第348页:我的果汁店
展开二九八.我的果汁店(用治疗药膏种果汁店,自己制作果汁,顾客上门购买)
用记事本打开游戏目录\data\scripts\prefabs\healingsalve.lua文件,在inst:AddComponent("inspectable")的下一行插入以下内容:
local function itemtest(inst, item, slot)
if item.prefab == "cave_banana" or item.prefab == "pomegranate" or item.prefab == "dragonfruit" then
return true
end
return false
end
local slotpos = { Vector3(0,32+4,0), Vector3(0,-(32+4),0), Vector3(0,-(64+32+8+4),0)}
local widgetbuttoninfo = {
text = "Start",
position = Vector3(0, -165, 0),
fn = function(inst)
if inst:HasTag("juicer") and inst.components.container:Has("cave_banana", 1) and inst.components.container:Has("pomegranate", 1) and inst.components.container:Has("dragonfruit", 1) then
inst.components.container:ConsumeByName("cave_banana", 1)
inst.components.container:ConsumeByName("pomegranate", 1)
inst.components.container:ConsumeByName("dragonfruit", 1)
GetPlayer().SoundEmitter:PlaySound("dontstarve/HUD/research_available")
local sweets = SpawnPrefab("healingsalve")
sweets.AnimState:SetBank("food")
sweets.AnimState:SetBuild("cook_pot_food")
sweets.AnimState:PlayAnimation("fruitmedley", false)
sweets:RemoveComponent("stackable")
sweets:RemoveComponent("deployable")
sweets.components.healer:SetHealthAmount(TUNING.HEALING_SUPERHUGE)
sweets.components.inventoryitem:ChangeImageName("fruitmedley")
sweets.Transform:SetScale(1.2, 1.2, 1.2)
sweets:AddTag("sweets")
GetPlayer().components.inventory:GiveItem(sweets)
end
end }
inst:AddComponent("container")
inst.components.container.widgetbuttoninfo = widgetbuttoninfo
inst.components.container:SetNumSlots(#slotpos)
inst.components.container.widgetslotpos = slotpos
inst.components.container.widgetpos = Vector3(0,180,0)
inst.components.container.side_align_tip = 160
inst.components.container.itemtestfn = itemtest
inst.components.container.canbeopened = false
local function sweetshop(inst)
local pt = inst:GetPosition()
local shop = SpawnPrefab("healingsalve")
shop.Transform:SetPosition(pt.x, pt.y, pt.z)
shop.AnimState:SetBank("rabbithouse")
shop.AnimState:SetBuild("rabbit_house")
shop.AnimState:PlayAnimation("idle", true)
shop.Transform:SetScale(0.8, 0.8, 0.8)
shop:RemoveComponent("stackable")
shop:RemoveComponent("inventoryitem")
shop:RemoveComponent("healer")
shop:RemoveComponent("deployable")
local light = shop.entity:AddLight()
light:SetFalloff(1)
light:SetIntensity(.8)
light:SetRadius(5)
light:SetColour(180/255, 195/255, 50/255)
light:Enable(true)
MakeLargeBurnable(shop)
MakeLargePropagator(shop)
shop:AddTag("shop")
shop:DoPeriodicTask(2, function(shop)
shop.AnimState:SetBloomEffectHandle("shaders/anim.ksh")
shop:DoTaskInTime(1, function() shop.AnimState:SetBloomEffectHandle("") end )
end )
shop:AddComponent("trader")
shop.components.trader:SetAcceptTest(function(shop, item)
if item.prefab == "goldnugget" then
return true
end
return false
end )
shop.components.trader.onaccept = function(shop, giver, item)
local names = {"cave_banana","pomegranate","dragonfruit"}
local name = names[math.random(#names)]
local veggie = SpawnPrefab(name)
if item.prefab == "goldnugget" then
giver.components.inventory:GiveItem(veggie)
end
end
local counter = SpawnPrefab("healingsalve")
counter.Transform:SetPosition(pt.x+2+1.8, 0, pt.z+2-1.8)
counter.AnimState:SetBank("winter_meter")
counter.AnimState:SetBuild("winter_meter")
counter.AnimState:SetPercent("meter", 0)
counter.Transform:SetScale(1.2, 1.2, 1.2)
counter.AnimState:SetOrientation( ANIM_ORIENTATION.OnGround )
counter.AnimState:SetLayer( LAYER_BACKGROUND )
counter.AnimState:SetSortOrder( 1 )
counter.Transform:SetRotation( 135 )
counter.AnimState:SetMultColour(255/255,255/255,255/255,0)
counter:RemoveComponent("stackable")
counter:RemoveComponent("inventoryitem")
counter:RemoveComponent("healer")
