第341页:小酒馆
展开二九一.小酒馆(用剃刀种小酒馆,听音乐、喝烧酒、吃料理、小憩一下)
用记事本打开游戏目录\data\scripts\prefabs\razor.lua文件,在inst:AddComponent("inspectable")的下一行插入以下内容:
local function bar(inst)
local pt = inst:GetPosition()
local waiter = SpawnPrefab("razor")
waiter.Transform:SetPosition(pt.x, pt.y, pt.z)
waiter.AnimState:SetBank("wilson")
waiter.AnimState:SetBuild("wes")
waiter.AnimState:Hide("ARM_carry")
waiter.AnimState:Show("ARM_normal")
waiter.Transform:SetFourFaced()
waiter.AnimState:PlayAnimation("idle")
waiter:AddTag("waiter")
waiter:RemoveComponent("inventoryitem")
waiter:RemoveComponent("shaver")
waiter:RemoveComponent("deployable")
waiter:AddComponent("trader")
waiter.components.trader:SetAcceptTest(function(waiter, item)
if GetPlayer().components.inventory:Has("goldnugget", 1) then
if item.prefab == "goldnugget" then
return true
end
end
return false
end )
waiter.components.trader.onaccept = function(waiter, giver, item)
waiter.AnimState:PlayAnimation("idle_onemanband1_loop",true)
waiter:DoTaskInTime(5, function() waiter.AnimState:PlayAnimation("idle") end )
GetPlayer().components.sanity:DoDelta(3)
end
local bar = SpawnPrefab("razor")
bar.Transform:SetPosition(pt.x+0.8, 0, pt.z+0.8)
bar.AnimState:SetBank("ruins_table")
bar.AnimState:SetBuild("ruins_table")
bar.AnimState:PlayAnimation("idle")
bar:AddTag("goodbye")
bar:RemoveComponent("inventoryitem")
bar:RemoveComponent("shaver")
bar:RemoveComponent("deployable")
bar:AddComponent("trader")
bar.components.trader:SetAcceptTest(function(bar, item)
if GetPlayer().components.inventory:Has("goldnugget", 5) then
if item.prefab == "goldnugget" then
return true
end
end
return false
end )
bar.components.trader.onaccept = function(bar, giver, item)
GetPlayer().components.inventory:ConsumeByName("goldnugget", 4)
waiter.AnimState:PlayAnimation("give")
local wine = SpawnPrefab("razor")
wine.AnimState:SetBank("ruins_vase")
wine.AnimState:SetBuild("ruins_vase")
wine.AnimState:PlayAnimation("idle")
wine.Transform:SetScale(0.5, 0.5, 0.5)
wine.Physics:SetActive(false)
wine:AddTag("goodbye")
wine.components.inventoryitem.canbepickedup = false
local follower = wine.entity:AddFollower()
follower:FollowSymbol( bar.GUID, "swap_object", -100, -170, 0 )
wine.components.inspectable.getstatus = function(wine)
wine:Remove()
wine = nil
GetPlayer().sg:GoToState("eat")
GetPlayer().components.sanity:DoDelta(-5)
GetPlayer().components.health:DoDelta(20)
end
end
local icebox = SpawnPrefab("razor")
icebox.Transform:SetPosition(pt.x-1.6+0.8, 0, pt.z+1.6+0.8)
icebox.AnimState:SetBank("icebox")
icebox.AnimState:SetBuild("ice_box")
icebox.AnimState:PlayAnimation("closed")
icebox.AnimState:SetMultColour(255/255,255/255,255/255,1)
icebox:AddTag("goodbye")
icebox:RemoveComponent("inventoryitem")
icebox:RemoveComponent("shaver")
icebox:RemoveComponent("deployable")
icebox:AddComponent("trader")
icebox.components.trader:SetAcceptTest(function(icebox, item)
if GetPlayer().components.inventory:Has("goldnugget", 5) then
if item.prefab == "goldnugget" then
return true
end
end
return false
end )
icebox.components.trader.onaccept = function(icebox, giver, item)
GetPlayer().components.inventory:ConsumeByName("goldnugget", 4)
waiter.AnimState:PlayAnimation("give")
