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YN162-萌时代(扔蜂蜜将怪物变回童年)

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 2一六二.萌时代(扔蜂蜜将怪物变回童年) 3 4 用MT管理器打开游戏目录/assets/scripts/prefabs/honey.lua文件,在inst:AddComponent("inspectable")的下一行插入以下内容: 5 6local function onhit(inst, attacker, target) 7 inst:Remove() 8 SpawnPrefab("collapse_small").Transform:SetPosition(target.Transform:GetWorldPosition()) 9 target.Transform:SetScale(0.7, 0.7, 0.7) 10 if target.components.health then 11 target.components.health.currenthealth = 1 12 target.components.health.maxhealth = 1 13 end 14 if target.components.combat then 15 target.components.combat:SetDefaultDamage(0) 16 target.components.combat.target = nil 17 end 18 if target.components.locomotor then 19 target.components.locomotor.runspeed = 1 20 target.components.locomotor.walkspeed = 1 21 end 22end 23local function onthrown(inst, data) 24 inst.AnimState:SetOrientation( ANIM_ORIENTATION.OnGround ) 25end 26 inst:AddComponent("weapon") 27 inst.components.weapon:SetDamage(0) 28 inst.components.weapon:SetRange(20, 25) 29 inst:AddComponent("equippable") 30 inst.components.equippable.equipstack = true 31 inst:AddComponent("projectile") 32 inst.components.projectile:SetSpeed(60) 33 inst.components.projectile:SetOnHitFn(onhit) 34 inst:ListenForEvent("onthrown", onthrown) 35 36 即可扔蜂蜜将怪物变成无害的童年怪物,怪物体型变小、生命值为1、没有攻击力、行走缓慢。因为蜂蜜可装备,如果主角也想吃蜂蜜,请拿起蜂蜜对主角按鼠标右键

2025/04/23 · Bny

YN163-犬牙手雷(扔犬牙炸倒一大片)

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 2一六三.犬牙手雷(扔犬牙炸倒一大片) 3 4 用MT管理器打开游戏目录/assets/scripts/prefabs/houndstooth.lua文件,在inst:AddComponent("inspectable")的下一行插入以下内容: 5 6local function onhit(inst, attacker, target) 7 SpawnPrefab("collapse_small").Transform:SetPosition(target.Transform:GetWorldPosition()) 8 SpawnPrefab("explode_small").Transform:SetPosition(target.Transform:GetWorldPosition()) 9 local pos = Vector3(target.Transform:GetWorldPosition()) 10 GetClock():DoLightningLighting() 11 GetPlayer().components.playercontroller:ShakeCamera(target, "FULL", 0.7, 0.02, .5, 40) 12 inst.components.combat:DoAreaAttack(target, 8) 13 inst:Remove() 14end 15local function onthrown(inst, data) 16 inst.AnimState:SetOrientation( ANIM_ORIENTATION.OnGround ) 17end 18 inst:AddComponent("weapon") 19 inst.components.weapon:SetDamage(3000) 20 inst.components.weapon:SetRange(15, 18) 21 inst:AddComponent("combat") 22 inst.components.combat:SetDefaultDamage(3000) 23 inst.components.combat.playerdamagepercent = 0 24 inst:AddComponent("equippable") 25 inst.components.equippable.equipstack = true 26 inst:AddComponent("projectile") 27 inst.components.projectile:SetSpeed(60) 28 inst.components.projectile:SetOnHitFn(onhit) 29 inst:ListenForEvent("onthrown", onthrown) 30 31 即可在装备犬牙时,对一群敌人扔出(远距离对敌人按鼠标左键)炸倒一大片。犬牙手雷不会伤到主角

2025/04/23 · Bny

YN164-高爆地雷(指南针放在地上作地雷)

