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Lv1.梦旅人
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这是VX幻与梦的边缘使用的脚本,上面对Sprite_Battler做了更改,使用文件夹下的图片作为战斗图片。- #==============================================================================
- # ■ Sprite_Battler
- #------------------------------------------------------------------------------
- # 战斗显示用活动块。Game_Battler 类的实例监视、
- # 活动块的状态的监视。
- #==============================================================================
- class Sprite_Battler < Sprite_Base
- #--------------------------------------------------------------------------
- # ● 定量
- #--------------------------------------------------------------------------
- WHITEN = 1 # 白色闪光 (行动开始)
- BLINK = 2 # 闪烁 (伤害)
- APPEAR = 3 # 出现 (出现、复活)
- DISAPPEAR = 4 # 消失 (逃走)
- COLLAPSE = 5 # 崩坏 (战斗不能)
- #--------------------------------------------------------------------------
- # ● 定义实例变量
- #--------------------------------------------------------------------------
- attr_accessor :battler
- #--------------------------------------------------------------------------
- # ● 初始化对像
- # viewport : 视口
- # battler : 战斗者 (Game_Battler)
- #--------------------------------------------------------------------------
- def initialize(viewport, battler = nil)
- super(viewport)
- @battler = battler
- @battler_visible = false
- @effect_type = 0 # 效果种类
- @effect_duration = 0 # 效果剩余时间
- @nx = 0 # 当前的帧数
- @xbit = 0 # 当前的图像
-
- @collapse_duration = 0
- end
- #--------------------------------------------------------------------------
- # ● 释放
- #--------------------------------------------------------------------------
- def dispose
- if self.bitmap != nil
- self.bitmap.dispose
- end
- super
- end
- #--------------------------------------------------------------------------
- # ● 刷新画面
- #--------------------------------------------------------------------------
- def update
- super
- if @battler == nil
- self.bitmap = nil
- else
- @use_sprite = @battler.use_sprite?
- if @use_sprite
- self.x = @battler.screen_x
- self.y = @battler.screen_y
- self.z = @battler.screen_z
- update_battler_bitmap
- end
- setup_new_effect
- update_effect
-
- if @battler.damage_pop
- damage(@battler.hp_damage, @battler.critical , true)
- @battler.critical = false
- @battler.damage_pop = false
- end
-
-
- if @battler.state?(2)
- self.tone.set(0,128,0,64)
- else
- self.tone.set(0,0,0,0)
- end
-
-
- if @flash_shake_switch == true
- self.x = @battler.screen_x
- self.y = @battler.screen_y
- self.z = @battler.screen_z
- @flash_shake_switch = false
- end
- if @flash_shake != 0 and @battler.hp_damage != nil
- case @flash_shake % 4
- when 3
- self.x = @battler.screen_x - 4
- when 2
- self.x = @battler.screen_x + 8
- when 1
- self.x = @battler.screen_x
- end
- @flash_shake -= 1
- elsif @flash_shake == 0
- self.x = @battler.screen_x
- end
- end
- end
- #--------------------------------------------------------------------------
- # ● 刷新传送的位图数据
- #--------------------------------------------------------------------------
- def update_battler_bitmap
- if @battler.battler_name != @battler_name or
- @battler.battler_hue != @battler_hue
- return if @collapse_duration > 0
- @battler_name = @battler.battler_name
- @battler_hue = @battler.battler_hue
- self.bitmap = Cache.battler(@battler_name, @battler_hue)
- @width = bitmap.width
- @height = bitmap.height
- # self.ox = @width / 2
- case @battler.show_type
- when 0
- @nx = @xbit = 0
- when 1 #挨打
- @nx = 11
- when 2 #防御
- @nx = 11
- when 3 #胜利
- @nx = 11
- when 4 #施法
- @nx = 11
- when 5 #攻击
- @nx = @xbit = 0
- end
- self.oy = @height
- if @battler.hidden # or @battler.dead?
