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本帖最后由 redant 于 2009-8-10 23:09 编辑
【序】
算做个备份吧 以后回来也容易看
4.24 【关于雷子的《零之血嗜》引发的……】
TAG【桃花纷飞、图片旋转、事件脚本】
昨晚偶尔翻出雷子的标题作品 原来只是看看效果 昨儿算是正式开工程看了看
因为 有我想知道的效果 【桃花纷飞】- for i in 15..30
- $game_screen.pictures[i].show(
- "title_fly1.png",1,300+rand(40),
- 500+rand(40),rand(50),rand(50),255,1)
- $game_screen.pictures[i].rotate(rand(30))
- end
- for i in 31..40
- $game_screen.pictures[i].show(
- "title_fly2.png",1,300+rand(40),
- 500+rand(40),rand(50),rand(50),255,1)
- $game_screen.pictures[i].rotate(rand(30))
- end
- 循环
- for i in 15..40
- $game_screen.pictures[i].fly
- $game_screen.pictures[i].rotate(rand(30))
- end
- 以上反复
复制代码
- 26。显示图片
- $game_screen.pictures[图片编号].show("图片名字", 原点, 画面x坐标, 画面y坐标, x轴放大率, y轴放大率, 不透明度, 显示方式)
- 这个稍微复杂些,分开来讲会比较好~~~
- 图片名字就是要显示的图片的名字。
- 原点就是显示图片的原点位置,0代表左上,1代表中心。
- 画面的x坐标和y坐标就是图片原点的画面的x坐标和y坐标。
- x轴放大率和y轴放大率就是以原点为中心的x方向和y方向放大率,100为正常大小。
- 不透明度就是图片的不透明度,为0到255。
- 显示方式其实就是图片的合成方式,0是正常,1是加法,2是减法。
- 比如$game_screen.pictures[1].show("BunnyGod", 1, 320, 240, 100, 100, 255, 0)
- 就是在画面中心显示一张正常大小,完全不透明,显示方式为正常,编号为1的叫做BunnyGod的图片。
- 27。移动图片
- $game_screen.pictures[图片编号].move(移动时间, 原点, 画面x坐标, 画面y坐标, x轴放大率, y轴放大率, 不透明度, 显示方式)
- 原理和显示图片一样,由于图片已经显示,所以原本的图片名字也变成了移动时间。
- 比如$game_screen.pictures[1].move(20, 0, 0, 0, 100, 100, 0, 0)
- 就是在20帧内移动编号为1的图片并让其渐渐消失(注意:图片的移动都是渐变式的,不仅是位置,图片的大小和透明度也会跟着一起渐渐变化,就是用来做淡出和淡入图片用的。)。
- 28。旋转图片
- $game_screen.pictures[图片编号].rotate(旋转速度)
- 这个旋转速度是由什么来决定的呢?到底代表着什么?其实这个代表的就是图片在每1帧内的旋转角度,而不是“速度”,由于旋转角度大了,自然速度看起来就快。这个值可以是负数,用来决定旋转的方向。正数是顺时针转,负数是逆时针转。
- 比如$game_screen.pictures[1].rotate(18)就是让一号图片以每帧18度的速度旋转。
- 29。图片消失
- $game_screen.pictures[图片编号].erase
- 比如$game_screen.pictures[1].erase就是让编号为1的图片消失。
复制代码 rand(所有数) 雷子设定除了不透明度和显示方式以外 全部随机
fly 是自己定义的 让我好找= =|- #--------------------------------------------------------------------------
- # ● 以下内容应用在飞翔粒子刷新
- #--------------------------------------------------------------------------
- def fly
- if @number%3==1
- @x -= 6
- @y -= 6
- @opacity -=3
- elsif @number%3==2
- @x -= 4
- @y -= 4
- @opacity -=2
- else
- @x -= 3
- @y -= 3
- @opacity -=1
- end
- if @opacity < 5 or @x < -100 or @y < -300 or @y > 500
- @x = rand(900)+100
- @y = rand(360)+150
- @opacity = 200
- end
- end
复制代码 就能做出 花瓣纷飞 大小 旋转不一的情况 本贴由论坛斑竹redant结贴,如楼主认为问题未解决,请重新将此贴编辑为“有事请教”,并回帖叙述疑点即可~ ^-^- #==============================================================================
- class Window_Picture_Command2 < Window_Selectable
- attr_accessor :last_index
- attr_accessor :active
- attr_accessor :icon_name
- #--------------------------------------------------------------------------
- # ● 初始化对像
- # width : 窗口的宽
- # commands : 命令字符串序列
- #--------------------------------------------------------------------------
- def initialize(commands,type=2)
- # 由命令的个数计算出窗口的高
- super(0, 0, 640, 480)
- @item_max = commands.size
- @commands = commands
- @name_sprite = nil
- @dash = []
- @sprite = []
- @icon_name = icon_name
- @last_icon = @icon_name
- @count = 0
- @type = type
- @move_index = self.index
- self.opacity = 0
- self.contents = Bitmap.new(width - 32, @item_max * 32)
- refresh
- self.index = 0
- end
- #--------------------------------------------------------------------------
- # ● 刷新
- #--------------------------------------------------------------------------
- def refresh
- self.contents.clear
- @name_sprite.dispose unless @name_sprite.nil?
-
-
- for sprite in @sprite
- sprite.dispose unless sprite.nil?
