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[已经解决] 在图书馆里没有找到拓展存档的脚本

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Lv1.梦旅人

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发表于 2012-4-7 22:40:18 | 只看该作者 回帖奖励 |倒序浏览 |阅读模式
本帖最后由 以战止战 于 2012-4-8 08:17 编辑

嗯,在试着用VX写自己的故事,做自己的AVG。。
但是存档就四个是个硬伤……还没有找到相关的脚本……

再之后我看到了一个脚本实现了存档时可以让玩家看到这是第几章的存档(好像叫R剧用存档,感谢剑兰)
所以想求下拓展存档的脚本,如果没有…… = =

Lv1.梦旅人

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发表于 2012-4-7 23:01:29 | 只看该作者
本帖最后由 iisnow 于 2012-4-8 00:18 编辑

本人也是从你这样过来的  

帮助新人了
  1. #===============================================================
  2. # ● [VX] ◦ Neo Save System III ◦ □
  3. #--------------------------------------------------------------
  4. # ◦ by Woratana [[email][email protected][/email]]
  5. # ◦ Thaiware RPG Maker Community
  6. # ◦ Released on: 15/02/2009
  7. # ◦ Version: 3.0
  8. #--------------------------------------------------------------
  9. # ◦ Log III:
  10. # - Change back to draw tilemap as screenshot. Don't need any image.
  11. # - For drawing tilemap, the characters won't show on the tilemap.
  12. #--------------------------------------------------------------
  13. # ◦ Log II:
  14. # - Screenshot DLL is not work with Vista Aero, so I remove it
  15. # and use image for each map instead of screenshot.
  16. # - Actor's level in last version (V.1) is incorrect.
  17. #--------------------------------------------------------------
  18. # ◦ Features:
  19. # - Unlimited save slots, you can choose max save slot
  20. # - You can use image for scene's background
  21. # - Choose your save file's name, and folder to store save files
  22. # - Choose to show only information you want
  23. # - Editable text for information's title
  24. # - Draw tilemap for map that player is currently in.
  25. # - Remove text you don't want from map's name (e.g. tags for special script)
  26. # - Choose map that you don't want to show its name
  27. # - Include save confirmation window before overwrite old save
  28. #=================================================================

