后端Lua
后端Lua
后端Lua
跨服
后端Lua
local npc = {} npc.EquipPos = {[0] = "衣服",[1] = "武器",[2] = "勋章",[3] = "头盔",[4] = "项链",[5] = "手镯(右)",[6] = "手镯(左)",[7] = "戒指(右)",[8] = "戒指(左)",[10] = "腰带",[11] = "靴子"} -- 前端装备位置 npc.posMap = {[1] = 0, [2] = 1, [3] = 2,[4] = 3,[5] = 4,[6] = 5,[7] = 6
后端Lua
local npc = {} npc.EquipPos = {[0] = "衣服",[1] = "武器",[2] = "勋章",[3] = "头盔",[4] = "项链",[5] = "手镯(右)",[6] = "手镯(左)",[7] = "戒指(右)",[8] = "戒指(左)",[10] = "腰带",[11] = "靴子"} -- 前端装备位置 npc.posMap = {[1] = 0, [2] = 1, [3] = 2,[4] = 3,[5] = 4,[6] = 5,[7] = 6
后端Lua
math.floor 什么意思
后端Lua
local npc = {} npc.EquipPos = {[0] = "衣服",[1] = "武器",[2] = "勋章",[3] = "头盔",[4] = "项链",[5] = "手镯(右)",[6] = "手镯(左)",[7] = "戒指(右)",[8] = "戒指(左)",[10] = "腰带",[11] = "靴子"} -- 前端装备位置 npc.posMap = {[1] = 0, [2] = 1, [3] = 2,[4] = 3,[5] = 4,[6] = 5,[7] = 6
后端Lua
创建一个NPC,消耗灵符兑换称号,获得属性
后端Lua
local npc = {} npc.EquipPos = {[0] = "衣服",[1] = "武器",[2] = "勋章",[3] = "头盔",[4] = "项链",[5] = "手镯(右)",[6] = "手镯(左)",[7] = "戒指(右)",[8] = "戒指(左)",[10] = "腰带",[11] = "靴子"} -- 前端装备位置 npc.posMap = {[1] = 0, [2] = 1, [3] = 2,[4] = 3,[5] = 4,[6] = 5,[7] = 6
后端Lua
[2026/5/24 星期日 18:23:33] CallLua1 Func:handlerequest 12 luaErr:.\Envir\QuestDiary/npc/装备洗练.lua:227: attempt to index local 'color' (a nil value) stack traceback: .\Envir\QuestDiary/npc/装备洗练.lua:227: in function 'checkMoney' .\Envir\Market_Def/npc配置
后端Lua
local npc = {} npc.EquipPos = {[0] = "衣服",[1] = "武器",[2] = "勋章",[3] = "头盔",[4] = "项链",[5] = "手镯(右)",[6] = "手镯(左)",[7] = "戒指(右)",[8] = "戒指(左)",[10] = "腰带",[11] = "靴子"} -- 前端装备位置 npc.posMap = {[1] = 0, [2] = 1, [3] = 2,[4] = 3,[5] = 4,[6] = 5,[7] = 6
后端Lua
-- 遍历复选框对应的所有属性 for _, attrName in ipairs(attr) do local min, max = 0, 0 local color = npc.colorRules[attrName] min = math.random(color.min, color.max) ma
后端Lua
为什么有的宝宝可以调整攻击速度 有的调整不了
后端Lua
延迟跳转执行后所有执行这个函数的地方都会延时吗
后端Lua
delaygoto
后端Lua