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Architect_皮卡awa

Architect_皮卡awa

Lv.1

我披星斩月 我奋不顾身 只为证明 你是个托(

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谁能帮我把信息箱搞爆??? 中回复

emotion_doge

2022-04-15T15:16:08 点赞:0

呜呜呜呜呜呜呜呜呜呜呜呜呜呜呜呜呜大佬回来! 中回复

emotion_doge

2022-04-15T15:16:27 点赞:1

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),     }); });

emotion_doge

2022-04-16T19:59:54 点赞:0

【岛3】我的岛3发展史 中回复

2019年末上岛()

2022年暑假大概退岛()

2022-04-18T07:32:09 点赞:1

【神岛大更新!】可以用官方的图形化了!!!!!!!!!! 中回复

一次性就看完了()

2022-04-18T16:45:27 点赞:0

【神岛更新了】上帝说要有光…… 中回复

(探头)

2022-04-19T07:59:26 点赞:0

皮卡的js代码教程网站 中回复

emotion_doge

2022-04-19T12:07:09 点赞:0

评价一下编程猫 中回复

ABC()

2022-04-20T12:17:21 点赞:0

每日一个岛3建图小技巧:满足一定人数后,Game on! 中回复

吉吉喵:跟我一起摇摆()一起摇摆()emotion_doge

2022-04-20T12:29:18 点赞:1

屑萌新教程之——world.onPlayerJoin() 中回复

(探头

2022-04-20T12:43:38 点赞:0

啊啊~~~~~~~~ 中回复

你好徐同志emotion_doge

2022-04-20T12:46:58 点赞:0

神奇岛民第二期@传奇喵必看() 中回复

(探头)

2022-04-20T16:59:22 点赞:0

关于岛3实名认证的想法 中回复

没意见emotion_doge

2022-04-20T16:59:40 点赞:0

【岛三喵)】反向按键) 中回复

world.onPlayerJoin(async function(entity){
    entity.player.runSpeed=-1;
    entity.player.walkSpeed=-1;
})

emotion_doge

2022-04-20T17:02:58 点赞:0

积木有问题,怎么回事?! 中回复

sofa

2022-04-20T17:03:42 点赞:0

对南鸢社区的道歉信 中回复

emotion_doge

2022-04-20T17:04:02 点赞:0

【公告】关于暂停社区发布帖子功能的通知 中回复

耶()

2022-04-22T12:41:33 点赞:0

风纪12。你的新头像来了。 中回复

emotion_doge

2022-04-23T16:59:35 点赞:0

【正经调查】关于你猫低龄化现象 中回复

2018末2019初晓得bcm(雾

2019末正式上猫站(雾,然后直接转了神岛(那时候是代码岛3.0)去了(梅开二雾

15岁)emotion_doge

2022-04-24T14:42:43 点赞:0

编程猫社区现状 中回复

ABCDEFGemotion_doge

2022-04-24T18:05:19 点赞:0

【神岛】讲讲神岛这次论坛爆炸 中回复

...

2022-04-30T17:15:10 点赞:0

【岛三模型】末世与黑暗中的曙光——末世湛蓝黑曜 中回复

捉)

前排(

2022-04-30T17:15:26 点赞:1

【神岛】讲讲神岛这次论坛爆炸 中回复

第一,你不学怎么知道自己学不会() 第二,你这不扣题啊,最近都是讨论了神岛风气而已,你这是搁哪里掏的文章?()喵不通() 第三,没啥好说的了)跑路——()  

2022-05-02T17:14:44 点赞:0

【神奇代码岛】无语了....... 中回复

关于这种帖子出现评论就不行吗?

论坛你家开的?

你说的观点不符合实际,大家说出来你搁哪搁这捏?

哈人哈哈人,今年就是多()

2022-05-02T17:17:17 点赞:0

【神岛】啊这........ 中回复

(探头

2022-05-14T17:37:31 点赞:0

【互动】你生气的时候会怎么样a? 中回复

就生气()

然后()

然后()

就然后)()()

2022-05-14T18:24:33 点赞:2

谁还记得这些地图 中回复

阿巴阿巴()

2022-05-14T18:24:47 点赞:0

【神岛】关于创作水的问题 中回复

切)

什么叫初中以上的不会退岛

难道就小学学业重吗()

再就是)水作谁没出过啊()要慢慢来()某些人只是说一下这个图是水作()

2022-05-15T19:02:03 点赞:1

build在6月5号下午2:00永远的离开了我们…… 中回复

慢走不送()

2022-06-05T16:41:51 点赞:0

关于神岛图形化编程和人物形象编辑什么时候开发好这件事 中回复

不太可能)

2022-06-12T19:04:34 点赞:0