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后端Lua

--------独立生命值+ ++++------------------------------------------ function diyattribute.independentHealthValue(actor) local independentHealthValue = getbaseinfo(actor, 51, 235) local hp = getbaseinfo(actor, 51, 1) local allAttributes = getba

后端Lua

--------独立生命值+ ++++------------------------------------------ function diyattribute.independentHealthValue(actor) local independentHealthValue = getbaseinfo(actor, 51, 235) local hp = getbaseinfo(actor, 51, 1) local allAttributes = getba

TXT语法专家

GetStoneCount 复原力buff N$宝石_总数量 <$STR(N$宝石_总数量)> > 0 这代码有没有问题

后端Lua

--------独立生命值+ ++++------------------------------------------ function diyattribute.independentHealthValue(actor) local independentHealthValue = getbaseinfo(actor, 51, 235) local hp = getbaseinfo(actor, 51, 1) local allAttributes = getba

前端Lua

RichTextCombine_pushBackElements(widget, elements) 这个怎么用?

后端Lua

写一个判断等级的

后端Lua

--------全属性+% ++++------------------------------------------ function diyattribute.allAttributes(actor) local butes = getbaseinfo(actor, 51, 214) local attackTheDemonPath = getbaseinfo(actor, 51, 203) local physicalDefense = getbaseinfo(

后端Lua

function diyattribute.allAttributes(actor) local butes = getbaseinfo(actor, 51, 214) local attackTheDemonPath = getbaseinfo(actor, 51, 203) local physicalDefense = getbaseinfo(actor, 51, 233) local basicAttackPower = getbaseinfo(actor

后端Lua

如果我给A玩家攻击的时候 加技能伤害 我在攻击前触发 计算返回伤害值 然后给B玩家加对这个技能的的防御 是在受击前加吗

前端Lua

local rich = GUI:RichTextFCOLOR_Create(n2_zhuansheng.ui.bg, "rich", 100, 0, "<灼伤:几率灼烧目标/FCOLOR=254><每秒燃烧目标5%生命值/FCOLOR=249>", 600, 16, "#28EF01", 5, function() SL:print("===========超链") end) 超链这个是怎么用的?

后端Lua

攻击前触发 早于受击前触发吧

后端Lua

--------生命值++(%)++++------------------------------------------ function diyattribute.HP(actor) local playatt = getbaseinfo(actor,51,205) addattlist(actor,"生命值","3#1#"..playatt) recalcabilitys(actor) end --------生命加成+(%)++++-----------

后端Lua

--------生命值++(%)++++------------------------------------------ function diyattribute.HP(actor) local playatt = getbaseinfo(actor,51,205) addattlist(actor,"生命值","3#1#"..playatt) recalcabilitys(actor) end --------生命加成+(%)++++-----------

后端Lua

--------生命值++(%)++++------------------------------------------ function diyattribute.HP(actor) local playatt = getbaseinfo(actor,51,205) addattlist(actor,"生命值","3#1#"..playatt) recalcabilitys(actor) end --------生命加成+(%)++++-----------

后端Lua

--------生命当前值加成+(%)++++------------------------------------------ function diyattribute.currentHPBonus(actor) -- 获取配置的加成百分比 local bonusPercent = getbaseinfo(actor, 51, 206) -- 这里需要特殊处理,因为标准属性中没有"生命当前值"这个属性 -- 通常需要通过其他方式实现