第342页:野球拳赌场
展开二九二.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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