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



二五一.我的王国(用远古短棒种国王雕像,可获得税收,有警察巡逻并听你调遣)

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

local items = { 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 createguru(inst)
	local pt = inst:GetPosition()
	local guru = SpawnPrefab("ruins_bat")
	guru.Transform:SetPosition(pt.x, pt.y, pt.z)
	guru.AnimState:SetBank("wilson")
	if GetPlayer().prefab == "wilson" then guru.AnimState:SetBuild("wilson") end
	if GetPlayer().prefab == "wendy" then guru.AnimState:SetBuild("wendy") end
	if GetPlayer().prefab == "wes" then guru.AnimState:SetBuild("wes") end
	if GetPlayer().prefab == "wickerbottom" then guru.AnimState:SetBuild("wickerbottom") end
	if GetPlayer().prefab == "willow" then guru.AnimState:SetBuild("willow") end
	if GetPlayer().prefab == "wolfgang" then guru.AnimState:SetBuild("wolfgang") end
	if GetPlayer().prefab == "wx78" then guru.AnimState:SetBuild("wx78") end
	if GetPlayer().prefab == "woodie" then guru.AnimState:SetBuild("woodie") end
	if GetPlayer().prefab == "waxwell" then guru.AnimState:SetBuild("waxwell") end
	if GetPlayer().prefab == "wathgrithr" then guru.AnimState:SetBuild("wathgrithr") end
	if GetPlayer().prefab == "webber" then guru.AnimState:SetBuild("webber") end
	guru.AnimState:PlayAnimation("idle")
	guru.AnimState:OverrideSymbol("swap_object", "swap_cane", "swap_cane")
	guru.AnimState:Hide("ARM_normal") 
	guru.AnimState:Show("ARM_carry")
	guru.AnimState:OverrideSymbol("swap_hat", "hat_ruins", "swap_hat")
	guru.AnimState:Show("HAT")
	guru.AnimState:Show("HAT_HAIR")
	guru.AnimState:Hide("HAIR_NOHAT")
	guru.AnimState:Hide("HAIR")
	guru.Transform:SetFourFaced()
	guru.Transform:SetRotation( 0 )
	guru.Transform:SetScale(3.5, 3.5, 3.5)
	local shadow = guru.entity:AddDynamicShadow()
	shadow:SetSize( 6, 3.5 )
	local minimap = guru.entity:AddMiniMapEntity()
	minimap:SetIcon( "obelisk.png" )
	guru.AnimState:SetBloomEffectHandle("shaders/anim.ksh")
	guru:AddTag("guru")
	guru:RemoveTag("sharp")
	guru:RemoveComponent("weapon")
	guru:RemoveComponent("finiteuses")
	guru:RemoveComponent("inventoryitem")
	guru:RemoveComponent("equippable")
	guru:RemoveComponent("deployable")
	local light = guru.entity:AddLight()
	light:SetFalloff(1)
	light:SetIntensity(.8)
	light:SetRadius(10)
	light:SetColour(180/255, 195/255, 50/255)
	light:Enable(true)
	guru:AddComponent("workable")
	guru.components.workable:SetWorkAction(ACTIONS.HAMMER)
	guru.components.workable:SetWorkLeft(5)
	guru.components.workable:SetOnFinishCallback(function(guru)
		SpawnPrefab("collapse_big").Transform:SetPosition(guru.Transform:GetWorldPosition())
		GetPlayer().SoundEmitter:PlaySound("dontstarve/common/destroy_wood")
		guru:Remove()
	end )
	guru:AddComponent("pickable")
	guru.components.pickable:SetUp("goldnugget", 480, math.random(15,25))
	guru.components.pickable:SetOnPickedFn(function(guru) guru.AnimState:SetBloomEffectHandle("") end )
	guru.components.pickable:SetOnRegenFn(function(guru) guru.AnimState:SetBloomEffectHandle("shaders/anim.ksh") end )
	guru:ListenForEvent( "daytime", function()
		for k = 1,math.random(10,25) do
			local pt0 = guru:GetPosition()
			local ground = GetWorld()
			local x = pt0.x+(math.random(50)-math.random(50))
			local z = pt0.z+(math.random(50)-math.random(50))
			local tile = ground.Map:GetTileAtPoint(x,0, z)
			if tile ~= GROUND.IMPASSABLE and tile ~= GROUND.INVALID then
			   local militia = SpawnPrefab("ruins_bat")
			   militia.Transform:SetPosition(x,0,z)
			   militia.AnimState:SetBank("wilson")
			   local buildnames = {"wilson","wendy","wes","wickerbottom","willow","wolfgang","wx78"}