- self.opacity = 0
- end
- end
-
- if @battler.show_type == 1 and @nx == @battler.frame * 10 - 1
- @battler.stand_act
- else
- @nx += 1 unless @collapse_duration > 0
- end
- case @battler.show_type
- when 0
- @nx %= @battler.frame * 8
- @xbit = @nx / 8 * self.bitmap.width / @battler.frame
- self.src_rect.set(@xbit, 0, self.bitmap.width / @battler.frame, self.bitmap.height)
- when 1
- a = @battler.id == 1 ? 1 : 0
- @battler.stand_act if @nx == @battler.frame * 8 - a
- @xbit = @nx / 10 * self.bitmap.width / @battler.frame
- self.src_rect.set(@xbit, 0, self.bitmap.width / @battler.frame, self.bitmap.height)
- when 2
- @xbit = self.bitmap.width / @battler.frame
- if @nx % 10 == 4
- @battler.screen_x += 2
- elsif @nx % 10 == 9
- @battler.screen_x -= 2
- end
- self.src_rect.set(@xbit, 0, self.bitmap.width / @battler.frame, self.bitmap.height)
- @battler.stand_act if @nx == 40
- when 3
- @xbit = @nx / 10 * self.bitmap.width / @battler.frame unless @nx >( @battler.frame * 10 - 1)
- self.src_rect.set(@xbit, 0, self.bitmap.width / @battler.frame, self.bitmap.height)
- when 4
- if @nx < ((@battler.frame - 2) * 10 - 1)
- @xbit = @nx / 10 * self.bitmap.width / @battler.frame
- else
- @xbit = ((@nx / 5 )% 2 + (@battler.frame - 2)) * self.bitmap.width / @battler.frame
- end
- self.src_rect.set(@xbit, 0, self.bitmap.width / @battler.frame, self.bitmap.height)
- when 5
- if @nx == @battler.frame * 8 - 1
- if @battler.battler_name.split(/_/)[1] != "b2"
- @battler.stand_act
- else
- @battler.frame = 1 ; @nx = @xbit = 0
- end
- end
- @xbit = @nx / 8 * self.bitmap.width / @battler.frame
- self.src_rect.set(@xbit, 0, self.bitmap.width / @battler.frame, self.bitmap.height)
- end
- end
-
- #--------------------------------------------------------------------------
- # ● 设置新效果
- #--------------------------------------------------------------------------
- def setup_new_effect
- if @battler.white_flash
- @effect_type = WHITEN
- @effect_duration = 16
- @battler.white_flash = false
- end
- if @battler.blink
- @effect_type = BLINK
- @effect_duration = 20
- @battler.blink = false
- end
- if not @battler_visible and @battler.exist?
- @effect_type = APPEAR
- @effect_duration = 16
- @battler_visible = true
- end
- if @battler_visible and @battler.hidden
- @effect_type = DISAPPEAR
- @effect_duration = 32
- @battler_visible = false
- end
- if @battler.collapse
- @effect_type = COLLAPSE
- @effect_duration = 48
- @collapse_duration = 48
- @battler.collapse = false
- @battler_visible = false
- #~ 死法之1:升天
- #~ @coll.dispose if @coll != nil
- #~ @coll = Sprite.new
- #~ @coll.bitmap = Bitmap.new("Graphics/Battlers/#{@battler_name}")
- #~ @coll.src_rect.set(0, 0, self.bitmap.width / DB::Enemies[@battler.original_name]["待机帧数"], self.bitmap.height)
- #~ @coll.ox = self.ox
- #~ @coll.oy = self.oy
- #~ @coll.opacity = 100
- #~ @coll.z = 0
- #~ @coll.blend_type = 1
- #~ @coll.x = self.x
- #~ @coll.y = self.y
-
- #~ 死法之2:两半
- #~ self.visible = false
- #~ @coll.dispose if @coll != nil
- #~ @coll = Sprite.new
- #~ @coll.bitmap = Bitmap.new("Graphics/Battlers/#{@battler_name}")
- #~ @coll.src_rect.set(0, 0, self.bitmap.width / DB::Enemies[@battler.original_name]["待机帧数"], self.bitmap.height)
- #~ @coll.ox = self.ox
- #~ @coll.oy = self.oy
- #~ @coll.opacity = 100
- #~ @coll.z = 0
- #~ w = @coll.bitmap.width / DB::Enemies[@battler.original_name]["待机帧数"]
- #~ h = @coll.bitmap.height
- #~ @coll.x = self.x
- #~ @coll.y = self.y + h/2
- #~ @coll.src_rect = Rect.new(0,h/2,w,h)
- #~ @collq.dispose if @collq != nil
- #~ @collq = Sprite.new
- #~ @collq.bitmap = Bitmap.new("Graphics/Battlers/#{@battler_name}")
- #~ @collq.src_rect.set(0, 0, self.bitmap.width / DB::Enemies[@battler.original_name]["待机帧数"], self.bitmap.height)
