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后端Lua

local npc = {} npc.table = { [1] = { [1] = { equalshow = { "木剑", "屠龙", "木剑", "木剑", "木剑", "木剑", "木剑" }, condition = "免费", money = 1, btname = "幽冥洞穴" }, [2] = { equalshow = { "木剑", "木剑", "井中月", "木剑", "木剑", "木剑", "木剑" }, condition =

前端Lua

获取服务器自定义变量

后端Lua

local npc = {} npc.table = { [1] = { [1] = { equalshow = { "木剑", "屠龙", "木剑", "木剑", "木剑", "木剑", "木剑" }, condition = "免费", money = 1, btname = "幽冥洞穴" }, [2] = { equalshow = { "木剑", "木剑", "井中月", "木剑", "木剑", "木剑", "木剑" }, condition =

后端Lua

function playmapmove(actor, btparameter) release_print(btparameter,"/////") local btn = "" local btpr = tonumber(btparameter) local select1_btn1 = btpr == 1 and 251 or 255 local select1_btn2 = btpr == 2 and 251 or 255 local se

后端Lua

function playmapmove(actor, btparameter) release_print(btparameter,"/////") local btn = "" local btpr = tonumber(btparameter) local select1_btn1 = btpr == 1 and 251 or 255 local select1_btn2 = btpr == 2 and 251 or 255 local se

后端Lua

for k, v in ipairs(npc.table[btpr]) do local xPos = 223 + (k - 1) * 136 release_print(v.btname,"]]]]]",k) btn = btn .. string.format([[ <Button|x = %d|y=138|size=18|color=255|nimg=public/1900000662.png|text=%s|link=@bt

后端Lua

function playmapmove(actor, btparameter) release_print(btparameter,"/////") local btn = "" local btpr = tonumber(btparameter) local select1_btn1 = btpr == 1 and 251 or 255 local select1_btn2 = btpr == 2 and 251 or 255 local se

后端Lua

function playmapmove(actor, btparameter) release_print(btparameter,"/////") local btn = "" local btpr = tonumber(btparameter) local select1_btn1 = btpr == 1 and 251 or 255 local select1_btn2 = btpr == 2 and 251 or 255 local se

后端Lua

获取项链的idx

后端Lua

function playmapmove(actor, btparameter) release_print(btparameter,"/////") local btpr = tonumber(btparameter) local select1_btn1 = btpr == 1 and 251 or 255 local select1_btn2 = btpr == 2 and 251 or 255 local select1_btn3 = btpr =

后端Lua

为什么yo用G500

后端Lua

G 数字型全局变量.重启服务器保存.1000个(G0 - G999) (超过499为自定义全局变量) 用这个变量和globalinfo(3)判断新区合区当晚(20:00~21:00)老区每天攻沙这两个区怎么写这个G变量在哪里有

后端Lua

function playmapmove(actor, btparameter) release_print(btparameter,"/////") local btpr = tonumber(btparameter) local select_btn1 = btparameter == 1 and 251 or 255 local select_btn2 = btparameter == 2 and 251 or 255 local select_bt

前端Lua

设置控件在最上层

后端Lua

local npc = {} npc.table = { [1] = { [1] = { equalshow = { "木剑", "屠龙", "木剑", "木剑", "木剑", "木剑", "木剑" }, condition = "免费", money = 1, btname = "幽冥洞穴" }, [2] = { equalshow = { "木剑", "木剑", "井中月", "木剑", "木剑", "木剑", "木剑" }, condition =