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本帖最后由 allanwei8008 于 2013-4-30 22:06 编辑
采集东西能用MOD 一次增至10个 那么 怪物掉的东西呢? 怎么能一次增加到十个? 用采集的脚本来写的话肯定不行 请高手指教啊
附赠:采集增多那个模组More Pickables Mod
萝卜已经有人发了
以下是... 你懂的...
--花---------------------------------------------------------------------------------------------------
local function NEW_flower_onpickedfn(inst, picker)
if inst.ASMP_OnPickedFn then
inst.ASMP_OnPickedFn(inst, picker)
end
if picker and picker.components.inventory then
local pt = Vector3( GLOBAL.TheSim:GetScreenPos( inst.Transform:GetWorldPosition() ) )
picker.components.inventory:GiveItem(SpawnPrefab("petals"), nil, pt)
picker.components.inventory:GiveItem(SpawnPrefab("petals"), nil, pt)
picker.components.inventory:GiveItem(SpawnPrefab("petals"), nil, pt)
picker.components.inventory:GiveItem(SpawnPrefab("petals"), nil, pt)
picker.components.inventory:GiveItem(SpawnPrefab("petals"), nil, pt)
picker.components.inventory:GiveItem(SpawnPrefab("petals"), nil, pt)
picker.components.inventory:GiveItem(SpawnPrefab("petals"), nil, pt)
picker.components.inventory:GiveItem(SpawnPrefab("petals"), nil, pt)
picker.components.inventory:GiveItem(SpawnPrefab("petals"), nil, pt)
end
end
local function flowerPrefabPostInit(inst)
if inst and inst.components.pickable then
inst.ASMP_OnPickedFn = inst.components.pickable.onpickedfn
inst.components.pickable.onpickedfn = NEW_flower_onpickedfn
end
end
AddPrefabPostInit("flower", flowerPrefabPostInit)--恶魔花---------------------------------------------------------------------------------------------------local function NEW_flower_evil_onpickedfn(inst, picker)
if inst.ASMP_OnPickedFn then
inst.ASMP_OnPickedFn(inst, picker)
end
if picker and picker.components.inventory then
local pt = Vector3( GLOBAL.TheSim:GetScreenPos( inst.Transform:GetWorldPosition() ) )
picker.components.inventory:GiveItem(SpawnPrefab("petals_evil"), nil, pt)
picker.components.inventory:GiveItem(SpawnPrefab("petals_evil"), nil, pt)
picker.components.inventory:GiveItem(SpawnPrefab("petals_evil"), nil, pt)
picker.components.inventory:GiveItem(SpawnPrefab("petals_evil"), nil, pt)
picker.components.inventory:GiveItem(SpawnPrefab("petals_evil"), nil, pt)
picker.components.inventory:GiveItem(SpawnPrefab("petals_evil"), nil, pt)
picker.components.inventory:GiveItem(SpawnPrefab("petals_evil"), nil, pt)
picker.components.inventory:GiveItem(SpawnPrefab("petals_evil"), nil, pt)
picker.components.inventory:GiveItem(SpawnPrefab("petals_evil"), nil, pt)
picker.components.inventory:GiveItem(SpawnPrefab("nightmarefuel"), nil, pt)--十个恶魔燃料
picker.components.inventory:GiveItem(SpawnPrefab("nightmarefuel"), nil, pt)
picker.components.inventory:GiveItem(SpawnPrefab("nightmarefuel"), nil, pt)
picker.components.inventory:GiveItem(SpawnPrefab("nightmarefuel"), nil, pt)
picker.components.inventory:GiveItem(SpawnPrefab("nightmarefuel"), nil, pt)
picker.components.inventory:GiveItem(SpawnPrefab("nightmarefuel"), nil, pt)
