我想用lua语言编写一个游戏模组,该游戏是《饥荒联机版》英文名《Don't Starve Together》,该模组的功能是允许一名玩家骑在另一名玩家的肩膀上,玩家处于骑行状态,可以参与战斗,给被骑的玩家喂食,被骑行的玩家移动速度会减慢10%,被骑行的玩家可以选择将背上的玩家放下,结束骑行状态,骑行的玩家也可以主动选择结束骑行状态,你能帮我编写该模组吗
当然可以!编写《饥荒联机版》(Don't Starve Together)的模组需要使用Lua语言,并且需要了解游戏的API和事件系统。以下是一个基本的模组代码示例,展示了如何实现一个玩家骑在另一个玩家肩膀上的功能。
首先,创建一个新的模组文件夹,并在其中创建 modinfo.lua
和 modmain.lua
文件。
这个文件包含模组的基本信息。
name = "Player Riding Mod"
description = "Allows one player to ride on another player's shoulders."
author = "Your Name"
version = "1.0"
forumthread = ""
api_version = 10
dst_compatible = true
all_clients_require_mod = true
client_only_mod = false
icon_atlas = "modicon.xml"
icon = "modicon.tex"
这个文件包含模组的主要逻辑。
local function StartRiding(inst, rider)
if inst.components.rider == nil then
inst:AddComponent("rider")
end
inst.components.rider:SetRider(rider)
inst.components.locomotor:SetExternalSpeedMultiplier(inst, "rider_speed", 0.9)
end
local function StopRiding(inst)
if inst.components.rider ~= nil then
inst.components.rider:SetRider(nil)
end
inst.components.locomotor:RemoveExternalSpeedMultiplier(inst, "rider_speed")
end
local function OnRiderDeath(inst)
if inst.components.rider ~= nil and inst.components.rider.rider ~= nil then
StopRiding(inst)
end
end
local function OnRiderRemoved(inst)
if inst.components.rider ~= nil and inst.components.rider.rider ~= nil then
StopRiding(inst)
end
end
local function OnRiderAttacked(inst, data)
if inst.components.rider ~= nil and inst.components.rider.rider ~= nil then
local rider = inst.components.rider.rider
rider.components.combat:GetAttacked(data.attacker, data.damage)
end
end
local function OnRiderFeed(inst, data)
if inst.components.rider ~= nil and inst.components.rider.rider ~= nil then
local rider = inst.components.rider.rider
rider.components.eater:Eat(data.food)
end
end
local function AddRiderComponent(inst)
inst:AddComponent("rider")
inst:ListenForEvent("death", OnRiderDeath)
inst:ListenForEvent("onremove", OnRiderRemoved)
inst:ListenForEvent("attacked", OnRiderAttacked)
inst:ListenForEvent("oneat", OnRiderFeed)
end
AddPrefabPostInit("player", AddRiderComponent)
local function OnPlayerAction(inst, doer, actions, right)
if doer:HasTag("player") and inst:HasTag("player") then
table.insert(actions, ACTIONS.RIDE)
end
end
AddComponentAction("SCENE", "player", OnPlayerAction)
local function RideAction(inst, doer, target, actions, right)
if right then
table.insert(actions, ACTIONS.RIDE)
end
end
AddComponentAction("USEITEM", "player", RideAction)
local function RideFn(act)
if act.doer ~= nil and act.target ~= nil and act.target:HasTag("player") then
StartRiding(act.target, act.doer)
return true
end
end
local function StopRideFn(act)
if act.doer ~= nil and act.doer.components.rider ~= nil then
StopRiding(act.doer)
return true
end
end
ACTIONS.RIDE = Action({ priority = 10, rmb = true, distance = 1.5 })
ACTIONS.RIDE.fn = RideFn
ACTIONS.STOPRIDE = Action({ priority = 10, rmb = true, distance = 1.5 })
ACTIONS.STOPRIDE.fn = StopRideFn
AddStategraphActionHandler("wilson", ActionHandler(ACTIONS.RIDE, "doshortaction"))
AddStategraphActionHandler("wilson", ActionHandler(ACTIONS.STOPRIDE, "doshortaction"))
StartRiding
和 StopRiding
函数用于开始和结束骑行状态。OnRiderDeath
, OnRiderRemoved
, OnRiderAttacked
, OnRiderFeed
函数用于处理骑行状态下的各种事件。AddRiderComponent
函数为玩家添加骑行组件。OnPlayerAction
和 RideAction
函数用于定义玩家之间的骑行动作。RideFn
和 StopRideFn
函数用于执行骑行和停止骑行的动作。请注意,这只是一个基本的示例,可能需要根据实际需求进行调整和优化。希望这能帮助你开始编写你的模组!