- #~ @collq.ox = self.ox
- #~ @collq.oy = self.oy
- #~ @collq.opacity = 255
- #~ @collq.z = 0
- #~ @collq.x = self.x
- #~ @collq.y = self.y
- #~ @collq.src_rect = Rect.new(0,0,w,h/2)
- #~ 死法之3:波形
- self.wave_amp = 6
- self.wave_length = 120
- self.wave_speed = 960
-
- end
-
- if @battler.animation_id != 0
- animation = $data_animations[@battler.animation_id]
- mirror = @battler.animation_mirror
- start_animation(animation, mirror ,$scene.active_battler )
- @battler.animation_id = 0
- end
- end
- #--------------------------------------------------------------------------
- # ● 刷新效果
- #--------------------------------------------------------------------------
- def update_effect
- @collapse_duration -= 1 if @collapse_duration > 0
- if @effect_duration > 0
- @effect_duration -= 1
- case @effect_type
- when WHITEN
- update_whiten
- when BLINK
- update_blink
- when APPEAR
- update_appear
- when DISAPPEAR
- update_disappear
- when COLLAPSE
- update_collapse
- end
- end
- end
- #--------------------------------------------------------------------------
- # ● 刷新白色闪光效果
- #--------------------------------------------------------------------------
- def update_whiten
- self.blend_type = 0
- self.color.set(255, 255, 255, 128)
- self.opacity = 255
- self.color.alpha = 128 - (16 - @effect_duration) * 10
- end
- #--------------------------------------------------------------------------
- # ● 刷新闪烁效果
- #--------------------------------------------------------------------------
- def update_blink
- self.blend_type = 0
- self.color.set(0, 0, 0, 0)
- self.opacity = 255
- self.visible = (@effect_duration % 10 < 5)
- end
- #--------------------------------------------------------------------------
- # ● 刷新出现效果
- #--------------------------------------------------------------------------
- def update_appear
- self.blend_type = 0
- self.color.set(0, 0, 0, 0)
- self.opacity = (16 - @effect_duration) * 16
- end
- #--------------------------------------------------------------------------
- # ● 刷新消失效果
- #--------------------------------------------------------------------------
- def update_disappear
- self.blend_type = 0
- self.color.set(0, 0, 0, 0)
- self.opacity = 256 - (32 - @effect_duration) * 10
- end
- #--------------------------------------------------------------------------
- # ● 刷新崩坏效果
- #--------------------------------------------------------------------------
- def update_collapse
- #~ self.blend_type = 1
- self.color.set(255, 128, 128, 128)
- self.opacity = 256 - (48 - @effect_duration) * 6
-
-
- #~ @coll.y = self.y - (48 - @collapse_duration) * 6
- #~ self.opacity = 256 - (48 - @collapse_duration) * 6
- #~ @coll.dispose if @collapse_duration == 0
- #~ @coll.x = self.x + (48 - @collapse_duration) * 16
- #~ @collq.x = self.x - (48 - @collapse_duration) * 16
- #~ @coll.opacity = 256 - (48 - @collapse_duration) * 16
- #~ @collq.opacity = 256 - (48 - @collapse_duration) * 16
- #~ @coll.dispose if @collapse_duration == 0
- end
-
- #--------------------------------------------------------------------------
- # ● 刷新动画
- #--------------------------------------------------------------------------
- def update_animation
- if @animation_duration > 0
- frame_index = @animation.frame_max - (@animation_duration + 3) / 4
- if @animation.id == 90 and frame_index == 7
- $scene.active_battler.screen_x -= 70
- $scene.active_battler.screen_y += 16
- end
- animation_set_sprites(@animation.frames[frame_index])
-
- for timing in @animation.timings
- if timing.flash_scope == 1 and timing.frame == frame_index
- t = 1.000 * quanzhong(timing) / @all_quanzhong
- t *= 2 if $scene.active_battler.heavy_attack unless $scene.active_battler.nil?
