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烟魂

Lv.1

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Small Ice Island 团队新作:《天空之城》 中回复

我是giao级代码师(也是虚拟萌新(假萌新))

ID:yanhun

2023-03-12T22:21:48 点赞:0

爬权插件( 中回复

太好用下次别再喵了(F12直接揭穿。。。)

2023-03-25T13:52:51 点赞:0

创作者形容词 中回复

soul:未知

2023-03-26T16:39:49 点赞:0

终于做完了O(≧▽≦)O 中回复

合作吗?

2023-04-02T16:21:11 点赞:0

终于做完了O(≧▽≦)O 中回复

:)

2023-04-02T16:21:15 点赞:0

岛三engine内容疑似泄露!!!!! 中回复

:)不知道的人可能都是萌新吧

2023-04-02T17:05:54 点赞:0

44CQYm94M+OAkei/meaYr+S4gOS4quaXoOiBiueahOagh+mimA 中回复

:)像是hash没事我打开看了看没啥

2023-04-05T11:38:53 点赞:0

[招人]在线等 中回复

你看我行吗

2023-04-15T18:31:11 点赞:0

到达世界最高城(雾 中回复

我也来过。。。(只是说说而已)

2023-04-15T23:59:54 点赞:0

新图开坑啦! 中回复

你看我这个代码师用得上吗(建模也是可以的)

2023-04-16T00:01:33 点赞:0

【神岛模型创作赛】《逃离巨人屋》招募建模师一起共创! 中回复

你看我这个能参加吗今天能完成:)

2023-04-17T22:12:15 点赞:0

【神奇代码岛】首席建模师/剪辑师名单出炉,进击的创作者们! 中回复

吉吉你看看这个模型

(看起来吉吉喵没看过我的。。。)
链接:https://box3.codemao.cn/v/50233688

2023-04-26T22:25:00 点赞:0

【神奇代码岛】首席建模师/剪辑师名单出炉,进击的创作者们! 中回复

吉吉你看看这个模型

(看起来吉吉喵没看过我的。。。)
链接:https://box3.codemao.cn/v/50233688

2023-04-27T21:20:19 点赞:0

【神奇代码岛】首席建模师/剪辑师名单出炉,进击的创作者们! 中回复

吉吉你看看这个模型

(看起来吉吉喵没看过我的。。。)
链接:https://box3.codemao.cn/v/50233688

2023-04-28T21:59:25 点赞:0

答辩烟花! 中回复

。。。

你看我可以合作吗?

2023-04-28T22:06:29 点赞:0

【校园模拟器】招人啦( 中回复

我可以吗

2023-04-28T22:07:14 点赞:0

答辩烟花! 中回复

我来试验一下我的骨骼人吧

2023-04-29T07:48:45 点赞:0

【教程】如何做出扇形范围伤害 中回复

如果那这个代码做玩家眼睛会这么样

2023-04-29T07:50:48 点赞:1

妈妈啊!我废了()()) 中回复

:)这么回事呢?

哦我懂了应该你们要解毒了

2023-04-29T07:55:33 点赞:0

香肠排队打广告服务 中回复

帮你打广告不需要费用

只需要你天天来玩香肠排队就行。。。

2023-04-30T14:08:33 点赞:0

【代码岛3.0】Architect工作室招新!() 中回复

招人吗

2023-05-03T18:05:22 点赞:0

控制台喵代码yeeeeeee~~~ 中回复

这不是。。。

2023-05-03T18:07:48 点赞:0

额 啊这 emm 中回复

:)

2023-05-03T18:11:54 点赞:0

第一次作图(炫耀(bushi)( 中回复

难道现在建筑师都开始逐渐演化成小鹿了?

