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[随意闲聊] 有人知道events comment box在哪里吗?

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Lv1.梦旅人

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发表于 2012-6-27 11:50:29 | 只看该作者 |只看大图 回帖奖励 |倒序浏览 |阅读模式

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刚在逛外站的时候发现一个脚本,但是说明里说到要在events comment box里加一个tag,求问这个“事件评论框”是个什么东西?

Lv3.寻梦者 (暗夜天使)

精灵族の天使

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发表于 2012-6-27 13:56:44 | 只看该作者
本帖最后由 精灵使者 于 2012-6-27 13:57 编辑

在事件的指令框(comment box=>command box)里加一个注释(tag)吧?
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Lv1.梦旅人

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发表于 2012-6-27 14:09:11 | 只看该作者
你在说什么?
本人目前已被作业山压死,有事请烧(call)纸(me)……
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 楼主| 发表于 2012-6-28 14:42:55 | 只看该作者


就是这个东西,有人知道这是在哪加的吗?
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Lv1.梦旅人

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发表于 2012-6-28 14:45:19 | 只看该作者
应该就是注释栏吧,事件指令里不是有个注释吗?

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你又不把脚本发出来,就叫我们在这猜。  发表于 2012-6-28 15:36
好像不对,加上去了没反应,而且添加注释的对话框的外观和图上的也不像  发表于 2012-6-28 15:06
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 楼主| 发表于 2012-6-28 15:40:41 | 只看该作者
本帖最后由 精灵使者 于 2012-6-29 01:21 编辑

