代码来源于“易宁”大佬的分享,仅供学习,不要直接复制粘贴。

原帖链接:http://bbs.3dmgame.com/thread-3859071-1-1.html



00.养育孩子(主角逝去则孩子接班,一代一代生存下去)

	1.用MT管理器打开游戏目录/assets/scripts/prefabs/minotaurhorn.lua文件,在inst:AddComponent("inspectable")的下一行插入以下内容:

local function getson (inst)
	TheFrontEnd:Fade(false,1)
  GetPlayer():DoTaskInTime(1.5, function()
	TheFrontEnd:Fade(true,1)
	local pt = GetPlayer():GetPosition()
	local son = SpawnPrefab("resurrectionstatue")
	son.Transform:SetPosition(pt.x, pt.y, pt.z)
	son.AnimState:SetBank("wilson")
	if GetPlayer().prefab == "wilson" then son.AnimState:SetBuild("wilson") end
	if GetPlayer().prefab == "wendy" then son.AnimState:SetBuild("wendy") end
	if GetPlayer().prefab == "wes" then son.AnimState:SetBuild("wes") end
	if GetPlayer().prefab == "wickerbottom" then son.AnimState:SetBuild("wickerbottom") end
	if GetPlayer().prefab == "willow" then son.AnimState:SetBuild("willow") end
	if GetPlayer().prefab == "wolfgang" then son.AnimState:SetBuild("wolfgang_skinny") end
	if GetPlayer().prefab == "wx78" then son.AnimState:SetBuild("wx78") end
	if GetPlayer().prefab == "woodie" then son.AnimState:SetBuild("woodie") end
	if GetPlayer().prefab == "waxwell" then son.AnimState:SetBuild("waxwell") end
	if GetPlayer().prefab == "wathgrithr" then son.AnimState:SetBuild("wathgrithr") end
	if GetPlayer().prefab == "webber" then son.AnimState:SetBuild("webber") end
	local hats = {"hat_beefalo","hat_feather","hat_flower","hat_top","hat_walrus","hat_winter"}
	local hat = hats[math.random(#hats)]
	son.AnimState:OverrideSymbol("swap_hat", hat, "swap_hat")
	local armors = {"armor_sanity","armor_slurper","armor_sweatervest","armor_trunkvest_summer","armor_trunkvest_winter"}
	local armor = armors[math.random(#armors)]
	son.AnimState:OverrideSymbol("swap_body", armor, "swap_body")
	son.AnimState:Show("HAT")
	son.AnimState:Show("HAT_HAIR")
	son.AnimState:Hide("HAIR_NOHAT")
	son.AnimState:Hide("HAIR")
	son.AnimState:Hide("ARM_carry")
	son.AnimState:Show("ARM_normal")
	son.AnimState:PlayAnimation("idle")
	son.AnimState:Hide("snow")
	son.Transform:SetFourFaced()
	son.Transform:SetScale(0.8,0.8,0.8)
	son:AddComponent("combat")
	son.components.combat.hiteffectsymbol = "torso"
	son.components.combat:SetRetargetFunction(3, function(son)
		if not son.components.health:IsDead() then
			return FindEntity(son, 20, function(guy)
				if guy.components.health and not guy.components.health:IsDead() then
				   return guy.components.combat.target == GetPlayer() or GetPlayer().components.combat.target == guy
				end
			end)
		end
	end )
	son.components.combat:SetKeepTargetFunction(function(son, target) return target and target:IsValid() end )
	son.components.combat:SetAttackPeriod(1)
	son.components.combat:SetRange(2, 3)
	son.components.combat:SetDefaultDamage(10)
	son:AddComponent("health")
	son.components.health:SetMaxHealth(1000)
	son.components.health.nofadeout = true
	son:AddComponent("inventory")
	son.components.inventory.dropondeath = false
	son:AddComponent("locomotor")
	son.components.locomotor.pathcaps = { ignorecreep = true }
	son.components.locomotor.runspeed = 12
	local brain = require"brains/shadowwaxwellbrain"
	son:SetBrain(brain)
	son:SetStateGraph("SGshadowwaxwell")
	son:RemoveComponent("lootdropper")
	son:RemoveComponent("workable")
	son:RemoveComponent("burnable")
