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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342页:野球拳赌场

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二九二.野球拳赌场(用火腿短棍种野球拳赌场,与庄家玩剪刀、石头、布赢奖金)

  用记事本打开游戏目录\data\scripts\prefabs\hambat.lua文件,

  1.在Asset("ANIM", "anim/swap_ham_bat.zip"),的下一行插入以下内容:

  Asset("ANIM", "anim/wolfgang.zip"),

  Asset("ANIM", "anim/wolfgang_skinny.zip"),

  Asset("ANIM", "anim/wolfgang_mighty.zip"),

  Asset("ANIM", "anim/player_wolfgang.zip"),

  2.将inst.OnLoad = OnLoad替换为以下内容:

  local function game(inst)

  local pt = inst:GetPosition()

  local makers = SpawnPrefab("hambat")

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

  makers.AnimState:SetBank("wilson")

  makers.AnimState:SetBuild("wolfgang")

  makers.AnimState:Hide("ARM_carry")

  makers.AnimState:Show("ARM_normal")

  makers.Transform:SetFourFaced()

  makers.AnimState:PlayAnimation("idle")

  makers:RemoveComponent("weapon")

  makers:RemoveComponent("edible")

  makers:RemoveComponent("perishable")

  makers:RemoveComponent("inventoryitem")

  makers:RemoveComponent("equippable")

  makers:RemoveTag("show_spoilage")

  makers:AddTag("makers")

  local light = makers.entity:AddLight()

  light:SetFalloff(1)

  light:SetIntensity(.8)

  light:SetRadius(10)

  light:SetColour(180/255, 195/255, 50/255)

  light:Enable(true)

  local chest1 = SpawnPrefab("hambat")

  chest1.Transform:SetPosition(pt.x-1+2, pt.y, pt.z-1-2)

  chest1.AnimState:SetBank("pandoras_chest_large")

  chest1.AnimState:SetBuild("pandoras_chest_large")

  chest1.AnimState:PlayAnimation("closed")

  chest1.AnimState:SetBloomEffectHandle("shaders/anim.ksh")

  chest1:RemoveComponent("weapon")

  chest1:RemoveComponent("edible")

  chest1:RemoveComponent("perishable")

  chest1:RemoveComponent("inventoryitem")

  chest1:RemoveComponent("equippable")

  chest1:RemoveTag("show_spoilage")

  chest1:AddTag("goodbye")

  local chest2 = SpawnPrefab("hambat")

  chest2.Transform:SetPosition(pt.x-1-2, pt.y, pt.z-1+2)

  chest2.AnimState:SetBank("pandoras_chest_large")

  chest2.AnimState:SetBuild("pandoras_chest_large")

  chest2.AnimState:PlayAnimation("closed")

  chest2.AnimState:SetBloomEffectHandle("shaders/anim.ksh")

  chest2:RemoveComponent("weapon")

  chest2:RemoveComponent("edible")

  chest2:RemoveComponent("perishable")

  chest2:RemoveComponent("inventoryitem")

  chest2:RemoveComponent("equippable")

  chest2:RemoveTag("show_spoilage")

  chest2:AddTag("goodbye")

  local carpet = SpawnPrefab("hambat")

  carpet.Transform:SetPosition(pt.x+2.5, 0, pt.z+2.5)

  carpet.AnimState:SetBuild("staff_purple_base_ground")

  carpet.AnimState:SetBank("staff_purple_base_ground")

  carpet.AnimState:PlayAnimation("idle")

  carpet.AnimState:SetOrientation( ANIM_ORIENTATION.OnGround )

  carpet.AnimState:SetLayer( LAYER_BACKGROUND )

  carpet.AnimState:SetSortOrder( 3 )

  carpet.Transform:SetRotation( 45 )

  carpet.AnimState:SetMultColour(255/255,0/255,0/255,1)

  carpet.AnimState:SetBloomEffectHandle("shaders/anim.ksh")

  carpet:RemoveComponent("weapon")

  carpet:RemoveComponent("edible")

  carpet:RemoveComponent("perishable")

  carpet:RemoveComponent("inventoryitem")

  carpet:RemoveComponent("equippable")

  carpet:RemoveTag("show_spoilage")

  carpet:AddTag("goodbye")

  carpet:AddComponent("trader")

  carpet.components.trader:SetAcceptTest(function(carpet, item)

  if GetPlayer().components.inventory:Has("goldnugget", 11) then

  if item.prefab == "goldnugget" then

  return true

  end

  end

  return false

  end )

  carpet.components.trader.onaccept = function(carpet, giver, item)