2023-05-03T18:22:11 点赞:2

教程:背包换武器 勿喷! 中回复

world.onPress(async({
        button,
        entity
}) = >{
        if (button != Box3ButtonType.ACTION1 || !entity.isPlayer || entity.player.dead) return;
        const result = await entity.player.dialog({
                type: Box3DialogType.SELECT,
                title: `$ {
                        entity.player.name
                }的状态`,
                options: ['切换武器', '切换视角', '脱离卡点'],
        });

        if (!result || result === null) return; // 判断玩家选了什么选项。     switch (result.index) {     case 0:
        const result = await entity.player.dialog({
                type: Box3DialogType.SELECT,
                content: `切换魔法`,
                options: ['剑', '剑之刃', '蓝之剑', '圣之法杖', '冰——喵', '法仗', '星月权杖', '穹破刀', '弓']
        });

        if (!result || result === null) return;

        switch (result.index) {
        case 0:
                entity.fashuy = 1 entity.fashu = `剑`entity.act = 90 const handWears = entity.player.wearables(Box3BodyPart.RIGHT_HAND);
                entity.player.removeWearable(handWears[0]);
                entity.player.directMessage(`切换成功`) entity.player.addWearable({
                        bodyPart: Box3BodyPart.RIGHT_HAND,
                        mesh: 'mesh/剑.vb',
                        orientation: new Box3Quaternion(0.4, 1.3, 0.5).rotateY(Math.PI / 2),
                        scale: new Box3Vector3(0.4, 0.7, 0.4),
                        offset: new Box3Vector3( - 0.05, 0.4, 1.4),

                });
                break;
        case 1:
                entity.fashuy = 2 entity.fashu = `剑之刃`entity.act = 120 const handWears1 = entity.player.wearables(Box3BodyPart.RIGHT_HAND);
                entity.player.removeWearable(handWears1[0]);
                entity.player.directMessage(`切换成功`);
                entity.player.addWearable({
                        bodyPart: Box3BodyPart.RIGHT_HAND,
                        mesh: 'mesh/剑之刃.vb',
                        orientation: new Box3Quaternion(0.4, 1.3, 0.5).rotateY(Math.PI / 2),
                        offset: new Box3Vector3( - 0.05, 0.4, 1.4),
                });

                break;
        case 2:
                entity.fashu = `蓝之剑`entity.act = 105 const handWears2 = entity.player.wearables(Box3BodyPart.RIGHT_HAND);
                entity.player.removeWearable(handWears2[0]);
                entity.player.directMessage(`切换成功`) entity.player.addWearable({
                        bodyPart: Box3BodyPart.RIGHT_HAND,
                        mesh: 'mesh/蓝之剑.vb',
                        orientation: new Box3Quaternion(0.4, 1.3, 0.5).rotateY(Math.PI / 2),
                        scale: new Box3Vector3(0.4, 0.7, 0.4),
                        offset: new Box3Vector3( - 0.05, 0.4, 1),
                });

                break;
        case 3:
                entity.fashu = `圣之法杖`entity.act = 130 const handWears3 = entity.player.wearables(Box3BodyPart.RIGHT_HAND);
                entity.player.removeWearable(handWears3[0]);
                entity.player.directMessage(`切换成功`) entity.player.addWearable({
                        bodyPart: Box3BodyPart.RIGHT_HAND,
                        mesh: 'mesh/圣之法杖.vb',
                        orientation: new Box3Quaternion(0.4, 1.3, 0.5).rotateY(Math.PI / 2.5),
                        scale: new Box3Vector3(0.4, 0.7, 0.4),
                        offset: new Box3Vector3( - 0.05, 0.2, 0.4)
                });

