模型检测切换

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;新建切换变量
persist global $key = 0
;新建检测变量
global $attack = 0

[Key key]
;条件是检测到物体生成
condition = $object_detected == 1
key = NO_CTRL NO_ALT VK_DOWN
type = cycle
;要切换的部件使用的变量(使用参考“切换模型”篇)
$key = 0,1

;找到[Present]代码
;帧计算代码
[Present]
if $object_detected
if $mod_enabled
post $object_detected = 0
run = CommandListUpdateMergedSkeleton
else
if $mod_id == -1000
run = CommandListRegisterMod
endif
endif
endif
;加上这两句,即模型加载完毕后执行变量赋值操作
$key = $attack
$attack = 0

;新建TextureOverri语句块
;IBHash)通过游戏中手动筛选查找
[TextureOverrideA]
hash = xxx
;出现模型对应的hash就会影响变量,key也会随之改变
;直接赋值key的话,物品消失后就无法重置
$attack = 1

[TextureOverrideB]
hash = xxx
$attack = 1

;索引切换代码(参考模型切换或者贴图切换)
[TextureOverrideComponentX]