  29. module Wora_NSS
  30.   #==========================================================================
  31.   # * START NEO SAVE SYSTEM - SETUP
  32.   #--------------------------------------------------------------------------
  33.   NSS_WINDOW_OPACITY = 255 # All windows' opacity (Lowest 0 - 255 Highest)
  34.   # You can change this to 0 in case you want to use image for background
  35.   NSS_IMAGE_BG = '' # Background image file name, it must be in folder Picture.
  36.   # use '' for no background
  37.   NSS_IMAGE_BG_OPACITY = 255 # Opacity for background image
  38.   
  39.   MAX_SAVE_SLOT = 20 # Max save slots no.
  40.   SLOT_NAME = '记忆{id}'
  41.   # Name of the slot (show in save slots list), use {id} for slot ID
  42.   SAVE_FILE_NAME = 'Save{id}.rvdata'
  43.   # Save file name, you can also change its file type from .rvdata to other
  44.   # use {id} for save slot ID
  45.   SAVE_PATH = '' # Path to store save file, e.g. 'Save/' or '' (for game folder)
  46.   
  47.   SAVED_SLOT_ICON = 133 # Icon Index for saved slot
  48.   EMPTY_SLOT_ICON = 141 # Icon Index for empty slot
  49.   
  50.   EMPTY_SLOT_TEXT = '-NO DATA-' # Text to show for empty slot's data
  51.   
  52.   DRAW_GOLD = true # Draw Gold
  53.   DRAW_PLAYTIME = true # Draw Playtime
  54.   DRAW_LOCATION = true # Draw location
  55.   DRAW_FACE = true # Draw Actor's face
  56.   DRAW_LEVEL = true # Draw Actor's level
  57.   DRAW_NAME = true # Draw Actor's name
  58.   
  59.   PLAYTIME_TEXT = '游戏时间: '
  60.   GOLD_TEXT = '军费: '
  61.   LOCATION_TEXT = '地点: '
  62.   LV_TEXT = 'Lv '
  63.   
  64.   MAP_NAME_TEXT_SUB = %w{}
  65.   # Text that you want to remove from map name,
  66.   # e.g. %w{[LN] [DA]} will remove text '[LN]' and '[DA]' from map name
  67.   MAP_NO_NAME_LIST = [] # ID of Map that will not show map name, e.g. [1,2,3]
  68.   MAP_NO_NAME_NAME = '??????????' # What you will use to call map in no name list
  69.   
  70.   MAP_BORDER = Color.new(0,0,0,200) # Map image border color (R,G,B,Opacity)
  71.   FACE_BORDER = Color.new(0,0,0,200) # Face border color
  72.   
  73.   ## SAVE CONFIRMATION WINDOW ##
  74.   SFC_Text_Confirm = '确认保存' # Text to confirm to save file
  75.   SFC_Text_Cancel = '取消' # Text to cancel to save
  76.   SFC_Window_Width = 200 # Width of Confirmation Window
  77.   SFC_Window_X_Offset = 0 # Move Confirmation Window horizontally
  78.   SFC_Window_Y_Offset = 0 # Move Confirmation Window vertically
  79.   #----------------------------------------------------------------------
  80.   # END NEO SAVE SYSTEM - SETUP
  81.   #=========================================================================
  82. end
  83.   
  84. class Scene_File < Scene_Base
  85.   include Wora_NSS
  86.   attr_reader :window_slotdetail
  87.   #--------------------------------------------------------------------------
  88.   # * Start processing
  89.   #--------------------------------------------------------------------------
  90.   def start
  91.     super
  92.     create_menu_background
  93.     if NSS_IMAGE_BG != ''
  94.       @bg = Sprite.new
  95.       @bg.bitmap = Cache.picture(NSS_IMAGE_BG)
  96.       @bg.opacity = NSS_IMAGE_BG_OPACITY
  97.     end
  98.     @help_window = Window_Help.new
  99.     command = []
  100.     (1..MAX_SAVE_SLOT).each do |i|
  101.       command << SLOT_NAME.clone.gsub!(/\{ID\}/i) { i.to_s }
  102.     end
  103.     @window_slotdetail = Window_NSS_SlotDetail.new
  104.     @window_slotlist = Window_SlotList.new(160, command)
  105.     @window_slotlist.y = @help_window.height
  106.     @window_slotlist.height = Graphics.height - @help_window.height
  107.     @help_window.opacity = NSS_WINDOW_OPACITY
  108.     @window_slotdetail.opacity = @window_slotlist.opacity = NSS_WINDOW_OPACITY
  109.    
  110.   # Create Folder for Save file
  111.   if SAVE_PATH != ''
  112.     Dir.mkdir(SAVE_PATH) if !FileTest.directory?(SAVE_PATH)
  113.   end
  114.     if @saving
  115.       @index = $game_temp.last_file_index
  116.       @help_window.set_text(Vocab::SaveMessage)
  117.     else
  118.       @index = self.latest_file_index
  119.       @help_window.set_text(Vocab::LoadMessage)
  120.       (1..MAX_SAVE_SLOT).each do |i|
  121.         @window_slotlist.draw_item(i-1, false) if !@window_slotdetail.file_exist?(i)
  122.       end
  123.     end
  124.     @window_slotlist.index = @index
  125.     # Draw Information
  126.     @last_slot_index = @window_slotlist.index
  127.     @window_slotdetail.draw_data(@last_slot_index + 1)
  128.   end
  129.   #--------------------------------------------------------------------------
  130.   # * Termination Processing
  131.   #--------------------------------------------------------------------------
  132.   def terminate
  133.     super
  134.     dispose_menu_background
  135.     unless @bg.nil?
  136.       @bg.bitmap.dispose
  137.       @bg.dispose