- end
- @name_sprite = nil
- draw_com_name #if Momo_IconCommand::COM_NAME_DROW
- @sprite = []
-
- for i in 0...@item_max
-
- draw_picture_item(i, @type)
- end
-
- end
- #--------------------------------------------------------------------------
- # ● 释放
- #--------------------------------------------------------------------------
- def dispose
- super
- for index in @dash
- if @sprite[index] != nil
- @sprite[index].dispose
- @sprite[index].bitmap.dispose
- end
- end
- end
- #--------------------------------------------------------------------------
- # ● 描绘图片项目
- # index : 项目编号
- # type : 描绘类型
- # type = 1 只支持键盘
- # type = 2 双面支持
- #--------------------------------------------------------------------------
- def draw_picture_item(index, type)
- @sprite[index] = Sprite.new
- @sprite[index].z = 9998
- if @commands[index][0] == nil
- p "图片名设置有误"
- end
- if @commands[index][1] == nil
- p "图片X坐标设置有误"
- end
- if @commands[index][2] == nil
- p "图片Y坐标设置有误"
- end
- bitmap = RPG::Cache.picture(@commands[index][0])
-
-
-
- @sprite[index].bitmap = bitmap
- @sprite[index].x = @commands[index][1]
- @sprite[index].y = @commands[index][2]
- @sprite[index].index = index
- for i in [email protected]
- @sprite[i].update
- end
-
- # @sprite[index].update
- if $xiaoshi == true
- @sprite[index].opacity = 0
- end
-
- if @sprite[index].index != self.index
- @sprite[index].opacity = 155
- else
- @sprite[index].opacity = 255
- end
- @dash.push(index)
- end
- #--------------------------------------------------------------------------
- # ● 刷新图片项目
- #--------------------------------------------------------------------------
- def update_item
- if Mouse.get_mouse_pos != nil
- $mouse_x,$mouse_y = Mouse.get_mouse_pos
- end
- if @type == 2 and $stop == false
- for index in @dash
- if @sprite[index] != nil
- top_x = @sprite[index].x
- top_y = @sprite[index].y
- bottom_x = top_x + @sprite[index].bitmap.width
- bottom_y = top_y + @sprite[index].bitmap.height
- if ($mouse_x > top_x) and ($mouse_y > top_y) and
- ($mouse_x < bottom_x) and ($mouse_y < bottom_y)
- self.index = @sprite[index].index
- if @move_index != self.index
- if $xiaoshi == true
- else
- Se.ok
- end
-
- @move_index = self.index
- end
- end
- if $xiaoshi == true
- @sprite[index].opacity = 0
- else
- if @sprite[index].index != self.index
- @sprite[index].opacity = 240
-
-
- else
- @sprite[index].opacity = 255
- end
- end
-
-
- end
- end
- elsif @type == 1
- for index in @dash
- if @sprite[index].index != self.index
- @sprite[index].opacity = 155
- else
- @sprite[index].opacity = 255
- end
- end
- end
-
- end
- #--------------------------------------------------------------------------
- # ● 图片项目无效化
- # index : 项目编号
- #--------------------------------------------------------------------------
- def disable_item(index)
- @sprite[index].opacity = 155
- end
-
- #--------------------------------------------------------------------------
- # ● 刷新
- #--------------------------------------------------------------------------
- alias window_picture_command_update update
- def update
-
- window_picture_command_update
- update_item
- icon_update
- com_name_update
-
-
- if @active
- @count += 1
- icon_flash
- @count = 0 if @count == 20
- else
- @count = 0
- end
-
- if self.active
- # 判断当前光标位置
- case @last_index
- when 0 # 攻击
- # 方向键下被按下的情况下
- if Input.repeat?(Input::DOWN)
- # 光标指向物品
- $game_system.se_play($data_system.cursor_se)
- @index = 3
- end
- # 方向键上被按下的情况下
- if Input.repeat?(Input::UP)
- # 光标指向攻击
- $game_system.se_play($data_system.cursor_se)
- @index = 3
- end
- # 方向键右被按下的情况下
- if Input.repeat?(Input::RIGHT)
- # 光标指向防御
- $game_system.se_play($data_system.cursor_se)
- @index = 2
- end
- # 方向键左被按下的情况下
- if Input.repeat?(Input::LEFT)
- # 光标指向法术
- $game_system.se_play($data_system.cursor_se)
- @index = 1
- end
- when 1 # 法术
- # 方向键下被按下的情况下
- if Input.repeat?(Input::DOWN)
- # 光标指向物品
- $game_system.se_play($data_system.cursor_se)
- @index = 3
- end
- # 方向键上被按下的情况下
- if Input.repeat?(Input::UP)
- # 光标指向攻击
- $game_system.se_play($data_system.cursor_se)
- @index = 0
- end
- # 方向键右被按下的情况下
- if Input.repeat?(Input::RIGHT)
- # 光标指向防御
- $game_system.se_play($data_system.cursor_se)
- @index = 2
- end
- # 方向键左被按下的情况下
- if Input.repeat?(Input::LEFT)
- # 光标指向法术
- $game_system.se_play($data_system.cursor_se)
- @index = 2
- end
- when 2 # 防御
- # 方向键下被按下的情况下
- if Input.repeat?(Input::DOWN)
- # 光标指向物品
- $game_system.se_play($data_system.cursor_se)
- @index = 3
- end
- # 方向键上被按下的情况下
- if Input.repeat?(Input::UP)
- # 光标指向攻击
- $game_system.se_play($data_system.cursor_se)
- @index = 0
- end
- # 方向键右被按下的情况下
- if Input.repeat?(Input::RIGHT)
- # 光标指向防御
- $game_system.se_play($data_system.cursor_se)
- @index = 1
- end
- # 方向键左被按下的情况下
- if Input.repeat?(Input::LEFT)
- # 光标指向技能
- $game_system.se_play($data_system.cursor_se)
- @index = 1
- end
- when 3 # 物品
- # 方向键下被按下的情况下
- if Input.repeat?(Input::DOWN)
- # 光标指向物品
- $game_system.se_play($data_system.cursor_se)
- @index = 0
- end
- # 方向键上被按下的情况下
- if Input.repeat?(Input::UP)
- # 光标指向攻击
- $game_system.se_play($data_system.cursor_se)
- @index = 0
- end
- # 方向键右被按下的情况下
- if Input.repeat?(Input::RIGHT)
- # 光标指向防御
- $game_system.se_play($data_system.cursor_se)
- @index = 2
- end
- # 方向键左被按下的情况下
- if Input.repeat?(Input::LEFT)
- # 光标指向法术
- $game_system.se_play($data_system.cursor_se)
- @index = 1
- end
- end
- @last_index = self.index
- end
-
- end
- #--------------------------------------------------------------------------
- # ● 更新光标举行
- #--------------------------------------------------------------------------
- def update_cursor_rect
- if @index < 0
- self.cursor_rect.empty
- return
- end
- row = @index / @column_max
- if row < self.top_row
- self.top_row = row
- end
- if row > self.top_row + (self.page_row_max - 1)
- self.top_row = row - (self.page_row_max - 1)
- end
- cursor_width = self.width / @column_max - 32
- x = @index % @column_max * (cursor_width + 32)
- y = @index / @column_max * 32 - self.oy
- self.cursor_rect.set(x+5000, y, cursor_width, 32)
- end
-
- #######################
- def draw_com_name
- @name_sprite = Sprite_Comm_Name.new(nil, get_com_name)
- end
- ####################
- def icon_update
- for i in [email protected]
- @sprite[i].update
- end
- end
-
-
- def icon_flash
- if @count % 20 == 0 or @count == 2
- @sprite[index].flash(Color.new(255, 255, 255, 128), 10)
- end
- end
- ############
- def text_reset
- @count = 0
- @x_plus = 0
- self.bitmap.clear
- src_rect = Rect.new(0, -5, 560, 128)
- back_help = Bitmap.new("Graphics/system/menu/back/特技框.png")
- self.bitmap.blt(0, -5, back_help, src_rect, 255)
-
- #定义蓝色(很PL 不是吗?) Momo_IconCommand::COM_NAME_COLOR
- self.bitmap.font.size = 16
- #文字的大小
-
-
- case @name
- when "攻击"
- self.bitmap.font.color = Color.new(255, 10, 10, 255)
- when "特技"
- self.bitmap.font.color = Color.new(255, 255, 0, 255)
- when "物品"
- self.bitmap.font.color = Color.new(5, 255, 0, 255)
- when"防御"
- self.bitmap.font.color = Color.new(5, 20, 255, 255)
- end
- self.bitmap.draw_text(25, 0, 260, 32, @name)
- end
-
-
- def com_name_update
- # if move_index?
