后端Lua
后端Lua
后端Lua
function feijianhit(actor, sMsg) local baseDamage = getplaydef(actor, "N$切割加成") baseDamage = tonumber(baseDamage) or 0 local percent = getplaydef(actor, "U220") percent = tonumber(percent) or 0 local value = getconst(actor, "
后端Lua
GameEvent = {} local _listeners = {} function GameEvent.add(eventName, func, tag, priority) assert(tag, "Tag must not be nil") if not _listeners[eventName] then _listeners[eventName] = {} end local eventListeners = _listeners[eventName]
后端Lua
updateTask
后端Lua
function changetask(actor,monName) if lib:getvalueb(actor, "U60")==1 and actor.map=="时之裂缝" then local bossName = "迷了心窍的疯僧" if monName== bossName then lib:setvalueb(actor, "U58", lib:getvalueb(
后端Lua
function changetask(actor,monName) if lib:getvalueb(actor, "U60")==1 and actor.map=="时之裂缝" then local bossName = "迷了心窍的疯僧" if monName== bossName then lib:setvalueb(actor, "U58", lib:getvalueb(
后端Lua
updateTask
后端Lua
function updateTask(actor,monName) if lib:getvalueb(actor, "U60")==1 and actor.map=="时之裂缝" then local bossName = "迷了心窍的疯僧" if monName== bossName then lib:setvalueb(actor, "U60", lib:getvalueb(
后端Lua
newcompletetask这个命令怎么去用
后端Lua
local shizhiyinzhe = {} -- 主处理函数 function shizhiyinzhe.link(actor, msgid, arg1, arg2, arg3, sMsg) -- 检查配置(假设cfg_shizhiyinzhe是全局配置表) if not cfg_shizhiyinzhe or not next(cfg_shizhiyinzhe) then lib:msg(actor, "配置错误", 1) -- 使用lib:msg发送消息
后端Lua
newpicktask这个命令怎么去用
后端Lua
function picktask(actor, taskID) -- 引擎会自动传入任务ID if taskID == 1 then release_print(string.format("玩家 %s 接取了击杀怪物任务(ID:1)", actor)) setplayvar(actor, 'U60', 1) -- 初始化任务状态 lib:msg(actor, "你已接取[击杀怪物]任务,请开始狩猎吧!", 1) -- 发送提示
后端Lua
local task = {} function picktask(actor, taskID) -- 引擎会自动传入任务ID if taskID == 1 then release_print(string.format("玩家 %s 接取了击杀怪物任务(ID:1)", actor)) setplayvar(actor, 'U60', 1) -- 初始化任务状态 lib:msg(actor, "你已接取[击杀怪物]任务,请开始狩猎吧
后端Lua
如何判断是不是空表
后端Lua