  138.     end
  139.     @window_slotlist.dispose
  140.     @window_slotdetail.dispose
  141.     @help_window.dispose
  142.   end
  143.   #--------------------------------------------------------------------------
  144.   # * Frame Update
  145.   #--------------------------------------------------------------------------
  146.   def update
  147.     super
  148.     if !@confirm_window.nil?
  149.       @confirm_window.update
  150.       if Input.trigger?(Input::C)
  151.         if @confirm_window.index == 0
  152.           determine_savefile
  153.           @confirm_window.dispose
  154.           @confirm_window = nil
  155.         else
  156.           Sound.play_cancel
  157.           @confirm_window.dispose
  158.           @confirm_window = nil
  159.         end
  160.       elsif Input.trigger?(Input::B)
  161.       Sound.play_cancel
  162.       @confirm_window.dispose
  163.       @confirm_window = nil
  164.       end
  165.     else
  166.       update_menu_background
  167.       @window_slotlist.update
  168.       if @window_slotlist.index != @last_slot_index
  169.         @last_slot_index = @window_slotlist.index
  170.         @window_slotdetail.draw_data(@last_slot_index + 1)
  171.       end
  172.       @help_window.update
  173.       update_savefile_selection
  174.     end
  175.   end
  176.   #--------------------------------------------------------------------------
  177.   # * Update Save File Selection
  178.   #--------------------------------------------------------------------------
  179.   def update_savefile_selection
  180.     if Input.trigger?(Input::C)
  181.       if @saving and @window_slotdetail.file_exist?(@last_slot_index + 1)
  182.         Sound.play_decision
  183.         text1 = SFC_Text_Confirm
  184.         text2 = SFC_Text_Cancel
  185.         @confirm_window = Window_Command.new(SFC_Window_Width,[text1,text2])
  186.         @confirm_window.x = ((544 - @confirm_window.width) / 2) + SFC_Window_X_Offset
  187.         @confirm_window.y = ((416 - @confirm_window.height) / 2) + SFC_Window_Y_Offset
  188.       else
  189.         determine_savefile
  190.       end
  191.     elsif Input.trigger?(Input::B)
  192.       Sound.play_cancel
  193.       return_scene
  194.     end
  195.   end
  196.   #--------------------------------------------------------------------------
  197.   # * Execute Save
  198.   #--------------------------------------------------------------------------
  199.   def do_save
  200.     file = File.open(make_filename(@last_slot_index), "wb")
  201.     write_save_data(file)
  202.     file.close
  203.     $scene = Scene_Map.new
  204.   end
  205.   #--------------------------------------------------------------------------
  206.   # * Execute Load
  207.   #--------------------------------------------------------------------------
  208.   def do_load
  209.     file = File.open(make_filename(@last_slot_index), "rb")
  210.     read_save_data(file)
  211.     file.close
  212.     $scene = Scene_Map.new
  213.     RPG::BGM.fade(1500)
  214.     Graphics.fadeout(60)
  215.     Graphics.wait(40)
  216.     @last_bgm.play
  217.     @last_bgs.play
  218.   end
  219.   #--------------------------------------------------------------------------
  220.   # * Confirm Save File
  221.   #--------------------------------------------------------------------------
  222.   def determine_savefile
  223.     if @saving
  224.       Sound.play_save
  225.       do_save
  226.     else
  227.       if @window_slotdetail.file_exist?(@last_slot_index + 1)
  228.         Sound.play_load
  229.         do_load
  230.       else
  231.         Sound.play_buzzer
  232.         return
  233.       end
  234.     end
  235.     $game_temp.last_file_index = @last_slot_index
  236.   end
  237.   #--------------------------------------------------------------------------
  238.   # * Create Filename
  239.   #     file_index : save file index (0-3)
  240.   #--------------------------------------------------------------------------
  241.   def make_filename(file_index)
  242.     return SAVE_PATH + SAVE_FILE_NAME.gsub(/\{ID\}/i) { (file_index + 1).to_s }
  243.   end
  244.   #--------------------------------------------------------------------------
  245.   # * Select File With Newest Timestamp
  246.   #--------------------------------------------------------------------------
  247.   def latest_file_index
  248.     latest_index = 0
  249.     latest_time = Time.at(0)
  250.     (1..MAX_SAVE_SLOT).each do |i|
  251.       file_name = make_filename(i - 1)
  252.       next if !@window_slotdetail.file_exist?(i)
  253.       file_time = File.mtime(file_name)
  254.       if file_time > latest_time
  255.         latest_time = file_time
  256.         latest_index = i - 1
  257.       end
  258.     end
  259.     return latest_index
  260.   end
  261. end