应楼上要求 放上代码
RUBY 代码复制
  1. #==============================================================================
  2. # ** Victor Engine - Actors Battlers
  3. #------------------------------------------------------------------------------
  4. # Author : Victor Sant
  5. #
  6. # Version History:
  7. #  v 1.00 - 2011.12.19 > First relase
  8. #  v 1.01 - 2011.12.30 > Faster Regular Expressions
  9. #  v 1.02 - 2012.01.15 > Compatibility with Target Arrow
  10. #  v 1.03 - 2012.01.28 > Compatibility with Animated Battle
  11. #  v 1.04 - 2012.03.11 > Added position distance settings
  12. #  v 1.05 - 2012.03.17 > Fixed battle test glitch
  13. #  v 1.06 - 2012.05.20 > Compatibility with Map Turn Battle
  14. #------------------------------------------------------------------------------
  15. #  This script adds visible battler graphics for the party actors actors
  16. # during combat. With the visible battlers, new options will be available
  17. # like setting actor's battlers positions and attack animations.
  18. #------------------------------------------------------------------------------
  19. # Compatibility
  20. #   Requires the script 'Victor Engine - Basic Module' v 1.11 or higher.
  21. #   If used with 'Victor Engine - Animated Battle' place this bellow it.
  22. #
  23. # * Overwrite methods (Default)
  24. #   class Spriteset_Battle
  25. #      def create_actors
  26. #     def update_actors
  27. #
  28. #   class Scene_Battle < Scene_Base
  29. #     def show_attack_animation(targets)
  30. #
  31. # * Alias methods (Default)
  32. #   class << DataManager
  33. #     def setup_new_game
  34. #     def create_game_objects
  35. #     def make_save_contents
  36. #     def extract_save_contents(contents)
  37. #
  38. #   class Game_Actor < Game_Battler
  39. #     def setup(actor_id)
  40. #
  41. # * Alias methods (Basic Module)
  42. #   class Game_Interpreter
  43. #     def comment_call
  44. #
  45. #------------------------------------------------------------------------------
  46. # Instructions:
  47. #  To instal the script, open you script editor and paste this script on
  48. #  a new section bellow the Materials section. This script must also
  49. #  be bellow the script 'Victor Engine - Basic'
  50. #
  51. #------------------------------------------------------------------------------
  52. # Comment calls note tags:
  53. #  Tags to be used in events comment box, works like a script call.
  54. #  
  55. #  <battler name id: x>
  56. #   This tag allows to change the actor battler graphic.
  57. #    id : actor ID
  58. #    x  : battler graphic filename
  59. #
  60. #  <battler hue id: x>
  61. #   This tag allows to change the actor battler graphic.
  62. #    id : actor ID
  63. #    x  : battler graphic hue (0-360)
  64. #
  65. #  <battler position i: x, y>
  66. #   This tag allows to change the battler position during combat.
  67. #   only valid if VE_BATTLE_FORMATION = :custom
  68. #     i : position index
  69. #     x : new coorditante X
  70. #     y : new coorditante X
  71. #
  72. #------------------------------------------------------------------------------
  73. # Actors note tags:
  74. #   Tags to be used on the Actors note box in the database
  75. #
  76. #  <battler name: x>
  77. #   This tag allows to set the initial battler graphic filename for the actor.
  78. #    x : battler graphic filename
  79. #
  80. #  <battler hue: x>
  81. #   This tag allows to set the initial battler graphic hur for the actor.
  82. #    x : battler graphic hue (0-360)
  83. #
  84. #------------------------------------------------------------------------------
  85. # Enemies note tags:
  86. #   Tags to be used on the Enemies note box in the database
  87. #
  88. #  <attack animation: x>
  89. #   This tag allows to set the normal attack animation for the enemy
  90. #    x : animation ID
  91. #  
  92. #==============================================================================
  93.  
  94. #==============================================================================
  95. # ** Victor Engine
  96. #------------------------------------------------------------------------------
  97. #   Setting module for the Victor Engine
  98. #==============================================================================
  99.  
  100. module Victor_Engine
  101.   #--------------------------------------------------------------------------
  102.   # * Set the battle formation
  103.   #    Choose here how the actors battlers will be placed on the combat.
  104.   #    :front  : horizontal placement
  105.   #    :side   : vertical placement
  106.   #    :iso    : isometric placement
  107.   #    :custom : custom placement
  108.   #--------------------------------------------------------------------------
  109.   VE_BATTLE_FORMATION = :front
  110.   #--------------------------------------------------------------------------
  111.   # * Set battler centralization
  112.   #    When true, battlers are centralized automatically.
  113.   #    Not valid if VE_BATTLE_FORMATION = :custom
  114.   #--------------------------------------------------------------------------
  115.   VE_BATTLE_CENTRALIZE = true
  116.   #--------------------------------------------------------------------------
  117.   # * Set battlers custom positions
  118.   #    Only if VE_BATTLE_FORMATION = :custom, allows to set the position of
  119.   #    all party actors, don't forget to add values for all positions
  120.   #    available if using a party bigger than the default.
  121.   #--------------------------------------------------------------------------
  122.   VE_CUSTOM_POSITION = {
  123.   # Position
  124.     1 => {x: 100, y: 240}, # Position for the first actor.
  125.     2 => {x: 320, y: 100}, # Position for the second actor.
  126.     3 => {x: 500, y: 240}, # Position for the thrid actor.
  127.     4 => {x: 320, y: 270}, # Position for the fourth actor.
  128.   } # Don't remove
  129.   #--------------------------------------------------------------------------