			   local buildname = buildnames[math.random(#buildnames)]
			   militia.AnimState:SetBuild(buildname)
			   militia.AnimState:OverrideSymbol("swap_hat", "hat_walrus", "swap_hat")
			   militia.AnimState:OverrideSymbol("swap_body", "armor_wood", "swap_body")
			   militia.AnimState:OverrideSymbol("swap_object", "swap_spear", "swap_spear")
			   militia.AnimState:Show("HAT")
			   militia.AnimState:Show("HAT_HAIR")
			   militia.AnimState:Hide("HAIR_NOHAT")
			   militia.AnimState:Hide("HAIR")
			   militia.AnimState:Hide("ARM_normal")
			   militia.AnimState:Show("ARM_carry")
			   militia.AnimState:PlayAnimation("idle")
			   militia.Transform:SetFourFaced()
			   local shadow = militia.entity:AddDynamicShadow()
			   shadow:SetSize( 1.3, .6 )
			   MakeCharacterPhysics(militia, 75, .5)
			   local minimap = militia.entity:AddMiniMapEntity()
			   minimap:SetIcon( "statue_small.png" )
			   militia:AddTag("militia")
			   militia:AddComponent("locomotor")
			   militia.components.locomotor.walkspeed = 5
			   militia.components.locomotor.runspeed = 10
			   militia:SetStateGraph("SGshadowwaxwell")
			   local brain = require "brains/frogbrain"
			   militia:SetBrain(brain)
			   militia:RemoveTag("sharp")
			   militia:RemoveComponent("weapon")
			   militia:RemoveComponent("finiteuses")
			   militia:RemoveComponent("inventoryitem")
			   militia:RemoveComponent("equippable")
			   militia:RemoveComponent("deployable")
			   militia:AddComponent("follower")
			   militia:AddComponent("knownlocations")
			   militia:AddComponent("health")
			   militia.components.health:SetMaxHealth(1200)
			   militia.components.health.nofadeout = true
			   militia:AddComponent("combat")
			   militia.components.combat:SetDefaultDamage(20)
			   militia.components.combat:SetAttackPeriod(1)
			   militia.components.combat.hiteffectsymbol = "torso"
			   militia.components.combat:SetRange(2, 3)
			   militia.components.combat:SetRetargetFunction(2, function(militia)
				   if not militia.components.health:IsDead() then
					   return FindEntity(militia, 25, 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 or guy:HasTag("monster")
						   end
					   end )
				   end
			   end )
			   militia.components.combat:SetKeepTargetFunction(function(militia, target) return target and target:IsValid() end )
			   militia:ListenForEvent("attacked", function(militia, data)
				   militia.components.combat:SetTarget(data.attacker)
			   end )
			   militia.components.inspectable.getstatus = function(militia)
				   if not militia:HasTag("letsgo") then
					  local brain = require "brains/abigailbrain"
					  militia:SetBrain(brain)
					  militia:RestartBrain()
					  militia.components.follower:SetLeader(GetPlayer())
					  militia:AddTag("letsgo")
				   else
					  local brain = require "brains/frogbrain"
					  militia:SetBrain(brain)
					  militia:RestartBrain()
					  militia.components.follower:SetLeader(nil)
					  militia:RemoveTag("letsgo")
				   end
			   end
			   militia:ListenForEvent( "nighttime", function() militia:Remove() end , GetWorld())
			end
		end
	end , GetWorld())
end
local function OnDeploy (inst, pt)
	if GetPlayer().components.inventory:Has("goldnugget", 1000) then 
	   GetPlayer().components.inventory:ConsumeByName("goldnugget", 1000)
	   createguru(inst)
	   inst:Remove()
	end
end
	inst:AddComponent("deployable")
	inst.components.deployable.ondeploy = OnDeploy
local function onsave(inst, data)
	if inst:HasTag("guru") then
		data.guru = true
	end
	if inst:HasTag("militia") then
		data.militia = true
	end
	if inst:HasTag("letsgo") then
		data.letsgo = true
	end
end
