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天天fUg-

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管喵代码(语言指令版) 中回复

666

2023-11-20T18:06:37 点赞:0

[box3]背包代码怎么弄(? 中回复

 

world.onPlayerJoin(({ entity }) => {
    entity.enableInteract = true;
    entity.item = ['小刀', '弓箭'];
    entity.money = 100;
    entity.zbgl = '无'
});  
world.onPress(async({ entity , button }) => {
    if(button == Box3ButtonType.ACTION1) {
        c喵t cd = await entity.player.dialog({
            type:'select',
            title:'你的菜单:',
            content:`你有${entity.money}元`,
            opti喵:['背包', '装备管理']
        })
        if(cd) {
            if(cd.value == '背包') {
                if(entity.item != undefined) {
                    c喵t itemList = await entity.player.dialog({
                        type:Box3DialogType.SELECT,
                        title:'你的背包',
                        content:`你有以下东西:`,
                        opti喵:entity.item
                    })
                    if(itemList) {
                        if(itemList.value == '小刀') {
                            c喵t zb = await entity.player.dialog({
                                type:Box3DialogType.SELECT,
                                title:'你的背包',
                                content:'请选择你对[小刀]的操作:',
                                opti喵:['装备', '丢弃']
                            })
                            if(zb.value == '装备') {
                                if(entity.zbgl == '无') {
                                    entity.zbgl = '小刀';
                                    entity.item.splice(entity.item.indexOf('小刀'), 1);
                                    entity.player.directMessage('您装备[小刀]一件,可在装备管理处查看哦~')
                                }else {
                                    entity.item.push(entity.zbgl);
                                    entity.zbgl = '小刀';
                                    entity.item.splice(entity.item.indexOf('小刀'), 1);
                                    entity.player.directMessage('您装备[小刀]一件,可在装备管理处查看哦~')
                                }
                            }
                            if(zb.value == '丢弃') {
                                entity.item.splice(entity.item.indexOf('小刀'), 1);
                                entity.player.directMessage('您已丢弃[小刀]一件~')
                            }
                        }
                        if(itemList.value == '弓箭') {
                            c喵t gongjian = await entity.player.dialog({
                                type:Box3DialogType.SELECT,
                                title:'你的背包',
                                content:'请选择你对[小刀]的操作:',
                                opti喵:['装备', '丢弃']
                            })
                            if(gongjian.value == '装备') {
                                if(entity.zbgl == '无') {
                                    entity.zbgl = '弓箭';
                                    entity.item.splice(entity.item.indexOf('弓箭'), 1);
                                    entity.player.directMessage('您装备[弓箭]一件,可在装备管理处查看哦~')
                                }else {
                                    entity.item.push(entity.zbgl);
                                    entity.zbgl = '弓箭';
                                    entity.item.splice(entity.item.indexOf('弓箭'), 1);
                                    entity.player.directMessage('您装备[弓箭]一件,可在装备管理处查看哦~')
                                }
                            }
                            if(gongjian.value == '丢弃') {
                                entity.item.splice(entity.item.indexOf('弓箭'), 1);
                                entity.player.directMessage('您已丢弃[弓箭]一件~')
                            }
                        }
                    }
                }
            }
            if(cd.value == '装备管理') {
                c喵t zbglz = await entity.player.dialog({
                    type:Box3DialogType.SELECT,
                    title:'装备管理',
                    content:'这是您已装备的武器:',
                    opti喵:[`${entity.zbgl}`]
                })
                if(zbglz) {
                    if(entity.zbgl == '无') {
                        return
                    }else {
                        c喵t xzdq = await entity.player.dialog({
                            type:Box3DialogType.SELECT,
                            title:`装备管理`,
                            content:`请选择你对[${entity.zbgl}]的操作:`,
                            opti喵:['卸载', '丢弃']
                        })
                        if(xzdq.value == '卸载') {
                            entity.item.push(entity.zbgl);
                            entity.player.directMessage(`您已卸载[${entity.zbgl}],已为您放入背包中`);
                            entity.zbgl = '无'
                        }
                        if(xzdq.value == '丢弃') {
                            if(entity.zbgl == '无') {
                                return;
                            }else {
                                entity.player.directMessage(`您已丢弃[${entity.zbgl}]`)
                                entity.zbgl = '无';
                            }
                        }
                    }
                }
            }
        }
    }
});

2023-12-09T13:39:32 点赞:0

重启代码求助 中回复

sleep(1000*10).then(async()=>{//等待时间,可以修改
        /*world.querySelectorAll('player').forEach(async({entity})=>{
        await saveUser(entity)
        world.say('保存成功')
    })*/
//有存档可以保存
    world.say(`Warning! Warning! Map server crash returned error: error: Script execution timed out.`)//重启播报

    await sleep(500)
for(;;){}//循环重启
})

2023-12-11T19:41:20 点赞:0

跑酷代码【基本】 中回复

这名字

 

2023-12-13T15:32:27 点赞:0

皮肤挂代码 中回复

韩某人

请回复

2023-12-28T18:29:59 点赞:0

【交互动效】紫色追踪 中回复

???

