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后端Lua

变量相连如何输出

后端Lua

local che = { {brand = '大众',price = 300000}, {brand = '奔驰',price = 400000}, } local car = {} setmetatable(car,{__index = che[1]}) function car:showinfo(brand,price) return self.brand,self.price end local brand,price = car:showinfo(car.brand,c

后端Lua

include("QuestDiary/4全局数据/1数据配置.lua") -- 变量 : 图鉴-页-按钮-物品 图鉴111 -- 变量 : 图鉴属性 页-按钮 图鉴属性11 function addbutton_tujian(play) setplaydef(play,"N$图鉴页数",1) addbutton_tujian_del(play) end -- 清理提交过的物品 function addbutton_tujian_del(play,p1) p1 =

后端Lua

for _, element in ipairs(elementVars) do local level = math.min(tonumber(getplaydef(actor, element.var)) or 0, 10) -- 最高10级 if level > 0 then confertitle(actor, element.name .. level .. "』", 1) end end

后端Lua

获取全身装备星星总数

后端Lua

local F_ = { msg = { keyid = "jnqh", npcid = 1112, data_func = "SendData", }, cfg = NPC.cfg_jnqh, dl = 1, -- ��½�ȼ�Ҫ�� } --������ function F_.main(actor, tbl) local cfg = F_.cfg local id = tbl.id

后端Lua

local itemObj = linkbodyitem(actor, param3) -- 创建一个表来存放所有的属性字符串片段 local attr_parts = {} for k, attr in ipairs(attributeTbl) do -- 血量 if attr.type == 1 and attr.hp_value > 0 then table.insert(attr_parts, "3#1#" .. attr.hp_value)

后端Lua

local itemObj = linkbodyitem(actor, param3) for k, attr in ipairs(attributeTbl) do -- 血量 if attr.type == 1 and attr.hp_value > 0 then local attrStr = tostring("3#1#"..attr.hp_value) setaddnewabil(actor,

后端Lua

玩家离线(下线)后,禁止其角色继续留在某个特定地图中(比如副本、活动地图等)

后端Lua

[2026/3/5 星期四 21:57:10] CallLua1 Func:run 1 luaErr:.\Envir\Market_Def\QFunction-0.lua:11: attempt to concatenate local 'v' (a function value) stack traceback: .\Envir\Market_Def\QFunction-0.lua:11: in function <.\Envir\Market_Def\QFunction-0.lua:6>

后端Lua

local itemObj = linkbodyitem(actor, param3) for i, attr in ipairs(attributeTbl) do -- 血量 if attr.type == 1 and attr.value > 0 then local attrStr = "3#1#"..attr.hp_value setaddnewabil(

后端Lua

local 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"} npc.Attribute = { attName = { [1] = "血量", [3] = "攻击下限", [4] = "

后端Lua

local shuffled = Shuffle(attrPool) local result = "" for i = 1, maxCount do if i > 1 then result = result.."|" end local randomValue = math.random(1, 300) -- 1-300随机值 result = result.."3#"..shuffled[i].."#"..randomVa

后端Lua

setitemaddvalue

后端Lua

function ds_suijishu() local weights = { [1] = 500, [2] = 300, [3] = 100, [4] = 10, [5] = 5, [6] = 1 } -- 计算总权重 local totalWeight = 0 for _, w in pairs(weights) do totalWeig