第175页:霸王斧
展开一七五.霸王斧(用蜻蜓鳞片种霸王斧,攻击敌人时震开并伤害周围敌人,可吸敌人的血)
用记事本打开游戏目录\data\DLC0001\scripts\prefabs\dragon_scales.lua文件,在inst:AddComponent("inspectable")的下一行插入以下内容:
local function OnDeploy (inst, pt)
local bigaxe = SpawnPrefab("dragon_scales")
bigaxe.Transform:SetPosition(pt.x, pt.y, pt.z)
bigaxe.AnimState:SetBank("Lucy_axe")
bigaxe.AnimState:SetBuild("Lucy_axe")
bigaxe.AnimState:PlayAnimation("idle")
bigaxe.components.inventoryitem:ChangeImageName("lucy")
bigaxe:AddComponent("named")
bigaxe.components.named:SetName("Poleaxe")
bigaxe:RemoveComponent("stackable")
bigaxe:RemoveComponent("deployable")
bigaxe:AddComponent("equippable")
bigaxe.components.equippable.equipslot = EQUIPSLOTS.HANDS
bigaxe.components.equippable:SetOnEquip(function(bigaxe, owner)
owner.AnimState:OverrideSymbol("swap_object", "swap_lucy_axe", "swap_lucy_axe")
owner.AnimState:Show("ARM_carry")
owner.AnimState:Hide("ARM_normal")
bigaxe.fire = SpawnPrefab( "campfirefire" )
local follower = bigaxe.fire.entity:AddFollower()
follower:FollowSymbol( owner.GUID, "swap_object", -2, -135, 1 )
bigaxe.fire.AnimState:SetMultColour(255/255,0/255,0/255,1)
bigaxe.fire:RemoveComponent("heater")
bigaxe.fire.persists = false
end )
bigaxe.components.equippable:SetOnUnequip(function(bigaxe, owner)
owner.AnimState:Hide("ARM_carry")
owner.AnimState:Show("ARM_normal")
bigaxe.fire:Remove()
bigaxe.fire = nil
end )
bigaxe:AddComponent("weapon")
bigaxe.components.weapon:SetDamage(500)
bigaxe.components.weapon:SetOnAttack(function(bigaxe, attacker, target)
GetPlayer().SoundEmitter:PlaySound("dontstarve_DLC001/creatures/glommer/foot_ground")
SpawnPrefab("groundpoundring_fx").Transform:SetPosition(attacker.Transform:GetWorldPosition())
GetPlayer().components.playercontroller:ShakeCamera(attacker, "FULL", 0.5, 0.05, 2, 40)
if target.components.locomotor then target.components.locomotor:Stop() end
if target.components.health:GetPercent() < 0.3 then
target.AnimState:SetMultColour(255/255,0/255,0/255,1)
end
attacker.components.health:DoDelta(150)
attacker:StartThread(function()
for k = 1, 3 do
local blood = SpawnPrefab("splash")
blood.Transform:SetPosition(target.Transform:GetWorldPosition())
blood.AnimState:SetMultColour(255/255,0/255,0/255,1)
blood.Transform:SetScale(2, 2, 2)
Sleep(.1)
end
end )
target:AddTag("nomove")
target:DoTaskInTime(0.4, function() target:RemoveTag("nomove") end )
local pos = Vector3(attacker.Transform:GetWorldPosition())
local ents = TheSim:FindEntities(pos.x,pos.y,pos.z, 8)
for k,v in pairs(ents) do
if v.components.health and v.components.combat and not v.components.health:IsDead() and not v:HasTag("nomove") then
if v.components.combat.target == GetPlayer() or GetPlayer().components.combat.target == v or v:HasTag("monster") then
SpawnPrefab("explode_small").Transform:SetPosition(v.Transform:GetWorldPosition())
v.components.health:DoDelta(-300)
local pt01 = attacker:GetPosition()
local pt02 = v:GetPosition()
v.Transform:SetPosition((pt02.x-pt01.x)*1.5+pt02.x, 0, (pt02.z-pt01.z)*1.5+pt02.z)
if v.components.locomotor then v.components.locomotor:Stop() end
if v.components.health:GetPercent() < 0.3 then
v.AnimState:SetMultColour(255/255,0/255,0/255,1)
end
end
end
end
end )
bigaxe:AddComponent("tool")
bigaxe.components.tool:SetAction(ACTIONS.CHOP, 15)
bigaxe:AddTag("bigaxes")
inst.components.stackable:Get():Remove()
end
inst:AddComponent("deployable")