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 2一六四.高爆地雷(指南针放在地上作地雷) 3 4 用MT管理器打开游戏目录/assets/scripts/prefabs/compass.lua文件,在inst:AddComponent("inventoryitem")的下一行插入以下内容 5 6 inst.components.inventoryitem:SetOnDroppedFn(function() 7 inst:RemoveTag("startkill") 8 if inst.task then inst.task:Cancel() inst.task = nil end 9 end ) 10 inst.components.inventoryitem:SetOnPickupFn(function() 11 inst:RemoveTag("startkill") 12 if inst.task then inst.task:Cancel() inst.task = nil end 13 end ) 14 inst.components.inventoryitem:SetOnPutInInventoryFn(function() 15 inst:RemoveTag("startkill") 16 if inst.task then inst.task:Cancel() inst.task = nil end 17 end ) 18local function OnDeploy (inst, pt) 19 inst:AddTag("startkill") 20 inst.Physics:Teleport(pt:Get()) 21 inst.task = inst:DoPeriodicTask(0.1, function(inst) 22 local target = FindEntity(inst, 2, function(guy) 23 return guy.components.combat and guy.components.health and not guy.components.health:IsDead() and not guy:HasTag("player") and not guy:HasTag("smallbird") and not guy:HasTag("chester") 24 end ) 25 if target then 26 GetPlayer().SoundEmitter:PlaySound("dontstarve/creatures/eyeballturret/shotexplo") 27 SpawnPrefab("collapse_small").Transform:SetPosition(inst.Transform:GetWorldPosition()) 28 SpawnPrefab("explode_small").Transform:SetPosition(inst.Transform:GetWorldPosition()) 29 local pos = Vector3(inst.Transform:GetWorldPosition()) 30 GetClock():DoLightningLighting() 31 GetPlayer().components.playercontroller:ShakeCamera(inst, "FULL", 0.7, 0.02, .5, 40) 32 target.components.health:DoDelta(-3000) 33 inst:Remove() 34 end 35 end ) 36end 37 inst:AddComponent("deployable") 38 inst.components.deployable.ondeploy = OnDeploy 39 inst.components.deployable.min_spacing = 2 40 inst:AddComponent("stackable") 41 inst.components.stackable.maxsize = 999 42local function onsave(inst, data) 43 if inst:HasTag("startkill") then 44 data.startkill = true 45 end 46end 47local function onload(inst, data) 48 if data and data.startkill then 49 inst:AddTag("startkill") 50 inst.task = inst:DoPeriodicTask(0.1, function(inst) 51 local target = FindEntity(inst, 2, function(guy) 52 return guy.components.combat and guy.components.health and not guy.components.health:IsDead() and not guy:HasTag("player") and not guy:HasTag("smallbird") and not guy:HasTag("chester") 53 end ) 54 if target then 55 GetPlayer().SoundEmitter:PlaySound("dontstarve/creatures/eyeballturret/shotexplo") 56 SpawnPrefab("collapse_small").Transform:SetPosition(inst.Transform:GetWorldPosition()) 57 SpawnPrefab("explode_small").Transform:SetPosition(inst.Transform:GetWorldPosition()) 58 local pos = Vector3(inst.Transform:GetWorldPosition()) 59 GetClock():DoLightningLighting() 60 GetPlayer().components.playercontroller:ShakeCamera(inst, "FULL", 0.7, 0.02, .5, 40) 61 target.components.health:DoDelta(-3000) 62 inst:Remove() 63 end 64 end ) 65 end 66end 67 inst.OnSave = onsave 68 inst.OnLoad = onload 69 70 即可拿起指南针用鼠标右键部署在空地上,敌人踩上后会爆炸,主角、自养高鸟、狗箱不会触发。指南针在生存选项(画着绳套)下,用1个黄金、1张纸制造

2025/04/23 · Bny

YN165-死神之光(拿提灯时右键点空地,满屏敌人通杀)

