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YN309-度假营地(按键盘B键租赁度假营地,各种设施一应俱全,再按B键退房)

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 三0九.度假营地(按键盘B键租赁度假营地,各种设施一应俱全,再按B键退房) 用MT管理器打开游戏目录/assets/DLC0002/scripts/prefabs/player_common.lua文件,在inst:AddComponent("playeractionpicker")的下一行插入以下内容: TheInput:AddKeyUpHandler(KEY_B, function() if not inst:HasTag("campsite") then if inst.components.inventory:Has("goldnugget", 50) then inst.components.inventory:ConsumeByName("goldnugget", 50) GetPlayer().SoundEmitter:PlaySound("dontstarve/HUD/research_available") inst:AddTag("campsite") local pt = inst:GetPosition() local pt0 = Vector3(inst.Transform:GetWorldPosition()) for k = 1, 50 do local result_offset = FindValidPositionByFan(1 * 2 * PI, 8.5, 50, function(offset) local x,y,z = (pt0 + offset):Get() local ents = TheSim:FindEntities(x,y,z , 1) return not next(ents) end ) if result_offset then local wall = SpawnPrefab("wall_wood") wall.Transform:SetScale(0.65,0.65,0.65) MakeObstaclePhysics(wall, .25) wall:RemoveComponent("workable") wall.components.health:SetInvincible(true) wall.persists = false wall:AddTag("tempbuilding") wall.Transform:SetPosition((pt0 + result_offset):Get()) wall.components.inspectable.getstatus = function(wall) wall.Transform:SetScale(0.65, 0.1, 0.65) wall.Physics:SetActive(false) GetPlayer().SoundEmitter:PlaySound("dontstarve/common/destroy_wood") wall:DoTaskInTime(5, function(wall) wall.Transform:SetScale(0.65, 0.65, 0.65) wall.Physics:SetActive(true) GetPlayer().SoundEmitter:PlaySound("dontstarve/common/destroy_wood") end ) end end end local building1 = SpawnPrefab("tent") building1.Transform:SetPosition(pt.x-4, 0, pt.z-4) building1.AnimState:SetMultColour(255/255,105/255,0/255,1) building1.persists = false building1:AddTag("tempbuilding") local building2 = SpawnPrefab("ancient_altar") building2.Transform:SetPosition(pt.x-4+2.5, 0, pt.z-4-2.5) building2.Transform:SetScale(0.45,0.45,0.45) building2.persists = false building2:AddTag("NOCLICK") building2:AddTag("tempbuilding") local building3 = SpawnPrefab("lightning_rod") building3.Transform:SetPosition(pt.x-4-2.4, 0, pt.z-4+2.4) building3.Transform:SetScale(0.7,0.7,0.7) building3.persists = false building3:AddTag("NOCLICK") building3:AddTag("tempbuilding") local building4 = SpawnPrefab("ruins_table") building4.Transform:SetPosition(pt.x+3.3, 0, pt.z-3.3) building4.persists = false building4:AddTag("NOCLICK") building4:AddTag("tempbuilding") local building5 = SpawnPrefab("ruins_chair") building5.Transform:SetPosition(pt.x+4.9, 0, pt.z-4.9) building5.persists = false building5:AddTag("NOCLICK") building5:AddTag("tempbuilding") local building6 = SpawnPrefab("cookpot") building6.Transform:SetPosition(pt.x+4.3, 0, pt.z+4.3) building6.Transform:SetScale(0.7,0.7,0.7) building6.persists = false building6:AddTag("tempbuilding") local building7 = SpawnPrefab("icebox") building7.Transform:SetPosition(pt.x+4.5-1.3, 