- f = false
- for i in @animation.timings
- next if i.flash_scope != 1
- f = true if timing == i
- break
- end
- case @active_battler.action.kind
- when 0
- @battler.attack_effect(@active_battler,f,t)
- when 1
- @battler.skill_effect(@active_battler, @active_battler.action.skill ,f,t)
- when 2
- @battler.item_effect(@active_battler, @active_battler.action.item ,f,t)
- end
- @damage_string = @battler.hp_damage
- @damage_string2 = @battler.mp_damage
- if @battler.missed
- @damage_string = "未中"
- @battler.guard_act
- @battler.missed = false
- end
- if @battler.evaded
- @damage_string = "闪避"
- @battler.guard_act
- @battler.evaded = false
- end
- if [email protected] and [email protected] and @battler.hp_damage > 0
- if @battler.guarding?
- @battler.guard_act
- else
- if @damage_string.is_a?(Numeric) and @battler.hp_damage > 0
- @flash_shake_switch = true
- @flash_shake = 12
- end
- @battler.hurt_act
- end
- end
- damage(@damage_string,@battler.critical,timing == @animation.timings[0])
- if @battler.mp_damage != 0
- damage(@damage_string2,@battler.critical,timing == @animation.timings[0],1)
- end
- end
- if timing.frame == frame_index
- animation_process_timing(timing)
-
- end
- end
-
- else
- dispose_animation
- end
- end
-
- #--------------------------------------------------------------------------
- # ● 权重计算
- # timing : Timing数据 (RPG::Animation::Timing)
- #--------------------------------------------------------------------------
- def quanzhong(timing)
- return timing.flash_scope == 1 ? timing.flash_color.alpha * timing.flash_duration : 0
- end
-
-
-
- #--------------------------------------------------------------------------
- # ● 开始动画
- #--------------------------------------------------------------------------
- def start_animation(animation, mirror = false, active_battler = nil )
- @active_battler = active_battler
- dispose_animation
- @animation = animation
- return if @animation == nil
- @animation_mirror = mirror
- @animation_duration = @animation.frame_max * 4 + 1
- @all_quanzhong = 1
-
- for timing in @animation.timings
- @all_quanzhong += quanzhong(timing)
- end
-
- load_animation_bitmap
- @animation_sprites = []
- if @animation.position != 3 or not @@animations.include?(animation)
- if @use_sprite
- for i in 0..15
- sprite = ::Sprite.new(viewport)
- sprite.visible = false
- @animation_sprites.push(sprite)
- end
- unless @@animations.include?(animation)
- @@animations.push(animation)
- end
- end
- end
- if @animation.position == 3
- if viewport == nil
- @animation_ox = 544 / 2
- @animation_oy = 416 / 2
- else
- @animation_ox = viewport.rect.width / 2
- @animation_oy = viewport.rect.height / 2
- end
- else
- @animation_ox = x - ox + width / 2
- @animation_oy = y - oy + height / 2
- if @animation.position == 0
- @animation_oy -= height / 2
- elsif @animation.position == 2
- @animation_oy += height / 2
- end
- end
- end
-
-
- #--------------------------------------------------------------------------
- # ● damage 伤害弹出
- #--------------------------------------------------------------------------
- def damage(value, critical,first_timing,type = 0)
- dispose_damage if first_timing
- if !$scene.active_battler.nil?
- return if $scene.active_battler.action.kind == 2 and value == 0
- end
- if value.is_a?(Numeric)
- damage_string = value.abs.to_s
- else
- damage_string = value.to_s
- end
- bitmap = Bitmap.new(65, 42)
- bitmap.font.name = "黑体"
- bitmap.font.size = 20
- if value.is_a?(Numeric)
- damage_array = damage_string.scan(/./)
- damage_x = 32.5 - damage_string.size * 6.5
- if value < 0
- rect_y = 21
- else
- rect_y = 0
- end
- for char in damage_array
- number = char.to_i
- case type
- when 0
- bitmap.blt(damage_x, 21, Cache.picture("Damage"),
- Rect.new(number * 13, rect_y, 13, 21))
- when 1
- bitmap.blt(damage_x, 21, Cache.picture("Damage1"),
- Rect.new(number * 13, rect_y, 13, 21))
- end
- damage_x += 13
- end
- if critical
- bitmap.blt(11, 0, Cache.picture("Damage"), Rect.new(87, 42, 43, 21))
- end
- else
- case value
- when "未中"
- bitmap.blt(11, 21, Cache.picture("Damage"), Rect.new(0, 42, 43, 21))
- Audio.se_play("Audio/SE/Evasion.ogg") unless @battler.actor?