- @name_sprite.name = get_com_name
-
- if self.x<100#80
- @name_sprite.x = self.x + 275
- elsif self.x < 200#150
- @name_sprite.x = self.x + 279
- else self.x < 300#220
- @name_sprite.x = self.x + 282
- end
-
- if self.y<200#190
- @name_sprite.y = 145
- elsif self.y < 300#250
- @name_sprite.y = 210
- else self.y < 400#320
- @name_sprite.y= 295
- end
-
-
- # 文字出现的坐标 以固定在下面
-
- #+ Momo_IconCommand::COM_NAME_Y_PLUS
- @name_sprite.z = 9998 #self.z + 1
- @name_sprite.active = self.active
- @name_sprite.visible = self.visible
- @name_sprite.update
- end
- def get_com_name
- make_name_set if @name_set.nil?
- name = @name_set[self.index]
- name = "" if name.nil?
- return name
- end
- def make_name_set
- @name_set = []
- @name_set[0] = Momo_IconCommand::ATTACK_NAME
- @name_set[1] = Momo_IconCommand::SKILL_NAME
- @name_set[2] = Momo_IconCommand::GUARD_NAME
- @name_set[3] = Momo_IconCommand::ITEM_NAME
- #@name_set[4] = Momo_IconCommand::ESCAPE_NAME
- end
- def move_index?
- return self.index != @last_index
- end
- def need_reset
- @name_sprite.need_reset = true# if Momo_IconCommand::COM_NAME_DROW
- end
- def need_reset?
- return (@name != @last_name or @need_reset)
- end
- end
- #==============================================================================
- # ■ Se
- #------------------------------------------------------------------------------
- # ■ 音效模块
- #==============================================================================
- module Se
- def self.ok
- $game_system.se_play($data_system.cursor_se)
- end
- def self.no
- $game_system.se_play($data_system.cancel_se)
- end
- end
- #==============================================================================
- # ■ Sprite
- #------------------------------------------------------------------------------
- # ■ index 选择光标
- #==============================================================================
- class Sprite
- attr_accessor :index
-
- end
复制代码 鼠标结合图标战斗的脚本 部分功能没实现 不过我要的功能还有 哇卡 足够了- #==============================================================================
- # ■ 完整鼠标系统(八方向)
- #------------------------------------------------------------------------------
- # 使用时务必配合专用寻路算法
- # By whbm
- #==============================================================================
- #下面做一下介绍与使用说明:
- # 在屏幕上单击鼠标的时候,会自动进行寻路,这里为了速度更快并且为了进行迷
- #宫时的难度寻路被限定在当时的屏幕内部。(否则玩家直接点到终点,呵呵....知道
- #后果了吧)
- # 在角色移动过程中再次单击鼠标(即双击)并在单击第二次鼠标的时候不松手,
- #角色将会跟随鼠标方向移动。(这个应该好理解,不用多说吧)当角色贴着欲被启动
- #的事件的时候,单击NPC即可启动事件。若未贴着,将会产生自动寻路到NPC附近的某
- #点,那时在单击NPC即可。
- # 当鼠标停在某些事件上时候会发现有不同的图标,设置方法为:宝箱事件请在事
- #件的执行内容中添加 注释,注释内容为 Item 注意大小写。NPC事件请在事件的执行
- #内容中添加 注释注释内容为 NPC 注意大小写。若不箱改变某事件的图标,则不要写
- #那两个注释。
- # 当把脚本转到您工程的时候千万别忘了那个寻路用的脚本。
- #==============================================================================
- class Game_Event
- attr_accessor :flag
- end
- #==============================================================================
- # ■ Game_Map
- #------------------------------------------------------------------------------
- # 处理地图的类。包含卷动以及可以通行的判断功能。
- # 本类的实例请参考 $game_map 。
- #==============================================================================
- class Game_Map
- def show_rate(event)
- return 1
- end
- #--------------------------------------------------------------------------
- # ● 检查鼠标处是否有自定义的事件并返回类型
- #--------------------------------------------------------------------------
- def check_event_custom(mouse_x, mouse_y)
- for event in $game_map.events.values #循环所有事件检查
- rate = show_rate(event)
- event_width = (RPG::Cache.character(event.character_name,event.character_hue).width / $c3_每一步的帧数) * rate
- event_height = (RPG::Cache.character(event.character_name,event.character_hue).height / 8) * rate
- if mouse_x > event.screen_x - event_width / 2 and mouse_x < event.screen_x + event_width / 2 and mouse_y + 32 > event.screen_y + 32 - event_height and mouse_y + 32 < event.screen_y + 32
- for i in 0...event.list.size
- if event.list[i].parameters[0] == "Item" #类型判断
- event.flag = 1
- elsif event.list[i].parameters[0] == "Npc" #类型判断
- event.flag = 2
- elsif event.list[i].parameters[0] == "Place"
- event.flag = 3
- else
- event.flag = 0 if $game_player.get_mouse_sta != 3 #无标志
- end
- return event.flag #返回事件类型标志
- end
- end
- end
- return 0 if $game_player.get_mouse_sta != 3 #如果不是在跟随鼠标状态,则返回无标志
- return $mouse_icon_id #使鼠标图不变化
- end
- #--------------------------------------------------------------------------
- # ● 检查鼠标处是否有事件可以开启
- #--------------------------------------------------------------------------
- def check_event_custom_start(mouse_x, mouse_y)
- for event in $game_map.events.values #循环所有事件检查
- #事件角色图片宽度、高度
- rate = show_rate(event)
- event_width = (RPG::Cache.character(event.character_name,event.character_hue).width / $c3_每一步的帧数) * rate
- event_height = (RPG::Cache.character(event.character_name,event.character_hue).height / 8) * rate
