后端Lua
后端Lua
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