第251页:我的王国
展开二五一.我的王国(用远古短棒种国王雕像,可获得税收,有警察巡逻并听你调遣)
用记事本打开游戏目录\data\scripts\prefabs\ruins_bat.lua文件,在inst:AddComponent("inspectable")的下一行插入以下内容:
local items = { SWORD = "swap_spear" }
local function EquipItem(inst, item)
if item then
inst.AnimState:OverrideSymbol("swap_object", item, item)
inst.AnimState:Show("ARM_carry")
inst.AnimState:Hide("ARM_normal")
end
end
inst.items = items
inst.equipfn = EquipItem
EquipItem(inst)
local function createguru(inst)
local pt = inst:GetPosition()
local guru = SpawnPrefab("ruins_bat")
guru.Transform:SetPosition(pt.x, pt.y, pt.z)
guru.AnimState:SetBank("wilson")
if GetPlayer().prefab == "wilson" then guru.AnimState:SetBuild("wilson") end
if GetPlayer().prefab == "wendy" then guru.AnimState:SetBuild("wendy") end
if GetPlayer().prefab == "wes" then guru.AnimState:SetBuild("wes") end
if GetPlayer().prefab == "wickerbottom" then guru.AnimState:SetBuild("wickerbottom") end
if GetPlayer().prefab == "willow" then guru.AnimState:SetBuild("willow") end
if GetPlayer().prefab == "wolfgang" then guru.AnimState:SetBuild("wolfgang") end
if GetPlayer().prefab == "wx78" then guru.AnimState:SetBuild("wx78") end
if GetPlayer().prefab == "woodie" then guru.AnimState:SetBuild("woodie") end
if GetPlayer().prefab == "waxwell" then guru.AnimState:SetBuild("waxwell") end
if GetPlayer().prefab == "wathgrithr" then guru.AnimState:SetBuild("wathgrithr") end
if GetPlayer().prefab == "webber" then guru.AnimState:SetBuild("webber") end
guru.AnimState:PlayAnimation("idle")
guru.AnimState:OverrideSymbol("swap_object", "swap_cane", "swap_cane")
guru.AnimState:Hide("ARM_normal")
guru.AnimState:Show("ARM_carry")
guru.AnimState:OverrideSymbol("swap_hat", "hat_ruins", "swap_hat")
guru.AnimState:Show("HAT")
guru.AnimState:Show("HAT_HAIR")
guru.AnimState:Hide("HAIR_NOHAT")
guru.AnimState:Hide("HAIR")
guru.Transform:SetFourFaced()
guru.Transform:SetRotation( 0 )
guru.Transform:SetScale(3.5, 3.5, 3.5)
local shadow = guru.entity:AddDynamicShadow()
shadow:SetSize( 6, 3.5 )
local minimap = guru.entity:AddMiniMapEntity()
minimap:SetIcon( "obelisk.png" )
guru.AnimState:SetBloomEffectHandle("shaders/anim.ksh")
guru:AddTag("guru")
guru:RemoveTag("sharp")
guru:RemoveComponent("weapon")
guru:RemoveComponent("finiteuses")
guru:RemoveComponent("inventoryitem")
guru:RemoveComponent("equippable")
guru:RemoveComponent("deployable")
local light = guru.entity:AddLight()
light:SetFalloff(1)
light:SetIntensity(.8)
light:SetRadius(10)
light:SetColour(180/255, 195/255, 50/255)
light:Enable(true)
guru:AddComponent("workable")
guru.components.workable:SetWorkAction(ACTIONS.HAMMER)
guru.components.workable:SetWorkLeft(5)
guru.components.workable:SetOnFinishCallback(function(guru)
SpawnPrefab("collapse_big").Transform:SetPosition(guru.Transform:GetWorldPosition())
GetPlayer().SoundEmitter:PlaySound("dontstarve/common/destroy_wood")
guru:Remove()
end )
guru:AddComponent("pickable")
guru.components.pickable:SetUp("goldnugget", 480, math.random(15,25))
guru.components.pickable:SetOnPickedFn(function(guru) guru.AnimState:SetBloomEffectHandle("") end )
guru.components.pickable:SetOnRegenFn(function(guru) guru.AnimState:SetBloomEffectHandle("shaders/anim.ksh") end )
guru:ListenForEvent( "daytime", function()
for k = 1,math.random(10,25) do
local pt0 = guru:GetPosition()
local ground = GetWorld()
local x = pt0.x+(math.random(50)-math.random(50))
local z = pt0.z+(math.random(50)-math.random(50))
local tile = ground.Map:GetTileAtPoint(x,0, z)
if tile ~= GROUND.IMPASSABLE and tile ~= GROUND.INVALID then