  GetPlayer().components.inventory:ConsumeByName("goldnugget", 9)

  makers.AnimState:PlayAnimation("give")

  local gold = SpawnPrefab("hambat")

  gold.Transform:SetPosition(pt.x+2.5, 0, pt.z+2.5)

  gold.AnimState:SetBank("goldnugget")

  gold.AnimState:SetBuild("gold_nugget")

  gold.AnimState:PlayAnimation("idle")

  gold.AnimState:PlayAnimation("sparkle")

  gold.AnimState:PushAnimation("idle")

  gold:RemoveComponent("weapon")

  gold:RemoveComponent("edible")

  gold:RemoveComponent("perishable")

  gold:RemoveComponent("inventoryitem")

  gold:RemoveComponent("equippable")

  gold:RemoveTag("show_spoilage")

  gold:AddTag("goodbye")

  local rock = SpawnPrefab("hambat")

  rock.Transform:SetPosition(pt.x+4+1.8, 0, pt.z+4-1.8)

  rock.AnimState:SetBank("rocks")

  rock.AnimState:SetBuild("rocks")

  rock.AnimState:PlayAnimation("f1")

  rock:RemoveComponent("weapon")

  rock:RemoveComponent("edible")

  rock:RemoveComponent("perishable")

  rock:RemoveComponent("inventoryitem")

  rock:RemoveComponent("equippable")

  rock:RemoveTag("show_spoilage")

  rock:AddTag("goodbye")

  rock.Transform:SetScale(1.2, 1.2, 1.2)

  rock.AnimState:SetBloomEffectHandle("shaders/anim.ksh")

  local shears = SpawnPrefab("hambat")

  shears.Transform:SetPosition(pt.x+4, 0, pt.z+4)

  shears.AnimState:SetBank("razor")

  shears.AnimState:SetBuild("razor")

  shears.AnimState:PlayAnimation("idle")

  shears:RemoveComponent("weapon")

  shears:RemoveComponent("edible")

  shears:RemoveComponent("perishable")

  shears:RemoveComponent("inventoryitem")

  shears:RemoveComponent("equippable")

  shears:RemoveTag("show_spoilage")

  shears:AddTag("goodbye")

  shears.Transform:SetScale(1.2, 1.2, 1.2)

  shears.AnimState:SetBloomEffectHandle("shaders/anim.ksh")

  local colth = SpawnPrefab("hambat")

  colth.Transform:SetPosition(pt.x+3.8-1.9, 0, pt.z+3.8+1.9)

  colth.AnimState:SetBank("blueprint")

  colth.AnimState:SetBuild("blueprint")

  colth.AnimState:PlayAnimation("idle")

  colth:RemoveComponent("weapon")

  colth:RemoveComponent("edible")

  colth:RemoveComponent("perishable")

  colth:RemoveComponent("inventoryitem")

  colth:RemoveComponent("equippable")

  colth:RemoveTag("show_spoilage")

  colth:AddTag("goodbye")

  colth.Transform:SetScale(1.2, 1.2, 1.2)

  colth.AnimState:SetBloomEffectHandle("shaders/anim.ksh")

  local names = {"rocks","razor","blueprint"}

  local goldnugget = SpawnPrefab("goldnugget")

  rock.components.inspectable.getstatus = function(rock)

  makers.AnimState:PlayAnimation("give")

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

  local fist = SpawnPrefab(name)

  fist.Transform:SetPosition(pt.x+0.7, 0, pt.z+0.7)

  fist:AddTag("goodbye")

  fist.Transform:SetScale(1.2, 1.2, 1.2)

  fist.AnimState:SetBloomEffectHandle("shaders/anim.ksh")

  fist.components.inventoryitem.canbepickedup = false

  shears:Remove() colth:Remove()

  GetPlayer():DoTaskInTime(3, function() rock:Remove() fist:Remove() gold:Remove() end )

  if fist.prefab == "rocks" then

  makers.AnimState:SetBuild("wolfgang")

  GetPlayer():DoTaskInTime(3, function()

  for k = 1, 10 do

  GetPlayer().components.inventory:GiveItem(goldnugget)

  end

  end )

  end

  if fist.prefab == "razor" then

  makers.AnimState:SetBuild("wolfgang_skinny")

  makers.AnimState:PlayAnimation("hit")

  GetPlayer():DoTaskInTime(3, function()

  for k = 1, 20 do

  GetPlayer().components.inventory:GiveItem(goldnugget)

  GetPlayer().SoundEmitter:PlaySound("dontstarve/HUD/get_gold")

  end

  end )

  end

  if fist.prefab == "blueprint" then

  makers.AnimState:SetBuild("wolfgang_mighty")

  makers.AnimState:PlayAnimation("idle_onemanband1_loop",true)

  GetPlayer():DoTaskInTime(3, function()

  makers.AnimState:PlayAnimation("idle")

  SpawnPrefab("collapse_small").Transform:SetPosition(pt.x+2.5, 0, pt.z+2.5)

  GetPlayer().SoundEmitter:PlaySound("dontstarve/creatures/eyeballturret/shotexplo")

  end )

  end

  end

  shears.components.inspectable.getstatus = function(shears)

  makers.AnimState:PlayAnimation("give")