- #判断是否鼠标在事件上
- if mouse_x > event.screen_x - event_width / 2 and mouse_x < event.screen_x + event_width / 2 and mouse_y + 32 > event.screen_y + 32 - event_height and mouse_y + 32 < event.screen_y + 32
- way_x = $game_player.x - event.x
- way_y = $game_player.y - event.y
- if [1,0,-1].include?($game_player.x-event.x) and [1,0,-1].include?($game_player.y-event.y)
- for i in 0...event.list.size
- if ["Item","Npc","Place"].include?(event.list[i].parameters[0]) #当事件属于自定义事件
- #判断主角朝向
- if way_x == -1
- p_direction = 3 if way_y == -1
- p_direction = 6 if way_y == 0
- p_direction = 9 if way_y == 1
- elsif way_x == 0
- p_direction = 2 if way_y == -1
- p_direction = 8 if way_y == 1
- else
- p_direction = 1 if way_y == -1
- p_direction = 4 if way_y == 0
- p_direction = 7 if way_y == 1
- end
- event.start #开启事件
- return 1, p_direction #返回即将开启事件以及角色朝向
- end
- end
- end
- end
- end
- return 0, 5 #返回不会开启事件以及角色朝向不变
- end
- #--------------------------------------------------------------------------
- # ● 检查鼠标处是否存在自定义事件 for 寻路
- #--------------------------------------------------------------------------
- def check_event_custom_exist(mouse_x, mouse_y)
- for event in $game_map.events.values #循环所有事件检查
- #事件角色图片宽度、高度
- rate = show_rate(event)
- event_width = (RPG::Cache.character(event.character_name,event.character_hue).width / $c3_每一步的帧数) * rate
- event_height = (RPG::Cache.character(event.character_name,event.character_hue).height / 8) * rate
- if mouse_x > event.screen_x - event_width / 2 and mouse_x < event.screen_x + event_width / 2 and mouse_y + 32 > event.screen_y + 32 - event_height and mouse_y + 32 < event.screen_y + 32
- for i in 0...event.list.size
- return 1, event if ["Item", "Npc","Place"].include?(event.list[i].parameters[0]) #返回存在自定义事件以及事件体
- end
- end
- end
- return 0, event #返回不存在自定义事件,以及事件体
- end
- end
- #=================以下两个用来调整战斗时的手感问题,可以自己试试。
- $敌人选框扩大 = 20
- $角色选框扩大 = 30
- #==============================================================================
- # ● API调用
- #==============================================================================
- $ShowCursor = Win32API.new("user32", "ShowCursor", 'i', 'l')
- $GetCursorPos = Win32API.new("user32", "GetCursorPos", 'p', 'i')
- $ScreenToClient = Win32API.new("user32", "ScreenToClient", 'ip', 'i')
- $GetActiveWindow = Win32API.new("user32", "GetActiveWindow", nil, 'l')
- $Window_HWND = $GetActiveWindow.call
- $GetKeyState = Win32API.new("user32", "GetKeyState", 'i', 'i')
- module Mouse
- LEFT = 0x01
- RIGHT = 0x02
- #---------------------------
- # ● 等待函数
- #----------------------------
- def self.wait(duration)
- for i in 0...duration
- #update所有 尤其是queding 以及图像
-
- # Input.update
- # update
-
- # hua_d
- # queding
- break if i >= duration
- end
- end
- #############################
- def self.init(sprite = nil)
- $ShowCursor.call(0)
-
- @show_cursor = false
- #############################
- @mouse_sprite = Sprite.new
- @mouse_sprite.z = 99999
- # @mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/mouse')
- # @mouse_sprite.src_rect.set(0,0,32,32)
- @j = 0
- @k = 0
- ##########################
- @left_press = false
- @right_press = false
- @left_trigger = false
- @right_trigger = false
- @left_repeat = false
- @right_repeat = false
- @click_lock = false
-
- update
- end
-
- def self.exit
- @mouse_sprite.bitmap.dispose
- @mouse_sprite.dispose
- @show_cursor = true
- $ShowCursor.call(1)
- end
- def self.mouse_debug
- return @mouse_debug.bitmap
- end
- def self.update
- ############################
-
- # wait(8)
- @mouse_sprite.src_rect.set(0+@j*32,0+@k*32,32,32)
-
- if @j >=3
- @j = 0
- @k += 1
- if @k >= 7
- @k = 0
- end
-
- end
- #@j+=1 下次变换图片
- @j+=1
- #########################
- left_down = $GetKeyState.call(0x01)
- right_down = $GetKeyState.call(0x02)
- if Graphics.frame_count * 3 / Graphics.frame_rate != @total_sec
- @total_sec = Graphics.frame_count * 3 / Graphics.frame_rate
- @a = !@a
- end
- if $scene.is_a?(Scene_Map) == false
- $mouse_icon_id = 0
- end
- if $mouse_icon_id != $mouse_icon_id_last
- case $mouse_icon_id
- when 1
- @mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/GetItem')
- when 2
- @mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/TalkTo')
- when 3
- @mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/Mouse')
- when 11
- @mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/Mouse')
- when 12
- @mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/Mouse')
- when 13
- @mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/Mouse')
- when 14
- @mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/Mouse')
- when 16
- @mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/Mouse')
- when 17
- @mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/Mouse')
- when 18