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 2一六五.死神之光(拿提灯时右键点空地,满屏敌人通杀) 3 4 用MT管理器打开游戏目录/assets/scripts/prefabs/mininglantern.lua文件,在inst:AddComponent("inspectable")的下一行插入以下内容: 5 6local function cancreatelight(staff, caster, target, pos) 7 local fuelpercent = inst.components.fueled:GetPercent() 8 if fuelpercent > 0.5 then 9 return true 10 else 11 return false 12 end 13end 14local function createlight(staff, target, pos) 15 local SHAKE_DIST = 40 16 local player = GetClosestInstWithTag("player", inst, SHAKE_DIST) 17 if player then 18 player.components.playercontroller:ShakeCamera(inst, "VERTICAL", 1, 0.03, 2, SHAKE_DIST) 19 end 20 inst:DoTaskInTime(0, function() 21 inst.components.combat:DoAreaAttack(inst, 30) 22 end) 23 GetClock():DoLightningLighting() 24 inst.components.fueled.currentfuel = 50 25end 26 inst:AddComponent("spellcaster") 27 inst.components.spellcaster:SetSpellFn(createlight) 28 inst.components.spellcaster:SetSpellTestFn(cancreatelight) 29 inst.components.spellcaster.canuseonpoint = true 30 inst.components.spellcaster.canusefrominventory = false 31 inst:AddComponent("combat") 32 inst.components.combat:SetDefaultDamage(3000) 33 inst.components.combat.playerdamagepercent = 0 34 35 即可拿提灯时右键点空地,满屏敌人通杀。注意提灯燃料超过50%时,才能释放死神之光,释放后提灯燃料接近耗尽,想再释放需要向提灯中填充荧光果(拿荧光果对装备格中的提灯按右键),大约3颗即可

2025/04/23 · Bny

YN166-魔之双臂(狼牙棒左键抓来敌人并致死、右键抓地移动主角)

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 2一六六.魔之双臂(狼牙棒左键抓来敌人并致死、右键抓地移动主角) 3 4 用MT管理器打开游戏目录/assets/scripts/prefabs/tentaclespike.lua文件,将下列内容: 5 6 inst:AddComponent("weapon") 7 inst.components.weapon:SetDamage(TUNING.SPIKE_DAMAGE) 8 9 ------- 10 11 inst:AddComponent("finiteuses") 12 inst.components.finiteuses:SetMaxUses(TUNING.SPIKE_USES) 13 inst.components.finiteuses:SetUses(TUNING.SPIKE_USES) 14 15 inst.components.finiteuses:SetOnFinished( onfinished ) 16 17 替换为: 18 19local function onattack(inst, owner, target) 20 local pt = owner:GetPosition() 21 if target.components.health then 22 target.Transform:SetPosition(pt.x+1, pt.y, pt.z) 23 end 24 inst:DoTaskInTime(0.1, function() 25 target.components.health:DoDelta(-3000) 26 end) 27end 28 inst:AddComponent("weapon") 29 inst.components.weapon:SetDamage(0) 30 inst.components.weapon:SetRange(20, 25) 31 inst.components.weapon:SetOnAttack(onattack) 32 inst.components.weapon:SetProjectile("bishop_charge") 33 inst:AddComponent("blinkstaff") 34 35 即可在装备狼牙棒时,对敌人点左键将其抓过来并致死;对空地点右键,抓地移动主角,使狼牙棒既可杀伤敌人,又可有效闪避。用来抓鸟、兔、火鸡、大象等会逃跑的动物也很实用哦。狼牙棒靠打沼泽里的触手获得

2025/04/23 · Bny

YN167-致命的毒箭(中吹箭的敌人不知不觉流血至死)

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 2一六七.致命的毒箭(中吹箭的敌人不知不觉流血至死) 3 4 用MT管理器打开游戏目录/assets/DLC0002/scripts/prefabs/blowdart.lua文件,在inst.components.weapon:SetDamage(TUNING.PIPE_DART_DAMAGE)的下一行插入以下内容: 5 6local function pipeonhit(inst, attacker, target) 7 target.components.health:StartRegen(-100, 1) 8 target.components.combat.target = nil 9 target.AnimState:SetMultColour(255/255,0/255,0/255,1) 10 attacker.components.inventory:Equip(inst) 11end 12 inst.components.weapon:SetRange(20, 25) 13 inst.components.projectile:SetOnHitFn(pipeonhit) 14 15 即可让中吹箭的敌人变成红色,每秒减100点血直至死亡,被射中的敌人不会反击主角。吹箭为无限使用,吹出后自动回到手中

2025/04/23 · Bny

YN168-电击枪(用橙色魔杖远程电晕敌人,使其任你宰割)

