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
1
2二九九.跳蚤市场(用木炭种跳蚤市场摊位,上百种商品30秒刷新一次,全场一律3个黄金)
3
4 用MT管理器打开游戏目录/assets/DLC0002/scripts/prefabs/charcoal.lua文件,在inst:AddComponent("inspectable")的下一行插入以下内容:
5
6local function createfleashop(inst)
7 local pt = inst:GetPosition()
8 local seller = SpawnPrefab("charcoal")
9 seller.Transform:SetPosition(pt.x, pt.y, pt.z)
10 seller.AnimState:SetBank("wilson")
11 local buildnames = {"wilson","wendy","wes","wickerbottom","willow","wolfgang","wx78"}
12 local buildname = buildnames[math.random(#buildnames)]
13 seller.AnimState:SetBuild(buildname)
14 local hats = {"hat_bee","hat_beefalo","hat_bush","hat_earmuffs","hat_feather","hat_flower","hat_football","hat_miner","hat_ruins","hat_slurper","hat_slurtle","hat_spider","hat_straw","hat_top","hat_walrus","hat_winter","hat_rain","hat_watermelon","hat_ice","hat_catcoon","hat_wathgrithr"}
15 local hat = hats[math.random(#hats)]
16 seller.AnimState:OverrideSymbol("swap_hat", hat, "swap_hat")
17 local armors = {"armor_grass","armor_marble","armor_onemanband","armor_ruins","armor_sanity","armor_slurper","armor_slurtleshell","armor_sweatervest","armor_trunkvest_summer","armor_trunkvest_winter","armor_wood","torso_rain"}
18 local armor = armors[math.random(#armors)]
19 seller.AnimState:OverrideSymbol("swap_body", armor, "swap_body")
20 seller.AnimState:Show("HAT")
21 seller.AnimState:Show("HAT_HAIR")
22 seller.AnimState:Hide("HAIR_NOHAT")
23 seller.AnimState:Hide("HAIR")
24 seller.AnimState:Hide("ARM_carry")
25 seller.AnimState:Show("ARM_normal")
26 seller.AnimState:PlayAnimation("idle")
27 seller.Transform:SetFourFaced()
28 seller:RemoveComponent("stackable")
29 seller:RemoveComponent("fuel")
30 seller:RemoveComponent("inventoryitem")
31 seller:RemoveComponent("burnable")
32 seller:RemoveComponent("propagator")
33 seller:RemoveComponent("deployable")
34 seller:RemoveComponent("bait")
35 seller:RemoveTag("molebait")
36 seller:AddComponent("talker")
37 seller:AddComponent("workable")
38 seller.components.workable:SetWorkAction(ACTIONS.HAMMER)
39 seller.components.workable:SetWorkLeft(3)
40 seller.components.workable:SetOnFinishCallback(function(seller)
41 SpawnPrefab("collapse_big").Transform:SetPosition(seller.Transform:GetWorldPosition())
42 GetPlayer().SoundEmitter:PlaySound("dontstarve/common/destroy_wood")
43 local pos = Vector3(seller.Transform:GetWorldPosition())
44 local ents = TheSim:FindEntities(pos.x,pos.y,pos.z, 6)
45 for k,v in pairs(ents) do
46 if v:HasTag("commodity") then
47 v:Remove()
48 end
49 if v:HasTag("fleas") then
50 v:Remove()
51 end
52 end
53 seller:Remove()
54 end )
55 seller:AddTag("sellers")
56 local flea = SpawnPrefab("charcoal")
57 flea.Transform:SetPosition(pt.x+2.8+1.2, 0, pt.z-2.8+1.2)
58 flea.AnimState:SetBank("winter_meter")
59 flea.AnimState:SetBuild("winter_meter")
60 flea.AnimState:SetPercent("meter", 0)
61 flea.Transform:SetScale(1.5, 1.5, 1.5)
62 flea.AnimState:SetOrientation( ANIM_ORIENTATION.OnGround )
63 flea.AnimState:SetLayer( LAYER_BACKGROUND )
64 flea.AnimState:SetSortOrder( 1 )
65 flea.Transform:SetRotation( 135 )