- @mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/Mouse')
- when 19
- @mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/Mouse')
- when 0
- @mouse_sprite.bitmap = Bitmap.new('Graphics/Icons/mouse')
- end
- @mouse_sprite.src_rect.set(0,0,32,32)
- $mouse_icon_id_last = $mouse_icon_id
- end
- @click_lock = false
- mouse_x, mouse_y = self.get_mouse_pos
- if @mouse_sprite != nil
- @mouse_sprite.x = mouse_x
- @mouse_sprite.y = mouse_y
- end
- if left_down[7] == 1
- @left_repeat = (not @left_repeat)
- @left_trigger = (not @left_press)
- @left_press = true
- else
- @left_press = false
- @left_trigger = false
- @left_repeat = false
- end
- if right_down[7] == 1
- @right_repeat = (not @right_repeat)
- @right_trigger = (not @right_press)
- @right_press = true
- else
- @right_press = false
- @right_trigger = false
- @right_repeat = false
- end
- end
- def self.get_mouse_pos
- point_var = [0, 0].pack('ll')
- if $GetCursorPos.call(point_var) != 0
- if $ScreenToClient.call($Window_HWND, point_var) != 0
- x, y = point_var.unpack('ll')
- if (x < 0) or (x > 10000) then x = 0 end
- if (y < 0) or (y > 10000) then y = 0 end
- if x > 640 then x = 640 end
- if y > 480 then y = 480 end
- return x, y
- else
- return 0, 0
- end
- else
- return 0, 0
- end
- end
- ##############################K'#######################################
- def self.kk_trigger?(mouse_code)
- if mouse_code == LEFT
- return @left_trigger
- elsif mouse_code == RIGHT
- return @right_trigger
- else
- return false
- end
- end
-
- def self.in?(rect)
- mouse_x, mouse_y = Mouse.get_mouse_pos
- return (mouse_x > rect.x and mouse_x < rect.x + rect.width and mouse_y > rect.y and mouse_y < rect.y + rect.height)
- end
- ##############################K'#######################################
- def self.press?(mouse_code)
- if mouse_code == LEFT
- if @click_lock
- return false
- else
- return @left_press
- end
- elsif mouse_code == RIGHT
- return @right_press
- else
- return false
- end
- end
- def self.trigger?(mouse_code)
- if mouse_code == LEFT
- if @click_lock
- return false
- else
- return @left_trigger
- end
- elsif mouse_code == RIGHT
- return @right_trigger
- else
- return false
- end
- end
- def self.repeat?(mouse_code)
- if mouse_code == LEFT
- if @click_lock
- return false
- else
- return @left_repeat
- end
- elsif mouse_code == RIGHT
- return @right_repeat
- else
- return false
- end
- end
- def self.click_lock?
- return @click_lock
- end
- def self.click_lock
- @click_lock = true
- end
- def self.click_unlock
- @click_lock = false
- end
- end
- module Input
- if @self_update == nil
- @self_update = method('update')
- @self_press = method('press?')
- @self_trigger = method('trigger?')
- @self_repeat = method('repeat?')
- end
- def self.update
- @self_update.call
- Mouse.update
- end
- def self.press?(key_code)
- if @self_press.call(key_code)
- return true
- end
- if key_code == C
- return Mouse.press?(Mouse::LEFT)
- elsif key_code == B
- return Mouse.press?(Mouse::RIGHT)
- else
- return @self_press.call(key_code)
- end
- end
- def self.trigger?(key_code)
- if @self_trigger.call(key_code)
- return true
- end
- if key_code == C
- return Mouse.trigger?(Mouse::LEFT)
- elsif key_code == B
- return Mouse.trigger?(Mouse::RIGHT)
- else
- return @self_trigger.call(key_code)
- end
- end
- def self.repeat?(key_code)
- if @self_repeat.call(key_code)
- return true
- end
- if key_code == C
- return Mouse.repeat?(Mouse::LEFT)
- elsif key_code == B
- return Mouse.repeat?(Mouse::RIGHT)
- else
- return @self_repeat.call(key_code)
- end
- end
- end
- ##################################K'################################
- class Window_Selectable
-
- if @self_alias == nil
- alias self_update update
- @self_alias = true
- end
- def update
- self_update
-
- if self.active and @item_max > 0
- index_var = @index
- tp_index = @index
- mouse_x, mouse_y = Mouse.get_mouse_pos
- mouse_not_in_rect = true
- for i in (top_row * @column_max)...[@item_max ,top_row * @column_max + page_item_max].min
- @index = i
- update_cursor_rect
- top_x = self.cursor_rect.x + self.x + 16
- top_y = self.cursor_rect.y + self.y + 16
- bottom_x = top_x + self.cursor_rect.width
- bottom_y = top_y + self.cursor_rect.height
- if (mouse_x > top_x) and (mouse_y > top_y) and
- (mouse_x < bottom_x) and (mouse_y < bottom_y)
- mouse_not_in_rect = false
- if tp_index != @index
- tp_index = @index
- $game_system.se_play($data_system.cursor_se)
- end
- break
- end
- end
- if mouse_not_in_rect
- @index = index_var
- update_cursor_rect
- Mouse.click_lock
- if Mouse.kk_trigger?(Mouse::LEFT)
- x1 = self.x + self.contents.width / 2 + 8
- y1 = self.y + self.height - 16 #
- y2 = self.y - 4
- rect_down = Rect.new(x1,y1,24,24)
- rect_up = Rect.new(x1,y2,24,24)
- # p Mouse.get_mouse_pos , rect_down
- if Mouse.in?(rect_down)
