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本帖最后由 soulsaga 于 2017-8-17 18:45 编辑
#============================================================================== # 探查技能 BY绿发的Eclair 移植到VABY:SOULSAGA #------------------------------------------------------------------------------ # 然后把想要做成有探查效果的特技或物品备注填探查。就这样简单~~ # 修改自然属性的个数在第16行。 #============================================================================== # 探查技能加强 BY snstar2006 #------------------------------------------------------------------------------ # 加强部分: # 1. 敌人的属性为[王]的话,HP和SP不会显示,直到HP少於一半才会显示。 # [王]的属性ID为夹在自然属性和种族属性中间的属性 # 2. 用变数做技能等级,可以直接用事件升级、降级。 # 3. 可以设置不同能力所需要的等级。等级不够时显示为????。 #============================================================================== $探查状态名 = "探查" # 探查状态的名字 $eye_level = 1 # 探查技能等级的变数ID # 探查能力的等级 $eye_level_ability = [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14] # 依次为: # 0->名称 、1->HP+MP、2->HP+MP Max、3->种族、 # 4->经验 、5->金钱 、6->掉落物 、7->攻击、 # 8->物防 、9->魔防 、10->力量 、11->灵巧、 # 12->速度、13->魔力、14->属性有效度 $text_4_unknown = "????" # 未知时的文字 class Window_cateyes < Window_Base def initialize super(120,40,400,400) self.contents = Bitmap.new(width - 32, height - 32) self.visible = false self.z = 9999 self.back_opacity = 160 #信息窗口的透明度 [url=home.php?mod=space&uid=12971]@element[/url] = 8 #自然属性个数 end def set_target(target) self.contents.clear self.visible = true @target = target # 检验是否显示HP/SP if @target.element_rate(@element+1) > 100 if (@target.hp)<=(@target.mhp/2) @show_hsp = true else @show_hsp = false end else @show_hsp = true end if $game_variables[$eye_level] >= $eye_level_ability[0] self.contents.draw_text(10,10,360-32,32,"#{@target.name}",0) else self.contents.draw_text(10,10,360-32,32,$text_4_unknown,0) end # 描绘HP draw_actor_hp(@target,10,100 - 32 - 25,160) # 描绘MP draw_actor_sp(@target,10,100 - 32,160) # 描绘种族 self.contents.font.color = system_color self.contents.draw_text(10,100,180,32,"种族",0) self.contents.font.color = normal_color for i in @element + 2..$data_system.elements.size - 1 if @target.element_rate(i) > 100 race = $data_system.elements[i] break end end if $game_variables[$eye_level] >= $eye_level_ability[3] self.contents.draw_text(70,100,100,32,race,2) else self.contents.draw_text(70,100,100,32,$text_4_unknown,2) end # 目标是敌方角色的场合 if @target.is_a?(Game_Enemy) # 描绘经验 self.contents.font.color = system_color self.contents.draw_text(190,100 - 32 - 25,180-32,32,"经验",0) self.contents.font.color = normal_color if $game_variables[$eye_level] >= $eye_level_ability[4] self.contents.draw_text(190,100 - 32 - 25,180 - 32,32,"#{@target.exp}",2) else self.contents.draw_text(190,100 - 32 - 25,180 - 32,32,$text_4_unknown,2) end # 描绘金钱 self.contents.font.color = system_color self.contents.draw_text(190,100 - 32 ,180-32,32,$data_system.currency_unit.to_s,0) self.contents.font.color = normal_color if $game_variables[$eye_level] >= $eye_level_ability[5] self.contents.draw_text(190,100 - 32,180-32,32,"#{@target.gold}",2) else self.contents.draw_text(190,100 - 32,180-32,32,$text_4_unknown,2) end # 描绘掉落物 self.contents.font.color = system_color self.contents.draw_text(190,100 ,180,32,"掉落",0) self.contents.font.color = normal_color if $game_variables[$eye_level] >= $eye_level_ability[6] for i in 0..2 case $data_enemies[@target.enemy_id].drop_items[i].kind when 1 draw_item_name($data_items[$data_enemies[@target.enemy_id].drop_items[i].data_id],197,57 + 25 + 25 + 25) if $data_enemies[@target.enemy_id].drop_items[i].data_id > 0 when 2 draw_item_name($data_items[$data_enemies[@target.enemy_id].drop_items[i].data_id],197,57 + 25 + 25 + 25) if $data_enemies[@target.enemy_id].drop_items[i].data_id > 0 when 3 draw_item_name($data_items[$data_enemies[@target.enemy_id].drop_items[i].data_id],197,57 + 25 + 25 + 25) if $data_enemies[@target.enemy_id].drop_items[i].data_id > 0 end end else self.contents.draw_text(197,57 + 75,180-32,32,$text_4_unknown,2) end end # 描绘攻击 if $game_variables[$eye_level] >= $eye_level_ability[7] draw_actor_param(@target, 10, 112 + 20, 0) else draw_actor_parameter_u(10, 112 + 20, 0) end # 描绘物理防御 if $game_variables[$eye_level] >= $eye_level_ability[8] draw_actor_param(@target, 10, 144 + 20, 1) else draw_actor_parameter_u(10, 144 + 20, 1) end # 描绘魔法防御 if $game_variables[$eye_level] >= $eye_level_ability[9] draw_actor_param(@target, 10, 176 + 20, 2) else draw_actor_parameter_u(10, 176 + 20, 2) end # 描绘力量 if $game_variables[$eye_level] >= $eye_level_ability[10] draw_actor_param(@target, 10, 208 + 20, 3) else draw_actor_parameter_u(10, 208 + 20, 3) end # 描绘灵巧 if $game_variables[$eye_level] >= $eye_level_ability[11] draw_actor_param(@target, 10, 240 + 20, 4) else draw_actor_parameter_u(10, 240 + 20, 4) end # 描绘速度 if $game_variables[$eye_level] >= $eye_level_ability[12] draw_actor_param(@target, 10, 272 + 20, 5) else draw_actor_parameter_u(10, 272 + 20, 5) end # 描绘魔力 if $game_variables[$eye_level] >= $eye_level_ability[13] draw_actor_param(@target, 10, 304 + 20, 6) else draw_actor_parameter_u(10, 304 + 20, 6) end # 描绘属性抵抗度 self.contents.font.color = system_color self.contents.draw_text(190,153 + 12,180,32,"属性抵抗",0) self.contents.font.color = normal_color num = @element_max == 0 ? $data_system.elements.size : @element_max y = 0 weaker = "" weak = "" resist = "" guard = "" recover = "" race = "" for i in 1..@element case @target.element_rate(i) when 151..200 weaker += $data_system.elements[i] when 101..150 weak += $data_system.elements[i] when 1..99 resist += $data_system.elements[i] when 0 guard += $data_system.elements[i] when -200..-1 recover += $data_system.elements[i] end end if $game_variables[$eye_level] >= $eye_level_ability[14] if weaker != "" weaker += "超弱" self.contents.draw_text(190,153 + 32+ 12,180,32,weaker,0) y += 1 end if weak != "" weak += "弱点" self.contents.draw_text(190,153 + 32+ 12 + 32 * y,180,32,weak,0) y += 1 end if resist != "" resist += "抵抗" self.contents.draw_text(190,153 + 32+ 12 + 32 * y,180,32,resist,0) y += 1 end if guard != "" guard += "无效" self.contents.draw_text(190,153 + 32+ 12 + 32 * y,180,32,guard,0) y += 1 end if recover != "" recover += "吸收" self.contents.draw_text(190,153 + 32+ 12 + 32 * y,180,32,recover,0) end else self.contents.draw_text(190,153 + 32+ 12 + 32 * y,180,32,$text_4_unknown,0) end end def draw_item_name(item, x, y) if item == nil return end #bitmap = RPG::Cache.icon(item.icon_name) #self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24)) self.contents.font.color = normal_color self.contents.draw_text(x + 28, y, 150, 32, item.name) end def draw_actor_parameter_u(x, y, type) case type when 0 parameter_name = $data_system.terms.params[2] when 1 parameter_name = $data_system.terms.params[3] when 2 parameter_name = $data_system.terms.params[5] when 3 parameter_name = "力量" when 4 parameter_name = "灵巧" when 5 parameter_name = "敏捷" when 6 parameter_name = "智力" end self.contents.font.color = system_color self.contents.draw_text(x, y, 120, 32, parameter_name) self.contents.font.color = normal_color self.contents.draw_text(x + 120, y, 36, 32, $text_4_unknown, 2) end def draw_actor_hp(actor, x, y, width = 144) # Draw "HP" text string self.contents.font.color = system_color self.contents.draw_text(x, y, 32, 32, $data_system.terms.basic[2]) # Calculate if there is draw space for MaxHP if width - 32 >= 108 hp_x = x + width - 108 flag = true elsif width - 32 >= 48 hp_x = x + width - 48 flag = false end # Draw HP self.contents.font.color = actor.hp == 0 ? knockout_color : actor.hp <= actor.mhp / 4 ? crisis_color : normal_color if $game_variables[$eye_level] >= $eye_level_ability[1] and @show_hsp self.contents.draw_text(hp_x, y, 48, 32, actor.hp.to_s, 2) else self.contents.draw_text(hp_x, y, 48, 32, $text_4_unknown, 2) end # Draw MaxHP if flag self.contents.font.color = normal_color self.contents.draw_text(hp_x + 48, y, 12, 32, "/", 1) if $game_variables[$eye_level] >= $eye_level_ability[2] and @show_hsp self.contents.draw_text(hp_x + 60, y, 48, 32, actor.mhp.to_s) else self.contents.draw_text(hp_x + 60, y, 48, 32, $text_4_unknown) end end end def draw_actor_sp(actor, x, y, width = 144) # Draw "MP" text string self.contents.font.color = system_color self.contents.draw_text(x, y, 32, 32, $data_system.terms.basic[4]) # Calculate if there is draw space for MaxHP if width - 32 >= 108 sp_x = x + width - 108 flag = true elsif width - 32 >= 48 sp_x = x + width - 48 flag = false end # Draw MP self.contents.font.color = actor.mp == 0 ? knockout_color : actor.mp <= actor.mmp / 4 ? crisis_color : normal_color if $game_variables[$eye_level] >= $eye_level_ability[1] and @show_hsp self.contents.draw_text(sp_x, y, 48, 32, actor.mp.to_s, 2) else self.contents.draw_text(sp_x, y, 48, 32, $text_4_unknown, 2) end # Draw MaxMP if flag self.contents.font.color = normal_color self.contents.draw_text(sp_x + 48, y, 12, 32, "/", 1) if $game_variables[$eye_level] >= $eye_level_ability[2] and @show_hsp self.contents.draw_text(sp_x + 60, y, 48, 32, actor.mmp.to_s) else self.contents.draw_text(sp_x + 60, y, 48, 32, $text_4_unknown) end end end end class Scene_Battle < Scene_Base alias apply_item_effects_SOULSAGA apply_item_effects def apply_item_effects(target, item) #$game_message.add(item.note.to_s) #@target_battlers = target #for i in 1..$data_states.size - 1 # if $data_states[i].name == $探查状态名 # $探查状态ID = i # break #end #end item_id = 1 item_id = item.id if item.is_a?(RPG::Item) if item.is_a?(RPG::Skill) and $data_skills[item.id].note.include?($探查状态名) or item.is_a?(RPG::Item) and $data_items[item_id].note.include?($探查状态名) @eye_window = Window_cateyes.new #for target in @target_battlers #target.damage = "" @eye_window.set_target(target) for i in 0...120 Input.update @eye_window.update Graphics.update @spriteset.update if Input.trigger?(Input::C) or Input.trigger?(Input::B) Audio.se_play('Audio/SE/decision3') break end end @eye_window.dispose @eye_window = nil end apply_item_effects_SOULSAGA(target, item) end end #============================================================================== # 探查技能 BY绿发的Eclair # 加強 BY snstar2006 #==============================================================================
