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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

后端Lua

给称号

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

后端Lua

元素要去表里写好在添加吗

后端Lua

-- 魔神原力系统后端处理 local moshenyuanli={} function moshenyuanli.link(actor, msgid, arg1, arg2, arg3, sMsg) if not cfg_moshenyuanli or not next(cfg_moshenyuanli) then return end if arg2==0 then local levels = {} levels[

后端Lua

Print:魔神原力系统收到消息:0,内容:{"Script":"NPC\/moshenyuanli","SkillType":1,"TargetLevel":11}

后端Lua

-- 魔神原力系统后端处理 local moshenyuanli={} function moshenyuanli.link(actor, msgid, arg1, arg2, arg3, sMsg) if not cfg_moshenyuanli or not next(cfg_moshenyuanli) then return end -- 解析前端发送的JSON消息 local msgData = json2tbl(sMsg)

TXT语法专家

帮我写一个合成

后端Lua

local moshenyuanli = {} local config = { [1] = {name = "暴击原力Lv1", level = 1, count = 2, type1 = "物品", name1 = "魔神修炼石", value1 = 10, type2 = "货币", name2 = "金币", value2 = 10000, cur_attr_1 = 1, cur_attr_2 = 1, cur_attr_3 = 1, cur_attr_4 = 30},

后端Lua

local moshenyuanli = {} function moshenyuanli.link(actor, msgid, arg1, arg2, arg3, sMsg) p("xxxxxxxxxxxxxxxxxxxxxxx") if not cfg_moshenyuanli or not next(cfg_moshenyuanli) then return end -- 强化技能 if arg2 == 0 then

后端Lua

local car = {} local function newcar(color,drive) local car = { color = color or '蓝色', drive = drive or '正在行驶' } function car:setcolor(color) self.color = car.color return '红色' end function car:setdrive(