	son:RemoveComponent("propagator")
	MakeCharacterPhysics(son, 75, .5)
	son:RemoveTag("structure")
	son:AddComponent("follower")
	son.components.follower.leader = GetPlayer()
	son:AddComponent("trader")
	son.components.trader:SetAcceptTest(function(son, item) 
		if GetPlayer().components.inventory:Has("goldnugget", 5) then
		   if item.prefab == "goldnugget" and son.components.health and not son.components.health:IsDead() then
			  return son.components.health:GetPercent() < .99
		   end
		end
		return false
	end )
	son.components.trader.onaccept = function(son, giver, item)
		GetPlayer().components.inventory:ConsumeByName("goldnugget", 4)
		son.components.health:DoDelta(1000)
	end
	son:AddComponent("machine")
	son.components.machine.turnonfn = function() son.components.locomotor:Stop() son.brain:Stop() end
	son.components.machine.turnofffn = function() son.brain:Start() end
	son:ListenForEvent("death", function()
		GetPlayer().components.sanity:DoDelta(-100)
		SpawnPrefab("trinket_1").Transform:SetPosition(son.Transform:GetWorldPosition())
	end )
	son:AddTag("companion")
	son:AddTag("sons")
	inst:Remove()
  end )
end
local function OnDeploy (inst, pt)
  if GetPlayer().components.inventory:Has("goldnugget", 100) then
	GetPlayer().components.inventory:ConsumeByName("goldnugget", 100)
	local egg1 = SpawnPrefab("minotaurhorn")
	egg1.AnimState:SetBuild("tallbird_egg")
	egg1.AnimState:SetBank("egg")
	egg1.AnimState:PlayAnimation("egg")
	egg1.Transform:SetPosition(pt.x+2+3, pt.y, pt.z+2-3)
	egg1.AnimState:SetMultColour(0/255,255/255,0/255,1)
	egg1.Transform:SetScale(1.5,1.5,1.5)
	egg1:AddComponent("health")
	egg1.components.health:SetMaxHealth(1)
	egg1:AddComponent("combat")
	egg1:RemoveComponent("edible")
	egg1.components.inventoryitem.canbepickedup = false
	local egg2 = SpawnPrefab("minotaurhorn")
	egg2.AnimState:SetBuild("tallbird_egg")
	egg2.AnimState:SetBank("egg")
	egg2.AnimState:PlayAnimation("egg")
	egg2.Transform:SetPosition(pt.x+2-3, pt.y, pt.z+2+3)
	egg2.AnimState:SetMultColour(0/255,255/255,0/255,1)
	egg2.Transform:SetScale(1.5,1.5,1.5)
	egg2:AddComponent("health")
	egg2.components.health:SetMaxHealth(1)
	egg2:AddComponent("combat")
	egg2:RemoveComponent("edible")
	egg2.components.inventoryitem.canbepickedup = false
	egg1:ListenForEvent("death", function() egg1.AnimState:PlayAnimation("crack") egg2:Remove()
		if math.random()<.5 then
		   local pt = GetPlayer():GetPosition()
		   GetSeasonManager():DoLightningStrike(pt)
		   inst:DoTaskInTime(1, function() getson(inst) end )
		else
		   SpawnPrefab("collapse_small").Transform:SetPosition(egg1.Transform:GetWorldPosition())
		   GetPlayer().SoundEmitter:PlaySound("dontstarve/creatures/eyeballturret/shotexplo")
		end
	end )
	egg2:ListenForEvent("death", function() egg2.AnimState:PlayAnimation("crack") egg1:Remove()
		if math.random()<.5 then
		   local pt = GetPlayer():GetPosition()
		   GetSeasonManager():DoLightningStrike(pt)
		   inst:DoTaskInTime(2, function() getson(inst) end )
		else
		   SpawnPrefab("collapse_small").Transform:SetPosition(egg2.Transform:GetWorldPosition())
		   GetPlayer().SoundEmitter:PlaySound("dontstarve/creatures/eyeballturret/shotexplo")
		end
	end )
  end
end
	inst:AddComponent("deployable")
	inst.components.deployable.ondeploy = OnDeploy


