YN282-肉食店(在猪房买卖肉类)

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 二八二.肉食店(在猪房买卖肉类) 用MT管理器打开游戏目录/assets/DLC0002/scripts/prefabs/pighouse.lua文件,在inst:AddComponent("inspectable")的下一行插入以下内容: local function ShouldAcceptItem(inst, item) if item.prefab == "meat" or item.prefab == "smallmeat" or item.prefab == "fish" or item.prefab == "eel" or item.prefab == "drumstick" or item.prefab == "bird_egg" or item.prefab == "froglegs" or item.prefab == "monstermeat" or item.prefab == "goldnugget" then return true end return false end local function OnGetItemFromPlayer(inst, giver, item) if item.prefab == "meat" or item.prefab == "smallmeat" or item.prefab == "fish" or item.prefab == "eel" or item.prefab == "drumstick" or item.prefab == "bird_egg" or item.prefab == "froglegs" or item.prefab == "monstermeat" then local goldnugget = SpawnPrefab("goldnugget") giver.components.inventory:GiveItem(goldnugget) end if item.prefab == "goldnugget" then local names = {"meat","smallmeat","fish","eel","drumstick","bird_egg","froglegs","monstermeat"} local name = names[math.random(#names)] local meat = SpawnPrefab(name) giver.components.inventory:GiveItem(meat) end end inst:AddComponent("trader") inst.components.trader.onaccept = OnGetItemFromPlayer inst.components.trader:SetAcceptTest(ShouldAcceptItem) 即可将各种肉类卖给猪房(拿着肉类左键点猪房),获得1个黄金,黄金会自动打入账户(主角物品条)。也可以给猪房黄金,买入随机品种的肉类,可以买卖的肉类包括大肉、小肉、鱼、鳗鱼、鸡腿、鸟蛋、蛙腿、疯肉

2025/04/23 · Bny

YN283-流动商贩(在猪村、兔村摆地摊)

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 二八三.流动商贩(在猪村、兔村摆地摊) 1.用MT管理器打开游戏目录/assets/DLC0002/scripts/prefabs/pigman.lua文件,在local function OnEat(inst, food)的下一行插入以下内容: if food.components.edible and food.components.edible.foodtype == "MEAT" then for k = 1, 2 do local gold = SpawnPrefab("goldnugget") gold.Transform:SetPosition(inst.Transform:GetWorldPosition()) end end 2.用MT管理器打开游戏目录/assets/DLC0002/scripts/prefabs/bunnyman.lua文件,在inst:AddComponent("eater")的下一行插入以下内容: local function OnEat(inst, food) if food.components.edible and food.components.edible.foodtype == "VEGGIE" then for k = 1, 2 do local gold = SpawnPrefab("goldnugget") gold.Transform:SetPosition(inst.Transform:GetWorldPosition()) end end end inst.components.eater:SetOnEatFn(OnEat) 即可在猪村将肉类(包括鱼、鸡蛋、蛙腿等)放在地上,在兔村将蔬菜(包括农产品、香蕉、浆果等)放在地上,它们会自动来买,每个肉类或蔬菜付2个黄金(扔在地上)。如果地图上没有猪村(地上)、兔村(地下一层),可以自己建造猪房、兔房形成

2025/04/23 · Bny

YN284-杂货收购行(将料理、帽子、绳子等杂货卖给帐篷换黄金)

