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后端Lua

local heinu = {} -- 主处理函数 function heinu.link(actor, msgid, arg1, arg2, arg3, sMsg) -- 检查配置(假设cfg_heinu是全局配置表) if not cfg_heinu or not next(cfg_heinu) then -- 使用引擎自带函数发送消息 lib:msg(actor, "配置错误", 1) -- 参数3为消息颜色 return

后端Lua

local heinu = {} -- 主处理函数 function heinu.link(actor, msgid, arg1, arg2, arg3, sMsg) -- 检查配置(假设cfg_heinu是全局配置表) if not cfg_heinu or not next(cfg_heinu) then -- 使用引擎自带函数发送消息 lib:msg(actor, "配置错误", 1) -- 参数3为消息颜色 return

前端Lua

LUA ERROR: target is invalid cobj [LUA-print] stack traceback: [string "scripts/GUI/GUI.lua"]:110: in function 'CheckIsInvalidCObject' [string "scripts/GUI/GUI.lua"]:1512: in function 'runAction' [string "GUILayout/NPC/heinu.l

前端Lua

local heinu = {} -- 在模块级别存储动画状态,这样关闭窗口也不会丢失 local animatedCoalImages = {} local animatedTitleImages = {} function heinu.main(param1, param2, param3, param4) lib:Require(param1, function(state) if state then if param1 then

TXT语法专家

获取目标怪物或攻击目标的X轴和y轴

前端Lua

SL:print("打开洗练界面") local refined = {} 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"} refined.currentAttributes = { {type = 0, name = "无属性",

前端Lua

如何设置SL:RegisterLuaNetMsg接受的ID为可变的

前端Lua

local id = '' -- ==================前端接受消息 local function networkCB(msgID, p1, p2, p3, msgData) id = p1 if msgID == 1001 and p1 == 212 then local t = { Type = 13 ,-- 公告类型 Msg = '已开启' ,-- 提示内容 FColo

前端Lua

local id = '' -- ==================前端接受消息 local function networkCB(msgID, p1, p2, p3, msgData) id = p1 local NPC = NPC if msgID == 1001 and p1 == 212 then local t = { Type = 13 ,-- 公告类型 Msg = '已开启'

前端Lua

local heinu = {} -- 在模块级别存储动画状态,这样关闭窗口也不会丢失 local animatedCoalImages = {} local animatedTitleImages = {} function heinu.main(param1, param2, param3, param4) lib:Require(param1, function(state) if state then if param1 then

前端Lua

local heinu = {} -- 在模块级别存储动画状态,这样关闭窗口也不会丢失 local animatedCoalImages = {} local animatedTitleImages = {} function heinu.main(param1, param2, param3, param4) lib:Require(param1, function(state) if state then if param1 then

前端Lua

--前端开始]] local npc = { } -- 类 npc.CONFIG = { -- 配置 MSG_ID = 5028, -- 通信协议号 UI_NAME = "choujiang2", -- UI界面名称 } function npc:eff(x,y,lv) SL:print("eff",x,y,lv) local ui = self.ui GUI:Effect_play(ui.man, 2, 2, false, 1, fals

前端Lua

local heinu = {} -- 在模块级别存储动画状态,这样关闭窗口也不会丢失 local animatedCoalImages = {} local animatedTitleImages = {} function heinu.main(param1, param2, param3, param4) lib:Require(param1, function(state) if state then if param1 then

前端Lua

local heinu = {} -- 在模块级别存储动画状态,这样关闭窗口也不会丢失 local animatedCoalImages = {} local animatedTitleImages = {} function heinu.main(param1, param2, param3, param4) lib:Require(param1, function(state) if state then if param1 then

前端Lua

SL:print("打开洗练界面") local refined = {} 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"} refined.currentAttributes = { {type = 0, name = "无属性",