  130.   # * Actors battlers position adjust
  131.   #    Used to adjust the position of all actors battlers.
  132.   #--------------------------------------------------------------------------
  133.   VE_POSITION_ADJUST = {x: 0, y: 0}
  134.   #--------------------------------------------------------------------------
  135.   # * Actors battlers position adjust
  136.   #    Used to adjust the position of all actors battlers.
  137.   #--------------------------------------------------------------------------
  138.   VE_DISTANCE_ADJUST = {x: 48, y: 32}
  139.   #--------------------------------------------------------------------------
  140.   # * required
  141.   #   This method checks for the existance of the basic module and other
  142.   #   VE scripts required for this script to work, don't edit this
  143.   #--------------------------------------------------------------------------
  144.   def self.required(name, req, version, type = nil)
  145.     if !$imported[:ve_basic_module]
  146.       msg = "The script '%s' requires the script\n"
  147.       msg += "'VE - Basic Module' v%s or higher above it to work properly\n"
  148.       msg += "Go to [url]http://victorscripts.wordpress.com/[/url] to download this script."
  149.       msgbox(sprintf(msg, self.script_name(name), version))
  150.       exit
  151.     else
  152.       self.required_script(name, req, version, type)
  153.     end
  154.   end
  155.   #--------------------------------------------------------------------------
  156.   # * script_name
  157.   #   Get the script name base on the imported value, don't edit this
  158.   #--------------------------------------------------------------------------
  159.   def self.script_name(name, ext = "VE")
  160.     name = name.to_s.gsub("_", " ").upcase.split
  161.     name.collect! {|char| char == ext ? "#{char} -" : char.capitalize }
  162.     name.join(" ")
  163.   end
  164. end
  165.  
  166. $imported ||= {}
  167. $imported[:ve_actor_battlers] = 1.06
  168. Victor_Engine.required(:ve_actor_battlers, :ve_basic_module, 1.11, :above)
  169. Victor_Engine.required(:ve_actor_battlers, :ve_map_battle, 1.00, :bellow)
  170.  
  171. #==============================================================================
  172. # ** DataManager
  173. #------------------------------------------------------------------------------
  174. #  This module handles the game and database objects used in game.
  175. # Almost all global variables are initialized on this module
  176. #==============================================================================
  177.  
  178. class << DataManager
  179.   #--------------------------------------------------------------------------
  180.   # * Alias method: setup_new_game
  181.   #--------------------------------------------------------------------------
  182.   alias :setup_new_game_ve_actor_battlers :setup_new_game
  183.   def setup_new_game
  184.     setup_new_game_ve_actor_battlers
  185.     $game_custom_positions = VE_CUSTOM_POSITION.dup
  186.     $game_custom_formation = VE_BATTLE_FORMATION
  187.     $game_position_adjust  = VE_POSITION_ADJUST.dup
  188.   end
  189.   #--------------------------------------------------------------------------
  190.   # * Alias method: setup_battle_test
  191.   #--------------------------------------------------------------------------
  192.   alias :setup_battle_test_ve_actor_battlers :setup_battle_test
  193.   def setup_battle_test
  194.     setup_battle_test_ve_actor_battlers
  195.     $game_custom_positions = VE_CUSTOM_POSITION.dup
  196.     $game_custom_formation = VE_BATTLE_FORMATION
  197.     $game_position_adjust  = VE_POSITION_ADJUST.dup
  198.   end
  199.   #--------------------------------------------------------------------------
  200.   # * Alias method: create_game_objects
  201.   #--------------------------------------------------------------------------
  202.   alias :create_game_objects_ve_actor_battlers :create_game_objects
  203.   def create_game_objects
  204.     create_game_objects_ve_actor_battlers
  205.     $game_custom_positions = {}
  206.     $game_custom_formation = VE_BATTLE_FORMATION
  207.     $game_position_adjust  = VE_POSITION_ADJUST.dup
  208.   end
  209.   #--------------------------------------------------------------------------
  210.   # * Alias method: make_save_contents
  211.   #--------------------------------------------------------------------------
  212.   alias :make_save_contents_ve_actor_battlers  :make_save_contents
  213.   def make_save_contents
  214.     contents = make_save_contents_ve_actor_battlers
  215.     contents[:positions_ve]  = $game_custom_positions
  216.     contents[:formation_ve]  = $game_custom_formation
  217.     contents[:pos_adjust_ve] = $game_position_adjust
  218.     contents
  219.   end
  220.   #--------------------------------------------------------------------------
  221.   # * Alias method: extract_save_contents
  222.   #--------------------------------------------------------------------------
  223.   alias :extract_save_contents_ve_actor_battlers :extract_save_contents
  224.   def extract_save_contents(contents)
  225.     extract_save_contents_ve_actor_battlers(contents)
  226.     $game_custom_positions = contents[:positions_ve]
  227.     $game_custom_formation = contents[:formation_ve]
  228.     $game_position_adjust  = contents[:pos_adjust_ve]
  229.   end
  230. end
  231.  
  232. #==============================================================================
  233. # ** Game_Actor
  234. #------------------------------------------------------------------------------
  235. #  This class handles actors. It's used within the Game_Actors class
  236. # ($game_actors) and referenced by the Game_Party class ($game_party).
  237. #==============================================================================
  238.  
  239. class Game_Actor < Game_Battler
  240.   #--------------------------------------------------------------------------