66 flea.AnimState:SetMultColour(255/255,255/255,255/255,0)
67 flea:RemoveComponent("stackable")
68 flea:RemoveComponent("fuel")
69 flea:RemoveComponent("inventoryitem")
70 flea:RemoveComponent("burnable")
71 flea:RemoveComponent("propagator")
72 flea:RemoveComponent("deployable")
73 flea:RemoveComponent("bait")
74 flea:RemoveTag("molebait")
75 flea:AddTag("NOCLICK")
76 flea:AddTag("fleas")
77 local light = flea.entity:AddLight()
78 light:SetFalloff(1)
79 light:SetIntensity(.8)
80 light:SetRadius(5)
81 light:SetColour(180/255, 195/255, 50/255)
82 light:Enable(true)
83 for k = 0,4 do
84 local names = {"amulet","blueamulet","purpleamulet","orangeamulet","greenamulet","yellowamulet","armorgrass","armormarble","armorruins","armor_sanity","armorslurper","armorsnurtleshell","armorwood","axe","goldenaxe","multitool_axe_pickaxe","bandage","batbat","bedroll_furry","bedroll_straw","trunkvest_summer","blowdart_sleep","blowdart_fire","blowdart_pipe","boomerang","bugnet","butter","cane","compass","deerclops_eyeball","diviningrod","eyeturret_item","fishingrod","gunpowder","hambat","hammer","footballhat","strawhat","tophat","flowerhat","beefalohat","featherhat","beehat","walrushat","earmuffshat","winterhat","minerhat","spiderhat","bushhat","slurtlehat","ruinshat","healingsalve","heatrock","nightsword","lantern","panflute","pickaxe","goldenpickaxe","pitchfork","razor","ruins_bat","shovel","goldenshovel","spear","icestaff","firestaff","telestaff","orangestaff","greenstaff","yellowstaff","sweatervest","teleportato_ring","teleportato_box","teleportato_crank","teleportato_potato","tentaclespike","torch","trunkvest_winter","umbrella","fertilizer","bell","spear_wathgrithr","grass_umbrella","rainhat","icehat","watermelonhat","catcoonhat","wathgrithrhat","raincoat","molehat","armordragonfly","beargervest","featherfan","staff_tornado","nightstick","eyebrellahat","reflectivevest","hawaiianshirt"}
85 local name = names[math.random(#names)]
86 local commodity = SpawnPrefab(name)
87 commodity.Transform:SetPosition(pt.x+2+1.3-k*1, 0, pt.z-2+1.3+k*1)
88 commodity.components.inventoryitem.canbepickedup = false
89 commodity.persists = false
90 commodity:AddComponent("trader")
91 commodity.components.trader:SetAcceptTest(function(commodity, item)
92 if GetPlayer().components.inventory:Has("goldnugget", 3) then
93 if item.prefab == "goldnugget" then
94 return true
95 end
96 end
97 return false
98 end )
99 commodity.components.trader.onaccept = function(commodity, giver, item)
100 GetPlayer().components.inventory:ConsumeByName("goldnugget", 2)
101 commodity.components.inventoryitem.canbepickedup = true
102 commodity:RemoveTag("commodity")
103 GetPlayer().components.inventory:GiveItem(commodity)
104 commodity:RemoveComponent("trader")
105 commodity.persists = true
106 end
107 commodity:AddTag("commodity")
108 end
109 seller:DoPeriodicTask(30, function(seller)
110 seller.components.talker:Say("everythings, 3 golds", 5, false)
111 seller.AnimState:PlayAnimation("give")
112 local pos = Vector3(seller.Transform:GetWorldPosition())
113 local ents = TheSim:FindEntities(pos.x,pos.y,pos.z, 6)
114 for k,v in pairs(ents) do
