第275页:荒野之狼
展开二二五.荒野之狼(吃蜗牛龟粘液变成狼,打败别的狼成为领袖)
用记事本打开游戏目录\data\DLC0001\scripts\prefabs\slurtleslime.lua文件,在inst:AddComponent("inspectable")的下一行插入以下内容:
local function item_oneaten(inst, eater)
if eater:HasTag("player") then
local pos = GetPlayer():GetPosition()
GetSeasonManager():DoLightningStrike(pos)
eater.components.locomotor:Stop()
eater.components.playercontroller:Enable(false)
eater:DoTaskInTime(1, function()
eater.AnimState:SetBank("hound")
eater.AnimState:SetBuild("hound_red")
eater.AnimState:PlayAnimation("idle")
eater:SetStateGraph("SGhound")
eater:RemoveTag("scarytoprey")
eater:AddTag("monster")
local light = eater.entity:AddLight()
light:SetFalloff(1)
light:SetIntensity(.8)
light:SetRadius(20)
light:Enable(true)
light:SetColour(0/255, 255/255, 0/255)
eater:ListenForEvent("attacked", function(eater)
local pt = eater:GetPosition()
eater.Transform:SetPosition(pt.x+(math.random(5)-math.random(5)), 0, pt.z+(math.random(5)-math.random(5)))
end )
eater.components.locomotor.runspeed = 25
eater.components.sanity:DoDelta(eater.components.sanity.max)
eater.components.sanity.ignore = true
eater.components.health:StartRegen(100, 10)
eater.components.combat:SetDefaultDamage(500)
eater.components.combat:SetAttackPeriod(0.1)
eater.components.eater:SetCarnivore()
eater.components.temperature:SetTemp(20)
eater.components.playercontroller:Enable(true)
GetPlayer().HUD.controls.crafttabs:Hide()
GetPlayer().HUD.controls.inv:Hide()
GetPlayer().HUD.controls.mapcontrols.minimapBtn:Hide()
local head = GetPlayer().components.inventory:GetEquippedItem(EQUIPSLOTS.HEAD)
GetPlayer().components.inventory:DropItem(head)
local hands = GetPlayer().components.inventory:GetEquippedItem(EQUIPSLOTS.HANDS)
GetPlayer().components.inventory:DropItem(hands)
local body = GetPlayer().components.inventory:GetEquippedItem(EQUIPSLOTS.BODY)
GetPlayer().components.inventory:DropItem(body)
eater.components.playeractionpicker.leftclickoverride = function(eater, target_ent, pos)
if eater.components.combat:CanTarget(target_ent) then
return eater.components.playeractionpicker:SortActionList({ACTIONS.ATTACK}, target_ent, nil)
end
if target_ent and target_ent.components.edible and eater.components.eater:CanEat(target_ent) then
return eater.components.playeractionpicker:SortActionList({ACTIONS.EAT}, target_ent, nil)
end
end
eater:DoPeriodicTask(3, function(eater)
if math.random() < 0.05 then
if eater.components.hunger:GetPercent() > 0.995 then
local pt1 = eater:GetPosition()
local wolf = SpawnPrefab("slurtleslime")
wolf.Transform:SetPosition(pt1.x+(math.random(10)-math.random(10)), 0, pt1.z+(math.random(10)-math.random(10)))
wolf.AnimState:SetBank("hound")
wolf.AnimState:SetBuild("hound")
wolf.AnimState:PlayAnimation("idle")
wolf.Transform:SetFourFaced()
local sound = wolf.entity:AddSoundEmitter()
local shadow = wolf.entity:AddDynamicShadow()
shadow:SetSize( 2.5, 1.5 )
MakeCharacterPhysics(wolf, 10, .5)
wolf:AddComponent("locomotor")
wolf.components.locomotor.runspeed = 25
wolf:SetStateGraph("SGhound")
local brain = require "brains/frogbrain"
wolf:SetBrain(brain)
wolf:RemoveComponent("stackable")
wolf:RemoveComponent("fuel")
wolf:RemoveComponent("inventoryitem")
wolf:RemoveComponent("explosive")
wolf:RemoveComponent("burnable")
wolf:RemoveComponent("propagator")
wolf:RemoveComponent("edible")
wolf:AddComponent("follower")
wolf:AddComponent("knownlocations")
wolf:AddComponent("lootdropper")
wolf.components.lootdropper:SetLoot({"meat", "meat"})
wolf:AddComponent("health")
wolf.components.health:SetMaxHealth(2000)
wolf.components.health:StartRegen(100, 10)
wolf:AddComponent("combat")
wolf.components.combat:SetDefaultDamage(20)
wolf.components.combat:SetAttackPeriod(0.1)
wolf.components.combat:SetTarget(eater)
wolf.AnimState:SetMultColour(255/255,0/255,0/255,1)
