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前端Lua

function zhuanpanOBJ:lotteryAnim(gift_idx) -- 确保old_idx有值,默认为1 self.old_idx = self.old_idx or 1 GUI:setEnabled(self.ui.btn_lottery, false) local maxNum = 9 --奖励道具上限 local turnsNum = 3 --轮盘空转圈数 local start_idx = self.old_idx

前端Lua

local zhuanpanOBJ = {} zhuanpanOBJ.Name = "zhuanpanOBJ" zhuanpanOBJ.cfg = { [1] = { ["id"] = 100004, ["reward"] = { [1] = { [1] = 321, [2] = 5, }, }, ["showR

前端Lua

local zhuanpanOBJ = {} zhuanpanOBJ.Name = "zhuanpanOBJ" zhuanpanOBJ.cfg = { [1] = { ["id"] = 100004, ["reward"] = { [1] = { [1] = 321, [2] = 5, }, }, ["showR

前端Lua

local zhuanpanOBJ = {} zhuanpanOBJ.Name = "zhuanpanOBJ" zhuanpanOBJ.cfg = { [1] = { ["id"] = 100004, ["reward"] = { [1] = { [1] = 321, [2] = 5, }, }, ["showR

前端Lua

if lib:getvalueb(actor, "U25") and lib:getvalueb(actor, "U26") and lib:getvalueb(actor, "U27")and lib:getvalueb(actor, "U28") and lib:getvalueb(actor, "U29")>=5 then confertitle(actor,"称号:魔神的祝福") lib:msg(actor, "你已获得称号:魔神的祝福")

前端Lua

-- 魔神原力系统后端处理 local moshenyuanli = {} local var_cfg = { [1] = "U25", [2] = "U26", [3] = "U27", [4] = "U28", [5] = "U29", } function moshenyuanli.link(actor, msgid, arg1, arg2, arg3, sMsg) if not cfg_moshenyuanli or not next(

前端Lua

-- 更新领取按钮状态 local lqbt = ui.lqbt if lqbt and not GUI:Win_IsNull(lqbt) then if rewardLevel > 0 and not receivedRewards[rewardLevel] then -- 有可领取的奖励 GUI:setEnabled(lqbt, true)

前端Lua

if lqbt and not GUI:Win_IsNull(lqbt) then if targetLevel > 0 and not receivedRewards[targetLevel] then -- 有可领取的奖励 GUI:setEnabled(lqbt, true) GUI:setGray(lqbt, false) SL:print

前端Lua

local moshenyuanli = {} local config = { [1] = {name = "暴击原力Lv1", level = 1, count = 2, type1 = "物品", name1 = "魔神修炼石", value1 = 10, type2 = "货币", name2 = "金币", value2 = 10000, cur_attr_1 = 1, cur_attr_2 = 1, cur_attr_3 = 1, cur_attr_4 = 30},

前端Lua

local moshenyuanli = {} -- 自动生成的Lua配置文件 -- 源文件: .\cfg_moshenyuanli.xls local config = { [1] = {name = "暴击原力Lv1", level = 1, count = 2, type1 = "物品", name1 = "魔神修炼石", value1 = 10, type2 = "货币", name2 = "金币", value2 = 10000, cur_attr_1 = 1, cur_at

前端Lua

新三端

前端Lua

前端怎么获取 服务端发来的全局变量

前端Lua

我需要在 GUIUtil.lua 里面写 攻击怪物可以获取怪物的名字

前端Lua

我需要在 GUIUtil.lua 里面写

前端Lua

local function onAttackStart() local targetID = SL:Get_TARGET_ID() if targetID and targetID > 0 then local name = SL:Get_ACTOR_NAME(targetID) if type(name) == "string" and #name > 0 then -- ✅ 确认为有效怪物名(可追加类型判断逻辑,如排除