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 二八四.杂货收购行(将料理、帽子、绳子等杂货卖给帐篷换黄金) 1.用MT管理器打开游戏目录/assets/DLC0002/scripts/prefabs/rope.lua文件,在inst:AddComponent("inspectable")的下一行插入inst:AddComponent("tradable") 2.用MT管理器打开游戏目录/assets/DLC0002/scripts/prefabs/boards.lua文件,在inst:AddComponent("inspectable")的下一行插入inst:AddComponent("tradable") 3.用MT管理器打开游戏目录/assets/DLC0002/scripts/prefabs/cutstone.lua文件,在inst:AddComponent("inspectable")的下一行插入inst:AddComponent("tradable") 4.用MT管理器打开游戏目录/assets/DLC0002/scripts/prefabs/tent.lua文件,在inst:AddComponent("inspectable")的下一行插入以下内容: local function ShouldAcceptItem(inst, item) if item:HasTag("hat") then return true end if item:HasTag("preparedfood") and item.prefab ~= "wetgoop" then return true end if item.prefab == "rope" or item.prefab == "boards" or item.prefab == "cutstone" or item.prefab == "foliage" or item.prefab == "honey" or item.prefab == "lightbulb" or item.prefab == "manrabbit_tail" or item.prefab == "pigskin" or item.prefab == "petals" or item.prefab == "petals_evil" or item.prefab == "slurper_pelt" or item.prefab == "wormlight" then return true end return false end local function OnGetItemFromPlayer(inst, giver, item) if item:HasTag("hat") then for k = 1, 3 do local goldnugget = SpawnPrefab("goldnugget") giver.components.inventory:GiveItem(goldnugget) end end if item:HasTag("preparedfood") and item.prefab ~= "wetgoop" then for k = 1, 5 do local goldnugget = SpawnPrefab("goldnugget") giver.components.inventory:GiveItem(goldnugget) end end if item.prefab == "rope" or item.prefab == "boards" or item.prefab == "cutstone" or item.prefab == "foliage" or item.prefab == "honey" or item.prefab == "lightbulb" or item.prefab == "manrabbit_tail" or item.prefab == "pigskin" or item.prefab == "petals" or item.prefab == "petals_evil" or item.prefab == "slurper_pelt" or item.prefab == "wormlight" then local goldnugget = SpawnPrefab("goldnugget") giver.components.inventory:GiveItem(goldnugget) end end inst:AddComponent("trader") inst.components.trader.onaccept = OnGetItemFromPlayer inst.components.trader:SetAcceptTest(ShouldAcceptItem) 即可将杂货卖给帐篷换黄金(拿着物品对帐篷点鼠标左键),其中料理收购价5个黄金,帽子3个黄金,绳子、木板、石砖、叶子、蜂蜜、荧光果、兔人尾巴、猪皮、花瓣、噩梦花瓣、啜食者皮、虫子果都是1个黄金

2025/04/23 · Bny

YN285-收藏品黑市(在鱼人房买收藏品卖给猪王赚差价)

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 二八五.收藏品黑市(在鱼人房买收藏品卖给猪王赚差价) 用MT管理器打开游戏目录/assets/DLC0002/scripts/prefabs/mermhouse.lua文件,在inst:AddComponent("inspectable")的下一行插入以下内容: local function ShouldAcceptItem(inst, item) if GetPlayer().components.inventory:Has("goldnugget", 4) then if item.prefab == "goldnugget" then return true end end return false end local function OnGetItemFromPlayer(inst, giver, item) local names = {"trinket_1","trinket_2","trinket_3","trinket_4","trinket_5","trinket_6","trinket_7","trinket_8","trinket_9","trinket_10","trinket_11","trinket_12"} inst.name = names[math.random(#names)] local trinket = SpawnPrefab(inst.name) if item.prefab == "goldnugget" then giver.components.inventory:ConsumeByName("goldnugget", 3) giver.components.inventory:GiveItem(trinket) end end inst:AddComponent("trader") inst.components.trader.onaccept = OnGetItemFromPlayer inst.components.trader:SetAcceptTest(ShouldAcceptItem) 即可在鱼人房用黄金买入收藏品(拿着黄金对鱼人房点鼠标左键),4个黄金买1个,品种随机,收藏品会直接装进主角物品栏。拿到猪王那里卖出(拿着收藏品对猪王点鼠标左键),卖出价2-8个黄金(扔在地上),晚上猪王睡觉时不会交易。黑市交易有一定风险,会遭到流氓(鱼人)攻击,有些收藏品买卖会亏钱。身上黄金不足4个时无法买入

2025/04/23 · Bny

YN286-收藏品期货市场(制造栏增加期货市场选项,炒作收藏品)