counter:RemoveComponent("deployable")
MakeLargeBurnable(counter)
MakeLargePropagator(counter)
counter:AddTag("NOCLICK")
counter:AddTag("goodbye")
local juicer = SpawnPrefab("healingsalve")
juicer.Transform:SetPosition(pt.x+1-2, 0, pt.z+1+2)
juicer.AnimState:SetBank("researchlab2")
juicer.AnimState:SetBuild("researchlab2")
juicer.AnimState:PlayAnimation("idle")
juicer.Transform:SetScale(0.8, 0.8, 0.8)
juicer.AnimState:SetMultColour(255/255,105/255,0/255,1)
juicer:RemoveComponent("stackable")
juicer:RemoveComponent("inventoryitem")
juicer:RemoveComponent("healer")
juicer:RemoveComponent("deployable")
juicer.components.container.canbeopened = true
MakeLargeBurnable(juicer)
MakeLargePropagator(juicer)
juicer:AddTag("juicer")
juicer:AddTag("goodbye")
local sweetsign = SpawnPrefab("healingsalve")
sweetsign.Transform:SetPosition(pt.x+1+2, 0, pt.z+1-2)
sweetsign.AnimState:SetBank("sign_home")
sweetsign.AnimState:SetBuild("sign_home")
sweetsign.AnimState:PlayAnimation("idle")
sweetsign.Transform:SetScale(0.8, 0.8, 0.8)
sweetsign.AnimState:SetMultColour(255/255,0/255,0/255,1)
MakeLargeBurnable(sweetsign)
MakeLargePropagator(sweetsign)
sweetsign:AddTag("goodbye")
sweetsign:RemoveComponent("stackable")
sweetsign:RemoveComponent("inventoryitem")
sweetsign:RemoveComponent("healer")
sweetsign:RemoveComponent("deployable")
sweetsign:ListenForEvent( "nighttime", function()
sweetsign:RemoveTag("openshop")
GetPlayer().SoundEmitter:KillSound("beavermusic")
sweetsign.AnimState:SetMultColour(255/255,0/255,0/255,1)
local pos = Vector3(sweetsign.Transform:GetWorldPosition())
local ents = TheSim:FindEntities(pos.x,pos.y,pos.z, 3000)
for k,v in pairs(ents) do
if v:HasTag("customers") then
v:Remove()
end
end
end, GetWorld())
sweetsign.components.inspectable.getstatus = function(sweetsign)
if not sweetsign:HasTag("openshop") then
local target0 = FindEntity(sweetsign, 10, function(guy)
return guy:HasTag("sweets") and guy.components.inventoryitem and not guy.components.inventoryitem:IsHeld()
end )
if target0 then
sweetsign:AddTag("openshop")
GetPlayer().SoundEmitter:PlaySound("dontstarve/music/music_hoedown", "beavermusic")
sweetsign.AnimState:SetMultColour(0/255,255/255,0/255,1)
for k = 1, math.random(8,16) do
local pt1 = sweetsign:GetPosition()
local customer = SpawnPrefab("healingsalve")
customer.Transform:SetPosition(pt1.x+(math.random(30)-math.random(30)), 0, pt1.z+(math.random(30)-math.random(30)))
customer.AnimState:SetBank("wilson")
local names = {"wilson","wendy","wes","wickerbottom","willow","wolfgang","wx78"}
local buildname = names[math.random(#names)]
customer.AnimState:SetBuild(buildname)
local hats = {"hat_bee","hat_beefalo","hat_bush","hat_earmuffs","hat_feather","hat_flower","hat_football","hat_miner","hat_ruins","hat_slurper","hat_slurtle","hat_spider","hat_straw","hat_top","hat_walrus","hat_winter"}
local hat = hats[math.random(#hats)]
customer.AnimState:OverrideSymbol("swap_hat", hat, "swap_hat")
local armors = {"armor_grass","armor_marble","armor_onemanband","armor_ruins","armor_sanity","armor_slurper","armor_slurtleshell","armor_sweatervest","armor_trunkvest_summer","armor_trunkvest_winter","armor_wood"}
local armor = armors[math.random(#armors)]
customer.AnimState:OverrideSymbol("swap_body", armor, "swap_body")
customer.AnimState:Show("HAT")
customer.AnimState:Show("HAT_HAIR")
customer.AnimState:Hide("HAIR_NOHAT")
customer.AnimState:Hide("HAIR")
customer.AnimState:Hide("ARM_carry")
customer.AnimState:Show("ARM_normal")
customer.AnimState:PlayAnimation("idle")
customer.Transform:SetFourFaced()
local sound = customer.entity:AddSoundEmitter()
local shadow = customer.entity:AddDynamicShadow()
shadow:SetSize( 1.3, .6 )
customer:RemoveComponent("stackable")
customer:RemoveComponent("inventoryitem")