0, pt.z+4.5+1.3) building7.persists = false building7:AddTag("tempbuilding") for k = 1, 3 do local foodnames = {"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 foodname = foodnames[math.random(#foodnames)] local food = SpawnPrefab(foodname) building7.components.container:GiveItem(food) end local building8 = SpawnPrefab("dragonflychest") building8.Transform:SetPosition(pt.x+3.8+3, 0, pt.z-3.8+3) building8.persists = false building8:AddTag("tempbuilding") local lantern = SpawnPrefab("lantern") building8.components.container:GiveItem(lantern) if not GetSeasonManager():IsSummer() then local building9 = SpawnPrefab("firepit") building9.Transform:SetPosition(pt.x, 0, pt.z) building9:RemoveAllEventCallbacks() building9:ListenForEvent("onextinguish", function(building9) if building9.components.cooker then building9:RemoveComponent("cooker") end if building9.components.fueled then building9.components.fueled:InitializeFuelLevel(0) end end ) building9:ListenForEvent("onignite", function(building9) if not building9.components.cooker then building9:AddComponent("cooker") end end ) building9.persists = false building9:AddTag("tempbuilding") for k = 1, 10 do local log = SpawnPrefab("log") building8.components.container:GiveItem(log) end else local building9 = SpawnPrefab("coldfirepit") building9.Transform:SetPosition(pt.x, 0, pt.z) building9.persists = false building9:AddTag("tempbuilding") for k = 1, 10 do local nitre = SpawnPrefab("nitre") building8.components.container:GiveItem(nitre) end end local building10 = SpawnPrefab("firesuppressor") building10.Transform:SetPosition(pt.x-4+3, 0, pt.z+4+3) building10.Transform:SetScale(0.8,0.8,0.8) building10.persists = false building10:AddTag("tempbuilding") local building11 = SpawnPrefab("eyeturret") building11.Transform:SetPosition(pt.x-4+1, 0, pt.z+4+1) building11.components.combat:SetAttackPeriod(0.5) if building11.components.machine then building11:RemoveComponent("machine") end building11.persists = false building11:AddTag("tempbuilding") local building12 = SpawnPrefab("pumpkin_lantern") building12.Transform:SetPosition(pt.x-4-2, 0, pt.z+4-2) building12.Transform:SetScale(1.5,1.5,1.5) building12.components.inventoryitem.canbepickedup = false building12.persists = false building12:AddTag("NOCLICK") building12:AddTag("tempbuilding") end else GetPlayer().SoundEmitter:PlaySound("dontstarve/HUD/research_available") inst:RemoveTag("campsite") local pos = Vector3(inst.Transform:GetWorldPosition()) local ents = TheSim:FindEntities(pos.x,pos.y,pos.z, 3000) for k,v in pairs(ents) do if v:HasTag("tempbuilding") then v:Remove() end end end end ) 即可在身上有50个黄金时,在空旷的地方,按键盘B键租赁度假营地(身上黄金不足时无法租赁),再次按B键退房。度假营地外有围墙保护(鼠标左键点围墙可开门,5秒后自动关门),内有火堆、帐篷、锅、箱子、冰箱、南瓜灯等生活设施,还配有眼睛炮塔、灭火器、避雷针等安全设备,其中箱子里有火堆燃料(夏天为硝石,其余季节为木头),还提供一盏提灯供你外出使用,冰箱里有3份料理(品种随机),让你在野外也可以品尝新鲜美味。由于环保原因,度假营地为临时设施,存档退出后再读档,度假营地将消失,记得之前取出箱子中的私人物品哦

