0330睡到1055,不小心又熬夜了,欸嘿。
Godot竟然只有60多MB,惊了,比Unity小巨多,之前吃的都是什么屎呀。
反编译后只有project.binary而没有project.dogot因此无法用godot打开游戏。
将GDRE_tools-v2.6.0-beta.3-windows换成GDRE_tools-v2.5.0-windows后project.godot出现了。
发现godot天生就适合只操控键盘不使用鼠标玩,它有类似focus_neighbour_bottom这种变量来控制按 ↓ 时跳到哪个按钮,之前玩土豆兄弟的时候就很喜欢这种设计。
战斗中焦点记忆上次使用贴纸的mod写完了,但无法生效,一开始还以为和别的mod冲突了,这种直接改代码的比那种添加到函数前后的mod设计看起来就更危险,删掉别的mod我刚写的依旧无法通过steam启动生效,但Godot中又能正常生效;去wiki重新跟着导出也不行。
Due to the way mod loading works, any resources that were already loaded before the mod is loaded (e.g. autoload scripts) won’t be replaced by the mod’s packed resources. If your mod relies on changes to one of these resources, it will appear to work fine in the editor, but break when loaded into the real game.
或许应该参考https://github.com/Yukitty/CassetteBeasts-modutils/wiki/Class-Patcher使用# PATCH: ADD LINES HERE
Always remember that it’s easy to just edit out the code and slap it on the game; what’s hard is making this all mod-friendly. The objective of the class patcher is not just to make class patching easier, but also to make mods more compatible with one another; whenever you can use the class patcher, use it!
成功了,它这句话说的真对。
明天看看买物品的cheat mod,懒得刷道具买不起药买不起贴纸啦┭┮﹏┭┮