#==============================================================================
# 探查技能 BY绿发的Eclair 移植到VABY:SOULSAGA
#------------------------------------------------------------------------------
# 然后把想要做成有探查效果的特技或物品备注填探查。就这样简单~~
# 修改自然属性的个数在第16行。
#==============================================================================
# 探查技能加强 BY snstar2006
#------------------------------------------------------------------------------
# 加强部分:
# 1. 敌人的属性为[王]的话,HP和SP不会显示,直到HP少於一半才会显示。
# [王]的属性ID为夹在自然属性和种族属性中间的属性
# 2. 用变数做技能等级,可以直接用事件升级、降级。
# 3. 可以设置不同能力所需要的等级。等级不够时显示为????。
#==============================================================================
$探查状态名 = "探查" # 探查状态的名字
$eye_level = 1 # 探查技能等级的变数ID
# 探查能力的等级
$eye_level_ability = [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14]
# 依次为:
# 0->名称 、1->HP+MP、2->HP+MP Max、3->种族、
# 4->经验 、5->金钱 、6->掉落物 、7->攻击、
# 8->物防 、9->魔防 、10->力量 、11->灵巧、
# 12->速度、13->魔力、14->属性有效度
$text_4_unknown = "????" # 未知时的文字
class Window_cateyes < Window_Base
def initialize
super(120,40,400,400)
self.contents = Bitmap.new(width - 32, height - 32)
self.visible = false
self.z = 9999
self.back_opacity = 160 #信息窗口的透明度
[url=home.php?mod=space&uid=12971]@element[/url] = 8 #自然属性个数
end
def set_target(target)
self.contents.clear
self.visible = true
@target = target
# 检验是否显示HP/SP
if @target.element_rate(@element+1) > 100
if (@target.hp)<=(@target.mhp/2)
@show_hsp = true
else
@show_hsp = false
end
else
@show_hsp = true
end
if $game_variables[$eye_level] >= $eye_level_ability[0]
self.contents.draw_text(10,10,360-32,32,"#{@target.name}",0)
else
self.contents.draw_text(10,10,360-32,32,$text_4_unknown,0)
end
# 描绘HP
draw_actor_hp(@target,10,100 - 32 - 25,160)
# 描绘MP
draw_actor_sp(@target,10,100 - 32,160)
# 描绘种族
self.contents.font.color = system_color
self.contents.draw_text(10,100,180,32,"种族",0)
self.contents.font.color = normal_color
for i in @element + 2..$data_system.elements.size - 1
if @target.element_rate(i) > 100
race = $data_system.elements[i]
break
end
end
if $game_variables[$eye_level] >= $eye_level_ability[3]
self.contents.draw_text(70,100,100,32,race,2)
else
self.contents.draw_text(70,100,100,32,$text_4_unknown,2)
end
# 目标是敌方角色的场合
if @target.is_a?(Game_Enemy)
# 描绘经验
self.contents.font.color = system_color
self.contents.draw_text(190,100 - 32 - 25,180-32,32,"经验",0)
self.contents.font.color = normal_color
if $game_variables[$eye_level] >= $eye_level_ability[4]
self.contents.draw_text(190,100 - 32 - 25,180 - 32,32,"#{@target.exp}",2)
else
self.contents.draw_text(190,100 - 32 - 25,180 - 32,32,$text_4_unknown,2)
end
# 描绘金钱
self.contents.font.color = system_color
self.contents.draw_text(190,100 - 32 ,180-32,32,$data_system.currency_unit.to_s,0)
self.contents.font.color = normal_color
if $game_variables[$eye_level] >= $eye_level_ability[5]
self.contents.draw_text(190,100 - 32,180-32,32,"#{@target.gold}",2)
else
self.contents.draw_text(190,100 - 32,180-32,32,$text_4_unknown,2)
end
# 描绘掉落物
self.contents.font.color = system_color
self.contents.draw_text(190,100 ,180,32,"掉落",0)
self.contents.font.color = normal_color
if $game_variables[$eye_level] >= $eye_level_ability[6]
for i in 0..2
case $data_enemies[@target.enemy_id].drop_items[i].kind
when 1
draw_item_name($data_items[$data_enemies[@target.enemy_id].drop_items[i].data_id],197,57 + 25 + 25 + 25) if $data_enemies[@target.enemy_id].drop_items[i].data_id > 0