local militia = SpawnPrefab("ruins_bat")
militia.Transform:SetPosition(x,0,z)
militia.AnimState:SetBank("wilson")
local buildnames = {"wilson","wendy","wes","wickerbottom","willow","wolfgang","wx78"}
local buildname = buildnames[math.random(#buildnames)]
militia.AnimState:SetBuild(buildname)
militia.AnimState:OverrideSymbol("swap_hat", "hat_walrus", "swap_hat")
militia.AnimState:OverrideSymbol("swap_body", "armor_wood", "swap_body")
militia.AnimState:OverrideSymbol("swap_object", "swap_spear", "swap_spear")
militia.AnimState:Show("HAT")
militia.AnimState:Show("HAT_HAIR")
militia.AnimState:Hide("HAIR_NOHAT")
militia.AnimState:Hide("HAIR")
militia.AnimState:Hide("ARM_normal")
militia.AnimState:Show("ARM_carry")
militia.AnimState:PlayAnimation("idle")
militia.Transform:SetFourFaced()
local shadow = militia.entity:AddDynamicShadow()
shadow:SetSize( 1.3, .6 )
MakeCharacterPhysics(militia, 75, .5)
local minimap = militia.entity:AddMiniMapEntity()
minimap:SetIcon( "statue_small.png" )
militia:AddTag("militia")
militia:AddComponent("locomotor")
militia.components.locomotor.walkspeed = 5
militia.components.locomotor.runspeed = 10
militia:SetStateGraph("SGshadowwaxwell")
local brain = require "brains/frogbrain"
militia:SetBrain(brain)
militia:RemoveTag("sharp")
militia:RemoveComponent("weapon")
militia:RemoveComponent("finiteuses")
militia:RemoveComponent("inventoryitem")
militia:RemoveComponent("equippable")
militia:RemoveComponent("deployable")
militia:AddComponent("follower")
militia:AddComponent("knownlocations")
militia:AddComponent("health")
militia.components.health:SetMaxHealth(1200)
militia.components.health.nofadeout = true
militia:AddComponent("combat")
militia.components.combat:SetDefaultDamage(20)
militia.components.combat:SetAttackPeriod(1)
militia.components.combat.hiteffectsymbol = "torso"
militia.components.combat:SetRange(2, 3)
militia.components.combat:SetRetargetFunction(2, function(militia)
if not militia.components.health:IsDead() then
return FindEntity(militia, 25, function(guy)
if guy.components.health and not guy.components.health:IsDead() then
return guy.components.combat.target == GetPlayer() or GetPlayer().components.combat.target == guy or guy:HasTag("monster")
end
end )
end
end )
militia.components.combat:SetKeepTargetFunction(function(militia, target) return target and target:IsValid() end )
militia:ListenForEvent("attacked", function(militia, data)
militia.components.combat:SetTarget(data.attacker)
end )
militia.components.inspectable.getstatus = function(militia)
if not militia:HasTag("letsgo") then
local brain = require "brains/abigailbrain"
militia:SetBrain(brain)
militia:RestartBrain()
militia.components.follower:SetLeader(GetPlayer())
militia:AddTag("letsgo")
else
local brain = require "brains/frogbrain"
militia:SetBrain(brain)
militia:RestartBrain()
militia.components.follower:SetLeader(nil)
militia:RemoveTag("letsgo")
end
end
militia:ListenForEvent( "nighttime", function() militia:Remove() end , GetWorld())
end
end
end , GetWorld())
end
local function OnDeploy (inst, pt)
if GetPlayer().components.inventory:Has("goldnugget", 1000) then
GetPlayer().components.inventory:ConsumeByName("goldnugget", 1000)
createguru(inst)
inst:Remove()
end
end
inst:AddComponent("deployable")
inst.components.deployable.ondeploy = OnDeploy
local function onsave(inst, data)
if inst:HasTag("guru") then
data.guru = true
end
if inst:HasTag("militia") then
data.militia = true
end
if inst:HasTag("letsgo") then