                break;
        case 4:
                entity.fashu = `冰——喵`entity.act = 150 const handWears4 = entity.player.wearables(Box3BodyPart.RIGHT_HAND);
                entity.player.removeWearable(handWears4[0]);
                entity.player.directMessage(`切换成功`) entity.player.addWearable({
                        bodyPart: Box3BodyPart.RIGHT_HAND,
                        mesh: 'mesh/冰——喵.vb',
                        orientation: new Box3Quaternion(0.4, 1.3, 0.5).rotateY(Math.PI / 2),
                        scale: new Box3Vector3(0.4, 0.7, 0.4),
                        offset: new Box3Vector3( - 0.05, 0.4, 1),
                });
                break;
        case 5:
                entity.fashu = `法仗`entity.act = 170 const handWears5 = entity.player.wearables(Box3BodyPart.RIGHT_HAND);
                entity.player.removeWearable(handWears5[0]);
                entity.player.directMessage(`切换成功`) entity.player.addWearable({
                        bodyPart: Box3BodyPart.RIGHT_HAND,
                        mesh: 'mesh/法仗.vb',
                        orientation: new Box3Quaternion(0.4, 1.3, 0.5).rotateY(Math.PI / 2),
                        scale: new Box3Vector3(0.4, 0.7, 0.4),
                        offset: new Box3Vector3( - 0.05, 0.4, 1),
                });
                break;
        case 6:
                entity.fashu = `星月权杖`entity.act = 125 const handWears6 = entity.player.wearables(Box3BodyPart.RIGHT_HAND);
                entity.player.removeWearable(handWears6[0]);
                entity.player.directMessage(`切换成功`) entity.player.addWearable({
                        bodyPart: Box3BodyPart.RIGHT_HAND,
                        mesh: 'mesh/星月权杖.vb',
                        orientation: new Box3Quaternion(0, 1, -3, 9).rotateY(Math.PI / 2),
                        scale: new Box3Vector3(0.4, 0.55, 0.4),
                        offset: new Box3Vector3(0, 0.7, 0.6),
                });
                break;
        case 7:
                entity.fashu = `穹破刀`entity.act = 135 const handWears7 = entity.player.wearables(Box3BodyPart.RIGHT_HAND);
                entity.player.removeWearable(handWears7[0]);
                entity.player.directMessage(`切换成功`) entity.player.addWearable({
                        bodyPart: Box3BodyPart.RIGHT_HAND,
                        mesh: 'mesh/穹破刀.vb',
                        orientation: new Box3Quaternion(0.4, 1.3, 0.5).rotateY(Math.PI / 2),
                        scale: new Box3Vector3(0.4, 0.7, 0.4),
                        offset: new Box3Vector3( - 0.05, 0.4, 1),
                });
        }
        break;
case 1:
        const result1 = await entity.player.dialog({
                type: Box3DialogType.SELECT,
                title: `$ {
                        entity.player.name
                }的状态`,
                content: `视角切换`,
                options: ['第一人称', '第三人称']
        });

        if (!result1 || result1 === null) return;

        switch (result1.index) {
        case 0:
                entity.player.cameraMode = 'FPS'
                break;

        case 1:
                entity.player.cameraMode = 'FOLLOW'
                break;
        default:
        }
case 2:
        entity.position.set(54, 10, 58) break;
default:
}
});

world.onPlayerJoin(({
        entity
}) = >{
        Object.assign(entity, {
                particleRate: 7,
                particleSize: [2, 4, 8, 4, 10],
                particleColor: [new Box3RGBColor(10, 9, 2), new Box3RGBColor(5, 0.25, 0.1), new Box3RGBColor(3, 0.05, 0.05), new Box3RGBColor(0, 0, 0), new Box3RGBColor(0, 0, 0), ],
                particleLifetime: 1,
                particleVelocitySpread: new Box3Vector3(2, 2, 2),
        });
});

2023-05-07T07:48:42 点赞:0

奇怪的鸽子出现了!(Box3-Tools神岛代码仓库建立) 中回复

:)帮你加一个介绍。。。

2023-05-07T11:56:00 点赞:0

新 神 岛 传 闻 中回复

那大家看看这个

https://voxel-editor.box3.codemao.cn/

2023-05-07T19:34:12 点赞:0

神奇代码岛代码师知识竞答() 中回复

我怀疑一件事情

你这个题目第5小题有问题。。。

2023-05-07T21:54:37 点赞:0

NomenSQLite:神岛首个多表格便携式轻量级协同管理器 中回复

直接帮你做一个GUI好吧

2023-05-08T21:19:28 点赞:0

NomenSQLite:神岛首个多表格便携式轻量级协同管理器 中回复

发到仓库...快点啊

2023-05-10T20:36:24 点赞:0