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 二八六.收藏品期货市场(制造栏增加期货市场选项,炒作收藏品) 1.用MT管理器打开游戏目录/assets/DLC0002/scripts/constants.lua文件,在DRESS = {str = "DRESS", sort=9, icon = "tab_dress.tex"},的下一行插入MARKET = {str = "MARKET", sort = 12, icon = "tab_book.tex"}, 2.用MT管理器打开游戏目录/assets/scripts/strings.lua文件,在ANCIENT = "Ancient",的下一行插入MARKET = "Market", 3.用MT管理器打开游戏目录/assets/DLC0002/scripts/recipes.lua文件,在require "tuning"的下一行插入以下内容: ----MARKET---- Recipe("trinket_1", {Ingredient("goldnugget", math.random(4,8))}, RECIPETABS.MARKET, TECH.NONE,nil,nil,true) Recipe("trinket_2", {Ingredient("goldnugget", math.random(6,12))}, RECIPETABS.MARKET, TECH.NONE,nil,nil,true) Recipe("trinket_3", {Ingredient("goldnugget", math.random(4,8))}, RECIPETABS.MARKET, TECH.NONE,nil,nil,true) Recipe("trinket_4", {Ingredient("goldnugget", math.random(5,10))}, RECIPETABS.MARKET, TECH.NONE,nil,nil,true) Recipe("trinket_5", {Ingredient("goldnugget", math.random(4,8))}, RECIPETABS.MARKET, TECH.NONE,nil,nil,true) Recipe("trinket_6", {Ingredient("goldnugget", math.random(5,10))}, RECIPETABS.MARKET, TECH.NONE,nil,nil,true) Recipe("trinket_7", {Ingredient("goldnugget", math.random(4,8))}, RECIPETABS.MARKET, TECH.NONE,nil,nil,true) Recipe("trinket_8", {Ingredient("goldnugget", math.random(8,16))}, RECIPETABS.MARKET, TECH.NONE,nil,nil,true) Recipe("trinket_9", {Ingredient("goldnugget", math.random(7,14))}, RECIPETABS.MARKET, TECH.NONE,nil,nil,true) Recipe("trinket_10", {Ingredient("goldnugget", math.random(2,4))}, RECIPETABS.MARKET, TECH.NONE,nil,nil,true) Recipe("trinket_11", {Ingredient("goldnugget", math.random(5,10))}, RECIPETABS.MARKET, TECH.NONE,nil,nil,true) Recipe("trinket_12", {Ingredient("goldnugget", math.random(8,16))}, RECIPETABS.MARKET, TECH.NONE,nil,nil,true) 4.用MT管理器打开游戏目录/assets/DLC0002/scripts/prefabs/trinkets.lua文件,在inst:AddComponent("inspectable")的下一行插入inst:AddTag("trinket") 5.用MT管理器打开游戏目录/assets/DLC0002/scripts/prefabs/scienceprototyper.lua文件,在inst:AddComponent("inspectable")的下一行插入以下内容: local function SpawnLootPrefab(inst, lootprefab) local player = GetPlayer() local loot = SpawnPrefab(lootprefab) player.components.inventory:GiveItem(loot) return loot end local function ShouldAcceptItem(inst, item) if item:HasTag("trinket") then return true end return false end local function OnGetItemFromPlayer(inst, giver, item) local recipe = GetRecipe(item.prefab) local loot = {} if item:HasTag("trinket") then for k,v in ipairs(recipe.ingredients) do if not string.find(v.type, "gem") then local amt = math.ceil(v.amount * 1) for n = 1, amt do table.insert(loot, v.type) end end end end if #loot <= 0 then return end for k,v in pairs(loot) do SpawnLootPrefab(item, v) end end inst:AddComponent("trader") inst.components.trader.onaccept = OnGetItemFromPlayer inst.components.trader:SetAcceptTest(ShouldAcceptItem) 即可在主角制造栏添加收藏品期货按钮(画着3本书),收藏品价格随每次读档而改变,在低价时买入(直接从造制造栏买入),在高价时卖出(拿着收藏品对科学机器点鼠标左键),获得当时标价的黄金(自动装入主角物品栏),从而赚取差价。如果同时修改了“手动存档”、“快速读档”(见本修改技巧),就可以在不退出游戏情况下,按F5存档,再按F6读档刷新价格。本条可以与“收藏品黑市”同时修改

2025/04/23 · Bny

YN287-巨型超市(在主角制造栏中增加商店选项,用黄金买珍贵物品)