  262. class Window_SlotList < Window_Command
  263.   #--------------------------------------------------------------------------
  264.   # * Draw Item
  265.   #--------------------------------------------------------------------------
  266.   def draw_item(index, enabled = true)
  267.     rect = item_rect(index)
  268.     rect.x += 4
  269.     rect.width -= 8
  270.     icon_index = 0
  271.     self.contents.clear_rect(rect)
  272.     if $scene.window_slotdetail.file_exist?(index + 1)
  273.       icon_index = Wora_NSS::SAVED_SLOT_ICON
  274.     else
  275.       icon_index = Wora_NSS::EMPTY_SLOT_ICON
  276.     end
  277.     if !icon_index.nil?
  278.       rect.x -= 4
  279.       draw_icon(icon_index, rect.x, rect.y, enabled) # Draw Icon
  280.       rect.x += 26
  281.       rect.width -= 20
  282.     end
  283.     self.contents.clear_rect(rect)
  284.     self.contents.font.color = normal_color
  285.     self.contents.font.color.alpha = enabled ? 255 : 128
  286.     self.contents.draw_text(rect, @commands[index])
  287.   end
  288.   
  289.   def cursor_down(wrap = false)
  290.     if @index < @item_max - 1 or wrap
  291.       @index = (@index + 1) % @item_max
  292.     end
  293.   end