- if self.top_row + (self.page_row_max - 1) < (self.row_max - 1)
- # 光标向后移动一页
- $game_system.se_play($data_system.cursor_se)
- @index = [@index + self.page_item_max, @item_max - 1].min
- self.top_row += self.page_row_max
- end
- end
- if Mouse.in?(rect_up)
- if self.top_row > 0
- # 光标向前移动一页
- $game_system.se_play($data_system.cursor_se)
- @index = [@index - self.page_item_max, 0].max
- self.top_row -= self.page_row_max
- end
- end
- end
- else
- Mouse.click_unlock
- end
- end
- end
- end
- ##################################K'################################
- class Window_NameInput
- if @self_alias == nil
- alias self_update update
- @self_alias = true
- end
- def update
- self_update
- if self.active
- index_var = @index
- mouse_x, mouse_y = Mouse.get_mouse_pos
- mouse_not_in_rect = true
- for i in (0...CHARACTER_TABLE.size).to_a.push(180)
- @index = i
- update_cursor_rect
- top_x = self.cursor_rect.x + self.x + 16
- top_y = self.cursor_rect.y + self.y + 16
- bottom_x = top_x + self.cursor_rect.width
- bottom_y = top_y + self.cursor_rect.height
- if (mouse_x > top_x) and (mouse_y > top_y) and
- (mouse_x < bottom_x) and (mouse_y < bottom_y)
- mouse_not_in_rect = false
- break
- end
- end
- if mouse_not_in_rect
- @index = index_var
- update_cursor_rect
- Mouse.click_lock
- else
- Mouse.click_unlock
- end
- end
- end
- end
- class Window_InputNumber
- if @self_alias == nil
- alias self_update update
- @self_alias = true
- end
- def update
- self_update
- mouse_x, mouse_y = Mouse.get_mouse_pos
- if self.active and @digits_max > 0
- index_var = @index
- mouse_not_in_rect = true
- for i in 0...@digits_max
- @index = i
- update_cursor_rect
- top_x = self.cursor_rect.x + self.x + 16
- bottom_x = top_x + self.cursor_rect.width
- if (mouse_x > top_x) and (mouse_x < bottom_x)
- mouse_not_in_rect = false
- break
- end
- end
- if mouse_not_in_rect
- @index = index_var
- update_cursor_rect
- Mouse.click_lock
- else
- Mouse.click_unlock
- end
- end
- if @last_mouse_y == nil
- @last_mouse_y = mouse_y
- end
- check_pos = (@last_mouse_y - mouse_y).abs
- if check_pos > 10
- $game_system.se_play($data_system.cursor_se)
- place = 10 ** (@digits_max - 1 - @index)
- n = @number / place % 10
- @number -= n * place
- n = (n + 1) % 10 if mouse_y < @last_mouse_y
- n = (n + 9) % 10 if mouse_y > @last_mouse_y
- @number += n * place
- refresh
- @last_mouse_y = mouse_y
- end
- end
- end
- class Scene_File
- if @self_alias == nil
- alias self_update update
- @self_alias = true
- end
- def update
- mouse_x, mouse_y = Mouse.get_mouse_pos
- Mouse.click_lock
- idx = 0
- for i in @savefile_windows
- top_x = i.x + 16
- top_y = i.y + 16
- bottom_x = top_x + i.width
- bottom_y = top_y + i.height
- if (mouse_x > top_x) and (mouse_y > top_y) and
- (mouse_x < bottom_x) and (mouse_y < bottom_y)
- i.selected = true
- if @file_index != idx
- @file_index = idx
- $game_system.se_play($data_system.cursor_se)
- end
- Mouse.click_unlock
- else
- i.selected = false
- end
- idx += 1
- end
- self_update
- end
- end
- class Arrow_Enemy
- if @self_alias == nil
- alias self_update update
- @self_alias = true
- end
- def update
- mouse_x, mouse_y = Mouse.get_mouse_pos
- idx = 0
- for i in $game_troop.enemies do
- if i.exist?
- top_x = i.screen_x - self.ox
- top_y = i.screen_y - self.oy
- bottom_x = top_x + self.src_rect.width
- bottom_y = top_y + self.src_rect.height
- if (mouse_x > top_x - $敌人选框扩大) and (mouse_y > top_y - $敌人选框扩大) and
- (mouse_x < bottom_x + $敌人选框扩大) and (mouse_y < bottom_y + $敌人选框扩大)
- if @index != idx
- $game_system.se_play($data_system.cursor_se)
- @index = idx
- end
- end
- end
- idx += 1
- end
- self_update
- end
- end
- class Arrow_Actor
- if @self_alias == nil
- alias self_update update
- @self_alias = true
- end
- def update
- mouse_x, mouse_y = Mouse.get_mouse_pos
- idx = 0
- for i in $game_party.actors do
- # if i.exist?
- top_x = i.screen_x - self.ox
- top_y = i.screen_y - self.oy
- bottom_x = top_x + self.src_rect.width
- bottom_y = top_y + self.src_rect.height
- if (mouse_x > top_x - $角色选框扩大) and (mouse_y > top_y - $角色选框扩大) and
- (mouse_x < bottom_x + $角色选框扩大) and (mouse_y < bottom_y + $角色选框扩大)
- if @index != idx
- $game_system.se_play($data_system.cursor_se)
- @index = idx
- # end
- end
- end
- idx += 1
- end
- self_update
- end
- end
- #==============================================================================
- # ■ Game_Player
- #------------------------------------------------------------------------------
- # 处理主角的类。事件启动的判定、以及地图的滚动等功能。
- # 本类的实例请参考 $game_player。
- # 鼠标控制角色的主程序
- #==============================================================================
- class Game_Player
- if @self_alias == nil
- alias self_update update
- @self_alias = true
- end
- #--------------------------------------------------------------------------
- # ● 得到鼠标的状态
