前端Lua
前端Lua
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