2025/04/23 · Bny

YN310-疯狂躲避球(用浣熊尾巴种躲避球场,在圈内60秒不被球打到,赢50个黄金)

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 三一0.疯狂躲避球(用浣熊尾巴种躲避球场,在圈内60秒不被球打到,赢50个黄金) 用MT管理器打开游戏目录/assets/DLC0002/scripts/prefabs/coontail.lua文件,在inst:AddComponent("inspectable")的下一行插入以下内容: local function makecourt(inst) local pt = inst:GetPosition() local caddie = SpawnPrefab("coontail") caddie.Transform:SetPosition(pt.x, pt.y, pt.z) caddie.AnimState:SetBank("wilson") caddie.AnimState:SetBuild("wes") caddie.AnimState:OverrideSymbol("swap_hat", "hat_football", "swap_hat") caddie.AnimState:OverrideSymbol("swap_body", "armor_sweatervest", "swap_body") caddie.AnimState:Show("HAT") caddie.AnimState:Show("HAT_HAIR") caddie.AnimState:Hide("HAIR_NOHAT") caddie.AnimState:Hide("HAIR") caddie.AnimState:Hide("ARM_carry") caddie.AnimState:Show("ARM_normal") caddie.Transform:SetFourFaced() caddie.AnimState:PlayAnimation("idle") caddie:RemoveComponent("inventoryitem") caddie:RemoveComponent("stackable") caddie:RemoveComponent("deployable") caddie:RemoveTag("cattoy") caddie:AddComponent("workable") caddie.components.workable:SetWorkAction(ACTIONS.HAMMER) caddie.components.workable:SetWorkLeft(1) caddie.components.workable:SetOnFinishCallback(function(caddie) SpawnPrefab("collapse_big").Transform:SetPosition(caddie.Transform:GetWorldPosition()) GetPlayer().SoundEmitter:PlaySound("dontstarve/common/destroy_wood") GetPlayer().SoundEmitter:KillSound("beavermusic") local pos = Vector3(caddie.Transform:GetWorldPosition()) local ents = TheSim:FindEntities(pos.x,pos.y,pos.z, 10) for k,v in pairs(ents) do if v:HasTag("border") or v:HasTag("landmine") then SpawnPrefab("collapse_big").Transform:SetPosition(v.Transform:GetWorldPosition()) v:Remove() end end caddie:Remove() end ) caddie:AddComponent("named") caddie.components.named:SetName("Pitcher") caddie:AddComponent("talker") caddie:AddComponent("trader") caddie.components.trader:SetAcceptTest(function(caddie, item) if not caddie:HasTag("startgame") then if GetPlayer().components.inventory:Has("goldnugget", 10) then if item.prefab == "goldnugget" then return true end end end return false end ) caddie.components.trader.onaccept = function(caddie, giver, item) caddie:AddTag("startgame") GetPlayer().components.inventory:ConsumeByName("goldnugget", 9) GetPlayer().SoundEmitter:PlaySound("dontstarve/HUD/research_available") caddie.components.talker:Say("Are you ready ?", 3, false) GetPlayer().SoundEmitter:PlaySound("dontstarve/music/music_hoedown", "beavermusic") for k = 1, 10 do local landmine = SpawnPrefab("coontail") landmine.Transform:SetPosition(pt.x+(math.random(7)-math.random(7)), 0, pt.z+(math.random(7)-math.random(7))) landmine.AnimState:SetBank("bee_mine") landmine.AnimState:SetBuild("bee_mine") landmine.AnimState:PlayAnimation("idle") landmine.Transform:SetScale(1.2, 1.2, 1.2) landmine.AnimState:SetMultColour(255/255,105/255,0/255,1) landmine.AnimState:SetBloomEffectHandle("shaders/anim.ksh") landmine:RemoveComponent("inventoryitem") landmine:RemoveComponent("stackable") landmine:RemoveComponent("deployable") landmine:RemoveTag("cattoy") landmine.persists = false