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后端Lua

function feijianhit(actor, sMsg) -- 获取玩家U221变量的值作为基础伤害 local baseDamage = getplaydef(actor, "N$切割加成") baseDamage = tonumber(baseDamage) or 0 -- 获取玩家U220变量的值作为百分比(例如10表示10%) local percent = getplaydef(actor, "U220") percent = tonumber(percent) or 0

后端Lua

Me function feijianhit(actor, sMsg) -- 获取玩家U221变量的值作为基础伤害 local baseDamage = getplaydef(actor, "N$切割加成") baseDamage = tonumber(baseDamage) or 0 -- 获取玩家U220变量的值作为百分比(例如10表示10%) local percent = getplaydef(actor, "U220") percent = tonumber(percent) or

后端Lua

function feijianhit(actor, sMsg) -- 获取玩家U221变量的值作为基础伤害 local baseDamage = getplaydef(actor, "N$切割加成") baseDamage = tonumber(baseDamage) or 0 -- 获取玩家U220变量的值作为百分比(例如10表示10%) local percent = getplaydef(actor, "U220") percen

后端Lua

function feijianhit(actor, sMsg) -- 获取玩家U221变量的值作为基础伤害 local baseDamage = getplaydef(actor, "U221") baseDamage = tonumber(baseDamage) or 0 -- 获取玩家U220变量的值作为百分比(例如10表示10%) local percent = getplaydef(actor, "U220") percent

后端Lua

好在加个<$DC>

后端Lua

function feijianhit(actor, sMsg) -- 获取玩家U220变量的值 local damage = getplaydef(actor, "U220") -- 将获取的变量值转换为数字(确保是数值类型进行计算) damage = tonumber(damage) or 0 local msgdata = json2tbl(sMsg) local mapid = getbaseinfo(actor, 3) loca

后端Lua

function feijianhit(actor, sMsg) -- 获取玩家U220变量的值 local damage = getplaydef(actor, "U220") -- 将获取的变量值转换为数字(确保是数值类型进行计算) damage = tonumber(damage) or 0 local msgdata = json2tbl(sMsg) local mapid = getbaseinfo(actor, 3) loca

前端Lua

SL:RegisterLUAEvent(LUA_EVENT_BAG_ITEM_CHANGE, "temp", function(data) SL:release_print(data["opera"], data["operID"][1]["item"]["Name"]) if data["opera"] == 1 then handleBuffItem(data["operID"]) end end) function handleBuffI

TXT语法专家

怎么计算百分比

前端Lua

SL:RegisterLUAEvent(LUA_EVENT_BAG_ITEM_CHANGE,"temp", function (data) SL:release_print(data["opera"], data["operID"][1]["item"]["Name"]) if data["opera"] == 1 then handleBuffItem(data["operID"])

前端Lua

for _, value in ipairs(itemsList) do SL:release_print(item["Index"]) if value == item["Index"] then if item["Index"] then SL:release_print(item["Index"]) SL:OpenAutoUseT

前端Lua

local zhuanpanOBJ = {} zhuanpanOBJ.Name = "zhuanpanOBJ" zhuanpanOBJ.cfg = { { { showReward = { { 19, 12 } }, index2 = 1 }, { showReward = { { 19, 18 } }, index2 = 2 }, { showReward = { { 19, 20 } }, index2 = 3 },

前端Lua

SL:RegisterLUAEvent(LUA_EVENT_BAG_ITEM_CHANGE,"temp", function (data) SL:release_print(data["opera"], data["operID"][1]["item"]["Name"]) for key, value in pairs(data["operID"][1]["item"]) do SL:release_print(key,

前端Lua

同时给的物品只使用了一个

前端Lua

SL:RegisterLUAEvent(LUA_EVENT_BAG_ITEM_CHANGE,"temp", function (data) SL:release_print(data["opera"], data["operID"][1]["item"]["Name"]) for key, value in pairs(data["operID"][1]["item"]) do SL:release_print(key,