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



一七五.霸王斧(用蜻蜓鳞片种霸王斧,攻击敌人时震开并伤害周围敌人,可吸敌人的血)

	用MT管理器打开游戏目录/assets/DLC0002/scripts/prefabs/dragon_scales.lua文件,在inst:AddComponent("inspectable")的下一行插入以下内容:

local function OnDeploy (inst, pt)
	local bigaxe = SpawnPrefab("dragon_scales")
	bigaxe.Transform:SetPosition(pt.x, pt.y, pt.z)
	bigaxe.AnimState:SetBank("Lucy_axe")
	bigaxe.AnimState:SetBuild("Lucy_axe")
	bigaxe.AnimState:PlayAnimation("idle")
	bigaxe.components.inventoryitem:ChangeImageName("lucy")
	bigaxe:AddComponent("named")
	bigaxe.components.named:SetName("Poleaxe")
	bigaxe:RemoveComponent("stackable")
	bigaxe:RemoveComponent("deployable")
	bigaxe:AddComponent("equippable")
	bigaxe.components.equippable.equipslot = EQUIPSLOTS.HANDS
	bigaxe.components.equippable:SetOnEquip(function(bigaxe, owner)
		owner.AnimState:OverrideSymbol("swap_object", "swap_lucy_axe", "swap_lucy_axe")
		owner.AnimState:Show("ARM_carry")
		owner.AnimState:Hide("ARM_normal")
		bigaxe.fire = SpawnPrefab( "campfirefire" )
		local follower = bigaxe.fire.entity:AddFollower()
		follower:FollowSymbol( owner.GUID, "swap_object", -2, -135, 1 )
		bigaxe.fire.AnimState:SetMultColour(255/255,0/255,0/255,1)
		bigaxe.fire:RemoveComponent("heater")
		bigaxe.fire.persists = false
	end )
	bigaxe.components.equippable:SetOnUnequip(function(bigaxe, owner)
		owner.AnimState:Hide("ARM_carry") 
		owner.AnimState:Show("ARM_normal") 
		bigaxe.fire:Remove()
		bigaxe.fire = nil
	end )
	bigaxe:AddComponent("weapon")
	bigaxe.components.weapon:SetDamage(500)
	bigaxe.components.weapon:SetOnAttack(function(bigaxe, attacker, target)
		GetPlayer().SoundEmitter:PlaySound("dontstarve_DLC001/creatures/glommer/foot_ground")
		SpawnPrefab("groundpoundring_fx").Transform:SetPosition(attacker.Transform:GetWorldPosition())
		GetPlayer().components.playercontroller:ShakeCamera(attacker, "FULL", 0.5, 0.05, 2, 40)
		if target.components.locomotor then target.components.locomotor:Stop() end
		if target.components.health:GetPercent() < 0.3 then
		   target.AnimState:SetMultColour(255/255,0/255,0/255,1)
		end
		attacker.components.health:DoDelta(150)
		attacker:StartThread(function()
			for k = 1, 3 do
				local blood = SpawnPrefab("splash")
				blood.Transform:SetPosition(target.Transform:GetWorldPosition())
				blood.AnimState:SetMultColour(255/255,0/255,0/255,1)
				blood.Transform:SetScale(2, 2, 2)
				Sleep(.1)
			end
		end )
		target:AddTag("nomove")
		target:DoTaskInTime(0.4, function() target:RemoveTag("nomove") end )
		local pos = Vector3(attacker.Transform:GetWorldPosition())
		local ents = TheSim:FindEntities(pos.x,pos.y,pos.z, 8)
		for k,v in pairs(ents) do
			if v.components.health and v.components.combat and not v.components.health:IsDead() and not v:HasTag("nomove") then
			   if v.components.combat.target == GetPlayer() or GetPlayer().components.combat.target == v or v:HasTag("monster") then
				  SpawnPrefab("explode_small").Transform:SetPosition(v.Transform:GetWorldPosition())
				  v.components.health:DoDelta(-300)
				  local pt01 = attacker:GetPosition()
				  local pt02 = v:GetPosition()
				  v.Transform:SetPosition((pt02.x-pt01.x)*1.5+pt02.x, 0, (pt02.z-pt01.z)*1.5+pt02.z)
				  if v.components.locomotor then v.components.locomotor:Stop() end
				  if v.components.health:GetPercent() < 0.3 then
					 v.AnimState:SetMultColour(255/255,0/255,0/255,1)
				  end
			   end
			end
		end
	end )
	bigaxe:AddComponent("tool")
	bigaxe.components.tool:SetAction(ACTIONS.CHOP, 15)
	bigaxe:AddTag("bigaxes")
	inst.components.stackable:Get():Remove()