landmine:DoPeriodicTask(0.01, function() local pos0 = Vector3(landmine.Transform:GetWorldPosition()) local ents0 = TheSim:FindEntities(pos0.x,pos0.y,pos0.z, 1) for k,v in pairs(ents0) do if v and v:HasTag("player") and not v:HasTag("pain")then v:AddTag("pain") v.sg:GoToState("hit") if v.components.health then v.components.health:DoDelta(-3) end v:DoTaskInTime(0.5, function() v:RemoveTag("pain") end ) end end end ) landmine:AddTag("landmine") end caddie:DoTaskInTime(3, function() caddie.components.talker:Say("Go !", 1, false) GetPlayer().SoundEmitter:PlaySound("dontstarve/wilson/equip_item_gold") caddie.task = caddie:DoPeriodicTask(0.4, function(caddie) local target = FindEntity(caddie, 9, function(guy) return guy:HasTag("player") end ) if target then caddie.Transform:SetRotation(GetPlayer().Transform:GetRotation() - 180) caddie.AnimState:PlayAnimation("give") local dodgeball = SpawnPrefab("coontail") dodgeball.AnimState:SetBank("bulb") dodgeball.AnimState:SetBuild("bulb") dodgeball.AnimState:PlayAnimation("idle") dodgeball.Transform:SetPosition(pt.x, 0, pt.z) dodgeball:RemoveComponent("inventoryitem") dodgeball:RemoveComponent("stackable") dodgeball:RemoveComponent("deployable") dodgeball:RemoveTag("cattoy") dodgeball.persists = false dodgeball:AddComponent("complexprojectile") dodgeball.components.complexprojectile.yOffset = 1 if math.random()<.5 then local targetpos = target:GetPosition() dodgeball.components.complexprojectile:Launch(targetpos) else dodgeball.components.complexprojectile:Launch(Point(pt.x+(math.random(9)-math.random(9)), 0, pt.z+(math.random(9)-math.random(9)))) end dodgeball.components.complexprojectile:SetOnHit(function() SpawnPrefab("small_puff").Transform:SetPosition(dodgeball.Transform:GetWorldPosition()) dodgeball:Remove() end ) dodgeball:DoPeriodicTask(0.01, function() local pos = Vector3(dodgeball.Transform:GetWorldPosition()) local ents = TheSim:FindEntities(pos.x,pos.y,pos.z, 1) for k,v in pairs(ents) do if v and v:HasTag("player") then v.sg:GoToState("hit") if caddie.task then caddie.task:Cancel() caddie.task = nil end if caddie.task2 then caddie.task2:Cancel() caddie.task2 = nil end caddie.Transform:SetRotation( 0 ) caddie.AnimState:PlayAnimation("idle_onemanband1_loop",true) caddie:DoTaskInTime(2, function() caddie.AnimState:PlayAnimation("idle") end ) caddie.components.talker:Say("Game over !", 3, false) GetPlayer().SoundEmitter:PlaySound("dontstarve/creatures/eyeballturret/shotexplo") GetPlayer().SoundEmitter:KillSound("beavermusic") SpawnPrefab("collapse_small").Transform:SetPosition(dodgeball.Transform:GetWorldPosition()) dodgeball:Remove() local pos1 = Vector3(caddie.Transform:GetWorldPosition()) local ents1 = TheSim:FindEntities(pos1.x,pos1.y,pos1.z, 10) for k,v in pairs(ents1) do if v:HasTag("landmine") then v:Remove() end end caddie:RemoveTag("startgame") end end end ) else if caddie.task then caddie.task:Cancel() caddie.task = nil end if caddie.task2 then caddie.task2:Cancel() caddie.task2 = nil end caddie.Transform:SetRotation( 0 ) caddie.AnimState:PlayAnimation("idle_onemanband1_loop",true) caddie:DoTaskInTime(2, function() caddie.AnimState:PlayAnimation("idle") end ) caddie.components.talker:Say("Game over !", 3, false) GetPlayer().SoundEmitter:PlaySound("dontstarve/creatures/eyeballturret/shotexplo") GetPlayer().SoundEmitter:KillSound("beavermusic") local pos1 = Vector3(caddie.Transform:GetWorldPosition()) local ents1 = TheSim:FindEntities(pos1.x,pos1.y,pos1.z, 10) for k,v in pairs(ents1) do if v:HasTag("landmine") then v:Remove() end end caddie:RemoveTag("startgame") end end ) end ) caddie.task2 = caddie:DoTaskInTime(63, function() if caddie:HasTag("startgame") then if caddie.task then caddie.task:Cancel() caddie.task = nil end if caddie.task2 then caddie.task2:Cancel() caddie.task2 = nil end caddie.Transform:SetRotation( 0 ) caddie.AnimState:PlayAnimation("give") caddie.components.talker:Say("You win !", 3, false) GetPlayer().SoundEmitter:KillSound("beavermusic") caddie:StartThread(function() for k = 1, 10 do GetPlayer().SoundEmitter:PlaySound("dontstarve/wilson/equip_item_gold") Sleep(0.15) end end ) for k = 1, 50 do local goldnugget = SpawnPrefab("goldnugget") GetPlayer().components.inventory:GiveItem(goldnugget) end local pos1 = Vector3(caddie.Transform:GetWorldPosition()) local ents1 = TheSim:FindEntities(pos1.x,pos1.y,pos1.z, 10) for k,v in pairs(ents1) do if v:HasTag("landmine") then v:Remove() end end caddie:RemoveTag("startgame") end end ) end caddie:AddTag("caddie") for k = 1, 50 do local result_offset = FindValidPositionByFan(1 * 2 * PI, 8.5, 50, function(offset) local x,y,z = (pt + offset):Get() local ents = TheSim:FindEntities(x,y,z , 1) return not next(ents) end) if result_offset then local border = SpawnPrefab("coontail") border.Transform:SetPosition((pt + result_offset):Get()) border.AnimState:SetBank("bulb") border.AnimState:SetBuild("bulb") border.AnimState:PlayAnimation("idle") border.Transform:SetScale(1.2, 1.2, 1.2) border.AnimState:SetMultColour(255/255,0/255,0/255,1) border.AnimState:SetOrientation( ANIM_ORIENTATION.OnGround ) border.AnimState:SetLayer( LAYER_BACKGROUND ) border.AnimState:SetSortOrder( 1 ) border:RemoveComponent("inventoryitem") border:RemoveComponent("stackable") border:RemoveComponent("deployable") border:RemoveTag("cattoy") border:DoPeriodicTask(2, function(shopsign) border.AnimState:SetMultColour(0/255,255/255,0/255,1) border:DoTaskInTime(1, function() border.AnimState:SetMultColour(255/255,0/255,0/255,1) end ) end ) border:AddTag("NOCLICK") border:AddTag("border") end end end local function OnDeploy (inst, pt) makecourt(inst) inst.components.stackable:Get():Remove() end inst:AddComponent("deployable") inst.components.deployable.ondeploy = OnDeploy local function onsave(inst, data) if inst:HasTag("caddie") then data.caddie = true end if inst:HasTag("border") then data.border = true end end local function onload(inst, data) if data and data.caddie then makecourt(inst) inst:Remove() end if data and data.border then inst:Remove() end end inst.OnSave = onsave inst.OnLoad = onload 即可在空旷的地上,用浣熊尾巴种躲避球场(拿着1个浣熊尾巴对地面点鼠标右键,如果拿着多个,则不会种出来)。给投手10个黄金玩一次(拿着黄金对投手点鼠标左键),他会不断向你扔球,在不跑出圆圈边界、不被砸到的情况下,坚持60秒,就可赢得50个黄金的奖励。球场内会随机出现障碍物,碰到会被扎伤(减3点血),绕着点跑吧。不想要躲避球场了,用锤子砸投手即可