wolf.components.combat:SetRetargetFunction(1, function(wolf)
if not wolf.components.health:IsDead() then
return FindEntity(wolf, 300, function(guy)
return guy:HasTag("player")
end )
end
end )
wolf.components.combat:SetKeepTargetFunction(function(wolf, target) return target and target:IsValid() end )
wolf.task = wolf:DoPeriodicTask(1, function(customer)
if wolf.components.health.currenthealth < 1000 then
wolf.components.combat:SetTarget(nil)
wolf:RemoveTag("goodbye")
local brain = require "brains/abigailbrain"
wolf:SetBrain(brain)
wolf:RestartBrain()
wolf.components.follower:SetLeader(GetPlayer())
wolf.AnimState:SetMultColour(255/255,255/255,255/255,1)
wolf.components.combat:SetRetargetFunction(2, function(wolf)
if not wolf.components.health:IsDead() then
return FindEntity(wolf, 20, function(guy)
if guy.components.health and not guy.components.health:IsDead() and not guy:HasTag("wolfs") then
return guy.components.combat.target == GetPlayer() or GetPlayer().components.combat.target == guy
end
end )
end
end )
wolf.components.combat:SetKeepTargetFunction(function(wolf, target) return target and target:IsValid() end )
if wolf.task then wolf.task:Cancel() wolf.task = nil end
end
end )
wolf:AddTag("monster")
wolf:AddTag("wolfs")
wolf:AddTag("goodbye")
end
end
end )
end )
end
end
inst:AddComponent("edible")
inst.components.edible:SetOnEatenFn(item_oneaten)
inst.components.edible.hungervalue = 1
inst.components.edible.foodtype = "VEGGIE"
local function onsave(inst, data)
if inst:HasTag("wolfs") then
data.wolfs = true
end
if inst:HasTag("goodbye") then
data.goodbye = true
end
end
local function onload(inst, data)
if data and data.goodbye then
inst:Remove()
end
if data and data.wolfs then
inst.AnimState:SetBank("hound")
inst.AnimState:SetBuild("hound")
inst.AnimState:PlayAnimation("idle")
inst.Transform:SetFourFaced()
local sound = inst.entity:AddSoundEmitter()
local shadow = inst.entity:AddDynamicShadow()
shadow:SetSize( 2.5, 1.5 )
MakeCharacterPhysics(inst, 10, .5)
inst:AddComponent("locomotor")
inst.components.locomotor.runspeed = 25
inst:SetStateGraph("SGhound")
inst:RemoveComponent("stackable")
inst:RemoveComponent("fuel")
inst:RemoveComponent("inventoryitem")
inst:RemoveComponent("explosive")
inst:RemoveComponent("burnable")
inst:RemoveComponent("propagator")
inst:RemoveComponent("edible")
inst:AddComponent("follower")
inst:AddComponent("knownlocations")
inst:AddComponent("lootdropper")
inst.components.lootdropper:SetLoot({"meat", "meat"})
inst:AddComponent("health")
inst.components.health:SetMaxHealth(2000)
inst.components.health:StartRegen(100, 10)
inst:AddComponent("combat")
inst.components.combat:SetDefaultDamage(20)
inst.components.combat:SetAttackPeriod(0.1)
local brain = require "brains/abigailbrain"
inst:SetBrain(brain)
inst.components.follower:SetLeader(GetPlayer())
inst.components.combat:SetRetargetFunction(2, function(inst)
if not inst.components.health:IsDead() then
return FindEntity(inst, 20, function(guy)
if guy.components.health and not guy.components.health:IsDead() and not guy:HasTag("wolfs") then
return guy.components.combat.target == GetPlayer() or GetPlayer().components.combat.target == guy
end
end )
end
end )
inst.components.combat:SetKeepTargetFunction(function(inst, target) return target and target:IsValid() end )
inst:AddTag("monster")
inst:AddTag("wolfs")
end
end
inst.OnSave = onsave
inst.OnLoad = onload
即可吃蜗牛龟粘液让主角变成狼,体验野生动物的生活。可喜的是,你将拥有强大的生命力(自动回血),超快的跑动速度和恐怖的咬合能力,黑夜也不会影响你看清前方,甚至由于没有了人的味道,一些小动物将无法躲避你。可悲的是,你必须告别之前所有的伙伴,连“新移民”都会主动攻击你,离开人类的生活,流浪在荒郊野外。战斗中,由于你的体重变轻,被打时会被甩出去,因此要学会扬长避短,发挥速度和攻击力的优势,跑过去咬上一口就躲,千万不要与敌人原地肉搏。当你进食到最饱时,有一定概率出现别的狼(全身红色)挑战你,打败它(它身上不再呈红色),则将成为你的小弟,用锋利的牙齿发展起你的狼群吧。如果实在受不了荒野的生活了,存档退出再读档,即可变回人,但狼小弟将继续跟随你。使用大力士、伍迪作主角时,不适用此项,不要与“变身传奇”、“饥饿的儿童”一同修改。蜗牛龟粘液可打蜗牛龟和蜗牛窝获得
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