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



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MT管理器打开游戏目录/assets/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