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 二八七.巨型超市(在主角制造栏中增加商店选项,用黄金买珍贵物品) 1.用MT管理器打开游戏目录/assets/DLC0002/scripts/constants.lua文件,将ANCIENT = {str = "ANCIENT", sort = 10, icon = "tab_crafting_table.tex"}替换为以下内容: ANCIENT = {str = "ANCIENT", sort = 10, icon = "tab_crafting_table.tex"}, SHOP = {str = "SHOP", sort = 11, icon = "tab_gemology.tex"} 2.用MT管理器打开游戏目录/assets/scripts/strings.lua文件,在ANCIENT = "Ancient",的下一行插入SHOP = "Shop", 3.用MT管理器打开游戏目录/assets/DLC0002/scripts/recipes.lua文件,在----GEMS----的下一行插入以下内容: ----SHOP---- Recipe("nightmarefuel", {Ingredient("goldnugget", math.random(3))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true) Recipe("livinglog", {Ingredient("goldnugget", math.random(3))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true) Recipe("gears", {Ingredient("goldnugget", 3+math.random(3))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true) Recipe("marble", {Ingredient("goldnugget", math.random(3))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true) Recipe("petals_evil", {Ingredient("goldnugget", math.random(2))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true) Recipe("boneshard", {Ingredient("goldnugget", math.random(2))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true) Recipe("ice", {Ingredient("goldnugget", math.random(2))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true) Recipe("slurtle_shellpieces", {Ingredient("goldnugget", math.random(2))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true) Recipe("pigskin", {Ingredient("goldnugget", math.random(2))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true) Recipe("silk", {Ingredient("goldnugget", math.random(2))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true) Recipe("spidergland", {Ingredient("goldnugget", math.random(3))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true) Recipe("tentaclespots", {Ingredient("goldnugget", math.random(3))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true) Recipe("tentaclespike", {Ingredient("goldnugget", math.random(3))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true) Recipe("feather_crow", {Ingredient("goldnugget", math.random(2))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true) Recipe("feather_robin", {Ingredient("goldnugget", math.random(2))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true) Recipe("feather_robin_winter", {Ingredient("goldnugget", math.random(2))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true) Recipe("stinger", {Ingredient("goldnugget", math.random(2))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true) Recipe("honeycomb", {Ingredient("goldnugget", math.random(3))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true) Recipe("butterflywings", {Ingredient("goldnugget", math.random(2))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true) Recipe("houndstooth", {Ingredient("goldnugget", math.random(2))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true) Recipe("horn", {Ingredient("goldnugget", math.random(3))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true) Recipe("tallbirdegg", {Ingredient("goldnugget", 1+math.random(3))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true) Recipe("manrabbit_tail", {Ingredient("goldnugget", math.random(3))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true) Recipe("slurper_pelt", {Ingredient("goldnugget", math.random(3))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true) Recipe("lightninggoathorn", {Ingredient("goldnugget", math.random(3))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true) Recipe("batwing", {Ingredient("goldnugget", math.random(2))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true) Recipe("trunk_summer", {Ingredient("goldnugget", 3+math.random(3))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true) Recipe("trunk_winter", {Ingredient("goldnugget", 3+math.random(3))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true) Recipe("walrus_tusk", {Ingredient("goldnugget", 3+math.random(3))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true) Recipe("deerclops_eyeball", {Ingredient("goldnugget", 8+math.random(3))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true) Recipe("minotaurhorn", {Ingredient("goldnugget", 8+math.random(3))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true) Recipe("dragon_scales", {Ingredient("goldnugget", 8+math.random(3))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true) Recipe("bearger_fur", {Ingredient("goldnugget", 8+math.random(3))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true) Recipe("goose_feather", {Ingredient("goldnugget", 1+math.random(3))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true) Recipe("coontail", {Ingredient("goldnugget", 1+math.random(3))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true) Recipe("poop", {Ingredient("goldnugget", math.random(2))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true) Recipe("beardhair", {Ingredient("goldnugget", math.random(2))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true) Recipe("mandrake", {Ingredient("goldnugget", 3+math.random(3))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true) Recipe("lightbulb", {Ingredient("goldnugget", math.random(2))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true) Recipe("cactus_meat", {Ingredient("goldnugget", math.random(2))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true) Recipe("cactus_flower", {Ingredient("goldnugget", math.random(3))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true) Recipe("wormlight", {Ingredient("goldnugget", math.random(3))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true) Recipe("lureplantbulb", {Ingredient("goldnugget", 