游民星空 > 攻略秘籍 > 攻略 > 正文

饥荒 全人物解锁及主角自动回血等实用修改教程

2015-01-21 11:28:46 来源:互联网 作者:易宁 我要投稿

第302页:鲜果龙树

展开

二五二.鲜果龙树(用蝙蝠棒种龙树,每天掉落水果,可上树)

  用记事本打开游戏目录\data\scripts\prefabs\batbat.lua文件,在inst:AddComponent("inspectable")的下一行插入以下内容:

  local colours=

  {

  {198/255,43/255,43/255},

  {0/255,255/255,0/255},

  {0/255,0/255,255/255},

  {255/255,255/255,0/255},

  {109/255,50/255,163/255},

  {255/255,0/255,0/255},

  {255/255,255/255,255/255},

  }

  local function createtree(inst)

  local pt = inst:GetPosition()

  local phantom = SpawnPrefab("batbat")

  phantom.Transform:SetPosition(pt.x, pt.y, pt.z)

  phantom.AnimState:SetBank("firepit")

  phantom.AnimState:SetBuild("firepit")

  phantom.AnimState:PlayAnimation("idle",false)

  phantom.Transform:SetScale(0.8, 0.8, 0.8)

  phantom:RemoveComponent("weapon")

  phantom:RemoveComponent("finiteuses")

  phantom:RemoveComponent("inventoryitem")

  phantom:RemoveComponent("equippable")

  phantom:RemoveComponent("deployable")

  phantom:RemoveTag("dull")

  phantom:AddTag("NOCLICK")

  local light = phantom.entity:AddLight()

  phantom.Light:SetFalloff(0.6)

  phantom.Light:SetIntensity(.8)

  phantom.Light:SetRadius(5)

  phantom.colour_idx = math.random(#colours)

  phantom.Light:SetColour(colours[phantom.colour_idx][1],colours[phantom.colour_idx][2],colours[phantom.colour_idx][3])

  phantom.Light:Enable(true)

  phantom:DoPeriodicTask(15, function()

  phantom.colour_idx = math.random(#colours)

  phantom.Light:SetColour(colours[phantom.colour_idx][1],colours[phantom.colour_idx][2],colours[phantom.colour_idx][3])

  end )

  phantom:ListenForEvent( "daytime", function()

  local pos = Vector3(phantom.Transform:GetWorldPosition())

  local ents = TheSim:FindEntities(pos.x,pos.y,pos.z, 5)

  for k,v in pairs(ents) do

  if v.components.inventoryitem and not v.components.inventoryitem:IsHeld() then

  if v.prefab == "durian" or v.prefab == "pomegranate" or v.prefab == "dragonfruit" then

  v:Remove()

  end

  end

  end

  phantom:DoTaskInTime(0.3, function(phantom)

  phantom:StartThread(function()

  for k = 1,math.random(3,7) do

  local pt1 = phantom:GetPosition()

  local names = {"durian","pomegranate","dragonfruit"}

  local name = names[math.random(#names)]

  local fruit = SpawnPrefab(name)

  fruit.Transform:SetPosition(pt1.x+(math.random(5)-math.random(5)), 5, pt1.z+(math.random(5)-math.random(5)))

  Sleep(0.3)

  end

  end )

  end )

  end , GetWorld() )

  phantom:AddTag("phantom")

  phantom.long = SpawnPrefab("batbat")

  phantom.long.AnimState:SetBank("worm")

  phantom.long.AnimState:SetBuild("worm")

  phantom.long.AnimState:SetPercent("atk", 0.40)

  phantom.long.Transform:SetScale(1.5, 1.5, 1.5)

  phantom.long.Physics:SetActive(false)

  phantom.long:RemoveComponent("weapon")

  phantom.long:RemoveComponent("finiteuses")

  phantom.long:RemoveComponent("inventoryitem")

  phantom.long:RemoveComponent("equippable")

  phantom.long:RemoveComponent("deployable")

  phantom.long:RemoveTag("dull")

  local follower = phantom.long.entity:AddFollower()

  follower:FollowSymbol( phantom.GUID, "swap_object", 10, -90, 0 )

  phantom.long.components.inspectable.getstatus = function()

  if not GetPlayer():HasTag("climbtree") then

  GetPlayer():AddTag("climbtree")

  GetPlayer().components.playercontroller:Enable(false)

  local pt0 = phantom:GetPosition()

  GetPlayer().Transform:SetPosition(pt0.x, 10.2, pt0.z)

  GetPlayer():DoTaskInTime(5, function()

  GetPlayer().Transform:SetPosition(pt0.x, 0, pt0.z)

  GetPlayer():RemoveTag("climbtree")