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 2一六八.电击枪(用橙色魔杖远程电晕敌人,使其任你宰割) 3 4 用MT管理器打开游戏目录/assets/DLC0002/scripts/prefabs/staff.lua文件,将inst.components.blinkstaff.onblinkfn = onblink替换为以下内容: 5 6local function onattack_orange(inst, owner, target) 7 if target.brain then 8 target.brain:Stop() 9 end 10 if target.components.combat then 11 target.components.combat:SetTarget(nil) 12 end 13 if target.components.locomotor then 14 target.components.locomotor:Stop() 15 end 16 target.AnimState:SetMultColour(125/255,125/255,125/255,1) 17 SpawnPrefab("lightning_rod_fx").Transform:SetPosition(target.Transform:GetWorldPosition()) 18end 19 inst:AddComponent("weapon") 20 inst.components.weapon:SetDamage(10) 21 inst.components.weapon:SetRange(20, 25) 22 inst.components.weapon:SetOnAttack(onattack_orange) 23 inst.components.weapon:SetProjectile("bishop_charge") 24 25 即可在装备橙色魔杖时,对敌人按鼠标左键将其电晕,其会失去行动能力,任你处置。对猴子、青蛙等比较讨厌的敌人很适用。橙色魔杖在远古选项(画着远古祭坛)下,用2个噩梦燃料、1个步行手杖、2个橙色宝石制造,制造时需要靠近远古祭坛

2025/04/23 · Bny

YN169-速射步枪(黄色魔杖左键点射、右键连射蜂刺子弹)

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 2一六九.速射步枪(黄色魔杖左键点射、右键连射蜂刺子弹) 3 4 用MT管理器打开游戏目录/assets/DLC0002/scripts/prefabs/staff.lua文件,将下列内容: 5 6local function yellow() 7 local inst = commonfn("yellow") 8 inst.fxcolour = {223/255, 208/255, 69/255} 9 inst.castsound = "dontstarve/common/staffteleport" 10 11 inst:AddComponent("spellcaster") 12 inst.components.spellcaster:SetSpellFn(createlight) 13 inst.components.spellcaster:SetSpellTestFn(cancreatelight) 14 inst.components.spellcaster.canuseonpoint = true 15 inst.components.spellcaster.canusefrominventory = false 16 17 inst:AddComponent("reticule") 18 inst.components.reticule.targetfn = function() 19 return Vector3(GetPlayer().entity:LocalToWorldSpace(5,0,0)) 20 end 21 inst.components.reticule.ease = true 22 23 inst.components.finiteuses:SetMaxUses(TUNING.YELLOWSTAFF_USES) 24 inst.components.finiteuses:SetUses(TUNING.YELLOWSTAFF_USES) 25 inst:AddTag("nopunch") 26 27 return inst 28end 29 30 替换为: 31 32local function yellow() 33 local inst = commonfn("yellow") 34 inst.fxcolour = {223/255, 208/255, 69/255} 35 inst.castsound = "dontstarve/common/staffteleport" 36local function canattack(inst, target) 37 if GetPlayer().components.inventory:Has("stinger", 1) and TheInput:IsMouseDown(MOUSEBUTTON_RIGHT) then 38 inst.components.weapon:LaunchProjectile(inst, target) 39 end 40 if GetPlayer().components.inventory:Has("stinger", 1) then 41 return true 42 end 43end 44local function onattack_yellow(inst, owner, target) 45 owner.SoundEmitter:PlaySound("dontstarve/creatures/eyeballturret/shotexplo") 46 SpawnPrefab("die_fx").Transform:SetPosition(target.Transform:GetWorldPosition()) 47 TheCamera:Shake("FULL", 0.2, 0.02, .5, 40) 48 owner.components.inventory:ConsumeByName("stinger", 1) 49end 50 inst:AddComponent("weapon") 51 inst.components.weapon:SetDamage(100) 52 inst.components.weapon:SetRange(25, 30) 53 inst.components.weapon:SetOnAttack(onattack_yellow) 54 inst.components.weapon:SetCanAttack(canattack) 55 inst.components.weapon:SetProjectile("fire_projectile") 56 inst.components.finiteuses:SetMaxUses(TUNING.YELLOWSTAFF_USES*1000) 57 inst.components.finiteuses:SetUses(TUNING.YELLOWSTAFF_USES*1000) 58 return inst 59end 60 61 即可在装备黄色魔杖时,对敌人按鼠标左键点射,按鼠标右键连射,身上没有蜂刺时无法射击(不要光顾着按住右键扫射,时不时关注一下还有多少子弹)。黄色魔杖在远古选项(画着远古祭坛)下,用4个噩梦燃料、2个活木头、2个黄色宝石制造,制造时需要靠近远古祭坛。黄色魔杖原有种小星星功能取消