8+math.random(3))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true) Recipe("fireflies", {Ingredient("goldnugget", math.random(2))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true) Recipe("redgem", {Ingredient("goldnugget", math.random(2))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true) Recipe("bluegem", {Ingredient("goldnugget", math.random(2))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true) Recipe("orangegem", {Ingredient("goldnugget", math.random(2))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true) Recipe("yellowgem", {Ingredient("goldnugget", math.random(2))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true) Recipe("greengem", {Ingredient("goldnugget", math.random(2))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true) Recipe("thulecite_pieces", {Ingredient("goldnugget", math.random(2))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true) Recipe("red_cap", {Ingredient("goldnugget", math.random(2))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true) Recipe("green_cap", {Ingredient("goldnugget", math.random(2))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true) Recipe("blue_cap", {Ingredient("goldnugget", math.random(2))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true) Recipe("monstermeat", {Ingredient("goldnugget", math.random(2))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true) Recipe("honey", {Ingredient("goldnugget", math.random(3))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true) Recipe("butter", {Ingredient("goldnugget", math.random(3))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true) Recipe("butterflymuffin", {Ingredient("goldnugget", 4+math.random(3))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true) Recipe("frogglebunwich", {Ingredient("goldnugget", 4+math.random(3))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true) Recipe("taffy", {Ingredient("goldnugget", 4+math.random(3))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true) Recipe("pumpkincookie", {Ingredient("goldnugget", 4+math.random(3))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true) Recipe("stuffedeggplant", {Ingredient("goldnugget", 4+math.random(3))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true) Recipe("fishsticks", {Ingredient("goldnugget", 5+math.random(3))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true) Recipe("honeynuggets", {Ingredient("goldnugget", 4+math.random(3))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true) Recipe("honeyham", {Ingredient("goldnugget", 5+math.random(3))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true) Recipe("dragonpie", {Ingredient("goldnugget", 5+math.random(3))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true) Recipe("kabobs", {Ingredient("goldnugget", 4+math.random(3))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true) Recipe("mandrakesoup", {Ingredient("goldnugget", 8+math.random(3))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true) Recipe("baconeggs", {Ingredient("goldnugget", 5+math.random(3))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true) Recipe("meatballs", {Ingredient("goldnugget", 5+math.random(3))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true) Recipe("bonestew", {Ingredient("goldnugget", 8+math.random(3))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true) Recipe("perogies", {Ingredient("goldnugget", 4+math.random(3))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true) Recipe("turkeydinner", {Ingredient("goldnugget", 5+math.random(3))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true) Recipe("ratatouille", {Ingredient("goldnugget", 4+math.random(3))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true) Recipe("jammypreserves", {Ingredient("goldnugget", 4+math.random(3))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true) Recipe("fruitmedley", {Ingredient("goldnugget", 4+math.random(3))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true) Recipe("fishtacos", {Ingredient("goldnugget", 4+math.random(3))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true) Recipe("waffles", {Ingredient("goldnugget", 5+math.random(3))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true) Recipe("unagi", {Ingredient("goldnugget", 4+math.random(3))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true) Recipe("flowersalad", {Ingredient("goldnugget", 4+math.random(3))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true) Recipe("icecream", {Ingredient("goldnugget", 4+math.random(3))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true) Recipe("watermelonicle", {Ingredient("goldnugget", 4+math.random(3))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true) Recipe("trailmix", {Ingredient("goldnugget", 4+math.random(3))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true) Recipe("hotchili", {Ingredient("goldnugget", 5+math.random(3))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true) Recipe("guacamole", {Ingredient("goldnugget", 8+math.random(3))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true) Recipe("krampus_sack", {Ingredient("goldnugget", 8+math.random(3))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true) Recipe("slurtlehat", {Ingredient("goldnugget", 3+math.random(3))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true) Recipe("armorsnurtleshell", {Ingredient("goldnugget", 8+math.random(3))}, RECIPETABS.SHOP, TECH.NONE,nil,nil,true) 即可在主角制造栏中增加商店选项(制造栏最底下画着宝石戒指),用黄金购买珍贵物品,包括坎普斯背包、珍贵材料、料理等。每次读档后,超市价格都会有一定浮动,趁打折时多买一些吧。如果同时修改了“菜市场”、“肉食店”、“流动商贩”、“杂货收购行”、“收藏品黑市”、“收藏品期货市场”(见本修改技巧),即可通过出售农产品、肉类、杂货、收藏品换取购物的黄金,形成饥荒世界完整的金钱交易体系。不要与“制造坎普斯背包”一同修改