picker.components.inventory:GiveItem(SpawnPrefab("nightmarefuel"), nil, pt)
picker.components.inventory:GiveItem(SpawnPrefab("nightmarefuel"), nil, pt)
picker.components.inventory:GiveItem(SpawnPrefab("nightmarefuel"), nil, pt)
picker.components.inventory:GiveItem(SpawnPrefab("nightmarefuel"), nil, pt)
end
end
local function flower_evilPrefabPostInit(inst)
if inst and inst.components.pickable then
inst.ASMP_OnPickedFn = inst.components.pickable.onpickedfn
inst.components.pickable.onpickedfn = NEW_flower_evil_onpickedfn
end
end
AddPrefabPostInit("flower_evil", flower_evilPrefabPostInit)
--绿蘑菇---------------------------------------------------------------------------------------------------
local function NEW_green_mushroom_onpickedfn(inst, picker)
if inst.ASMP_OnPickedFn then
inst.ASMP_OnPickedFn(inst, picker)
end
if picker and picker.components.inventory then
local pt = Vector3( GLOBAL.TheSim:GetScreenPos( inst.Transform:GetWorldPosition() ) )
picker.components.inventory:GiveItem(SpawnPrefab("Green_Cap"), nil, pt)
picker.components.inventory:GiveItem(SpawnPrefab("Green_Cap"), nil, pt)
picker.components.inventory:GiveItem(SpawnPrefab("Green_Cap"), nil, pt)
picker.components.inventory:GiveItem(SpawnPrefab("Green_Cap"), nil, pt)
picker.components.inventory:GiveItem(SpawnPrefab("Green_Cap"), nil, pt)
picker.components.inventory:GiveItem(SpawnPrefab("Green_Cap"), nil, pt)
picker.components.inventory:GiveItem(SpawnPrefab("Green_Cap"), nil, pt)
picker.components.inventory:GiveItem(SpawnPrefab("Green_Cap"), nil, pt)
picker.components.inventory:GiveItem(SpawnPrefab("Green_Cap"), nil, pt)
end
end
local function green_mushroomPrefabPostInit(inst)
if inst and inst.components.pickable then
inst.ASMP_OnPickedFn = inst.components.pickable.onpickedfn
inst.components.pickable.onpickedfn = NEW_green_mushroom_onpickedfn
end
end
AddPrefabPostInit("green_mushroom", green_mushroomPrefabPostInit)
--红蘑菇---------------------------------------------------------------------------------------------------
local function NEW_red_mushroom_onpickedfn(inst, picker)
if inst.ASMP_OnPickedFn then
inst.ASMP_OnPickedFn(inst, picker)
end
if picker and picker.components.inventory then
local pt = Vector3( GLOBAL.TheSim:GetScreenPos( inst.Transform:GetWorldPosition() ) )
picker.components.inventory:GiveItem(SpawnPrefab("RED_cap"), nil, pt)
picker.components.inventory:GiveItem(SpawnPrefab("RED_cap"), nil, pt)
picker.components.inventory:GiveItem(SpawnPrefab("RED_cap"), nil, pt)
picker.components.inventory:GiveItem(SpawnPrefab("RED_cap"), nil, pt)
picker.components.inventory:GiveItem(SpawnPrefab("RED_cap"), nil, pt)
picker.components.inventory:GiveItem(SpawnPrefab("RED_cap"), nil, pt)
picker.components.inventory:GiveItem(SpawnPrefab("RED_cap"), nil, pt)
picker.components.inventory:GiveItem(SpawnPrefab("RED_cap"), nil, pt)
picker.components.inventory:GiveItem(SpawnPrefab("RED_cap"), nil, pt)
end
end
local function red_mushroomPrefabPostInit(inst)
