模型检测切换 123456789101112131415161718192021222324252627282930313233343536373839404142434445;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 = $object_detected == 1key = NO_CTRL NO_ALT VK_DOWNtype = cycle;要切换的部件使用的变量(使用参考“切换模型”篇)$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 $mod_id == -1000 run = CommandListRegisterMod endif endifendif;加上这两句,即模型加载完毕后执行变量赋值操作$key = $attack$attack = 0;新建TextureOverri语句块;IB(Hash)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]