- #--------------------------------------------------------------------------
- def get_mouse_sta
- return @mouse_sta
- end
- #--------------------------------------------------------------------------
- # ● 完整鼠标系统
- #--------------------------------------------------------------------------
- def update
- mouse_x, mouse_y = Mouse.get_mouse_pos
- @mtp_x = mouse_x
- @mtp_y = mouse_y
- unless $game_system.map_interpreter.running? and @mouse_sta == 2 #鼠标状态不为跟随状态
- #得到鼠标图标方向
- $mouse_icon_id = $game_map.check_event_custom(mouse_x,mouse_y) if not [11, 12, 13, 14, 16, 17, 18, 19].include?($mouse_icon_id)
- else
- #令鼠标图标为正常
- $mouse_icon_id = 0 if @mouse_sta != 2
- end
-
- #单击鼠标时进行判断寻路或跟随
- if Mouse.trigger?(Mouse::LEFT) #当点击鼠标时
- unless $game_system.map_interpreter.running? or
- @move_route_forcing or $game_temp.message_window_showing #各种无效情况的排除
- #初始化
- @mouse_sta = 1
- p_direction = 5
- #检查鼠标处能否开启事件
- event_start,p_direction = $game_map.check_event_custom_start(mouse_x, mouse_y)
- #若在移动中再次点击鼠标左键(即双击左键),则改鼠标状态为跟随状态
- @mouse_sta = 2 if @paths_id != nil and @paths_id != @paths.size
- if @mouse_sta != 2
- #鼠标状态不为跟随状态则取数据并初始化路径
- trg_x = (mouse_x + $game_map.display_x / 4) / 32
- trg_y = (mouse_y + $game_map.display_y / 4) / 32
- @paths = []
- @paths_id = 0
- if event_start == 0 #若不能开启事件
- if trg_x != $game_player.x or trg_y != $game_player.y #若目标不为自身则开始寻路
- find_path = Find_Path.new
- @paths = find_path.find_player_short_path(trg_x, trg_y, @mtp_x, @mtp_y)
- end
- else #若能开启事件则改变角色朝向
- @direction = p_direction
- end
- end
- end
- end
- #开始移动
- if @mouse_sta != nil and @mouse_sta == 1 #若鼠标状态为寻路状态
- unless moving? or $game_system.map_interpreter.running? or
- @move_route_forcing or $game_temp.message_window_showing #排除无效情况
- if @paths_id != nil and @paths != nil and @paths_id <= @paths.size #若没有完成路径
- case @paths[@paths_id] #判断路径
- when 6
- @last_move_x = true
- move_right
- @paths_id += 1
- @direction = 6
- when 4
- @last_move_x = true
- move_left
- @paths_id += 1
- @direction = 4
- when 2
- @last_move_x = false
- move_down
- @direction = 2
- @paths_id += 1
- when 8
- @last_move_x = false
- move_up
- @direction = 8
- @paths_id += 1
- #斜四方向
- when 1
- @last_move_x = false
- move_lower_left
- @direction = 1
- @paths_id += 1
- when 3
- @last_move_x = false
- move_lower_right
- @direction = 3
- @paths_id += 1
- when 7
- @last_move_x = false
- move_upper_left
- @direction = 7
- @paths_id += 1
- when 9
- @last_move_x = false
- move_upper_right
- @direction = 9
- @paths_id += 1
- end
- end
- end
- elsif @paths != nil and @mouse_sta == 2 #当鼠标状态为跟随,且在移动中
- if Mouse.press?(Mouse::LEFT) #持续按住鼠标
- unless moving? or $game_system.map_interpreter.running? or
- @move_route_forcing or $game_temp.message_window_showing #排除无效情况
- #跟随方向判断并跟随
- rate = $game_map.show_rate(self)
- width = (RPG::Cache.character(self.character_name,self.character_hue).width / $c3_每一步的帧数) * rate
- height = (RPG::Cache.character(self.character_name,self.character_hue).height / 8) * rate
- self_ox = (self.screen_x - width / 2 + self.screen_x + width / 2) / 2
- self_oy = (self.screen_y - height + self.screen_y) / 2
- #self_ox = self.screen_x
- #self_oy = self.screen_y
- if (@mtp_x - self_ox)*(@mtp_x - self_ox) + (@mtp_y - self_oy)*(@mtp_y - self_oy) >= 961
- if @mtp_x > self_ox
- if self_oy - @mtp_y < 0.4 * (@mtp_x - self_ox) and
- @mtp_y - self_oy < 0.4 * (@mtp_x - self_ox)
- move_right
- $mouse_icon_id = 16
- @direction = 6
- end
- if @mtp_y - self_oy > - 0.4 * ( self_ox - @mtp_x ) and
- @mtp_y - self_oy < - 2.4 * ( self_ox - @mtp_x )
- move_lower_right
- $mouse_icon_id = 13
- @direction = 3
- end
- if @mtp_y - self_oy < 0.4 * ( self_ox - @mtp_x ) and
- @mtp_y - self_oy > 2.4 * ( self_ox - @mtp_x )
- move_upper_right
- $mouse_icon_id = 19
- @direction = 9
- end
- if @mtp_y - self_oy > 2.4 * ( @mtp_x - self_ox )
- move_down
- $mouse_icon_id = 12
- @direction = 2
- end
- if @mtp_y - self_oy < - 2.4 * ( @mtp_x - self_ox )
- move_up
- $mouse_icon_id = 18
- @direction = 8
- end
- end
- if @mtp_x < self_ox
- if @mtp_y - self_oy > - 0.4 * ( self_ox - @mtp_x ) and
- @mtp_y - self_oy < 0.4 * ( self_ox - @mtp_x )
- move_left
- $mouse_icon_id = 14
- @direction = 4
- end
- if @mtp_y - self_oy > 0.4 * ( self_ox - @mtp_x ) and
- @mtp_y - self_oy < 2.4 * ( self_ox - @mtp_x )
- move_lower_left
- $mouse_icon_id = 11
- @direction = 1
- end
- if @mtp_y - self_oy < - 0.4 * ( self_ox - @mtp_x ) and
- @mtp_y - self_oy > - 2.4 * ( self_ox - @mtp_x )
- move_upper_left
- $mouse_icon_id = 17
- @direction = 7
- end
- if @mtp_y - self_oy > 2.4 * ( self_ox - @mtp_x )
- move_down
- $mouse_icon_id = 12
- @direction = 2
- end
- if @mtp_y - self_oy < - 2.4 * ( self_ox - @mtp_x )
- move_up
- $mouse_icon_id = 18
- @direction = 8
- end
- end
- end
- #...................................................................