2025/04/23 · Bny

YN311-快速孵化高鸟蛋(游戏中1小时孵出小高鸟)

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 三一一.快速孵化高鸟蛋(游戏中1小时孵出小高鸟) 用MT管理器打开游戏目录/assets/DLC0002/scripts/tuning.lua文件,将SMALLBIRD_HATCH_TIME = total_day_time * 3, -- must be content for this amount of cumulative time to hatch替换为以下内容: SMALLBIRD_HATCH_TIME = seg_time*1, 即可在游戏中1小时孵出小高鸟

2025/04/23 · Bny

YN312-青年高鸟不长大,增加血量及攻击力,喂食可重新认人

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 三一二.青年高鸟不长大,增加血量及攻击力,喂食可重新认人 用MT管理器打开游戏目录/assets/DLC0002/scripts/prefabs/smallbird.lua文件, 1.在--print("smallbird - OnGetItemFromPlayer")的下一行插入以下内容: local player = GetPlayer() if player and player.components.leader then player.components.leader:AddFollower(inst) end 2.将inst.components.combat:SetDefaultDamage(TUNING.TEENBIRD_DAMAGE)替换为inst.components.combat:SetDefaultDamage(TUNING.TEENBIRD_DAMAGE*5) 3.将return TUNING.TEENBIRD_GROW_TIME替换为return TUNING.TEENBIRD_GROW_TIME*1000 4.将inst.components.health:SetMaxHealth(TUNING.TEENBIRD_HEALTH)替换为inst.components.health:SetMaxHealth(TUNING.TEENBIRD_HEALTH*100) 即可让青年高鸟18000天不长大,血量30000,攻击力180,如果不认主角了,喂食即可重新认人

2025/04/23 · Bny

YN313-喂自养高鸟产便便

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 三一三.喂自养高鸟产便便 用MT管理器打开游戏目录/assets/DLC0002/scripts/prefabs/smallbird.lua文件,在local function OnEat(inst, food)的下一行插入以下内容: if food.components.edible then local poo = SpawnPrefab("poop") poo.Transform:SetPosition(inst.Transform:GetWorldPosition()) end 即可喂自养高鸟产便便

2025/04/23 · Bny

YN314-自养高鸟不用喂食

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 三一四.自养高鸟不用喂食 用MT管理器打开游戏目录/assets/DLC0002/scripts/prefabs/smallbird.lua文件,在inst:AddComponent("hunger")的下一行插入以下内容: inst.components.hunger.burning = false 即可让自养高鸟不用喂食,因为它不会自动掉饥饿值,除非受伤才须靠喂食补血

2025/04/23 · Bny

YN315-牙齿陷阱不伤害自养高鸟

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 三一五.牙齿陷阱不伤害自养高鸟 用MT管理器打开游戏目录/assets/scripts/prefabs/trap_teeth.lua文件,将if target then替换为if target and not target:HasTag("smallbird") then 即可让牙齿陷阱不伤害自养高鸟

2025/04/23 · Bny

YN316-主角带肉不被兔人攻击

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 三一六.主角带肉不被兔人攻击 用MT管理器打开游戏目录/assets/DLC0002/scripts/prefabs/bunnyman.lua文件,将if guy:HasTag("player")替换为if guy:HasTag("monster") 即可让兔人不攻击带肉的主角,注意替换的只是一句中的一部分,语句其他部分不要动

2025/04/23 · Bny

YN317-快速刷兔人(兔人死后兔房立刻生新兔人)

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 三一七.快速刷兔人(兔人死后兔房立刻生新兔人) 用MT管理器打开游戏目录/assets/DLC0002/scripts/prefabs/rabbithouse.lua文件,将inst.components.spawner:Configure( "bunnyman", TUNING.TOTAL_DAY_TIME)替换为inst.components.spawner:Configure( "bunnyman", TUNING.TOTAL_DAY_TIME*0) 即可打死一个兔人,兔房就立刻重生一个

2025/04/23 · Bny

YN318-快速刷猪人(猪死后猪房立刻生新猪)

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 三一八.快速刷猪人(猪死后猪房立刻生新猪) 用MT管理器打开游戏目录/assets/DLC0002/scripts/prefabs/pighouse.lua文件,将inst.components.spawner:Configure( "pigman", TUNING.TOTAL_DAY_TIME*4)替换为inst.components.spawner:Configure( "pigman", TUNING.TOTAL_DAY_TIME*0) 即可打死一个猪人,猪房就立刻重生一个

2025/04/23 · Bny