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后端Lua

setplayvar(actor,"点击npcID",npcid, 1)

后端Lua

local A = {} function A.clicknpc(actor, npcid, npcname) setplayvar(actor,"点击npcID",npcid, 1) release_print("点击npcID: "..npcid, "npcname: "..npcname) if npcid == 1 and npcname == "前端通讯" then sendluamsg(actor, 666, 1, 2, 3,

后端Lua

function godTier_skill_trigger:GetTargetsInRange(actor, centerX, centerY, radius, targetType) release_print("GetTargetsInRange", centerX, centerY, radius, targetType) local targets = {} local map_id = getbaseinfo(actor, 3) -- 处理不填参数或

后端Lua

function godTier_skill_trigger:GetTargetsInRange(actor, centerX, centerY, radius, targetType) release_print("GetTargetsInRange", centerX, centerY, radius, targetType) local targets = {} local map_id = getbaseinfo(actor, 3) -- 处理不填参数或

后端Lua

function godTier_skill_trigger:GetTargetsInRange(actor, centerX, centerY, radius, targetType) release_print("GetTargetsInRange", centerX, centerY, radius, targetType) local targets = {} local map_id = getbaseinfo(actor, 3) -- 处理不填参数或

后端Lua

function godTier_skill_trigger:GetTargetsInRange(actor, centerX, centerY, radius, targetType) release_print("GetTargetsInRange", centerX, centerY, radius, targetType) local targets = {} local map_id = getbaseinfo(actor, 3) -- 处理不填参数或

后端Lua

function godTier_skill_trigger:GetTargetsInRange(actor, centerX, centerY, radius) -- local playersInRange = {} -- 存储范围内玩家的列表 -- local map_id = getbaseinfo(actor, 3) -- 获取当前地图名 -- -- 获取当前地图范围的玩家数量 -- local playerobj_tab = ge

后端Lua

function godTier_skill_trigger:GetTargetsInRange(actor, centerX, centerY, radius, targetType) release_print("GetTargetsInRange", centerX, centerY, radius, targetType) local targets = {} local map_id = getbaseinfo(actor, 3) -- 处理不

后端Lua

function godTier_skill_trigger:GetTargetsInRange(actor, centerX, centerY, radius, targetType) release_print("GetTargetsInRange", centerX, centerY, radius, targetType) local targets = {} local map_id = getbaseinfo(actor, 3) -- 处理不

后端Lua

function godTier_skill_trigger:GetTargetsInRange(actor, centerX, centerY, radius, targetType) release_print("GetTargetsInRange", centerX, centerY, radius, targetType) local targets = {} local map_id = getbaseinfo(actor, 3) -- 如果targe

后端Lua

function godTier_skill_trigger:GetTargetsInRange(actor, centerX, centerY, radius, targetType) release_print("GetTargetsInRange", centerX, centerY, radius, targetType) local targets = {} local map_id = getbaseinfo(actor, 3) -- 如果targe

后端Lua

function godTier_skill_trigger:GetTargetsInRange(actor, centerX, centerY, radius, targetType) local targets = {} local map_id = getbaseinfo(actor, 3) -- 如果targetType是表,直接返回表中的对象 if type(targetType) == "table" then for _, obj

后端Lua

function godTier_skill_trigger:GetTargetsInRange(actor, centerX, centerY, radius, targetType) local targets = {} local map_id = getbaseinfo(actor, 3) -- 如果targetType是表,直接返回表中的对象 if type(targetType) == "table" then for _, obj

后端Lua

function godTier_skill_trigger:GetTargetsInRange(actor, centerX, centerY, radius, targetType) local targets = {} local map_id = getbaseinfo(actor, 3) -- 如果targetType为nil或0,则获取所有对象 local getAll = (targetType == nil or targetType == 0)

后端Lua

-- 获取指定范围内的目标对象 -- @param actor: 玩家对象 -- @param centerX: 中心X坐标 -- @param centerY: 中心Y坐标 -- @param radius: 范围半径 -- @param targetType: 目标类型(可选) 0=所有对象 1=玩家 2=怪物 4=英雄 8=分身 64=英雄 128=分身 -- @return: 目标对象列表 function godTier_skill_trigger:GetTargetsInRangeW