if inst and inst.components.pickable then
inst.ASMP_OnPickedFn = inst.components.pickable.onpickedfn
inst.components.pickable.onpickedfn = NEW_red_mushroom_onpickedfn
end
end
AddPrefabPostInit("red_mushroom", red_mushroomPrefabPostInit)
--蓝蘑菇---------------------------------------------------------------------------------------------------
local function NEW_blue_mushroom_onpickedfn(inst, picker)
if inst.ASMP_OnPickedFn then
inst.ASMP_OnPickedFn(inst, picker)
end
if picker and picker.components.inventory then
local pt = Vector3( GLOBAL.TheSim:GetScreenPos( inst.Transform:GetWorldPosition() ) )
picker.components.inventory:GiveItem(SpawnPrefab("BLUE_Cap"), nil, pt)
picker.components.inventory:GiveItem(SpawnPrefab("BLUE_Cap"), nil, pt)
picker.components.inventory:GiveItem(SpawnPrefab("BLUE_Cap"), nil, pt)
picker.components.inventory:GiveItem(SpawnPrefab("BLUE_Cap"), nil, pt)
picker.components.inventory:GiveItem(SpawnPrefab("BLUE_Cap"), nil, pt)
picker.components.inventory:GiveItem(SpawnPrefab("BLUE_Cap"), nil, pt)
picker.components.inventory:GiveItem(SpawnPrefab("BLUE_Cap"), nil, pt)
picker.components.inventory:GiveItem(SpawnPrefab("BLUE_Cap"), nil, pt)
picker.components.inventory:GiveItem(SpawnPrefab("BLUE_Cap"), nil, pt)
end
end
local function blue_mushroomPrefabPostInit(inst)
if inst and inst.components.pickable then
inst.ASMP_OnPickedFn = inst.components.pickable.onpickedfn
inst.components.pickable.onpickedfn = NEW_blue_mushroom_onpickedfn
end
end
AddPrefabPostInit("blue_mushroom", blue_mushroomPrefabPostInit)
另附:采石头增多已经有现有的模组了Insta Rocks and Trees
把石头跟木头直接采了到身上这个modmain.lua文件里面找到local pt = GLOBAL.Vector3( TheSim:GetScreenPos( inst.Transform:GetWorldPosition() ) )
local pt = GLOBAL.Vector3( TheSim:GetScreenPos( inst.Transform:GetWorldPosition() ) )
worker.components.inventory:GiveItem(GLOBAL.SpawnPrefab("rocks"), nil, pt)
worker.components.inventory:GiveItem(GLOBAL.SpawnPrefab("rocks"), nil, pt)
worker.components.inventory:GiveItem(GLOBAL.SpawnPrefab("rocks"), nil, pt)
worker.components.inventory:GiveItem(GLOBAL.SpawnPrefab("rocks"), nil, pt)
worker.components.inventory:GiveItem(GLOBAL.SpawnPrefab("rocks"), nil, pt)
worker.components.inventory:GiveItem(GLOBAL.SpawnPrefab("rocks"), nil, pt)
worker.components.inventory:GiveItem(GLOBAL.SpawnPrefab("rocks"), nil, pt)
worker.components.inventory:GiveItem(GLOBAL.SpawnPrefab("rocks"), nil, pt)
worker.components.inventory:GiveItem(GLOBAL.SpawnPrefab("rocks"), nil, pt)
worker.components.inventory:GiveItem(GLOBAL.SpawnPrefab("rocks"), nil, pt)
worker.components.inventory:GiveItem(GLOBAL.SpawnPrefab("flint"), nil, pt)
if math.random(100) > 50 then
worker.components.inventory:GiveItem(GLOBAL.SpawnPrefab("nitre"), nil, pt)
worker.components.inventory:GiveItem(GLOBAL.SpawnPrefab("nitre"), nil, pt)
worker.components.inventory:GiveItem(GLOBAL.SpawnPrefab("nitre"), nil, pt)
worker.components.inventory:GiveItem(GLOBAL.SpawnPrefab("nitre"), nil, pt)