  241.   # * Public Instance Variables
  242.   #--------------------------------------------------------------------------
  243.   attr_accessor :screen_x                 # Coordenada X na tela
  244.   attr_accessor :screen_y                 # Coordenada Y na tela
  245.   #--------------------------------------------------------------------------
  246.   # * Alias method: setup
  247.   #--------------------------------------------------------------------------
  248.   alias :setup_ve_actor_battlers :setup
  249.   def setup(actor_id)
  250.     setup_ve_actor_battlers(actor_id)
  251.     @battler_name = actor_battler_name
  252.     @battler_hue  = actor_battler_hue
  253.   end
  254.   #--------------------------------------------------------------------------
  255.   # * Overwrite method: use_sprite?
  256.   #--------------------------------------------------------------------------
  257.   def use_sprite?
  258.     return true
  259.   end
  260.   #--------------------------------------------------------------------------
  261.   # * Overwrite method: screen_z
  262.   #--------------------------------------------------------------------------
  263.   def screen_z
  264.     return 100
  265.   end
  266.   #--------------------------------------------------------------------------
  267.   # * New method: actor_battler_name
  268.   #--------------------------------------------------------------------------
  269.   def actor_battler_name
  270.     actor.note =~ /<BATTLER NAME: ([^><]*)>/i ? $1.to_s : ""
  271.   end
  272.   #--------------------------------------------------------------------------
  273.   # * New method: actor_battler_hue
  274.   #--------------------------------------------------------------------------
  275.   def actor_battler_hue
  276.     actor.note =~ /<BATTLER HUE: (\d+)>/i ? $1.to_i : 0
  277.   end
  278.   #--------------------------------------------------------------------------
  279.   # * New method: battler_name
  280.   #--------------------------------------------------------------------------
  281.   def battler_name=(name)
  282.     @battler_name = name if name.is_a?(String)
  283.   end
  284.   #--------------------------------------------------------------------------
  285.   # * New method: battler_hue
  286.   #--------------------------------------------------------------------------
  287.   def battler_hue=(hue)
  288.     @battler_hue = hue if hue.numeric?
  289.   end
  290.   #--------------------------------------------------------------------------
  291.   # * New method: screen_x
  292.   #--------------------------------------------------------------------------
  293.   def screen_x
  294.     setup_x
  295.   end
  296.   #--------------------------------------------------------------------------
  297.   # * New method: screen_y
  298.   #--------------------------------------------------------------------------
  299.   def screen_y
  300.     setup_y
  301.   end
  302.   #--------------------------------------------------------------------------
  303.   # * New method: setup_x
  304.   #--------------------------------------------------------------------------
  305.   def setup_x
  306.     case $game_custom_formation
  307.     when :front  then position = get_frontal_x
  308.     when :side   then position = get_sideview_x
  309.     when :iso    then position = get_isometric_x
  310.     when :custom then position = $game_custom_positions[index + 1][:x]
  311.     end
  312.     position + $game_position_adjust[:x]
  313.   end
  314.   #--------------------------------------------------------------------------
  315.   # * New method: setup_y
  316.   #--------------------------------------------------------------------------
  317.   def setup_y
  318.     case $game_custom_formation
  319.     when :front  then position = get_frontal_y
  320.     when :side   then position = get_sideview_y
  321.     when :iso    then position = get_isometric_y
  322.     when :custom then position = $game_custom_positions[index + 1][:y]
  323.     end
  324.     position + $game_position_adjust[:y]
  325.   end
  326.   #--------------------------------------------------------------------------
  327.   # * New method: get_frontal_x
  328.   #--------------------------------------------------------------------------
  329.   def get_frontal_x
  330.     if VE_BATTLE_CENTRALIZE
  331.       size = $game_party.battle_members.size
  332.       position = (index + 1) * Graphics.width / (size + 1)
  333.     else
  334.       size = $game_party.max_battle_members
  335.       position = index * Graphics.width / size + 64
  336.     end
  337.     position
  338.   end
  339.   #--------------------------------------------------------------------------
  340.   # * New method: get_frontal_y
  341.   #--------------------------------------------------------------------------
  342.   def get_frontal_y
  343.     Graphics.height - 16
  344.   end
  345.   #--------------------------------------------------------------------------
  346.   # * New method: get_sideview_x
  347.   #--------------------------------------------------------------------------
  348.   def get_sideview_x
  349.     if VE_BATTLE_CENTRALIZE
  350.       size = $game_party.max_battle_members
  351.       x    = dist[:x] / 8
  352.       position = -index * (index * x - x * size) + Graphics.width - 160
  353.     else
  354.       position = index * dist[:x] + Graphics.width - 192
  355.     end
  356.     position
  357.   end
  358.   #--------------------------------------------------------------------------
  359.   # * New method: get_sideview_y
  360.   #--------------------------------------------------------------------------
  361.   def get_sideview_y
  362.     if VE_BATTLE_CENTRALIZE
  363.       size   = $game_party.battle_members.size
  364.       height = Graphics.height
  365.       position = (index - size) * dist[:y] + size * dist[:y] / 2 + height - 160
  366.     else
  367.       position = index * dist[:y] +  Graphics.height - 192