  294.   def cursor_up(wrap = false)
  295.     if @index > 0 or wrap
  296.       @index = (@index - 1 + @item_max) % @item_max
  297.     end
  298.   end
  299. end

  300. class Window_NSS_SlotDetail < Window_Base
  301.   include Wora_NSS
  302.   def initialize
  303.     super(160, 56, 384, 360)
  304.     @data = []
  305.     @exist_list = []
  306.     @bitmap_list = {}
  307.     @map_name = []
  308.   end
  309.   
  310.   def dispose
  311.     dispose_tilemap
  312.     super
  313.   end

  314.   def draw_data(slot_id)
  315.     contents.clear # 352, 328
  316.     dispose_tilemap
  317.     load_save_data(slot_id) if @data[slot_id].nil?
  318.     if @exist_list[slot_id]
  319.       save_data = @data[slot_id]
  320.       # DRAW SCREENSHOT~
  321.       contents.fill_rect(0,30,352,160, MAP_BORDER)
  322.       create_tilemap(save_data['gamemap'].data, save_data['gamemap'].display_x,
  323.     save_data['gamemap'].display_y)
  324.       if DRAW_GOLD
  325.         # DRAW GOLD
  326.         gold_textsize = contents.text_size(save_data['gamepar'].gold).width
  327.         goldt_textsize = contents.text_size(GOLD_TEXT).width
  328.         contents.font.color = system_color
  329.         contents.draw_text(0, 0, goldt_textsize, WLH, GOLD_TEXT)
  330.         contents.draw_text(goldt_textsize + gold_textsize,0,200,WLH, Vocab::gold)
  331.         contents.font.color = normal_color
  332.         contents.draw_text(goldt_textsize, 0, gold_textsize, WLH, save_data['gamepar'].gold)
  333.       end
  334.       if DRAW_PLAYTIME
  335.         # DRAW PLAYTIME
  336.         hour = save_data['total_sec'] / 60 / 60
  337.         min = save_data['total_sec'] / 60 % 60
  338.         sec = save_data['total_sec'] % 60
  339.         time_string = sprintf("%02d:%02d:%02d", hour, min, sec)
  340.         pt_textsize = contents.text_size(PLAYTIME_TEXT).width
  341.         ts_textsize = contents.text_size(time_string).width
  342.         contents.font.color = system_color
  343.         contents.draw_text(contents.width - ts_textsize - pt_textsize, 0,
  344.         pt_textsize, WLH, PLAYTIME_TEXT)
  345.         contents.font.color = normal_color
  346.         contents.draw_text(0, 0, contents.width, WLH, time_string, 2)
  347.       end
  348.       if DRAW_LOCATION
  349.         # DRAW LOCATION
  350.         lc_textsize = contents.text_size(LOCATION_TEXT).width
  351.         mn_textsize = contents.text_size(save_data['map_name']).width
  352.         contents.font.color = system_color
  353.         contents.draw_text(0, 190, contents.width,
  354.         WLH, LOCATION_TEXT)
  355.         contents.font.color = normal_color
  356.         contents.draw_text(lc_textsize, 190, contents.width, WLH,
  357.         save_data['map_name'])
  358.       end
  359.         # DRAW FACE & Level & Name
  360.         save_data['gamepar'].members.each_index do |i|
  361.           actor = save_data['gameactor'][save_data['gamepar'].members[i].id]
  362.           face_x_base = (i*80) + (i*8)
  363.           face_y_base = 216
  364.           lvn_y_plus = 10
  365.           lv_textsize = contents.text_size(actor.level).width
  366.           lvt_textsize = contents.text_size(LV_TEXT).width
  367.         if DRAW_FACE
  368.           # Draw Face
  369.           contents.fill_rect(face_x_base, face_y_base, 84, 84, FACE_BORDER)
  370.           draw_face(actor.face_name, actor.face_index, face_x_base + 2,
  371.           face_y_base + 2, 80)
  372.         end
  373.         if DRAW_LEVEL
  374.           # Draw Level
  375.           contents.font.color = system_color
  376.           contents.draw_text(face_x_base + 2 + 80 - lv_textsize - lvt_textsize,
  377.           face_y_base + 2 + 80 - WLH + lvn_y_plus, lvt_textsize, WLH, LV_TEXT)
  378.           contents.font.color = normal_color
  379.           contents.draw_text(face_x_base + 2 + 80 - lv_textsize,
  380.           face_y_base + 2 + 80 - WLH + lvn_y_plus, lv_textsize, WLH, actor.level)
  381.         end
  382.         if DRAW_NAME
  383.           # Draw Name
  384.           contents.draw_text(face_x_base, face_y_base + 2 + 80 + lvn_y_plus - 6, 84,
  385.           WLH, actor.name, 1)
  386.         end
  387.       end
  388.     else
  389.       contents.draw_text(0,0, contents.width, contents.height - WLH, EMPTY_SLOT_TEXT, 1)
  390.     end
  391.   end
  392.   
  393.   def load_save_data(slot_id)
  394.     file_name = make_filename(slot_id)
  395.     if file_exist?(slot_id) or FileTest.exist?(file_name)
  396.       @exist_list[slot_id] = true
  397.       @data[slot_id] = {}
  398.       # Start load data
  399.       file = File.open(file_name, "r")
  400.       @data[slot_id]['time'] = file.mtime
  401.       @data[slot_id]['char'] = Marshal.load(file)
  402.       @data[slot_id]['frame'] = Marshal.load(file)
  403.       @data[slot_id]['last_bgm'] = Marshal.load(file)
  404.       @data[slot_id]['last_bgs'] = Marshal.load(file)
  405.       @data[slot_id]['gamesys'] = Marshal.load(file)
  406.       @data[slot_id]['gamemes'] = Marshal.load(file)
  407.       @data[slot_id]['gameswi'] = Marshal.load(file)
  408.       @data[slot_id]['gamevar'] = Marshal.load(file)
  409.       @data[slot_id]['gameselfvar'] = Marshal.load(file)
  410.       @data[slot_id]['gameactor'] = Marshal.load(file)
  411.       @data[slot_id]['gamepar'] = Marshal.load(file)
  412.       @data[slot_id]['gametro'] = Marshal.load(file)
  413.       @data[slot_id]['gamemap'] = Marshal.load(file)
  414.       @data[slot_id]['total_sec'] = @data[slot_id]['frame'] / Graphics.frame_rate
  415.       @data[slot_id]['map_name'] = get_mapname(@data[slot_id]['gamemap'].map_id)
  416.       file.close
  417.     else
  418.       @exist_list[slot_id] = false
  419.       @data[slot_id] = -1
  420.     end
  421.   end