worker.components.inventory:GiveItem(GLOBAL.SpawnPrefab("nitre"), nil, pt)
worker.components.inventory:GiveItem(GLOBAL.SpawnPrefab("nitre"), nil, pt)
worker.components.inventory:GiveItem(GLOBAL.SpawnPrefab("nitre"), nil, pt)
worker.components.inventory:GiveItem(GLOBAL.SpawnPrefab("nitre"), nil, pt)
worker.components.inventory:GiveItem(GLOBAL.SpawnPrefab("nitre"), nil, pt)
worker.components.inventory:GiveItem(GLOBAL.SpawnPrefab("nitre"), nil, pt)
if math.random(100) > 30 then
worker.components.inventory:GiveItem(GLOBAL.SpawnPrefab("goldnugget"), nil, pt)
worker.components.inventory:GiveItem(GLOBAL.SpawnPrefab("goldnugget"), nil, pt)
worker.components.inventory:GiveItem(GLOBAL.SpawnPrefab("goldnugget"), nil, pt)
worker.components.inventory:GiveItem(GLOBAL.SpawnPrefab("goldnugget"), nil, pt)
worker.components.inventory:GiveItem(GLOBAL.SpawnPrefab("goldnugget"), nil, pt)
worker.components.inventory:GiveItem(GLOBAL.SpawnPrefab("goldnugget"), nil, pt)
worker.components.inventory:GiveItem(GLOBAL.SpawnPrefab("goldnugget"), nil, pt)
worker.components.inventory:GiveItem(GLOBAL.SpawnPrefab("goldnugget"), nil, pt)
worker.components.inventory:GiveItem(GLOBAL.SpawnPrefab("goldnugget"), nil, pt)
worker.components.inventory:GiveItem(GLOBAL.SpawnPrefab("goldnugget"), nil, pt)
if math.random(100) > 70 then
worker.components.inventory:GiveItem(GLOBAL.SpawnPrefab("flint"), nil, pt)
worker.components.inventory:GiveItem(GLOBAL.SpawnPrefab("flint"), nil, pt)
worker.components.inventory:GiveItem(GLOBAL.SpawnPrefab("flint"), nil, pt)
worker.components.inventory:GiveItem(GLOBAL.SpawnPrefab("flint"), nil, pt)
worker.components.inventory:GiveItem(GLOBAL.SpawnPrefab("flint"), nil, pt)
worker.components.inventory:GiveItem(GLOBAL.SpawnPrefab("flint"), nil, pt)
worker.components.inventory:GiveItem(GLOBAL.SpawnPrefab("flint"), nil, pt)
worker.components.inventory:GiveItem(GLOBAL.SpawnPrefab("flint"), nil, pt)
worker.components.inventory:GiveItem(GLOBAL.SpawnPrefab("flint"), nil, pt)
worker.components.inventory:GiveItem(GLOBAL.SpawnPrefab("flint"), nil, pt)
if math.random(100) > 60 then
worker.components.inventory:GiveItem(GLOBAL.SpawnPrefab("rocks"), nil, pt)
worker.components.inventory:GiveItem(GLOBAL.SpawnPrefab("rocks"), nil, pt)
worker.components.inventory:GiveItem(GLOBAL.SpawnPrefab("rocks"), nil, pt)
worker.components.inventory:GiveItem(GLOBAL.SpawnPrefab("rocks"), nil, pt)
worker.components.inventory:GiveItem(GLOBAL.SpawnPrefab("rocks"), nil, pt)
worker.components.inventory:GiveItem(GLOBAL.SpawnPrefab("rocks"), nil, pt)
worker.components.inventory:GiveItem(GLOBAL.SpawnPrefab("rocks"), nil, pt)
worker.components.inventory:GiveItem(GLOBAL.SpawnPrefab("rocks"), nil, pt)
worker.components.inventory:GiveItem(GLOBAL.SpawnPrefab("rocks"), nil, pt)
worker.components.inventory:GiveItem(GLOBAL.SpawnPrefab("rocks"), nil, pt)
end
end
end
end
end
end
那么 石头采集变成10个燧石1个 30/50/60/70几率得到硝石 黄金 燧石 更多石头
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