- when "闪避"
- bitmap.blt(11, 21, Cache.picture("Damage"), Rect.new(43, 42, 43, 21))
- Audio.se_play("Audio/SE/Evasion.ogg") unless @battler.actor?
- else
- bitmap.font.color.set(255, 255, 255)
- bitmap.draw_text(0, 28, 162, 36, damage_string, 1)
- end
- end
-
- @_damage_sprite = ::Sprite.new(self.viewport)
- @_damage_sprite.bitmap = bitmap
- @_damage_sprite.ox = 32
- @_damage_sprite.oy = 21
-
-
- if self.battler.actor?
- @_damage_sprite.x = self.x + DB::Actors[self.battler.original_name]["伤距修正"]
- else
- @_damage_sprite.x = self.x + DB::Enemies[self.battler.original_name]["伤距修正"]
- end
- @_damage_sprite.y = self.y - self.oy / 2
- @_damage_sprite.z = 3000
- @_damage_duration = 40
-
- #=======================================
- # 修改:推入新的伤害
- #=======================================
- @_damage.push([@_damage_sprite,@_damage_duration-10,0, rand(30) - 15, rand(3)])
- end
-
- #--------------------------------------------------------------------------
- # ● SE 与闪烁的时机处理
- # timing : Timing数据 (RPG::Animation::Timing)
- #--------------------------------------------------------------------------
- def animation_process_timing(timing)
- timing.se.play if timing.flash_scope != 1 or @damage_string.is_a?(Numeric)
- case timing.flash_scope
- when 1
- if [email protected] and [email protected] and @battler.hp_damage > 0
- self.flash(timing.flash_color, timing.flash_duration * 4)
- end
- when 2
- if viewport != nil
- viewport.flash(timing.flash_color, timing.flash_duration * 4)
- end
- when 3
- self.flash(nil, timing.flash_duration * 4)
- end
- end
-
-
-
-
- end
复制代码 还有这个数据库用来定义每个动画的帧数- module DB
- #待机帧数,待机图片宽度,攻击帧数,前进帧数,施法帧数,道具帧数,胜利帧数,
- #升级帧数,挨打帧数,虚弱帧数,重攻击帧数,攻击等待,重攻击等待
- #伤距修正 = 待机宽度 / 待机帧数 / 2
- #攻距修正 约 攻击宽度 / 攻击帧数 / 3
- Enemies = {
- "麦尔斯" => {"待机帧数"=> 18, "攻击帧数"=> 7, "施法帧数"=> 7,
- "攻击等待"=> 24, "施法类型"=> 4, "伤距修正"=> 68,
- "攻距修正"=> 95, "攻击动画"=> 81},
- "黏怪" => {"待机帧数"=> 4, "攻击帧数"=> 8, "施法帧数"=> 8,
- "攻击等待"=> 24, "施法类型"=> 4, "伤距修正"=> 57,
- "攻距修正"=> 33, "攻击动画"=>151},
- "隐翅虫"=> {"待机帧数"=> 8, "攻击帧数"=> 8, "施法帧数"=> 8,
- "攻击等待"=> 28, "施法类型"=> 3, "伤距修正"=> 49,
- "攻距修正"=> 10, "攻击动画"=>154},