when 2
draw_item_name($data_items[$data_enemies[@target.enemy_id].drop_items[i].data_id],197,57 + 25 + 25 + 25) if $data_enemies[@target.enemy_id].drop_items[i].data_id > 0
when 3
draw_item_name($data_items[$data_enemies[@target.enemy_id].drop_items[i].data_id],197,57 + 25 + 25 + 25) if $data_enemies[@target.enemy_id].drop_items[i].data_id > 0
end
end
else
self.contents.draw_text(197,57 + 75,180-32,32,$text_4_unknown,2)
end
end
# 描绘攻击
if $game_variables[$eye_level] >= $eye_level_ability[7]
draw_actor_param(@target, 10, 112 + 20, 0)
else
draw_actor_parameter_u(10, 112 + 20, 0)
end
# 描绘物理防御
if $game_variables[$eye_level] >= $eye_level_ability[8]
draw_actor_param(@target, 10, 144 + 20, 1)
else
draw_actor_parameter_u(10, 144 + 20, 1)
end
# 描绘魔法防御
if $game_variables[$eye_level] >= $eye_level_ability[9]
draw_actor_param(@target, 10, 176 + 20, 2)
else
draw_actor_parameter_u(10, 176 + 20, 2)
end
# 描绘力量
if $game_variables[$eye_level] >= $eye_level_ability[10]
draw_actor_param(@target, 10, 208 + 20, 3)
else
draw_actor_parameter_u(10, 208 + 20, 3)
end
# 描绘灵巧
if $game_variables[$eye_level] >= $eye_level_ability[11]
draw_actor_param(@target, 10, 240 + 20, 4)
else
draw_actor_parameter_u(10, 240 + 20, 4)
end
# 描绘速度
if $game_variables[$eye_level] >= $eye_level_ability[12]
draw_actor_param(@target, 10, 272 + 20, 5)
else
draw_actor_parameter_u(10, 272 + 20, 5)
end
# 描绘魔力
if $game_variables[$eye_level] >= $eye_level_ability[13]
draw_actor_param(@target, 10, 304 + 20, 6)
else
draw_actor_parameter_u(10, 304 + 20, 6)
end
# 描绘属性抵抗度
self.contents.font.color = system_color
self.contents.draw_text(190,153 + 12,180,32,"属性抵抗",0)
self.contents.font.color = normal_color
num = @element_max == 0 ? $data_system.elements.size : @element_max
y = 0
weaker = ""
weak = ""
resist = ""
guard = ""
recover = ""
race = ""
for i in 1..@element
case @target.element_rate(i)
when 151..200
weaker += $data_system.elements[i]
when 101..150
weak += $data_system.elements[i]
when 1..99
resist += $data_system.elements[i]
when 0
guard += $data_system.elements[i]
when -200..-1
recover += $data_system.elements[i]
end
end
if $game_variables[$eye_level] >= $eye_level_ability[14]
if weaker != ""
weaker += "超弱"
self.contents.draw_text(190,153 + 32+ 12,180,32,weaker,0)
y += 1
end
if weak != ""
weak += "弱点"
self.contents.draw_text(190,153 + 32+ 12 + 32 * y,180,32,weak,0)
y += 1
end
if resist != ""
resist += "抵抗"
self.contents.draw_text(190,153 + 32+ 12 + 32 * y,180,32,resist,0)
y += 1
end
if guard != ""
guard += "无效"
self.contents.draw_text(190,153 + 32+ 12 + 32 * y,180,32,guard,0)
y += 1
end
if recover != ""
recover += "吸收"
self.contents.draw_text(190,153 + 32+ 12 + 32 * y,180,32,recover,0)
end
else
self.contents.draw_text(190,153 + 32+ 12 + 32 * y,180,32,$text_4_unknown,0)
end
end
def draw_item_name(item, x, y)
if item == nil
return
end
#bitmap = RPG::Cache.icon(item.icon_name)
#self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
self.contents.font.color = normal_color
self.contents.draw_text(x + 28, y, 150, 32, item.name)
end
def draw_actor_parameter_u(x, y, type)
case type
when 0
parameter_name = $data_system.terms.params[2]
when 1
parameter_name = $data_system.terms.params[3]
when 2
parameter_name = $data_system.terms.params[5]
when 3
parameter_name = "力量"
when 4
parameter_name = "灵巧"
when 5
parameter_name = "敏捷"
when 6
parameter_name = "智力"