data.letsgo = true
end
end
local function onload(inst, data)
if data and data.guru then
createguru(inst)
inst:Remove()
end
if data and data.militia then
inst.AnimState:SetBank("wilson")
local buildnames = {"wilson","wendy","wes","wickerbottom","willow","wolfgang","wx78"}
local buildname = buildnames[math.random(#buildnames)]
inst.AnimState:SetBuild(buildname)
inst.AnimState:OverrideSymbol("swap_hat", "hat_walrus", "swap_hat")
inst.AnimState:OverrideSymbol("swap_body", "armor_wood", "swap_body")
inst.AnimState:OverrideSymbol("swap_object", "swap_spear", "swap_spear")
inst.AnimState:Show("HAT")
inst.AnimState:Show("HAT_HAIR")
inst.AnimState:Hide("HAIR_NOHAT")
inst.AnimState:Hide("HAIR")
inst.AnimState:Hide("ARM_normal")
inst.AnimState:Show("ARM_carry")
inst.AnimState:PlayAnimation("idle")
inst.Transform:SetFourFaced()
local shadow = inst.entity:AddDynamicShadow()
shadow:SetSize( 1.3, .6 )
MakeCharacterPhysics(inst, 75, .5)
local minimap = inst.entity:AddMiniMapEntity()
minimap:SetIcon( "statue_small.png" )
inst:AddTag("militia")
inst:AddComponent("locomotor")
inst.components.locomotor.walkspeed = 5
inst.components.locomotor.runspeed = 10
inst:SetStateGraph("SGshadowwaxwell")
local brain = require "brains/frogbrain"
inst:SetBrain(brain)
inst:RemoveTag("sharp")
inst:RemoveComponent("weapon")
inst:RemoveComponent("finiteuses")
inst:RemoveComponent("inventoryitem")
inst:RemoveComponent("equippable")
inst:RemoveComponent("deployable")
inst:AddComponent("follower")
inst:AddComponent("knownlocations")
inst:AddComponent("health")
inst.components.health:SetMaxHealth(1200)
inst.components.health.nofadeout = true
inst:AddComponent("combat")
inst.components.combat:SetDefaultDamage(20)
inst.components.combat:SetAttackPeriod(1)
inst.components.combat.hiteffectsymbol = "torso"
inst.components.combat:SetRange(2, 3)
inst.components.combat:SetRetargetFunction(2, function(inst)
if not inst.components.health:IsDead() then
return FindEntity(inst, 25, function(guy)
if guy.components.health and not guy.components.health:IsDead() then
return guy.components.combat.target == GetPlayer() or GetPlayer().components.combat.target == guy or guy:HasTag("monster")
end
end )
end
end )
inst.components.combat:SetKeepTargetFunction(function(inst, target) return target and target:IsValid() end )
inst:ListenForEvent("attacked", function(inst, data)
inst.components.combat:SetTarget(data.attacker)
end )
inst.components.inspectable.getstatus = function(inst)
if not inst:HasTag("letsgo") then
local brain = require "brains/abigailbrain"
inst:SetBrain(brain)
inst:RestartBrain()
inst.components.follower:SetLeader(GetPlayer())
inst:AddTag("letsgo")
else
local brain = require "brains/frogbrain"
inst:SetBrain(brain)
inst:RestartBrain()
inst.components.follower:SetLeader(nil)
inst:RemoveTag("letsgo")
end
end
inst:ListenForEvent( "nighttime", function() inst:Remove() end , GetWorld())
end
if data and data.letsgo then
local brain = require "brains/abigailbrain"
inst:SetBrain(brain)
inst:RestartBrain()
inst.components.follower:SetLeader(GetPlayer())
inst:AddTag("letsgo")
end
end
inst.OnSave = onsave
inst.OnLoad = onload
即可在身上有1000个黄金时,用远古短棒种国王雕像(你自己的形象),宣誓你在这块大陆上的主权,将消费1000个黄金,身上黄金数不足时,不会种出雕像。当雕像发光时,代表当地的税收已经上缴(每日一次),用鼠标左键点雕像,可收到税款。每天白天,雕像周围会有警察巡逻,黑夜将离去,他们会攻击任何来犯的敌人。鼠标左键点警察(不要拿武器,以免误伤),可让他跟随你(黑夜离去),再次点击可解除跟随。在大陆各地树起国王雕像,建立你的王国,统治整块大陆吧。可通过小地图查看你的势力范围,国王雕像在小地图上显示为方尖碑图标,警察显示为天使雕像图标。不想要国王雕像时,用锤子砸掉即可。远古短棒在远古选项(画着远古祭坛)下,用3个活木头、4个铥矿石、4个噩梦燃料制造,制造时须靠近远古祭坛
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