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前端Lua

local moshen = {} function moshen.link(actor, msgid, arg1, arg2, arg3, sMsg) if not cfg_moshen or not next(cfg_moshen) then lib:msg(actor, "配置错误") return end local rlv = lib:getvalueb(actor, "U44") or 0

前端Lua

local moshen = {} function moshen.link(actor, msgid, arg1, arg2, arg3, sMsg) if not cfg_moshen or not next(cfg_moshen) then lib:msg(actor, "配置错误") return end local rlv = lib:getvalueb(

前端Lua

local moshen = {} function moshen.link(actor, msgid, arg1, arg2, arg3, sMsg) if not cfg_moshen or not next(cfg_moshen) then lib:msg(actor, "配置错误") return end local rlv = lib:getvalueb(

前端Lua

local moshen = {} function moshen.main(param1, param2, param3, param4) lib:Require(param1, function(state) if state then if param1 then moshen.parent = lib:openwin(param1, nil, true, param4) or {}

前端Lua

function ListViewCellsItemRenderer(index, item) print(index,index) end url = "ui://acb/Button3" FGUI:GList_setDefaultItem(NpcUi.ui.n14, url) FGUI:GList_setNumItems(NpcUi.ui.n14, 31) FGUI:GList_itemRenderer(NpcUi.

前端Lua

-- 设置LoadingBar_1的逻辑 if GUI:Win_IsNotNull(ui["LoadingBar_1"]) then -- 定义满值对应的阶段 local maxValues = {1000, 3000, 4000, 8000, 16000, 32000} -- 根据var1确定当前阶段 local currentMax = 1000 -- 默认值 for _, value

前端Lua

local moshen = {} function moshen.main(param1, param2, param3, param4) lib:Require(param1, function(state) if state then if param1 then moshen.parent = lib:openwin(param1, nil, true, param4) or {}

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 moshen = {} function moshen.main(param1, param2, param3, param4) lib:Require(param1, function(state) if state then if param1 then moshen.parent = lib:openwin(param1, nil, true, param4) or {}

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

if refined.eqInfo[12] then local buttonName = "but_"..p3 if refined.eqInfo[12].hasEquip == false then if refined.ui[buttonName] then GUI:Image_Create(refined.ui[buttonName], "highBright", 0, 0, "res/public

前端Lua

function refined:refreshWin(p3, msgData) refined.eqInfo = SL:JsonDecode(msgData) for k, v in pairs(refined.eqInfo) do Sl:print(k) if k <= 11 then local buttonName = "but_"..v.pos i

前端Lua

function refined:refreshWin(p3, msgData) refined.eqInfo = SL:JsonDecode(msgData) for k, v in pairs(refined.eqInfo) do Sl:print(k) if k <= 11 then local buttonName = "but_"..v.pos i

前端Lua

前端怎么将后端发送的字符串转换成表格式

前端Lua

local npc = {} 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"} npc.Attribute = { attName = { [1] = "血量", [3] = "攻击下限", [4] = "