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前端Lua

local leishen = {} local function showEffect(msgID, p1, p2, p3, msgData) local data = SL:JsonDecode(msgData, false) or {} SL:print("特效数据", data) local num = data.num or 0 local eff1, eff2 = data.preEff, data.startEff -- 创建父节

前端Lua

local leishen = {} local function showEffect(msgID, p1, p2, p3, msgData) local data = SL:JsonDecode(msgData, false) or {} SL:print("特效数据", data) local num = data.num or 0 local eff1, eff2 = data.preEff, data.startEff -- 创建父节

后端Lua

function handlerequest(actor, msgID, param1, param2, param3, str) setplayvar(actor,'HUMAN','玩家',actor,1) setplayvar(actor,'HUMAN','消息',msgID,1) setplayvar(actor,'HUMAN','参一',param1,1) setplayvar(actor,'HUMAN','参二',par

后端Lua

function handlerequest(actor, msgID, param1, param2, param3, str) setplayvar(actor,'HUMAN','玩家',actor,1) setplayvar(actor,'HUMAN','消息',msgID,1) setplayvar(actor,'HUMAN','参一',param1,1) setplayvar(actor,'HUMAN','参二',par

前端Lua

local function showEffect(msgID, p1, p2, p3, msgData) local data = SL:JsonDecode(msgData, false) or {} SL:print("特效数据", data) local num = data.num or 0 local eff1, eff2 = data.preEff, data.startEff -- 创建父节点作为容器 local scen

后端Lua

如果是辅助技能呢

前端Lua

local leishen = {} local function showEffect(msgID, p1, p2, p3, msgData) local data = SL:JsonDecode(msgData, false) or {} SL:print("特效数据", data) local num = data.num or 0 local eff1, eff2 = data.preEff, data.startEff -- 创建父节

后端Lua

自定义技能为什么不触发beginmagic

后端Lua

自定义技能在不触发beginmagic

前端Lua

local leishen = {} local function showEffect(msgID, p1, p2, p3, msgData) local data = SL:JsonDecode(msgData, false) or {} SL:print("特效数据", data) local num = data.num or 0 local eff1, eff2 = data.preEff, data.startEff -- 创建父节

后端Lua

inisysvar("integer","消息",0) 这个是个人的变量 还是全局的

前端Lua

local leishen = {} local function showEffect(msgID, p1, p2, p3, msgData) local data = SL:JsonDecode(msgData, false) or {} SL:print("特效数据", data) local num = data.num or 0 local eff1, eff2 = data.preEff, data.startEff -- 创建父节

后端Lua

function startup(sysobj) inisysvar("integer","系统变量_1",0) --声明合区时 保留主区 inisysvar("integer","系统变量_2",1) --声明合区时 保留副区 inisysvar("integer","系统变量_3",2) --声明合区时 取大 inisysvar("integer","系统变量_4",3) --声明合区时 取小 inisysvar("integer","系统变量

后端Lua

function handlerequest(actor, msgID, param1, param2, param3, str) -- local me = player_module:new(actor) -- me.npc = { -- actor = actor , -- msgID = msgID, -- param1 = param1, -- param2 =

前端Lua

local leishen = {} local function showEffect(msgID, p1, p2, p3, msgData) local data = SL:JsonDecode(msgData, false) or {} SL:print("特效数据", data) local num = data.num or 0 local eff1, eff2 = data.preEff, data.startEff -- 创建父节