2025/04/23 · Bny

YN288-刮刮乐(给路牌黄金买刮刮乐彩票中大奖)

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 二八八.刮刮乐(给路牌黄金买刮刮乐彩票中大奖) 用MT管理器打开游戏目录/assets/DLC0002/scripts/prefabs/homesign.lua文件,在inst:AddComponent("inspectable")的下一行插入以下内容: local function ShouldAcceptItem(inst, item) if item.prefab == "goldnugget" then return true end return false end local function OnGetItemFromPlayer(inst, giver, item) if item.prefab == "goldnugget" then local papyrus = SpawnPrefab("papyrus") papyrus:AddComponent("lootdropper") papyrus.components.inspectable.getstatus = function(papyrus) if math.random()<.01 then for k = 1, 50 do papyrus.components.lootdropper:SpawnLootPrefab("goldnugget") end elseif math.random()<.05 then for k = 1, 10 do papyrus.components.lootdropper:SpawnLootPrefab("goldnugget") end elseif math.random()<.15 then for k = 1, 2 do papyrus.components.lootdropper:SpawnLootPrefab("goldnugget") end elseif math.random()<.3 then papyrus.components.lootdropper:SpawnLootPrefab("goldnugget") else papyrus.components.lootdropper:SpawnLootPrefab("ash") end SpawnPrefab("collapse_small").Transform:SetPosition(papyrus.Transform:GetWorldPosition()) papyrus.components.stackable:Get():Remove() end giver.components.inventory:GiveItem(papyrus) end end inst:AddComponent("trader") inst.components.trader.onaccept = OnGetItemFromPlayer inst.components.trader:SetAcceptTest(ShouldAcceptItem) 即可给路牌黄金买刮刮乐彩票(拿黄金对路牌按鼠标左键),彩票(1张纸)直接装入主角物品栏,对物品栏中的纸按鼠标右键即可刮奖,一等奖50个黄金,二等奖10个黄金,三等奖2个黄金,四等奖1个黄金,末等奖只有一团灰。存档退出时,身上不要留彩票,因为再读档后会过期作废(不能再刮奖)

2025/04/23 · Bny

YN289-自动取款机(用活木头种自动取款机,存入的黄金每天给3%利息)