	2.用MT管理器打开游戏目录/assets/DLC0002/scripts/prefabs/resurrectionstatue.lua文件,将下列内容:

	inst.OnSave = onsave 
	inst.OnLoad = onload

	替换为:

local items = { AXE = "swap_axe", PICK = "swap_pickaxe", SWORD = "swap_spear" }
local function EquipItem(inst, item)
	if item then
	   inst.AnimState:OverrideSymbol("swap_object", item, item)
	   inst.AnimState:Show("ARM_carry") 
	   inst.AnimState:Hide("ARM_normal")
	end
end
	inst.items = items
	inst.equipfn = EquipItem
	EquipItem(inst)
local function onsave2(inst, data)
	if inst:HasTag("sons") then
		data.sons = true
	end
end
local function onload2(inst, data)
  if data and data.sons then
	inst.AnimState:SetBank("wilson")
	if GetPlayer().prefab == "wilson" then inst.AnimState:SetBuild("wilson") end
	if GetPlayer().prefab == "wendy" then inst.AnimState:SetBuild("wendy") end
	if GetPlayer().prefab == "wes" then inst.AnimState:SetBuild("wes") end
	if GetPlayer().prefab == "wickerbottom" then inst.AnimState:SetBuild("wickerbottom") end
	if GetPlayer().prefab == "willow" then inst.AnimState:SetBuild("willow") end
	if GetPlayer().prefab == "wolfgang" then inst.AnimState:SetBuild("wolfgang_skinny") end
	if GetPlayer().prefab == "wx78" then inst.AnimState:SetBuild("wx78") end
	if GetPlayer().prefab == "woodie" then inst.AnimState:SetBuild("woodie") end
	if GetPlayer().prefab == "waxwell" then inst.AnimState:SetBuild("waxwell") end
	if GetPlayer().prefab == "wathgrithr" then inst.AnimState:SetBuild("wathgrithr") end
	if GetPlayer().prefab == "webber" then inst.AnimState:SetBuild("webber") end
	local hats = {"hat_beefalo","hat_feather","hat_flower","hat_top","hat_walrus","hat_winter"}
	local hat = hats[math.random(#hats)]
	inst.AnimState:OverrideSymbol("swap_hat", hat, "swap_hat")
	local armors = {"armor_sanity","armor_slurper","armor_sweatervest","armor_trunkvest_summer","armor_trunkvest_winter"}
	local armor = armors[math.random(#armors)]
	inst.AnimState:OverrideSymbol("swap_body", armor, "swap_body")
	inst.AnimState:Show("HAT")
	inst.AnimState:Show("HAT_HAIR")
	inst.AnimState:Hide("HAIR_NOHAT")
	inst.AnimState:Hide("HAIR")
	inst.AnimState:Hide("ARM_carry")
	inst.AnimState:Show("ARM_normal")
	inst.AnimState:PlayAnimation("idle")
	inst.AnimState:Hide("snow")
	inst.Transform:SetFourFaced()
	inst.Transform:SetScale(0.8,0.8,0.8)
	inst:AddComponent("combat")
	inst.components.combat.hiteffectsymbol = "torso"
	inst.components.combat:SetRetargetFunction(3, function(inst)
		if not inst.components.health:IsDead() then
			return FindEntity(inst, 20, function(guy)
				if guy.components.health and not guy.components.health:IsDead() then
				   return guy.components.combat.target == GetPlayer() or GetPlayer().components.combat.target == guy
				end
			end)
		end
	end )
	inst.components.combat:SetKeepTargetFunction(function(inst, target) return target and target:IsValid() end )
	inst.components.combat:SetAttackPeriod(1)
	inst.components.combat:SetRange(2, 3)
	inst.components.combat:SetDefaultDamage(10)
	inst:AddComponent("health")
	inst.components.health:SetMaxHealth(1000)
	inst.components.health.nofadeout = true
	inst:AddComponent("inventory")
	inst.components.inventory.dropondeath = false
	inst:AddComponent("locomotor")
	inst.components.locomotor.pathcaps = { ignorecreep = true }
	inst.components.locomotor.runspeed = 12
	local brain = require"brains/shadowwaxwellbrain"
	inst:SetBrain(brain)
	inst:SetStateGraph("SGshadowwaxwell")
	inst:RemoveComponent("lootdropper")
	inst:RemoveComponent("workable")
	inst:RemoveComponent("burnable")
	inst:RemoveComponent("propagator")
	MakeCharacterPhysics(inst, 75, .5)
	inst:RemoveTag("structure")
	inst:AddComponent("follower")
	inst.components.follower.leader = GetPlayer()
	inst:AddComponent("trader")
	inst.components.trader:SetAcceptTest(function(inst, item) 
		if GetPlayer().components.inventory:Has("goldnugget", 5) then
		   if item.prefab == "goldnugget" and inst.components.health and not inst.components.health:IsDead() then
			  return inst.components.health:GetPercent() < .99
		   end
		end
		return false
	end )
	inst.components.trader.onaccept = function(inst, giver, item)
		GetPlayer().components.inventory:ConsumeByName("goldnugget", 4)
		inst.components.health:DoDelta(1000)
	end
	inst:AddComponent("machine")
	inst.components.machine.turnonfn = function() inst.components.locomotor:Stop() inst.brain:Stop() end
	inst.components.machine.turnofffn = function() inst.brain:Start() end
	inst:ListenForEvent("death", function()
		GetPlayer().components.sanity:DoDelta(-100)
		SpawnPrefab("trinket_1").Transform:SetPosition(inst.Transform:GetWorldPosition())
	end )
	inst:AddTag("companion")
	inst:AddTag("sons")
  end
end
	inst.OnSave = onsave2
	inst.OnLoad = onload2

	即可在你攒够100个黄金时,将远古守护者角种在地上,向上天求子,会赐予你2个蛋(身上黄金数不足时,只收走远古守护者角,不给蛋),选一个打破,如果中了(屏幕黑一下),就会获得孩子,如果没中(生一团烟),就只能下次再试了。使用不同主角,将获得不同的孩子,可以带着他打仗、砍树、开矿。如果你死了,他将长大成人,继承你的事业,一代一代在饥荒世界里生存下去。如果他不幸夭折了,对你而言无疑是晴天霹雳(减100点脑),他将为你留下一件小小的遗物,让你永远不要忘记他。当遇到危险时,可以对他点鼠标右键,让他停留在原地,等危险排除了,再对他按右键,即可继续跟随。可以通过给零花钱为他补血(拿着黄金对他点鼠标左键),一次5个黄金,身上黄金数不足或孩子满血时拒收。注意未成年人是不会跟着你下地洞的,把他安顿好后再去刷怪吧