inst.components.deployable.ondeploy = OnDeploy
local function onsave(inst, data)
if inst:HasTag("bigaxes") then
data.bigaxes = true
end
end
local function onload(inst, data)
if data and data.bigaxes then
inst.AnimState:SetBank("Lucy_axe")
inst.AnimState:SetBuild("Lucy_axe")
inst.AnimState:PlayAnimation("idle")
inst.components.inventoryitem:ChangeImageName("lucy")
inst:AddComponent("named")
inst.components.named:SetName("Poleaxe")
inst:RemoveComponent("stackable")
inst:RemoveComponent("deployable")
inst:AddComponent("equippable")
inst.components.equippable.equipslot = EQUIPSLOTS.HANDS
inst.components.equippable:SetOnEquip(function(inst, owner)
owner.AnimState:OverrideSymbol("swap_object", "swap_lucy_axe", "swap_lucy_axe")
owner.AnimState:Show("ARM_carry")
owner.AnimState:Hide("ARM_normal")
inst.fire = SpawnPrefab( "campfirefire" )
local follower = inst.fire.entity:AddFollower()
follower:FollowSymbol( owner.GUID, "swap_object", -2, -135, 1 )
inst.fire.AnimState:SetMultColour(255/255,0/255,0/255,1)
inst.fire:RemoveComponent("heater")
inst.fire.persists = false
end )
inst.components.equippable:SetOnUnequip(function(inst, owner)
owner.AnimState:Hide("ARM_carry")
owner.AnimState:Show("ARM_normal")
inst.fire:Remove()
inst.fire = nil
end )
inst:AddComponent("weapon")
inst.components.weapon:SetDamage(500)
inst.components.weapon:SetOnAttack(function(inst, attacker, target)
GetPlayer().SoundEmitter:PlaySound("dontstarve_DLC001/creatures/glommer/foot_ground")
SpawnPrefab("groundpoundring_fx").Transform:SetPosition(attacker.Transform:GetWorldPosition())
GetPlayer().components.playercontroller:ShakeCamera(attacker, "FULL", 0.5, 0.05, 2, 40)
if target.components.locomotor then target.components.locomotor:Stop() end
if target.components.health:GetPercent() < 0.3 then
target.AnimState:SetMultColour(255/255,0/255,0/255,1)
end
attacker.components.health:DoDelta(150)
attacker:StartThread(function()
for k = 1, 3 do
local blood = SpawnPrefab("splash")
blood.Transform:SetPosition(target.Transform:GetWorldPosition())
blood.AnimState:SetMultColour(255/255,0/255,0/255,1)
blood.Transform:SetScale(2, 2, 2)
Sleep(.1)
end
end )
target:AddTag("nomove")
target:DoTaskInTime(0.4, function() target:RemoveTag("nomove") end )
local pos = Vector3(attacker.Transform:GetWorldPosition())
local ents = TheSim:FindEntities(pos.x,pos.y,pos.z, 8)
for k,v in pairs(ents) do
if v.components.health and v.components.combat and not v.components.health:IsDead() and not v:HasTag("nomove") then
if v.components.combat.target == GetPlayer() or GetPlayer().components.combat.target == v or v:HasTag("monster") then
SpawnPrefab("explode_small").Transform:SetPosition(v.Transform:GetWorldPosition())
v.components.health:DoDelta(-300)
local pt01 = attacker:GetPosition()
local pt02 = v:GetPosition()
v.Transform:SetPosition((pt02.x-pt01.x)*1.5+pt02.x, 0, (pt02.z-pt01.z)*1.5+pt02.z)
if v.components.locomotor then v.components.locomotor:Stop() end
if v.components.health:GetPercent() < 0.3 then
v.AnimState:SetMultColour(255/255,0/255,0/255,1)
end
end
end
end
end )
inst:AddComponent("tool")
inst.components.tool:SetAction(ACTIONS.CHOP, 15)
inst:AddTag("bigaxes")
end
end
inst.OnSave = onsave
inst.OnLoad = onload
即可用蜻蜓鳞片种霸王斧,装备霸王斧攻击时,自动会吸取敌人的血,补充主角生命值,同时震开并伤害周围的敌人(区域攻击),减少你被围殴的机会。霸王斧用来砍树也极其锋利,一斧便可砍倒一棵。蜻蜓鳞片靠打蜻蜓获得,也可在“巨型超市”花9-11个黄金购得
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