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

  local fist = SpawnPrefab(name)

  fist.Transform:SetPosition(pt.x+0.7, 0, pt.z+0.7)

  fist:AddTag("goodbye")

  fist.Transform:SetScale(1.2, 1.2, 1.2)

  fist.AnimState:SetBloomEffectHandle("shaders/anim.ksh")

  fist.components.inventoryitem.canbepickedup = false

  rock:Remove() colth:Remove()

  GetPlayer():DoTaskInTime(3, function() shears:Remove() fist:Remove() gold:Remove() end )

  if fist.prefab == "razor" then

  makers.AnimState:SetBuild("wolfgang")

  GetPlayer():DoTaskInTime(3, function()

  for k = 1, 10 do

  GetPlayer().components.inventory:GiveItem(goldnugget)

  end

  end )

  end

  if fist.prefab == "blueprint" then

  makers.AnimState:SetBuild("wolfgang_skinny")

  makers.AnimState:PlayAnimation("hit")

  GetPlayer():DoTaskInTime(3, function()

  for k = 1, 20 do

  GetPlayer().components.inventory:GiveItem(goldnugget)

  GetPlayer().SoundEmitter:PlaySound("dontstarve/HUD/get_gold")

  end

  end )

  end

  if fist.prefab == "rocks" then

  makers.AnimState:SetBuild("wolfgang_mighty")

  makers.AnimState:PlayAnimation("idle_onemanband1_loop",true)

  GetPlayer():DoTaskInTime(3, function()

  makers.AnimState:PlayAnimation("idle")

  SpawnPrefab("collapse_small").Transform:SetPosition(pt.x+2.5, 0, pt.z+2.5)

  GetPlayer().SoundEmitter:PlaySound("dontstarve/creatures/eyeballturret/shotexplo")

  end )

  end

  end

  colth.components.inspectable.getstatus = function(colth)

  makers.AnimState:PlayAnimation("give")

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

  local fist = SpawnPrefab(name)

  fist.Transform:SetPosition(pt.x+0.7, 0, pt.z+0.7)

  fist:AddTag("goodbye")

  fist.Transform:SetScale(1.2, 1.2, 1.2)

  fist.AnimState:SetBloomEffectHandle("shaders/anim.ksh")

  fist.components.inventoryitem.canbepickedup = false

  shears:Remove() rock:Remove()

  GetPlayer():DoTaskInTime(3, function() colth:Remove() fist:Remove() gold:Remove() end )

  if fist.prefab == "blueprint" then

  makers.AnimState:SetBuild("wolfgang")

  GetPlayer():DoTaskInTime(3, function()

  for k = 1, 10 do

  GetPlayer().components.inventory:GiveItem(goldnugget)

  end

  end )

  end

  if fist.prefab == "rocks" then

  makers.AnimState:SetBuild("wolfgang_skinny")

  makers.AnimState:PlayAnimation("hit")

  GetPlayer():DoTaskInTime(3, function()

  for k = 1, 20 do

  GetPlayer().components.inventory:GiveItem(goldnugget)

  GetPlayer().SoundEmitter:PlaySound("dontstarve/HUD/get_gold")

  end

  end )

  end

  if fist.prefab == "razor" then

  makers.AnimState:SetBuild("wolfgang_mighty")

  makers.AnimState:PlayAnimation("idle_onemanband1_loop",true)

  GetPlayer():DoTaskInTime(3, function()

  makers.AnimState:PlayAnimation("idle")

  SpawnPrefab("collapse_small").Transform:SetPosition(pt.x+2.5, 0, pt.z+2.5)

  GetPlayer().SoundEmitter:PlaySound("dontstarve/creatures/eyeballturret/shotexplo")

  end )

  end

  end

  end

  end

  local function OnDeploy (inst, pt)

  game(inst)

  inst:Remove()

  end

  inst:AddComponent("deployable")

  inst.components.deployable.ondeploy = OnDeploy

  local function onsave(inst, data)

  if inst:HasTag("makers") then

  data.makers = true

  end

  if inst:HasTag("goodbye") then

  data.goodbye = true

  end

  end

  local function onload(inst, data)

  if data and data.makers then

  game(inst)

  inst:Remove()

  end

  if data and data.goodbye then

  inst:Remove()

  end

  end

  inst.OnSave = onsave

  inst.OnLoad = onload

  MakeLargeBurnable(inst)

  MakeLargePropagator(inst)

  即可用火腿短棍种野球拳赌场,给红色三角10个黄金(拿着黄金对红色三角点鼠标左键),会出现石头、剪子、布选项,用鼠标左键点击要出的选项(比如点石头),庄家会同时出拳。野球拳的规则是,石头赢剪子输布、剪子赢布输石头、布赢石头输剪子。如果胜利则获得本金加10个黄金(共20个黄金),打平退还本金,输了就输掉本金。庄家不会与穷光蛋对赌,在付了10个黄金的本金后,身上至少须保有1个黄金。不想要野球拳赌场时,烧掉即可。火腿短棍在战斗选项(画着两把剑)下,用1个猪皮、2个树枝、2个大肉制造

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