local names = {"butterflymuffin","frogglebunwich","taffy","pumpkincookie","stuffedeggplant","fishsticks","honeynuggets","honeyham","dragonpie","kabobs","mandrakesoup","baconeggs","meatballs","bonestew","perogies","turkeydinner","ratatouille","jammypreserves","fruitmedley","fishtacos","waffles","unagi","flowersalad","icecream","watermelonicle","trailmix","hotchili","guacamole"}
local name = names[math.random(#names)]
local snack = SpawnPrefab(name)
giver.components.inventory:GiveItem(snack)
end
local chair = SpawnPrefab("razor")
chair.Transform:SetPosition(pt.x+1.5+0.8, 0, pt.z-1.5+0.8)
chair.AnimState:SetBank("ruins_chair")
chair.AnimState:SetBuild("ruins_chair")
chair.AnimState:PlayAnimation("idle")
chair:AddTag("goodbye")
chair:RemoveComponent("inventoryitem")
chair:RemoveComponent("shaver")
chair:RemoveComponent("deployable")
chair.components.inspectable.getstatus = function()
TheFrontEnd:Fade(true,1)
GetClock():NextPhase()
GetPlayer().components.hunger:DoDelta(-10)
GetPlayer().components.sanity:DoDelta(25)
end
local music = SpawnPrefab("razor")
music.Transform:SetPosition(pt.x+1.5-0.8, 0, pt.z-1.5-0.8)
music.AnimState:SetBank("phonograph")
music.AnimState:SetBuild("phonograph")
music.AnimState:PlayAnimation("idle")
music:AddTag("goodbye")
music:RemoveComponent("inventoryitem")
music:RemoveComponent("shaver")
music:RemoveComponent("deployable")
music.entity:AddSoundEmitter()
music:AddComponent("machine")
music.components.machine.turnonfn = function(music)
music.AnimState:PlayAnimation("play_loop", true)
music.SoundEmitter:PlaySound("dontstarve/maxwell/ragtime", "ragtime")
end
music.components.machine.turnofffn = function(music)
music.AnimState:PlayAnimation("idle")
music.SoundEmitter:KillSound("ragtime")
music.SoundEmitter:PlaySound("dontstarve/music/gramaphone_end")
end
music.components.machine:TurnOff()
local pot = SpawnPrefab("razor")
pot.Transform:SetPosition(pt.x-1.5-1.1, 0, pt.z+1.5-1.1)
pot.AnimState:SetBank("cook_pot")
pot.AnimState:SetBuild("cook_pot")
pot.Transform:SetScale(0.8, 0.8, 0.8)
pot.AnimState:PlayAnimation("cooking_loop", true)
pot:AddTag("goodbye")
pot:RemoveComponent("inventoryitem")
pot:RemoveComponent("shaver")
pot:RemoveComponent("deployable")
pot.AnimState:SetBloomEffectHandle("shaders/anim.ksh")
local light = pot.entity:AddLight()
light:SetFalloff(1)
light:SetIntensity(.8)
light:SetRadius(10)
light:SetColour(180/255, 195/255, 50/255)
light:Enable(true)
end
local function OnDeploy (inst, pt)
bar(inst)
inst:Remove()
end
inst:AddComponent("deployable")
inst.components.deployable.ondeploy = OnDeploy
local function onsave(inst, data)
if inst:HasTag("waiter") then
data.waiter = true
end
if inst:HasTag("goodbye") then
data.goodbye = true
end
end
local function onload(inst, data)
if data and data.waiter then
bar(inst)
inst:Remove()
end
if data and data.goodbye then
inst:Remove()
end
end
inst.OnSave = onsave
inst.OnLoad = onload
MakeLargeBurnable(inst)
MakeLargePropagator(inst)
即可用剃刀种小酒馆,给桌子5个黄金(拿着黄金对桌子点鼠标左键),服务员会为你热1瓶烧酒,左键点桌上的酒瓶即可喝掉,补20点血,但会减5点脑(喝多了会头晕)。给冰箱5个黄金,可以购买料理(直接放入物品栏)。如果你满意酒馆的服务,可以向服务员支付小费(拿着黄金对服务员点鼠标左键),每次1个黄金,补3点脑。如果想休息一下,就用左键点椅子,时间会跳到下一时段,补25点脑,减少10点饥饿。鼠标右键点留声机,可以开关音乐。冬天天冷时,靠近锅会很暖和。不想要小酒馆时,烧掉即可。剃刀在工具选项(画着斧子和镐)下,用2个树枝、2个燧石制造
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