前端Lua
前端Lua
前端Lua
LUA ERROR: target is invalid cobj [LUA-print] stack traceback: [string "scripts/GUI/GUI.lua"]:110: in function 'CheckIsInvalidCObject' [string "scripts/GUI/GUI.lua"]:1512: in function 'runAction' [string "GUILayout/NPC/heinu.l
前端Lua
local heinu = {} -- 在模块级别存储动画状态,这样关闭窗口也不会丢失 local animatedCoalImages = {} local animatedTitleImages = {} function heinu.main(param1, param2, param3, param4) lib:Require(param1, function(state) if state then if param1 then
前端Lua
SL:print("打开洗练界面") local refined = {} EquipPos = {[0] = "衣服",[1] = "武器",[2] = "勋章",[3] = "头盔",[4] = "项链",[5] = "手镯(右)" , [6] = "手镯(左)",[7] = "戒指(右)",[8] = "戒指(左)",[10] = "腰带",[11] = "靴子"} refined.currentAttributes = { {type = 0, name = "无属性",
前端Lua
如何设置SL:RegisterLuaNetMsg接受的ID为可变的
前端Lua
local id = '' -- ==================前端接受消息 local function networkCB(msgID, p1, p2, p3, msgData) id = p1 if msgID == 1001 and p1 == 212 then local t = { Type = 13 ,-- 公告类型 Msg = '已开启' ,-- 提示内容 FColo
前端Lua
local id = '' -- ==================前端接受消息 local function networkCB(msgID, p1, p2, p3, msgData) id = p1 local NPC = NPC if msgID == 1001 and p1 == 212 then local t = { Type = 13 ,-- 公告类型 Msg = '已开启'
前端Lua
local heinu = {} -- 在模块级别存储动画状态,这样关闭窗口也不会丢失 local animatedCoalImages = {} local animatedTitleImages = {} function heinu.main(param1, param2, param3, param4) lib:Require(param1, function(state) if state then if param1 then
前端Lua
local heinu = {} -- 在模块级别存储动画状态,这样关闭窗口也不会丢失 local animatedCoalImages = {} local animatedTitleImages = {} function heinu.main(param1, param2, param3, param4) lib:Require(param1, function(state) if state then if param1 then
前端Lua
--前端开始]] local npc = { } -- 类 npc.CONFIG = { -- 配置 MSG_ID = 5028, -- 通信协议号 UI_NAME = "choujiang2", -- UI界面名称 } function npc:eff(x,y,lv) SL:print("eff",x,y,lv) local ui = self.ui GUI:Effect_play(ui.man, 2, 2, false, 1, fals
前端Lua
local heinu = {} -- 在模块级别存储动画状态,这样关闭窗口也不会丢失 local animatedCoalImages = {} local animatedTitleImages = {} function heinu.main(param1, param2, param3, param4) lib:Require(param1, function(state) if state then if param1 then
前端Lua
local heinu = {} -- 在模块级别存储动画状态,这样关闭窗口也不会丢失 local animatedCoalImages = {} local animatedTitleImages = {} function heinu.main(param1, param2, param3, param4) lib:Require(param1, function(state) if state then if param1 then
前端Lua
SL:print("打开洗练界面") local refined = {} EquipPos = {[0] = "衣服",[1] = "武器",[2] = "勋章",[3] = "头盔",[4] = "项链",[5] = "手镯(右)" , [6] = "手镯(左)",[7] = "戒指(右)",[8] = "戒指(左)",[10] = "腰带",[11] = "靴子"} refined.currentAttributes = { {type = 0, name = "无属性",
前端Lua
local NPC = {} NPC.config = { [212] = { tohouduan = 1000, toqianduan = 1001 }, } return NPC NPC = SL:Require("fengzhuang/NPC", true) local id -- ==================前端接受消息 local function networkCB(msgID, p1, p2, p3, msgData) local NPC = NP
前端Lua