2025/04/23 · Bny

YN170-反物质制造机(绿魔杖左键点敌人,生成敌人反物质分身自相残杀)

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 2一七0.反物质制造机(绿魔杖左键点敌人,生成敌人反物质分身自相残杀) 3 4 用MT管理器打开游戏目录/assets/DLC0002/scripts/prefabs/staff.lua文件,在local inst = commonfn("green")的下一行插入以下内容: 5 6local function onattack_green(inst, owner, target) 7 if target.prefab == "bee" or target.prefab == "killerbee" or target.prefab == "flies" or target.prefab == "mosquito" or target.prefab == "frog" or target.prefab == "beefalo" or target.prefab == "lightninggoat" or target.prefab == "pigman" or target.prefab == "pigguard" or target.prefab == "bunnyman" or target.prefab == "merm" or target.prefab == "spider_hider" or target.prefab == "spider_spitter" or target.prefab == "spider" or target.prefab == "spider_warrior" or target.prefab == "spiderqueen" or target.prefab == "spider_dropper" or target.prefab == "hound" or target.prefab == "firehound" or target.prefab == "icehound" or target.prefab == "leif" or target.prefab == "leif_sparse" or target.prefab == "walrus" or target.prefab == "little_walrus" or target.prefab == "smallbird" or target.prefab == "teenbird" or target.prefab == "tallbird" or target.prefab == "koalefant_summer" or target.prefab == "koalefant_winter" or target.prefab == "penguin" or target.prefab == "slurtle" or target.prefab == "snurtle" or target.prefab == "bat" or target.prefab == "rocky" or target.prefab == "monkey" or target.prefab == "buzzard" or target.prefab == "catcoon" or target.prefab == "knight" or target.prefab == "bishop" or target.prefab == "rook" or target.prefab == "crawlinghorror" or target.prefab == "terrorbeak" or target.prefab == "deerclops" or target.prefab == "minotaur" or target.prefab == "worm" or target.prefab == "abigail" or target.prefab == "ghost" or target.prefab == "krampus" or target.prefab == "moose" or target.prefab == "dragonfly" or target.prefab == "warg" or target.prefab == "bearger" then 8 local copy = SpawnPrefab(target.prefab) 9 copy.Transform:SetPosition(target.Transform:GetWorldPosition()) 10 copy.AnimState:SetMultColour(0/255,0/255,0/255,0.5) 11 if copy:HasTag("monster") then copy:RemoveTag("monster") end 12 copy.task = copy:DoPeriodicTask(1, function() copy.components.combat.target = target end) 13 target:ListenForEvent("death", function() 14 if not copy.components.health:IsDead() then 15 copy:Remove() 16 end 17 end ) 18 copy:DoTaskInTime(60, function() 19 if not copy.components.health:IsDead() then 20 copy:Remove() 21 end 22 end ) 23 else 24 local copy = SpawnPrefab("leif") 25 copy.Transform:SetPosition(target.Transform:GetWorldPosition()) 26 copy.AnimState:SetMultColour(0/255,0/255,0/255,0.5) 27 copy.Transform:SetScale(0.5, 0.5, 0.5) 28 copy:RemoveTag("monster") 29 copy.components.combat:SetAttackPeriod(1) 30 copy.task = copy:DoPeriodicTask(1, function() copy.components.combat.target = target end) 31 target:ListenForEvent("death", function() 32 if not copy.components.health:IsDead() then 33 copy:Remove() 34 end 35 end ) 36 copy:DoTaskInTime(60, function() 37 if not copy.components.health:IsDead() then 38 copy:Remove() 39 end 40 end ) 41 end 42end 43 inst:AddComponent("weapon") 44 inst.components.weapon:SetDamage(0) 45 inst.components.weapon:SetRange(30, 35) 46 inst.components.weapon:SetOnAttack(onattack_green) 47 inst.components.weapon:SetProjectile("bishop_charge") 48 49 即可装备绿魔杖时,按鼠标左键点敌人,生成敌人的反物质分身,与敌人自相残杀。敌人有多强大,其反物质分身就有多强大,主角只须观战即可。反物质分身最多存在60秒,当敌人死去时,反物质分身也将消失。中立的小动物、修改技巧创生的生物,将生成反物质树精