- if @mtp_x > self_ox
- if @mtp_y - self_oy > - 0.4 * ( @mtp_x - self_ox ) and
- @mtp_y - self_oy < 0.4 * ( @mtp_x - self_ox )
- $mouse_icon_id = 16
- @direction = 6
- end
- if @mtp_y - self_oy > 0.4 * ( @mtp_x - self_ox ) and
- @mtp_y - self_oy < 2.4 * ( @mtp_x - self_ox )
- $mouse_icon_id = 13
- @direction = 3
- end
- if @mtp_y - self_oy < - 0.4 * ( @mtp_x - self_ox ) and
- @mtp_y - self_oy > - 2.4 * ( @mtp_x - self_ox )
- $mouse_icon_id = 19
- @direction = 9
- end
- if @mtp_y - self_oy > 2.4 * ( @mtp_x - self_ox )
- $mouse_icon_id = 12
- @direction = 2
- end
- if @mtp_y - self_oy < - 2.4 * ( @mtp_x - self_ox )
- $mouse_icon_id = 18
- @direction = 8
- end
- end
- if @mtp_x < self_ox
- if @mtp_y - self_oy > - 0.4 * ( self_ox - @mtp_x ) and
- @mtp_y - self_oy < 0.4 * ( self_ox - @mtp_x )
- $mouse_icon_id = 14
- @direction = 4
- end
- if @mtp_y - self_oy > 0.4 * ( self_ox - @mtp_x ) and
- @mtp_y - self_oy < 2.4 * ( self_ox - @mtp_x )
- $mouse_icon_id = 11
- @direction = 1
- end
- if @mtp_y - self_oy < - 0.4 * ( self_ox - @mtp_x ) and
- @mtp_y - self_oy > - 2.4 * ( self_ox - @mtp_x )
- $mouse_icon_id = 17
- @direction = 7
- end
- if @mtp_y - self_oy > 2.4 * ( self_ox - @mtp_x )
- $mouse_icon_id = 12
- @direction = 2
- end
- if @mtp_y - self_oy < - 2.4 * ( self_ox - @mtp_x )
- $mouse_icon_id = 18
- @direction = 8
- end
- end
- #...................................................................
- end
- else #没状态的情况
- $mouse_icon_id = 0
- @mouse_sta = 0
- @paths_id = @paths.size #终止寻路移动
- end
- end
- self_update
- end
- end
- Mouse.init
- END { Mouse.exit }
复制代码 这个东西 直接拷过来了 鼠标素材图就是4*8 估计以后还要改 先备个份
.青山不改,绿水长流,兄弟!后会有期!
驾~~~~~~
2.坏人:你倒是喊啊,你喊破喉咙也没人救你
女人:救命啊~~~~救命啊
好人:你这个恶贼,竟然敢在光天化日之下强抢民女,吃我一剑!
坏人:啊!~~~大侠饶命~
3.路人甲:此剑XX尺XX寸,重XX斤XX两
后面还有武侠大片,经典剧情
.背后疗伤法 多数是X主角受内伤或中毒后,要治伤势,必有一男的在背后双掌对其背部。两人一前一后盘腿坐下,后面的一顿猛拍,这时双手的上方会有烟雾出现,后面的一般双目紧闭。直到伤者的口里吐出血来,这时治疗全程结束。
2.脱衣去寒法 也是受重伤时发生的情节,通常倒楣的都会是女主角。女主角可能受了重伤,他们为了躲敌人,隐蔽到深山。而且,那个深山一定会下雨。女主角受不了寒冷,男主角此时往往就会用身体帮她取暖,要女主角把衣服脱了。但是女主角都会不干,所以男主角就会插插两下(点穴啦) 而且都会点两边肩膀那,哈哈~然后女主角就不动了。 如果有设计哑穴的话,男主角连哑穴也会点,然后就会,演下去……
3.两女共处法 如果武侠有那种2女都喜欢1男的情况,通常都会有几集是三个人因某种原因同时在一起,男主角喜欢的是女主角,但是女配角因为武功比较弱,所以都会因为保护男主角受伤,所以男主角就会对女配角好一点。这时候女主角就一定会留书出走,曰:“我成全你们!xxx是个好姑娘!你要好好对待她!”然后就不见了。
4.下雨躲庙法 这个剧情也是很让人开心的喔! 而且不是山神庙就是土地庙,反正那神都要拿大刀立着然后呢!我们就会看到破庙扔猩火,男女主角各把淋湿的衣服都披在“晾衣绳”上,透过火光,2人都……你可不要想歪哦,没有一丝不挂,都会穿着白色衣物的
5武侠界绝顶客栈 龙门客栈:打架专用,你如果看到有人打架,背景大多是。 悦来客栈:中国最大的连锁店面经营由此开始了,你可以在各省份中看到他的分店,无论是江南还是塞北,就算在远赴西藏,上面还是斗大四个汉字--悦来客栈。
6.被蛇咬伤时 不管是男主角、或是女主角,在森林穿行时都会被毒蛇咬。这时没受伤的为了表示他/她的诚意,都会帮受伤的那人吸毒。而且在我的记忆中,女主角每次都会被咬到小腿,男主角都会被咬到手。女主角都会很害羞的不要,然后男主角就会被骂:你想死啊?然后偶而会被再插插两下点穴,被咬的小腿此刻露出肌肤,考验女主角的身材,哈哈!男主角通常被咬时,女主角都会被设计是不大会武功的,情急之下顾不得自身安危帮男主角吸血,然后自己会晕倒,最后男主角就感动,马上陷入情网。
7.蒙面纱法 这种事会发生在女主角身上。女的可能是有某种原因,脸上蒙面纱,不知道长什么样子。往往这样的女孩都美丽绝伦。但是要碰上玩世不恭的男主角,再一阵纠缠之下,男的无意中的掀起了女主角的面纱,然后就等着看男主角惊为天人的表情吧。
8.好人被冤枉法 好人一定会一直被陷害,被陷害的好人在看到尸体的时候,一定会呆呆的把插在死者身上的刀拔起(九成以上的几率),在这个时候,一定会有大批武林人士或死者的亲友冲进来指着好人大喊:“你!你为什么杀他?!”好人一定会拿着刚拔出的赃物,摇头说:“不是我!不是我!”接着众人一定会吼到:“证据确凿,你休想狡辩!”所以说啊,科学辩案很重要的哦。
9.关键时刻咽气法 记得当年看射雕时有一镜头, 江南七怪被杀于桃花岛,靖蓉赶到时有一人尚未咽气,欲写下文字提供线索,他竟然写杀我者乃……然后再写下一横一竖时。正好咽气。其实白痴都知道他要写谁杀的他,而且最可笑的是他撑着写这四个字的时间,已经足够写两遍——西毒了。
10.主角不死定律 主角在乱刀、乱箭、乱棍之中怎么都打不死,配角一上就伤,反派一击即死!· |
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