local function onload(inst, data)
	if data and data.guru then
	   createguru(inst)
	   inst:Remove()
	end
	if data and data.militia then
	   inst.AnimState:SetBank("wilson")
	   local buildnames = {"wilson","wendy","wes","wickerbottom","willow","wolfgang","wx78"}
	   local buildname = buildnames[math.random(#buildnames)]
	   inst.AnimState:SetBuild(buildname)
	   inst.AnimState:OverrideSymbol("swap_hat", "hat_walrus", "swap_hat")
	   inst.AnimState:OverrideSymbol("swap_body", "armor_wood", "swap_body")
	   inst.AnimState:OverrideSymbol("swap_object", "swap_spear", "swap_spear")
	   inst.AnimState:Show("HAT")
	   inst.AnimState:Show("HAT_HAIR")
	   inst.AnimState:Hide("HAIR_NOHAT")
	   inst.AnimState:Hide("HAIR")
	   inst.AnimState:Hide("ARM_normal")
	   inst.AnimState:Show("ARM_carry")
	   inst.AnimState:PlayAnimation("idle")
	   inst.Transform:SetFourFaced()
	   local shadow = inst.entity:AddDynamicShadow()
	   shadow:SetSize( 1.3, .6 )
	   MakeCharacterPhysics(inst, 75, .5)
	   local minimap = inst.entity:AddMiniMapEntity()
	   minimap:SetIcon( "statue_small.png" )
	   inst:AddTag("militia")
	   inst:AddComponent("locomotor")
	   inst.components.locomotor.walkspeed = 5
	   inst.components.locomotor.runspeed = 10
	   inst:SetStateGraph("SGshadowwaxwell")
	   local brain = require "brains/frogbrain"
	   inst:SetBrain(brain)
	   inst:RemoveTag("sharp")
	   inst:RemoveComponent("weapon")
	   inst:RemoveComponent("finiteuses")
	   inst:RemoveComponent("inventoryitem")
	   inst:RemoveComponent("equippable")
	   inst:RemoveComponent("deployable")
	   inst:AddComponent("follower")
	   inst:AddComponent("knownlocations")
	   inst:AddComponent("health")
	   inst.components.health:SetMaxHealth(1200)
	   inst.components.health.nofadeout = true
	   inst:AddComponent("combat")
	   inst.components.combat:SetDefaultDamage(20)
	   inst.components.combat:SetAttackPeriod(1)
	   inst.components.combat.hiteffectsymbol = "torso"
	   inst.components.combat:SetRange(2, 3)
	   inst.components.combat:SetRetargetFunction(2, function(inst)
		   if not inst.components.health:IsDead() then
			  return FindEntity(inst, 25, 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 or guy:HasTag("monster")
				  end
			  end )
		   end
	   end )
	   inst.components.combat:SetKeepTargetFunction(function(inst, target) return target and target:IsValid() end )
	   inst:ListenForEvent("attacked", function(inst, data)
		   inst.components.combat:SetTarget(data.attacker)
	   end )
	   inst.components.inspectable.getstatus = function(inst)
		   if not inst:HasTag("letsgo") then
			  local brain = require "brains/abigailbrain"
			  inst:SetBrain(brain)
			  inst:RestartBrain()
			  inst.components.follower:SetLeader(GetPlayer())
			  inst:AddTag("letsgo")
		   else
			  local brain = require "brains/frogbrain"
			  inst:SetBrain(brain)
			  inst:RestartBrain()
			  inst.components.follower:SetLeader(nil)
			  inst:RemoveTag("letsgo")
		   end
	   end
	   inst:ListenForEvent( "nighttime", function() inst:Remove() end , GetWorld())
	end
	if data and data.letsgo then
	   local brain = require "brains/abigailbrain"
	   inst:SetBrain(brain)
	   inst:RestartBrain()
	   inst.components.follower:SetLeader(GetPlayer())
	   inst:AddTag("letsgo")
	end
end
	inst.OnSave = onsave
	inst.OnLoad = onload

	即可在身上有1000个黄金时,用远古短棒种国王雕像(你自己的形象),宣誓你在这块大陆上的主权,将消费1000个黄金,身上黄金数不足时,不会种出雕像。当雕像发光时,代表当地的税收已经上缴(每日一次),用鼠标左键点雕像,可收到税款。每天白天,雕像周围会有警察巡逻,黑夜将离去,他们会攻击任何来犯的敌人。鼠标左键点警察(不要拿武器,以免误伤),可让他跟随你(黑夜离去),再次点击可解除跟随。在大陆各地树起国王雕像,建立你的王国,统治整块大陆吧。可通过小地图查看你的势力范围,国王雕像在小地图上显示为方尖碑图标,警察显示为天使雕像图标。不想要国王雕像时,用锤子砸掉即可。远古短棒在远古选项(画着远古祭坛)下,用3个活木头、4个铥矿石、4个噩梦燃料制造,制造时须靠近远古祭坛