2025/04/23 · Bny

YN171-收妖镜(装备铥矿奖章对敌人按右键,将其收入镜中)

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 2一七一.收妖镜(装备铥矿奖章对敌人按右键,将其收入镜中) 3 4 用MT管理器打开游戏目录/assets/scripts/prefabs/nightmare_timepiece.lua文件,在inst:AddComponent("inspectable")的下一行插入以下内容: 5 6local function onequip(inst, owner) 7 owner.components.inventory:SetOverflow(inst) 8 inst.components.container:Open(owner) 9end 10local function onunequip(inst, owner) 11 owner.components.inventory:SetOverflow(nil) 12 inst.components.container:Close(owner) 13end 14local function itemtest(inst, item, slot) 15 if item:HasTag("catched") then 16 return true 17 end 18 return false 19end 20local slotpos = {} 21for y = 0, 9 do 22 table.insert(slotpos, Vector3(-162, -y*75 + 170 ,0)) 23end 24local function cancatchmonster(inst, caster, target) 25 if target then 26 return target.components.locomotor and target.components.health and not target.components.health:IsDead() and not target:HasTag("smallbird") and not target:HasTag("chester") 27 end 28 return true 29end 30local function catchmonster(staff, target, pos) 31 if not inst.components.container:IsFull() then 32 if target.components.stackable then target:RemoveComponent("stackable") end 33 if target.components.inventoryitem then target:RemoveComponent("inventoryitem") end 34 target:AddComponent("inventoryitem") 35 target.components.inventoryitem.nobounce = true 36 target.components.inventoryitem.canbepickedup = true 37 target.components.inventoryitem:ChangeImageName("beard_monster") 38 target.components.health.canmurder = true 39 target:AddTag("catched") 40 target.components.inventoryitem:SetOnDroppedFn(function(target) 41 target:RemoveComponent("inventoryitem") 42 target:RemoveTag("catched") 43 if target.brain then target.brain:Start() end 44 if target.sg then target.sg:Start() end 45 end ) 46 target.components.inventoryitem:SetOnPutInInventoryFn(function(target) 47 if target.sg then target.sg:GoToState("idle") end 48 if target.SoundEmitter then target.SoundEmitter:KillAllSounds() end 49 end ) 50 inst.components.container:GiveItem(target) 51 end 52end 53 inst:AddComponent("spellcaster") 54 inst.components.spellcaster:SetSpellFn(catchmonster) 55 inst.components.spellcaster:SetSpellTestFn(cancatchmonster) 56 inst.components.spellcaster.canuseontargets = true 57 inst.components.spellcaster.canusefrominventory = false 58 59 inst:AddComponent("equippable") 60 inst.components.equippable.equipslot = EQUIPSLOTS.HANDS 61 inst.components.equippable:SetOnEquip( onequip ) 62 inst.components.equippable:SetOnUnequip( onunequip ) 63 64 inst:AddComponent("container") 65 inst.components.container:SetNumSlots(#slotpos) 66 inst.components.container.widgetslotpos = slotpos 67 inst.components.container.widgetpos = Vector3(18,50,0) 68 inst.components.container.side_widget = true 69 inst.components.container.itemtestfn = itemtest 70 inst.components.container.acceptsstacks = false 71 72 即可在装备铥矿奖章时,对敌人按鼠标右键,将敌人收入镜中(画面右边的格子中,显示为烧焦的兔子),如果想杀死它,就对格子中的敌人按鼠标右键,会获得战利品;如果想释放它,就拿出敌人放在地上。“收妖镜”的格子全满后,无法再收新的敌人,可以将敌人放在物品栏或其他背包后再收妖。在存档退出前,请处置(杀掉或释放)全部收来的敌人,否则读档后,敌人将全部被放出。铥矿奖章在远古选项(画着远古祭坛)下,用2个铥矿石、2个噩梦燃料制造,制造时需要靠近远古祭坛

2025/04/23 · Bny