2024-01-01T15:36:11 点赞:0

[pro神岛] 意见箱/邮箱/举报箱 代码教程 100行内代码教会你[] 2.1[最终代码] 中回复

let ADMIN = ['Mr-Wolf', '音符魔狼']//可以查看意见的玩家名
let WRITE_LENGTH = 60//可以输入字数

void async function () {
    globalThis.Mailbox = storage.getDataStorage('mailBox')//创建云存档
    if (!await Mailbox.get('record')) {//是否有创建云表格
        await Mailbox.set('record', [])//没有就创建
    }
    globalThis.record = await Mailbox.get('record')//获取
    globalThis.writeData = record.value//这里用了一个本办法[]具体原因看结尾
    globalThis.players = []
}()

let NPC = world.querySelector('#邮箱')//互动的模型
NPC.enableInteract = 1//可以互动
NPC.interactRadius = 5//互动空间为5
NPC.interactHint = '邮箱'//互动名称为"邮箱"
NPC.onInteract(async ({ entity: e }) => {//开始互动
    if (ADMIN.includes(e.player.name)) {
        let sel = await e.dlgSel(null, '邮箱', ['写意见', '查看意见', '清除所有意见'])
        if (sel) {
            let v = sel.value
            if (v === '写意见') {
                await write(e, v)
            } else if (v === '查看意见') {
                if (writeData.length <= 0) return await e.dlgMsg(v, '暂无意见')
                let opti喵 = Object.keys(record.value).map(i => { return record.value[i].name })//用map方法获取表格里面的东西
                let sel0 = await e.dlgSel(v, '一共' + opti喵.length + '跳意见', opti喵)
                if (sel0) {
                    let title = writeData[sel0.index]//获取
                    let sel1 = await e.dlgSel(v, `玩家Id: ${title.userId}\n状态: ${world.querySelectorAll('player').find(i => i.player.userId === title.userId) ? '在线' : '离线'}\n` + title.text, ['删除'])//显示内容
                    if (sel1) {
                        writeData.remove(title)//删除
                        await Mailbox.update('record', () => { return writeData })//改变云表格量为表格
                        await e.dlgMsg(v, '删除成功')
                    }
                }
            } else if (v === '清除所有意见') {
                if (record.value.length <= 0) return await e.dlgMsg(v, '暂无意见')
                let sel0 = await e.dlgSel(v, '确定吗', ['确定', '再想想'])
                if (sel0 && sel0.value === '确定') {
                    let a = record.value
                    for (let x = 0; x < a.length; x++) {
                        a.remove(a[x])
                    }
                    await Mailbox.update('record', () => { return a })//这里不是作者不知道直接 执行空表格 而是执行后[]他还是显示 需要世界刷新
                    await e.dlgMsg(v, '清除成功')
                }
            }
        }
    } else await write(e, '写意见')
})
globalThis.write = async function (e, v) {
    if (players.includes(e.player.userId)) return await e.dlgMsg(v, '你今天上传过了\n请明日再来')
    let sel0 = await e.dlgInput(v, '请用简洁的话语概括一下\n字数小于' + WRITE_LENGTH + '字')
    if (sel0) {
        if (sel0.length > WRITE_LENGTH) return await e.dlgMsg(v, '字数过多')
        try {
            players.push(e.player.userId)
            writeData.unshift({ userId: e.player.userId, name: e.player.name, text: sel0 })//向表格添加参数
            await Mailbox.update('record', (preData) => { return writeData })//改变云表格量为表格
            await e.dlgMsg(v, '上传成功qwq\n欢迎再次评论')
        } catch (qwq) {
            c喵ole.log(qwq)
            await e.dlgMsg(v, '上传失败/(ㄒoㄒ)/~~\n请稍后重试')//可能会因服务器原因 卡逝
        }
    }
}

Array.prototype.remove = function (ele) {//这里是定义的一些东西[] 代码师应 该都看的懂
    if (!this.includes(ele)) return null;
    else return this.splice(this.indexOf(ele), 1)
}
GameEntity.prototype.dlgMsg = async function (title, content, hasArrow) {
    let sel = await this.player.dialog({
        type: 'text',
        title,
        content,
        hasArrow,
    })
    return sel
}
GameEntity.prototype.dlgInput = async function (title, content) {
    let sel = await this.player.dialog({
        type: 'input',
        title,
        content,
    })
    return sel
}
GameEntity.prototype.dlgSel = async function (title, content, opti喵) {
    let sel = await this.player.dialog({
        type: 'select',
        title,
        content,
        opti喵,
    })
    return sel || ''
}

2024-01-01T19:10:21 点赞:1

代码岛3.0围棋大赛 - 代码揭秘! 中回复

   

2024-01-02T20:19:18 点赞:0

神岛用户文档,邀你来共建 中回复

Vicent轩长得好酷呀

 

2024-10-25T20:03:51 点赞:0