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前端Lua

[LUA-print] stack traceback: [string "scripts/main.lua"]:14: in function 'CheckCanShowEquipItem' [string "GUILayout/PlayerEquip_win32.lua"]:282: in function 'InitEquipUI' [string "GUILayout/PlayerEquip_win32.lua"]:96: in funct

前端Lua

[LUA-print] dump from: [string "GUILayout/npc/165.lua"]:332: in function 'transferInterface' [LUA-print] - "<var>" = nil [LUA-print] nil 107183747 修改之后提示这个

前端Lua

npc.equiplist = SL:GetMetaValue("EQUIP_DATA_BY_MAKEINDEX", npc.list.equiplist[npc.equipmentOrReset].constant,false) SL:print(SL:dump(npc.equiplist),npc.list.equiplist[npc.equipmentOrReset].constant) 装备数据打印nil

前端Lua

[LUA-print] stack traceback: [string "scripts/main.lua"]:14: in function 'GenerateChatItem' [string "scripts/game/view/layersui/chat_layer/ChatPar..."]:30: in function 'parseItem' [string "scripts/game/mediator/chat_layer/Chat

前端Lua

win_create 创建没有父节点我如何拿到

前端Lua

问题是我创建的时候我怎么才能判断 ? 我要先判断才能创建呀

前端Lua

通过win_create 创建的界面如何判断是否打开

前端Lua

判断界面打开没有

前端Lua

CheckZBDataOBJ = {} CheckZBDataOBJ.__cname = "CheckZBDataOBJ" local att_db = { --需要对比的属性表 { 4, 10, 12 }, { 6, 10, 12 }, { 8, 10, 12 }, } local jn_tab = { 30001, 30002, 30003 } local not_db = {

前端Lua

GUIFunction = {} function GUIFunction:CompareEquipOnBody(equipData, from) --修改 if true then return CheckZBDataOBJ:ZB_DB(equipData,from,true) end end GUIFunction.lua就这些 报错[LUA-print] ---------------------------------------- [LUA-print] LUA ERROR: tar

前端Lua

GUIFunction = {} function GUIFunction:CompareEquipOnBody(equipData, from) --修改 if true then return CheckZBDataOBJ:ZB_DB(equipData,from,true) end end GUIFunction.lua就这些 报错

前端Lua

加了GUIFunction.lua 这个文件 一定要ClickMapGroundMoveFunc

前端Lua

ClickMapGroundMoveFunc

前端Lua

local jp_tab = getExAttList(item.Values) 这对吗

前端Lua

string.split