前端Lua
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前端Lua
sendluamsg(actor, 1018, 18, 0, 0, "新服活动") local function networkCB(msgID, p1, p2, p3, msgData) SL:print("===== 收到后端消息 =====") SL:print("消息ID: " .. tostring(msgID)) SL:print("参数1: " .. tostring(p1)) SL:print("参数2: " .. tostring(p2))
前端Lua
SL:SendLuaNetMsg(2018, 18, i, 0, "新服活动")前端发送给后端 sendluamsg(actor, 1018, 18, 0, 0, "新服活动")后端发送给前端
前端Lua
local function networkCB(msgID, p1, p2, p3, msgData)
前端Lua
networkCB
前端Lua
SL:print("打开新服活动界面") local npc = {} npc.activityData = { -- 第1个按钮:激情泡点 { title = "激情泡点", text = {"活动时间:开区30分钟开启。", "活动介绍:场地内有4个普通光圈、1个超级光圈,占领光圈可获得海量经验和元宝。活动持续5分钟。"}, drops = {"大量元宝", "大量元宝", "海量经验", "海量经验"},
后端Lua
[2026/4/29 星期三 3:06:01] CallLua1 Func:clicknpc 41 luaErr:.\Envir\Market_Def/npc配置/网络协议.lua:80: attempt to index a nil value stack traceback: .\Envir\Market_Def/npc配置/网络协议.lua:80: in function 'sendluamsg' .\Envir\QuestDiary/点击NPC模块/clickNpc.lua:22:
后端Lua
function clicknpc(actor, npcid, npcname) setplayvar(0,actor,"点击npcID",npcid) NP.clicknpc(actor, npcid, npcname) end local NP = include("QuestDiary/点击NPC模块/clickNpc.lua") -- NPC local A = {} function A.clicknpc(actor, npcid, npcname)
后端Lua
iniplayvar 参数 类型 空 默认 注释 actor object 否 玩家对象 varType string 否 变量类型(integer/string) varScope string 否 变量范围(HUMAN/GUILD/NATION) varName string 否 变量名 第三个参数里的NATION是什么意思
后端Lua
function clicknpc(actor, npcid, npcname) setplayvar(actor, "NATION", "点击npcID", npcid, 1) NP.clicknpc(actor, npcid, npcname) end
后端Lua
setplayvar(actor,"点击npcID",npcid, 1)
前端Lua
---- 下面这些是后端qf里的 function clicknpc(actor, npcid, npcname) setplayvar(0,actor,"点击npcID",npcid) NP.clicknpc(actor, npcid, npcname) end include("Market_Def/npc配置/网络协议.lua") ----这些是clicknpc模块里的 local A = {} function A.clicknpc(actor, npcid, np
后端Lua
local A = {} function A.clicknpc(actor, npcid, npcname) setplayvar(actor,"点击npcID",npcid, 1) release_print("点击npcID: "..npcid, "npcname: "..npcname) if npcid == 1 and npcname == "前端通讯" then sendluamsg(actor, 666, 1, 2, 3,
前端Lua
SL:RegisterLuaNetMsg(1018, networkCB)
前端Lua