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



二九一.小酒馆(用剃刀种小酒馆,听音乐、喝烧酒、吃料理、小憩一下)

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

local function bar(inst)
	local pt = inst:GetPosition()
	local waiter = SpawnPrefab("razor")
	waiter.Transform:SetPosition(pt.x, pt.y, pt.z)
	waiter.AnimState:SetBank("wilson")
	waiter.AnimState:SetBuild("wes")
	waiter.AnimState:Hide("ARM_carry")
	waiter.AnimState:Show("ARM_normal")
	waiter.Transform:SetFourFaced()
	waiter.AnimState:PlayAnimation("idle")
	waiter:AddTag("waiter")
	waiter:RemoveComponent("inventoryitem")
	waiter:RemoveComponent("shaver")
	waiter:RemoveComponent("deployable")
	waiter:AddComponent("trader")
	waiter.components.trader:SetAcceptTest(function(waiter, item) 
		if GetPlayer().components.inventory:Has("goldnugget", 1) then
		   if item.prefab == "goldnugget" then
			  return true
		   end
		end
		return false
	end )
	waiter.components.trader.onaccept = function(waiter, giver, item)
		waiter.AnimState:PlayAnimation("idle_onemanband1_loop",true)
		waiter:DoTaskInTime(5, function() waiter.AnimState:PlayAnimation("idle") end )
		GetPlayer().components.sanity:DoDelta(3)
	end
	local bar = SpawnPrefab("razor")
	bar.Transform:SetPosition(pt.x+0.8, 0, pt.z+0.8)
	bar.AnimState:SetBank("ruins_table")
	bar.AnimState:SetBuild("ruins_table")
	bar.AnimState:PlayAnimation("idle")
	bar:AddTag("goodbye")
	bar:RemoveComponent("inventoryitem")
	bar:RemoveComponent("shaver")
	bar:RemoveComponent("deployable")
	bar:AddComponent("trader")
	bar.components.trader:SetAcceptTest(function(bar, item) 
		if GetPlayer().components.inventory:Has("goldnugget", 5) then
		   if item.prefab == "goldnugget" then
			  return true
		   end
		end
		return false
	end )
	bar.components.trader.onaccept = function(bar, giver, item)
		GetPlayer().components.inventory:ConsumeByName("goldnugget", 4)
		waiter.AnimState:PlayAnimation("give")
		local wine = SpawnPrefab("razor")
		wine.AnimState:SetBank("ruins_vase")
		wine.AnimState:SetBuild("ruins_vase")
		wine.AnimState:PlayAnimation("idle")
		wine.Transform:SetScale(0.5, 0.5, 0.5)
		wine.Physics:SetActive(false)
		wine:AddTag("goodbye")
		wine.components.inventoryitem.canbepickedup = false
		local follower = wine.entity:AddFollower()
		follower:FollowSymbol( bar.GUID, "swap_object", -100, -170, 0 )
		wine.components.inspectable.getstatus = function(wine)
			wine:Remove()
			wine = nil
			GetPlayer().sg:GoToState("eat")
			GetPlayer().components.sanity:DoDelta(-5)
			GetPlayer().components.health:DoDelta(20)
		end
	end
	local icebox = SpawnPrefab("razor")
	icebox.Transform:SetPosition(pt.x-1.6+0.8, 0, pt.z+1.6+0.8)
	icebox.AnimState:SetBank("icebox")
	icebox.AnimState:SetBuild("ice_box")
	icebox.AnimState:PlayAnimation("closed")
	icebox.AnimState:SetMultColour(255/255,255/255,255/255,1)
	icebox:AddTag("goodbye")
	icebox:RemoveComponent("inventoryitem")
	icebox:RemoveComponent("shaver")
	icebox:RemoveComponent("deployable")
	icebox:AddComponent("trader")
	icebox.components.trader:SetAcceptTest(function(icebox, item) 
		if GetPlayer().components.inventory:Has("goldnugget", 5) then
		   if item.prefab == "goldnugget" then
			  return true
		   end
		end
		return false
	end )
	icebox.components.trader.onaccept = function(icebox, giver, item)
		GetPlayer().components.inventory:ConsumeByName("goldnugget", 4)
