In fact, you have one "saved" in : fu_byostechstation.object [path : \frackinguniverse\objects\ship\fu_byostechstation]
That S.A.I.L are temporary [and his path are stored in the object]
and wait you, for choose one solution :
- Build you own ship
- Default
Depend of what you choose, you'r ship will load. But !
The most important is the files and the script used by the mod for apply that.
They are seem to be stored in [\interface\ai\]
When you watch [fu_byosai.lua] you will found some dynamic script value :
---------------------
function init()
textData = {}
textUpdateDelay = config.getParameter("textUpdateDelay")
chatterSound = config.getParameter("chatterSound")
defaultShipUpgrade = config.getParameter("defaultShipUpgrade")
byosItems = config.getParameter("byosItems")
aiFaceCanvas = widget.bindCanvas("aiFaceCanvas")
aiImage = {image = config.getParameter("aiImage")}
aiImage.frames = config.getParameter("aiFrames") - 1
aiImage.updateTime = config.getParameter("aiUpdateTime")
aiImage.currentFrame = 0
scanlines = {image = config.getParameter("scanlinesImage")}
scanlines.frames = config.getParameter("scanlinesFrames") - 1
scanlines.updateTime = config.getParameter("scanlinesUpdateTime")
scanlines.currentFrame = 0
static = {image = config.getParameter("staticImage")}
static.frames = config.getParameter("staticFrames") - 1
static.updateTime = config.getParameter("staticUpdateTime")
static.currentFrame = 0
updateAiImage()
-----------------
This think define your SAIL.
He get the value, and apply them for make the S.A.I.L
Some line after, you will found :
-------------------
function racial()
if not world.getProperty("fuChosenShip") then
race = player.species()
count = racialiserBootUp()
parameters = getBYOSParameters("techstation", true, _)
player.giveItem({name = "fu_byostechstation", count = 1, parameters = parameters})
player.startQuest("fu_shipupgrades")
player.upgradeShip(defaultShipUpgrade)
world.setProperty("fuChosenShip", true)
pane.dismiss()
end
end
function racialiserBootUp()
raceInfo = root.assetJson("/interface/objectcrafting/fu_racialiser/fu_raceinfo.config").raceInfo
for num, info in pairs (raceInfo) do
if info.race == race then
return num
end
end
return 0
end
-----------
I have maybe forgot some value, it's better you will watch yourself.
But, it seem the script look for any value dynamically, and can apply modifications.
and it appear to work with radio messages.
Maybe you can apply your own value with your own config file ?
it seems to me possible to apply a script like that, in your own techstation or trigger quest.
All of that start from that script :
-------------
: function byos()
if not world.getProperty("fuChosenShip") then
player.startQuest("fu_byos")
player.startQuest("fu_shipupgrades")
for _, recipe in pairs (root.assetJson("/interface/ai/fu_byosrecipes.config")) do
player.giveBlueprint(recipe)
end
if byosItems then
for _,byosItem in pairs (byosItems) do
player.giveItem(byosItem)
end
end
world.sendEntityMessage("bootup", "byos", player.species())
world.setProperty("fuChosenShip", true)
pane.dismiss()
end
end
-----------
I believe all of that, was possible when the starting quest begin.
I already saw that in many mod, they use a trigger quest for launch a bunch a script. I dont know if it's the condition to work well.
-------------
Well, hope it was helping you. It is my last good idea :/