end
	inst:AddComponent("deployable")
	inst.components.deployable.ondeploy = OnDeploy
local function onsave(inst, data)
	if inst:HasTag("bigaxes") then
	   data.bigaxes = true
	end
end
local function onload(inst, data)
  if data and data.bigaxes then
	inst.AnimState:SetBank("Lucy_axe")
	inst.AnimState:SetBuild("Lucy_axe")
	inst.AnimState:PlayAnimation("idle")
	inst.components.inventoryitem:ChangeImageName("lucy")
	inst:AddComponent("named")
	inst.components.named:SetName("Poleaxe")
	inst:RemoveComponent("stackable")
	inst:RemoveComponent("deployable")
	inst:AddComponent("equippable")
	inst.components.equippable.equipslot = EQUIPSLOTS.HANDS
	inst.components.equippable:SetOnEquip(function(inst, owner)
		owner.AnimState:OverrideSymbol("swap_object", "swap_lucy_axe", "swap_lucy_axe")
		owner.AnimState:Show("ARM_carry")
		owner.AnimState:Hide("ARM_normal")
		inst.fire = SpawnPrefab( "campfirefire" )
		local follower = inst.fire.entity:AddFollower()
		follower:FollowSymbol( owner.GUID, "swap_object", -2, -135, 1 )
		inst.fire.AnimState:SetMultColour(255/255,0/255,0/255,1)
		inst.fire:RemoveComponent("heater")
		inst.fire.persists = false
	end )
	inst.components.equippable:SetOnUnequip(function(inst, owner)
		owner.AnimState:Hide("ARM_carry") 
		owner.AnimState:Show("ARM_normal") 
		inst.fire:Remove()
		inst.fire = nil
	end )
	inst:AddComponent("weapon")
	inst.components.weapon:SetDamage(500)
	inst.components.weapon:SetOnAttack(function(inst, attacker, target)
		GetPlayer().SoundEmitter:PlaySound("dontstarve_DLC001/creatures/glommer/foot_ground")
		SpawnPrefab("groundpoundring_fx").Transform:SetPosition(attacker.Transform:GetWorldPosition())
		GetPlayer().components.playercontroller:ShakeCamera(attacker, "FULL", 0.5, 0.05, 2, 40)
		if target.components.locomotor then target.components.locomotor:Stop() end
		if target.components.health:GetPercent() < 0.3 then
		   target.AnimState:SetMultColour(255/255,0/255,0/255,1)
		end
		attacker.components.health:DoDelta(150)
		attacker:StartThread(function()
			for k = 1, 3 do
				local blood = SpawnPrefab("splash")
				blood.Transform:SetPosition(target.Transform:GetWorldPosition())
				blood.AnimState:SetMultColour(255/255,0/255,0/255,1)
				blood.Transform:SetScale(2, 2, 2)
				Sleep(.1)
			end
		end )
		target:AddTag("nomove")
		target:DoTaskInTime(0.4, function() target:RemoveTag("nomove") end )
		local pos = Vector3(attacker.Transform:GetWorldPosition())
		local ents = TheSim:FindEntities(pos.x,pos.y,pos.z, 8)
		for k,v in pairs(ents) do
			if v.components.health and v.components.combat and not v.components.health:IsDead() and not v:HasTag("nomove") then
			   if v.components.combat.target == GetPlayer() or GetPlayer().components.combat.target == v or v:HasTag("monster") then
				  SpawnPrefab("explode_small").Transform:SetPosition(v.Transform:GetWorldPosition())
				  v.components.health:DoDelta(-300)
				  local pt01 = attacker:GetPosition()
				  local pt02 = v:GetPosition()
				  v.Transform:SetPosition((pt02.x-pt01.x)*1.5+pt02.x, 0, (pt02.z-pt01.z)*1.5+pt02.z)
				  if v.components.locomotor then v.components.locomotor:Stop() end
				  if v.components.health:GetPercent() < 0.3 then
					 v.AnimState:SetMultColour(255/255,0/255,0/255,1)
				  end
			   end
			end
		end
	end )
	inst:AddComponent("tool")
	inst.components.tool:SetAction(ACTIONS.CHOP, 15)
	inst:AddTag("bigaxes")
  end
end
	inst.OnSave = onsave
	inst.OnLoad = onload

	即可用蜻蜓鳞片种霸王斧,装备霸王斧攻击时,自动会吸取敌人的血,补充主角生命值,同时震开并伤害周围的敌人(区域攻击),减少你被围殴的机会。霸王斧用来砍树也极其锋利,一斧便可砍倒一棵。蜻蜓鳞片靠打蜻蜓获得,也可在“巨型超市”花9-11个黄金购得