  422.   def make_filename(file_index)
  423.     return SAVE_PATH + SAVE_FILE_NAME.gsub(/\{ID\}/i) { (file_index).to_s }
  424.   end
  425.   
  426.   def file_exist?(slot_id)
  427.     return @exist_list[slot_id] if !@exist_list[slot_id].nil?
  428.     @exist_list[slot_id] = FileTest.exist?(make_filename(slot_id))
  429.     return @exist_list[slot_id]
  430.   end

  431.   def get_mapname(map_id)
  432.     if @map_data.nil?
  433.       @map_data = load_data("Data/MapInfos.rvdata")
  434.     end
  435.     if @map_name[map_id].nil?
  436.       if MAP_NO_NAME_LIST.include?(map_id)
  437.         @map_name[map_id] = MAP_NO_NAME_NAME
  438.       else
  439.         @map_name[map_id] = @map_data[map_id].name
  440.         MAP_NAME_TEXT_SUB.each_index do |i|
  441.           @map_name[map_id].sub!(MAP_NAME_TEXT_SUB[i], '')
  442.         end
  443.       end
  444.     end
  445.     return @map_name[map_id]
  446.   end
  447.   
  448.   def create_tilemap(map_data, ox, oy)
  449.     @viewport = Viewport.new(self.x + 2 + 16, self.y + 32 + 16, 348,156)
  450.     @viewport.z = self.z
  451.     @tilemap = Tilemap.new(@viewport)
  452.     @tilemap.bitmaps[0] = Cache.system("TileA1")
  453.     @tilemap.bitmaps[1] = Cache.system("TileA2")
  454.     @tilemap.bitmaps[2] = Cache.system("TileA3")
  455.     @tilemap.bitmaps[3] = Cache.system("TileA4")
  456.     @tilemap.bitmaps[4] = Cache.system("TileA5")
  457.     @tilemap.bitmaps[5] = Cache.system("TileB")
  458.     @tilemap.bitmaps[6] = Cache.system("TileC")
  459.     @tilemap.bitmaps[7] = Cache.system("TileD")
  460.     @tilemap.bitmaps[8] = Cache.system("TileE")
  461.     @tilemap.map_data = map_data
  462.     @tilemap.ox = ox / 8 + 99
  463.     @tilemap.oy = oy / 8 + 90
  464.   end
  465.   
  466.   def dispose_tilemap
  467.     unless @tilemap.nil?
  468.       @tilemap.dispose
  469.       @tilemap = nil
  470.     end
  471.   end
  472. end

  473. class Scene_Title < Scene_Base
  474.   def check_continue
  475.     file_name = Wora_NSS::SAVE_PATH + Wora_NSS::SAVE_FILE_NAME.gsub(/\{ID\}/i) { '*' }
  476.     @continue_enabled = (Dir.glob(file_name).size > 0)
  477.   end
  478. end
  479. #======================================================================
  480. # END - NEO SAVE SYSTEM by Woratana
  481. #======================================================================
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Lv6.析梦学徒

Fuzzy Ginkgo
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烫烫烫开拓者

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发表于 2012-4-7 23:43:50 | 只看该作者
http://rpg.blue/thread-202614-1-1.html

我会告诉你看最后一层么。

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Lv1.梦旅人

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 楼主| 发表于 2012-4-8 08:10:51 | 只看该作者
@orzfly 话说是我愚笨么。。每次在用7,8号当作地点和章节名时,存档没问题,但存完之后进入读档或存档界面就会提示278行脚本错误。


‘‘──以战止战于2012-4-8 08:16补充以下内容

[@]woaizhazha521[/@]啊啊这个比较好用的说,但是脚本盲想追问下能不能把读档时那纠结的LV显示去掉呢。。。 QAQ
’’


‘‘──以战止战于2012-4-8 08:17补充以下内容

啊啊这个比较好用的说,但是脚本盲想追问下能不能把读档时那纠结的LV显示去掉呢。。。 QAQ
’’
’’


‘‘──以战止战于2012-4-8 11:22补充以下内容

新人还想再问一下能不能消除读档画面的等级显示……
’’


‘‘──以战止战于2012-4-8 22:40补充以下内容

期待您的努力啊{:2_270:}
’’

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晚上再给你解答 现在在上班  发表于 2012-4-8 13:09
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