end
self.contents.font.color = system_color
self.contents.draw_text(x, y, 120, 32, parameter_name)
self.contents.font.color = normal_color
self.contents.draw_text(x + 120, y, 36, 32, $text_4_unknown, 2)
end
def draw_actor_hp(actor, x, y, width = 144)
# Draw "HP" text string
self.contents.font.color = system_color
self.contents.draw_text(x, y, 32, 32, $data_system.terms.basic[2])
# Calculate if there is draw space for MaxHP
if width - 32 >= 108
hp_x = x + width - 108
flag = true
elsif width - 32 >= 48
hp_x = x + width - 48
flag = false
end
# Draw HP
self.contents.font.color = actor.hp == 0 ? knockout_color :
actor.hp <= actor.mhp / 4 ? crisis_color : normal_color
if $game_variables[$eye_level] >= $eye_level_ability[1] and @show_hsp
self.contents.draw_text(hp_x, y, 48, 32, actor.hp.to_s, 2)
else
self.contents.draw_text(hp_x, y, 48, 32, $text_4_unknown, 2)
end
# Draw MaxHP
if flag
self.contents.font.color = normal_color
self.contents.draw_text(hp_x + 48, y, 12, 32, "/", 1)
if $game_variables[$eye_level] >= $eye_level_ability[2] and @show_hsp
self.contents.draw_text(hp_x + 60, y, 48, 32, actor.mhp.to_s)
else
self.contents.draw_text(hp_x + 60, y, 48, 32, $text_4_unknown)
end
end
end
def draw_actor_sp(actor, x, y, width = 144)
# Draw "MP" text string
self.contents.font.color = system_color
self.contents.draw_text(x, y, 32, 32, $data_system.terms.basic[4])
# Calculate if there is draw space for MaxHP
if width - 32 >= 108
sp_x = x + width - 108
flag = true
elsif width - 32 >= 48
sp_x = x + width - 48
flag = false
end
# Draw MP
self.contents.font.color = actor.mp == 0 ? knockout_color :
actor.mp <= actor.mmp / 4 ? crisis_color : normal_color
if $game_variables[$eye_level] >= $eye_level_ability[1] and @show_hsp
self.contents.draw_text(sp_x, y, 48, 32, actor.mp.to_s, 2)
else
self.contents.draw_text(sp_x, y, 48, 32, $text_4_unknown, 2)
end
# Draw MaxMP
if flag
self.contents.font.color = normal_color
self.contents.draw_text(sp_x + 48, y, 12, 32, "/", 1)
if $game_variables[$eye_level] >= $eye_level_ability[2] and @show_hsp
self.contents.draw_text(sp_x + 60, y, 48, 32, actor.mmp.to_s)
else
self.contents.draw_text(sp_x + 60, y, 48, 32, $text_4_unknown)
end
end
end
end
class Scene_Battle < Scene_Base
alias apply_item_effects_SOULSAGA apply_item_effects
def apply_item_effects(target, item)
#$game_message.add(item.note.to_s)
#@target_battlers = target
#for i in 1..$data_states.size - 1
# if $data_states[i].name == $探查状态名
# $探查状态ID = i
# break
#end
#end
item_id = 1
item_id = item.id if item.is_a?(RPG::Item)
if item.is_a?(RPG::Skill) and $data_skills[item.id].note.include?($探查状态名) or item.is_a?(RPG::Item) and $data_items[item_id].note.include?($探查状态名)
@eye_window = Window_cateyes.new
#for target in @target_battlers
#target.damage = ""
@eye_window.set_target(target)
for i in 0...120
Input.update
@eye_window.update
Graphics.update
@spriteset.update
if Input.trigger?(Input::C) or Input.trigger?(Input::B)
Audio.se_play('Audio/SE/decision3')
break
end
end
@eye_window.dispose
@eye_window = nil
end
apply_item_effects_SOULSAGA(target, item)
end
end
#==============================================================================
# 探查技能 BY绿发的Eclair
# 加強 BY snstar2006
#==============================================================================
移植完成..改了一下用法..
不懂脚本..第一次做移植..实在不容易.. |
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