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 二八九.自动取款机(用活木头种自动取款机,存入的黄金每天给3%利息) 用MT管理器打开游戏目录/assets/DLC0002/scripts/prefabs/livinglog.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 == "goldnugget" then return true end return false end local slotpos = {} for y = 2, 0, -1 do for x = 0, 8 do table.insert(slotpos, Vector3(75*x-75*2+75, 75*y-75*2+75,0)) end end local function OnDeploy (inst, pt) local bank = SpawnPrefab("livinglog") bank.Transform:SetPosition(pt.x, pt.y, pt.z) bank.Transform:SetScale(1.5, 1.5, 1.5) bank.AnimState:SetBank("ruins_vase") bank.AnimState:SetBuild("ruins_vase") bank.AnimState:PlayAnimation("idle") bank:RemoveComponent("stackable") bank:RemoveComponent("fuel") bank:RemoveComponent("edible") bank:RemoveComponent("inventoryitem") bank:RemoveComponent("repairer") bank:RemoveComponent("burnable") bank:RemoveComponent("propagator") bank:RemoveComponent("deployable") bank.components.container.canbeopened = true bank:AddComponent("workable") bank.components.workable:SetWorkAction(ACTIONS.HAMMER) bank.components.workable:SetWorkLeft(3) bank.components.workable:SetOnFinishCallback(function(bank) SpawnPrefab("collapse_big").Transform:SetPosition(bank.Transform:GetWorldPosition()) GetPlayer().SoundEmitter:PlaySound("dontstarve/common/destroy_wood") bank:Remove() end ) bank:ListenForEvent( "daytime", function() local num_found = 0 for k,v in pairs(bank.components.container.slots) do if v and v.prefab == "goldnugget" then num_found = num_found + v.components.stackable:StackSize() end end local Interests = math.floor(num_found/100*3) for k = 1, Interests do bank.components.container:ConsumeByName("goldnugget", -1) end end, GetWorld()) bank:AddTag("banks") inst.components.stackable:Get():Remove() end inst:AddComponent("deployable") inst.components.deployable.ondeploy = OnDeploy local function onsave(inst, data) if inst:HasTag("banks") then data.banks = true end end local function onload(inst, data) if data and data.banks then inst.Transform:SetScale(1.5, 1.5, 1.5) inst.AnimState:SetBank("ruins_vase") inst.AnimState:SetBuild("ruins_vase") inst.AnimState:PlayAnimation("idle") inst:RemoveComponent("stackable") inst:RemoveComponent("fuel") inst:RemoveComponent("edible") inst:RemoveComponent("inventoryitem") inst:RemoveComponent("repairer") inst:RemoveComponent("burnable") inst:RemoveComponent("propagator") inst:RemoveComponent("deployable") inst.components.container.canbeopened = true inst:AddComponent("workable") inst.components.workable:SetWorkAction(ACTIONS.HAMMER) inst.components.workable:SetWorkLeft(3) inst.components.workable:SetOnFinishCallback(function(inst) SpawnPrefab("collapse_big").Transform:SetPosition(inst.Transform:GetWorldPosition()) GetPlayer().SoundEmitter:PlaySound("dontstarve/common/destroy_wood") inst:Remove() end ) inst:ListenForEvent( "daytime", function() local num_found = 0 for k,v in pairs(inst.components.container.slots) do if v and v.prefab == "goldnugget" then num_found = num_found + v.components.stackable:StackSize() end end local Interests = math.floor(num_found/100*3) for k = 1, Interests do inst.components.container:ConsumeByName("goldnugget", -1) end end, GetWorld()) inst:AddTag("banks") end end inst.OnSave = onsave inst.OnLoad = onload inst:AddComponent("container") inst.components.container:SetNumSlots(#slotpos) inst.components.container.widgetslotpos = slotpos inst.components.container.widgetpos = Vector3(-100,200,0) inst.components.container.side_align_tip = 160 inst.components.container.canbeopened = false inst.components.container.itemtestfn = itemtest 即可用活木头种自动取款机,鼠标左键点击打开格子,再点击关闭,只能用于存取黄金。将黄金放入取款机,每日天亮时将给予3%利息,不足1个黄金的零头自动抹去(比如存90个黄金,利息为2.7,则只给2个黄金)。土豪们,这是饥荒世界提供的金融服务,将巨款存进去,躺着吃利息吧。如果不想要自动取款机了,用锤子砸掉即可,记住之前把钱取出来哦

2025/04/23 · Bny

YN290-逝者的赌局(绳子种人骨,用黄金下注猪拳击手生死战)