customer:RemoveComponent("healer")
customer:RemoveComponent("deployable")
customer:AddComponent("locomotor")
customer.components.locomotor.walkspeed = 4
customer.components.locomotor.runspeed = 8
customer:SetStateGraph("SGshadowwaxwell")
local brain = require "brains/frogbrain"
customer:SetBrain(brain)
customer:AddComponent("health")
customer.components.health:SetMaxHealth(1000)
customer.components.health:SetInvincible(true)
customer.components.health.nofadeout = true
customer:AddComponent("combat")
customer:AddComponent("knownlocations")
customer:AddTag("customers")
customer:AddTag("goodbye")
customer.task1 = customer:DoPeriodicTask(3, function(customer)
if math.random() < 0.1 then
local target = FindEntity(customer, 100, function(guy)
return guy:HasTag("sweets") and guy.components.inventoryitem and not guy.components.inventoryitem:IsHeld()
end )
if target then
customer.components.locomotor:Stop()
customer:SetBrain(nil)
customer.components.locomotor:GoToEntity(target)
customer.task2 = customer:DoPeriodicTask(.25, function(customer)
local target2 = FindEntity(customer, 1, function(guy)
return guy:HasTag("sweets") and guy.components.inventoryitem and not guy.components.inventoryitem:IsHeld()
end )
if target2 then
customer.AnimState:PlayAnimation("pickup")
for k = 1, 6 do
SpawnPrefab("goldnugget").Transform:SetPosition(target2.Transform:GetWorldPosition())
end
target2:Remove()
local brain = require "brains/frogbrain"
customer:SetBrain(brain)
customer:RestartBrain()
if customer.task2 then customer.task2:Cancel() customer.task2 = nil end
end
end )
customer:DoTaskInTime(8, function(customer)
local brain = require "brains/frogbrain"
customer:SetBrain(brain)
customer:RestartBrain()
if customer.task2 then customer.task2:Cancel() customer.task2 = nil end
end )
else
local brain = require "brains/frogbrain"
customer:SetBrain(brain)
customer:RestartBrain()
if customer.task2 then customer.task2:Cancel() customer.task2 = nil end
end
end
end )
end
end
else
sweetsign:RemoveTag("openshop")
GetPlayer().SoundEmitter:KillSound("beavermusic")
sweetsign.AnimState:SetMultColour(255/255,0/255,0/255,1)
local pos = Vector3(sweetsign.Transform:GetWorldPosition())
local ents = TheSim:FindEntities(pos.x,pos.y,pos.z, 3000)
for k,v in pairs(ents) do
if v:HasTag("customers") then
v:Remove()
end
end
end
end
end
local function OnDeploy (inst, pt)
sweetshop(inst)
inst.components.stackable:Get():Remove()
end
inst:AddComponent("deployable")
inst.components.deployable.ondeploy = OnDeploy
local function onsave(inst, data)
if inst:HasTag("shop") then
data.shop = true
end
if inst:HasTag("goodbye") then
data.goodbye = true
end
if inst:HasTag("sweets") then
data.sweets = true
end
end
local function onload(inst, data)
if data and data.shop then
sweetshop(inst)
inst:Remove()
end
if data and data.goodbye then
inst:Remove()
end
if data and data.sweets then
inst.AnimState:SetBank("food")
inst.AnimState:SetBuild("cook_pot_food")
inst.AnimState:PlayAnimation("fruitmedley", false)
inst:RemoveComponent("stackable")
inst:RemoveComponent("deployable")
inst.components.healer:SetHealthAmount(TUNING.HEALING_SUPERHUGE)
inst.components.inventoryitem:ChangeImageName("fruitmedley")
inst.Transform:SetScale(1.2, 1.2, 1.2)
inst:AddTag("sweets")
end
end
inst.OnSave = onsave
inst.OnLoad = onload
即可用治疗药膏种我的果汁店(手里拿着1个治疗药膏对地面点鼠标右键,如果拿着多个治疗药膏,则不会种出来),拿着黄金对库房(大胡萝卜)点鼠标左键,可以购入果汁原料,分别是火龙果、香蕉、石榴,每个水果1个黄金,当然你也可以用自己种的水果。将三种水果放入右边的榨汁机(拿着水果对榨汁机点鼠标左键),然后按Start按钮,将开始榨汁,榨完后果汁自动装入主角物品栏。将果汁放在柜台上(地上半透明的长方形),点左边的牌子就可以开张了(柜台上没有果汁则无法开张),会有顾客上门购买,每份售价6个黄金。想打烊,就再次点击牌子即可。黑夜来临时会自动打烊,回家休息吧,当然你也可以再次点牌子开张,但夜里的顾客都昏昏欲睡。出售的果汁自己也可以喝(在物品栏里对果汁点鼠标右键),可大幅补充生命值。不想要果汁店时,烧掉即可,记得先打烊哦。治疗药膏在生存选项(画着绳套)下,用2个灰、1个石头、1个蜘蛛腺体制造
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