115 if v:HasTag("commodity") then
116 v:Remove()
117 end
118 end
119 for k = 0,4 do
120 local names = {"amulet","blueamulet","purpleamulet","orangeamulet","greenamulet","yellowamulet","armorgrass","armormarble","armorruins","armor_sanity","armorslurper","armorsnurtleshell","armorwood","axe","goldenaxe","multitool_axe_pickaxe","bandage","batbat","bedroll_furry","bedroll_straw","trunkvest_summer","blowdart_sleep","blowdart_fire","blowdart_pipe","boomerang","bugnet","butter","cane","compass","deerclops_eyeball","diviningrod","eyeturret_item","fishingrod","gunpowder","hambat","hammer","footballhat","strawhat","tophat","flowerhat","beefalohat","featherhat","beehat","walrushat","earmuffshat","winterhat","minerhat","spiderhat","bushhat","slurtlehat","ruinshat","healingsalve","heatrock","nightsword","lantern","panflute","pickaxe","goldenpickaxe","pitchfork","razor","ruins_bat","shovel","goldenshovel","spear","icestaff","firestaff","telestaff","orangestaff","greenstaff","yellowstaff","sweatervest","teleportato_ring","teleportato_box","teleportato_crank","teleportato_potato","tentaclespike","torch","trunkvest_winter","umbrella","fertilizer","bell","spear_wathgrithr","grass_umbrella","rainhat","icehat","watermelonhat","catcoonhat","wathgrithrhat","raincoat","molehat","armordragonfly","beargervest","featherfan","staff_tornado","nightstick","eyebrellahat","reflectivevest","hawaiianshirt"}
121 local name = names[math.random(#names)]
122 local commodity = SpawnPrefab(name)
123 commodity.Transform:SetPosition(pt.x+2+1.3-k*1, 0, pt.z-2+1.3+k*1)
124 commodity.components.inventoryitem.canbepickedup = false
125 commodity.persists = false
126 commodity:AddTag("commodity")
127 commodity:AddComponent("trader")
128 commodity.components.trader:SetAcceptTest(function(commodity, item)
129 if GetPlayer().components.inventory:Has("goldnugget", 3) then
130 if item.prefab == "goldnugget" then
131 return true
132 end
133 end
134 return false
135 end )
136 commodity.components.trader.onaccept = function(commodity, giver, item)
137 GetPlayer().components.inventory:ConsumeByName("goldnugget", 2)
138 commodity.components.inventoryitem.canbepickedup = true
139 commodity:RemoveTag("commodity")
140 GetPlayer().components.inventory:GiveItem(commodity)
141 commodity:RemoveComponent("trader")
142 commodity.persists = true
143 end
144 end
145 end)
146end
147local function OnDeploy (inst, pt)
148 createfleashop(inst)
149 inst.components.stackable:Get():Remove()
150end
151 inst:AddComponent("deployable")
152 inst.components.deployable.ondeploy = OnDeploy
153local function onsave(inst, data)
154 if inst:HasTag("sellers") then
155 data.sellers = true
156 end
157 if inst:HasTag("fleas") then
158 data.fleas = true
159 end
160end
161local function onload(inst, data)
162 if data and data.sellers then
163 createfleashop(inst)
164 inst:Remove()
165 end
166 if data and data.fleas then
167 inst:Remove()
168 end
169end
170 inst.OnSave = onsave
171 inst.OnLoad = onload
172
173 即可拿着1个木炭对空地点鼠标右键,种出跳蚤市场的摊位(手里拿多个木炭不会种出来),每30秒展示5种商品,看上哪件,就拿着黄金对那件商品点鼠标左键购买,全场一律3个黄金。店主为随机人物,可以种多个跳蚤市场摊位,形成商品一条街(摊位间不要太近,否则影响展示商品)。不想要跳蚤市场时,用锤子砸店主即可(暴力拆迁)