后端Lua
后端Lua
后端Lua
local qingxukezhan = {} -- 通用成功率判断函数 local function checkSuccessRate(actor, buttonName) local randomNum = math.random(1, 100) if randomNum <= 20 then p(buttonName .. " 抽取成功") return true else p(buttonName .. " 抽取
后端Lua
function kf_hyd(actor) local msg = "" if not checkkuafu(actor) then return false end local map_id = getbaseinfo(actor, 3) local map_name = getmapname(map_id) if string.find(map_name, "外") then changemoney(acto
后端Lua
local qingxukezhan = {} -- 通用成功率判断函数 local function checkSuccessRate(actor, buttonName) local randomNum = math.random(1, 100) if randomNum <= 20 then p(buttonName .. " 抽取成功") return true else p(buttonName .. " 抽取
后端Lua
获取当前时间 怎么获取
后端Lua
local qingxukezhan = {} -- 通用成功率判断函数 local function checkSuccessRate(actor, buttonName) local randomNum = math.random(1, 100) if randomNum <= 25 then p(buttonName .. " 抽取成功") -- 修正:使用p return true else p(buttonNam
后端Lua
local qingxukezhan = {} -- 通用成功率判断函数 local function checkSuccessRate(actor, buttonName) local randomNum = math.random(1, 100) if randomNum <= 25 then p(buttonName .. " 抽取成功") -- 修正:使用p return true else p(buttonNam
后端Lua
怎么设置跨服变量
后端Lua
setplayvar(actor, "HUMAN","玩家变量_1",level,0)为什么重新上线数据还保存
后端Lua
sorthumvar("U2", 0, 1, 5)打印显示正确吗 [2026/3/14 15:45:37] Print:榜,1,,
后端Lua
local ranking = sorthumvar("U2", 0, 1, 5) --变量排序 sendcentermsg(actor, 180, 0, type(ranking), 0, 3)为什么返回的类型是string
后端Lua
玩家登录触发函数写在哪里
后端Lua
if arg2 == 6 then -- 检测所有变量是否达到500,并为未达标的变量补足属性和扣除材料 local maxLevel = 500 local itemMap = { ["U37"] = {itemName = "封印の情绪I", attId = 202, valuePerLevel = 20}, ["U38"] = {itemName = "封印の情绪Il", attId = 1,
后端Lua
local qingxukezhan = {} -- 通用成功率判断函数 local function checkSuccessRate(actor, buttonName) local randomNum = math.random(1, 100) if randomNum <= 25 then p(buttonName .. " 抽取成功") -- 修正:使用p return true else p(buttonNam
后端Lua