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前端Lua

local zhuanpanOBJ = {} zhuanpanOBJ.Name = "zhuanpanOBJ" zhuanpanOBJ.cfg = { [1] = { ["id"] = 100004, ["reward"] = { [1] = { [1] = 321, [2] = 5, }, }, ["showR

前端Lua

local zhuanpanOBJ = {} zhuanpanOBJ.Name = "zhuanpanOBJ" zhuanpanOBJ.cfg = { [1] = { ["id"] = 100004, ["reward"] = { [1] = { [1] = 321, [2] = 5, }, }, ["showR

TXT语法专家

Layout的cstid是什么意思

TXT语法专家

layerid

TXT语法专家

cstid

TXT语法专家

Cstid

后端Lua

-- 添加所有获取到的属性 for attr_key, attr_value in pairs(attributes) do local attr_id = attr_id_map[attr_key] if attr_id and attr_value > 0 then lib:setattrb(actor, attr_id, attr_

后端Lua

-- 魔神原力系统后端处理 local moshenyuanli = {} local var_cfg = { [1] = "U25", [2] = "U26", [3] = "U27", [4] = "U28", [5] = "U29", } function moshenyuanli.link(actor, msgid, arg1, arg2, arg3, sMsg) if not cfg_moshenyuanl

前端Lua

if lib:getvalueb(actor, "U25") and lib:getvalueb(actor, "U26") and lib:getvalueb(actor, "U27")and lib:getvalueb(actor, "U28") and lib:getvalueb(actor, "U29")>=5 then confertitle(actor,"称号:魔神的祝福") lib:msg(actor, "你已获得称号:魔神的祝福")

前端Lua

-- 魔神原力系统后端处理 local moshenyuanli = {} local var_cfg = { [1] = "U25", [2] = "U26", [3] = "U27", [4] = "U28", [5] = "U29", } function moshenyuanli.link(actor, msgid, arg1, arg2, arg3, sMsg) if not cfg_moshenyuanli or not next(

前端Lua

-- 更新领取按钮状态 local lqbt = ui.lqbt if lqbt and not GUI:Win_IsNull(lqbt) then if rewardLevel > 0 and not receivedRewards[rewardLevel] then -- 有可领取的奖励 GUI:setEnabled(lqbt, true)

前端Lua

if lqbt and not GUI:Win_IsNull(lqbt) then if targetLevel > 0 and not receivedRewards[targetLevel] then -- 有可领取的奖励 GUI:setEnabled(lqbt, true) GUI:setGray(lqbt, false) SL:print

浮生梦专用2

local ui = {} local _V = function(...) return SL:GetMetaValue(...) end local FUNCQUEUE = {} local TAGOBJ = {} function ui.init(parent, data, update) if update then return ui.update(data) end -- Create Node_1 local Node_1 = GUI:Node_Create(parent, "N

浮生梦专用2

local ui = {} local _V = function(...) return SL:GetMetaValue(...) end local FUNCQUEUE = {} local TAGOBJ = {} function ui.init(parent, __data__, __update__) if __update__ then return ui.update(__data__) end -- Create Node_1 local Node_1 = GUI:Nod

浮生梦专用2

local ui = {} local _V = function(...) return SL:GetMetaValue(...) end local FUNCQUEUE = {} local TAGOBJ = {} function ui.init(parent, __data__, __update__) if __update__ then return ui.update(__data__) end -- Create Node_1 local Node_1 = GUI:Nod