		waiter.AnimState:PlayAnimation("give")
		local names = {"butterflymuffin","frogglebunwich","taffy","pumpkincookie","stuffedeggplant","fishsticks","honeynuggets","honeyham","dragonpie","kabobs","mandrakesoup","baconeggs","meatballs","bonestew","perogies","turkeydinner","ratatouille","jammypreserves","fruitmedley","fishtacos","waffles","unagi","flowersalad","icecream","watermelonicle","trailmix","hotchili","guacamole"}
		local name = names[math.random(#names)]
		local snack = SpawnPrefab(name)
		giver.components.inventory:GiveItem(snack)
	end
	local chair = SpawnPrefab("razor")
	chair.Transform:SetPosition(pt.x+1.5+0.8, 0, pt.z-1.5+0.8)
	chair.AnimState:SetBank("ruins_chair")
	chair.AnimState:SetBuild("ruins_chair")
	chair.AnimState:PlayAnimation("idle")
	chair:AddTag("goodbye")
	chair:RemoveComponent("inventoryitem")
	chair:RemoveComponent("shaver")
	chair:RemoveComponent("deployable")
	chair.components.inspectable.getstatus = function()
		TheFrontEnd:Fade(true,1)
		GetClock():NextPhase()
		GetPlayer().components.hunger:DoDelta(-10)
		GetPlayer().components.sanity:DoDelta(25)
	end
	local music = SpawnPrefab("razor")
	music.Transform:SetPosition(pt.x+1.5-0.8, 0, pt.z-1.5-0.8)
	music.AnimState:SetBank("phonograph")
	music.AnimState:SetBuild("phonograph")
	music.AnimState:PlayAnimation("idle")
	music:AddTag("goodbye")
	music:RemoveComponent("inventoryitem")
	music:RemoveComponent("shaver")
	music:RemoveComponent("deployable")
	music.entity:AddSoundEmitter()
	music:AddComponent("machine")
	music.components.machine.turnonfn = function(music)
		music.AnimState:PlayAnimation("play_loop", true)
		music.SoundEmitter:PlaySound("dontstarve/maxwell/ragtime", "ragtime")
	end
	music.components.machine.turnofffn = function(music)
		music.AnimState:PlayAnimation("idle")
		music.SoundEmitter:KillSound("ragtime")
		music.SoundEmitter:PlaySound("dontstarve/music/gramaphone_end")
	end
	music.components.machine:TurnOff()
	local pot = SpawnPrefab("razor")
	pot.Transform:SetPosition(pt.x-1.5-1.1, 0, pt.z+1.5-1.1)
	pot.AnimState:SetBank("cook_pot")
	pot.AnimState:SetBuild("cook_pot")
	pot.Transform:SetScale(0.8, 0.8, 0.8)
	pot.AnimState:PlayAnimation("cooking_loop", true)
	pot:AddTag("goodbye")
	pot:RemoveComponent("inventoryitem")
	pot:RemoveComponent("shaver")
	pot:RemoveComponent("deployable")
	pot.AnimState:SetBloomEffectHandle("shaders/anim.ksh")
	local light = pot.entity:AddLight()
	light:SetFalloff(1)
	light:SetIntensity(.8)
	light:SetRadius(10)
	light:SetColour(180/255, 195/255, 50/255)
	light:Enable(true)
end
local function OnDeploy (inst, pt)
	bar(inst)
	inst:Remove()
end
	inst:AddComponent("deployable")
	inst.components.deployable.ondeploy = OnDeploy
local function onsave(inst, data)
	if inst:HasTag("waiter") then
		data.waiter = true
	end
	if inst:HasTag("goodbye") then
		data.goodbye = true
	end
end
local function onload(inst, data)
	if data and data.waiter then
	   bar(inst)
	   inst:Remove()
	end
	if data and data.goodbye then
	   inst:Remove()
	end
end
	inst.OnSave = onsave
	inst.OnLoad = onload
MakeLargeBurnable(inst)
MakeLargePropagator(inst)

	即可用剃刀种小酒馆,给桌子5个黄金(拿着黄金对桌子点鼠标左键),服务员会为你热1瓶烧酒,左键点桌上的酒瓶即可喝掉,补20点血,但会减5点脑(喝多了会头晕)。给冰箱5个黄金,可以购买料理(直接放入物品栏)。如果你满意酒馆的服务,可以向服务员支付小费(拿着黄金对服务员点鼠标左键),每次1个黄金,补3点脑。如果想休息一下,就用左键点椅子,时间会跳到下一时段,补25点脑,减少10点饥饿。鼠标右键点留声机,可以开关音乐。冬天天冷时,靠近锅会很暖和。不想要小酒馆时,烧掉即可。剃刀在工具选项(画着斧子和镐)下,用2个树枝、2个燧石制造