  GetPlayer().components.playercontroller:Enable(true)

  end )

  end

  end

  phantom.long:AddTag("lightningrod")

  phantom.long:ListenForEvent("lightningstrike", function()

  phantom.long.AnimState:SetBloomEffectHandle( "shaders/anim.ksh" )

  phantom.long:DoTaskInTime(60, function()

  phantom.long.AnimState:SetBloomEffectHandle("")

  end )

  end )

  phantom.long:AddComponent("sanityaura")

  phantom.long.components.sanityaura.aura = TUNING.SANITYAURA_MED

  phantom.long:AddTag("goodbye")

  phantom.guo1 = SpawnPrefab("batbat")

  phantom.guo1.AnimState:SetBank("durian")

  phantom.guo1.AnimState:SetBuild("durian")

  phantom.guo1.AnimState:PlayAnimation("idle")

  phantom.guo1.Transform:SetScale(1.5, 1.5, 1.5)

  phantom.guo1.Physics:SetActive(false)

  phantom.guo1:RemoveComponent("weapon")

  phantom.guo1:RemoveComponent("finiteuses")

  phantom.guo1:RemoveComponent("inventoryitem")

  phantom.guo1:RemoveComponent("equippable")

  phantom.guo1:RemoveComponent("deployable")

  phantom.guo1:RemoveTag("dull")

  local follower = phantom.guo1.entity:AddFollower()

  follower:FollowSymbol( phantom.GUID, "swap_object", -550, -580, 0 )

  phantom.guo1:AddTag("NOCLICK")

  phantom.guo1:AddTag("goodbye")

  phantom.guo2 = SpawnPrefab("batbat")

  phantom.guo2.AnimState:SetBank("pomegranate")

  phantom.guo2.AnimState:SetBuild("pomegranate")

  phantom.guo2.AnimState:PlayAnimation("idle")

  phantom.guo2.Transform:SetScale(1.5, 1.5, 1.5)

  phantom.guo2.Physics:SetActive(false)

  phantom.guo2:RemoveComponent("weapon")

  phantom.guo2:RemoveComponent("finiteuses")

  phantom.guo2:RemoveComponent("inventoryitem")

  phantom.guo2:RemoveComponent("equippable")

  phantom.guo2:RemoveComponent("deployable")

  phantom.guo2:RemoveTag("dull")

  local follower = phantom.guo2.entity:AddFollower()

  follower:FollowSymbol( phantom.GUID, "swap_object", 610, -690, 0 )

  phantom.guo2:AddTag("NOCLICK")

  phantom.guo2:AddTag("goodbye")

  phantom.guo3 = SpawnPrefab("batbat")

  phantom.guo3.AnimState:SetBank("dragonfruit")

  phantom.guo3.AnimState:SetBuild("dragonfruit")

  phantom.guo3.AnimState:PlayAnimation("idle")

  phantom.guo3.Transform:SetScale(1.5, 1.5, 1.5)

  phantom.guo3.Physics:SetActive(false)

  phantom.guo3:RemoveComponent("weapon")

  phantom.guo3:RemoveComponent("finiteuses")

  phantom.guo3:RemoveComponent("inventoryitem")

  phantom.guo3:RemoveComponent("equippable")

  phantom.guo3:RemoveComponent("deployable")

  phantom.guo3:RemoveTag("dull")

  local follower = phantom.guo3.entity:AddFollower()

  follower:FollowSymbol( phantom.GUID, "swap_object", -290, -1385, 0 )

  phantom.guo3:AddTag("NOCLICK")

  phantom.guo3:AddTag("goodbye")

  end

  local function OnDeploy (inst, pt)

  createtree(inst)

  inst:Remove()

  end

  inst:AddComponent("deployable")

  inst.components.deployable.ondeploy = OnDeploy

  local function onsave(inst, data)

  if inst:HasTag("goodbye") then

  data.goodbye = true

  end

  if inst:HasTag("phantom") then

  data.phantom = true

  end

  end

  local function onload(inst, data)

  if data and data.goodbye then

  inst:Remove()

  end

  if data and data.phantom then

  createtree(inst)

  inst:Remove()

  end

  end

  inst.OnSave = onsave

  inst.OnLoad = onload

  MakeLargeBurnable(inst)

  MakeLargePropagator(inst)

  即可用蝙蝠棒种龙树,靠近可补脑,每天会掉落各种水果。龙树可吸收闪电,起到避雷针的作用。鼠标左键点龙树,会爬上树顶眺望风景,5秒后滑下。龙树会不断变化七彩光,夜晚可照明。不想要龙树时,烧掉即可。蝙蝠棒在魔法选项(画着红骷髅)下,用5个蝙蝠翅膀、2个活木头、1个紫宝石制造

更多相关内容请关注:饥荒专区

责任编辑:Shy夏夏

上一页 301 302 303 304 305 306 307 308 309 310 311 下一页
友情提示:支持键盘左右键“← →”翻页

本文是否解决了您的问题

文章内容导航
游民星空APP
随手浏览游戏攻略
code
攻略合集
单机游戏下载
休闲娱乐
综合热点资讯
游民星空联运游戏