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 二九0.逝者的赌局(绳子种人骨,用黄金下注猪拳击手生死战) 1.用MT管理器打开游戏目录/assets/DLC0002/scripts/prefabs/rope.lua文件,在inst:AddComponent("inspectable")的下一行插入以下内容: local function OnDeploy (inst, pt) local skeleton = SpawnPrefab("skeleton") if skeleton then skeleton:PushEvent("growfromrope") skeleton.Transform:SetPosition(pt.x, pt.y, pt.z) inst.components.stackable:Get():Remove() 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/skeleton.lua文件,在inst:AddComponent("inspectable")的下一行插入以下内容: local function game(inst) local light = inst.entity:AddLight() light:Enable(true) local num_found = 0 for k,v in pairs(inst.components.container.slots) do if v and v.prefab == "goldnugget" then num_found = num_found + v.components.stackable:StackSize() end end inst.components.container:Close(GetPlayer()) inst.components.container.canbeopened = false GetPlayer().components.playercontroller:Enable(false) local bonuspoint1 = math.random(5) local bonuspoint2 = math.random(5) local pt = Vector3(inst.Transform:GetWorldPosition()) local red = SpawnPrefab("pigman") red.Transform:SetPosition(pt.x+4+3, 0, pt.z+4-3) red.components.health:SetMaxHealth(100 * bonuspoint1) red.components.health:DoDelta(200 * bonuspoint1) red.AnimState:SetMultColour(255/255,0/255,0/255,1) red.AnimState:OverrideSymbol("swap_hat", "hat_football", "swap_hat") red.AnimState:Show("hat") local blue = SpawnPrefab("pigman") blue.Transform:SetPosition(pt.x+4-3, 0, pt.z+4+3) blue.components.health:SetMaxHealth(100 * bonuspoint2) blue.components.health:DoDelta(200 * bonuspoint2) blue.AnimState:SetMultColour(0/255,100/255,255/255,1) blue.AnimState:OverrideSymbol("swap_hat", "hat_football", "swap_hat") blue.AnimState:Show("hat") red.components.combat.target = blue blue.components.combat.target = red TheCamera:SetTarget(red) red:ListenForEvent("death", function() inst:DoTaskInTime(3, function() blue:Remove() GetPlayer().components.sanity:DoDelta(-10) GetPlayer().AnimState:PlayAnimation("hit") GetPlayer().SoundEmitter:PlaySound("dontstarve/creatures/eyeballturret/shotexplo") inst.components.container:DestroyContents() inst.components.container.canbeopened = true GetPlayer().components.playercontroller:Enable(true) TheCamera:SetTarget(GetPlayer()) light:Enable(false) end ) end ) blue:ListenForEvent("death", function() inst:DoTaskInTime(3, function() red:Remove() GetPlayer().components.sanity:DoDelta(10) for k = 1, num_found do inst.components.container:ConsumeByName("goldnugget", -1) end GetPlayer().SoundEmitter:PlaySound("dontstarve/HUD/get_gold") inst.components.container.canbeopened = true GetPlayer().components.playercontroller:Enable(true) TheCamera:SetTarget(GetPlayer()) light:Enable(false) end ) end ) end local slotpos = { Vector3(0,-75,0)} local widgetbuttoninfo = { text = "GO", position = Vector3(0, -165, 0), fn = function(inst) if not inst.components.container:IsEmpty() then game(inst) end end } local function itemtest(inst, item, slot) if item.prefab == "goldnugget" then return true end return false end inst:AddComponent("container") inst.components.container:SetNumSlots(#slotpos) inst.components.container.widgetslotpos = slotpos inst.components.container.widgetpos = Vector3(0,200,0) inst.components.container.side_align_tip = 160 inst.components.container.itemtestfn = itemtest inst.components.container.widgetbuttoninfo = widgetbuttoninfo local light = inst.entity:AddLight() light:SetFalloff(1) light:SetIntensity(.8) light:SetRadius(50) light:Enable(false) light:SetColour(180/255, 195/255, 50/255) MakeMediumBurnable(inst) 即可用绳子种人骨头,鼠标左键点人骨,出现1个格子及GO按钮,在格子中放入黄金后(赌金随意)按GO按钮,红、蓝两个猪拳手出击对战,如果红方获胜,你就赢得1倍奖金(在人骨的格子里领取),并增加10点脑。如果蓝方获胜,格子里的赌金将被收走(逝者获胜),同时减10点脑。平局(双方同时死)判定为逝者获胜。比赛中主角无法走动及攻击(防止作弊),但可以边吃东西边看比赛。人骨最好种在远离猪房、兔房的空旷处,以免干扰比赛。不想要人骨了,烧掉即可。逝者的赌局全天开放,不要沉迷赌博哦

2025/04/23 · Bny

YN291-小酒馆(用剃刀种小酒馆,听音乐、喝烧酒、吃料理、小憩一下)

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

2025/04/23 · Bny