- "毒蜘蛛"=> {"待机帧数"=> 8, "攻击帧数"=> 7, "施法帧数"=> 0,
- "攻击等待"=> 24, "施法类型"=> 0, "伤距修正"=> 80,
- "攻距修正"=> 0, "攻击动画"=>155},
- "熊"=> {"待机帧数"=> 5, "攻击帧数"=> 5, "施法帧数"=> 7,
- "攻击等待"=> 36, "施法类型"=> 4, "伤距修正"=> 80,
- "攻距修正"=> 70, "攻击动画"=>156},
- "蝙蝠"=> {"待机帧数"=> 4, "攻击帧数"=> 8, "施法帧数"=> 8,
- "攻击等待"=> 48, "施法类型"=> 4, "伤距修正"=> 80,
- "攻距修正"=> 33, "攻击动画"=>152},
- "僵尸"=> {"待机帧数"=> 4, "攻击帧数"=> 8, "施法帧数"=> 0,
- "攻击等待"=> 24, "施法类型"=> 0, "伤距修正"=> 72,
- "攻距修正"=> 50, "攻击动画"=>157},
- "侏儒"=> {"待机帧数"=> 4, "攻击帧数"=> 6, "施法帧数"=> 0,
- "攻击等待"=> 24, "施法类型"=> 0, "伤距修正"=> 66,
- "攻距修正"=> 20, "攻击动画"=>152},
- "水鬼"=> {"待机帧数"=> 6, "攻击帧数"=> 6, "施法帧数"=> 0,
- "攻击等待"=> 24, "施法类型"=> 0, "伤距修正"=> 50,
- "攻距修正"=> 20, "攻击动画"=>158},
- "野猴"=> {"待机帧数"=> 6, "攻击帧数"=> 10, "施法帧数"=> 8,
- "攻击等待"=> 32, "施法类型"=> 4, "伤距修正"=> 72,
- "攻距修正"=> 80, "攻击动画"=>153},
- "巨蛾"=> {"待机帧数"=> 6, "攻击帧数"=> 6, "施法帧数"=> 0,
- "攻击等待"=> 24, "施法类型"=> 0, "伤距修正"=> 72,
- "攻距修正"=> 20, "攻击动画"=>159},
- "恐惧之王"=>{"待机帧数"=> 10, "攻击帧数"=> 6, "施法帧数"=> 8,
- "攻击等待"=> 24, "施法类型"=> 4, "伤距修正"=> 88,
- "攻距修正"=> 0, "攻击动画"=>160},
- "蝎子"=> {"待机帧数"=> 6, "攻击帧数"=> 8, "施法帧数"=> 5,
- "攻击等待"=> 16, "施法类型"=> 3, "伤距修正"=> 50,
- "攻距修正"=> 33, "攻击动画"=>161},
- "蜈蚣"=> {"待机帧数"=> 8, "攻击帧数"=> 7, "施法帧数"=> 8,
- "攻击等待"=> 24, "施法类型"=> 1, "伤距修正"=> 72,
- "攻距修正"=> 20, "攻击动画"=>162},
- "剧毒蝎子"=>{"待机帧数"=> 6, "攻击帧数"=> 8, "施法帧数"=> 5,
- "攻击等待"=> 16, "施法类型"=> 3, "伤距修正"=> 50,
- "攻距修正"=> 33, "攻击动画"=>161}
-
- }
- Actors = {
- "赛特" => {"待机帧数"=> 10, "攻击帧数"=> 6, "施法帧数"=> 9,
- "前进帧数"=> 6, "道具帧数"=> 6, "胜利帧数"=> 7,
- "升级帧数"=> 8, "挨打帧数"=> 5, "虚弱帧数"=> 8,
- "重攻帧数"=> 12, "攻击等待"=> 16, "重攻等待"=> 18,
- "施法类型"=> 4, "伤距修正"=> 80,},
-
- "妮可" => {"待机帧数"=> 10, "攻击帧数"=> 6, "施法帧数"=> 16,
- "前进帧数"=> 2, "道具帧数"=> 6, "胜利帧数"=> 11,
- "升级帧数"=> 11, "挨打帧数"=> 5, "虚弱帧数"=> 10,
- "重攻帧数"=> 12, "攻击等待"=> 24, "重攻等待"=> 80,
- "施法类型"=> 3, "伤距修正"=> 76,}
- }
- #属性设置
- Elements = {"赛特" => "火" , "妮可" => "暗"}
- #绝技设置 [帧数,x偏移,y偏移]
- USkill = {"赛特" => [nil,[30,-44,11]] , "妮可" => [nil,[20,45,-10]]}
-
- #战斗背景设置
- BattleBack = {"树林" => [5,6,7,8,9] , "下水道" => [3] , "山洞" => [12]}
-
- end
复制代码 如何在VA中也有这样的设定呢?要怎样更改。请教 |
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