  368.     end
  369.     position
  370.   end
  371.   #--------------------------------------------------------------------------
  372.   # * New method: get_isometric_x
  373.   #--------------------------------------------------------------------------
  374.   def get_isometric_x
  375.     if VE_BATTLE_CENTRALIZE
  376.       position = -index * (index * dist[:x] - 32) + Graphics.width - 160
  377.     else
  378.       position = index * dist[:x] +  Graphics.width - 192
  379.     end
  380.     position
  381.   end
  382.   #--------------------------------------------------------------------------
  383.   # * New method: get_isometric_y
  384.   #--------------------------------------------------------------------------
  385.   def get_isometric_y
  386.     if VE_BATTLE_CENTRALIZE
  387.       position = index * (dist[:y] - index * 6) + Graphics.height - 160
  388.     else
  389.       position = Graphics.height - 96 - index * dist[:y]
  390.     end
  391.     position
  392.   end
  393.   #--------------------------------------------------------------------------
  394.   # * New method: dist
  395.   #--------------------------------------------------------------------------
  396.   def dist
  397.     VE_DISTANCE_ADJUST
  398.   end
  399. end
  400.  
  401. #==============================================================================
  402. # ** Game_Enemy
  403. #------------------------------------------------------------------------------
  404. #  This class handles enemy characters. It's used within the Game_Troop class
  405. # ($game_troop).
  406. #==============================================================================
  407.  
  408. class Game_Enemy < Game_Battler
  409.   #--------------------------------------------------------------------------
  410.   # * New method: atk_animation_id1
  411.   #--------------------------------------------------------------------------
  412.   def atk_animation_id1
  413.     enemy.note =~ /<ATTACK ANIM(?:ATION): (\d+)>/i ? $1.to_i : 1
  414.   end
  415.   #--------------------------------------------------------------------------
  416.   # * New method: atk_animation_id2
  417.   #--------------------------------------------------------------------------
  418.   def atk_animation_id2
  419.     return 0
  420.   end
  421. end
  422.  
  423. #==============================================================================
  424. # ** Game_Interpreter
  425. #------------------------------------------------------------------------------
  426. #  An interpreter for executing event commands. This class is used within the
  427. # Game_Map, Game_Troop, and Game_Event classes.
  428. #==============================================================================
  429.  
  430. class Game_Interpreter
  431.   #--------------------------------------------------------------------------
  432.   # * Alias method: comment_call
  433.   #--------------------------------------------------------------------------
  434.   alias :comment_call_ve_actor_battlers :comment_call
  435.   def comment_call
  436.     change_battler_name
  437.     change_battler_hue
  438.     change_position
  439.     comment_call_ve_actor_battlers
  440.   end
  441.   #--------------------------------------------------------------------------
  442.   # * New method: change_battler_name
  443.   #--------------------------------------------------------------------------
  444.   def change_battler_name
  445.     note.scan(/<BATTLER NAME (\d+): ([^><]*)>/i) do |id, name|
  446.       $game_actors[id.to_i].battler_name = name
  447.     end
  448.   end
  449.   #--------------------------------------------------------------------------
  450.   # * New method: change_battler_hue
  451.   #--------------------------------------------------------------------------
  452.   def change_battler_hue
  453.     note.scan(/<BATTLER HUE (\d+): (\d+)>/i) do |id, hue|
  454.       $game_actors[id.to_i].battler_hue = hue
  455.     end
  456.   end
  457.   #--------------------------------------------------------------------------
  458.   # * New method: change_position
  459.   #--------------------------------------------------------------------------
  460.   def change_position
  461.     regexp = /<BATTLER POSITION (\d+): (\d+) *, *(\d+)>/i
  462.     note.scan(regexp) do |i, x, y|
  463.       $game_custom_positions[i.to_i][:x] = x.to_i
  464.       $game_custom_positions[i.to_i][:y] = y.to_i
  465.     end
  466.   end
  467. end
  468.  
  469. #==============================================================================
  470. # ** Spriteset_Battle
  471. #------------------------------------------------------------------------------
  472. #  This class brings together battle screen sprites. It's used within the
  473. # Scene_Battle class.
  474. #==============================================================================
  475.  
  476. class Spriteset_Battle
  477.   #--------------------------------------------------------------------------
  478.   # * Overwrite method: create_actors
  479.   #--------------------------------------------------------------------------
  480.   def create_actors
  481.     @actor_sprites = $game_party.battle_members.reverse.collect do |actor|
  482.       Sprite_Battler.new(@viewport1, actor)
  483.     end
  484.     @actors_party = $game_party.battle_members.dup
  485.   end
  486.   #--------------------------------------------------------------------------
  487.   # * Overwrite method: update_actors
  488.   #--------------------------------------------------------------------------
  489.   def update_actors
  490.     update_party if $game_party.battle_members != @actors_party
  491.     @actor_sprites.each {|sprite| sprite.update }
  492.   end
  493.   #--------------------------------------------------------------------------
  494.   # * New method: update_party
  495.   #--------------------------------------------------------------------------
  496.   def update_party
  497.     @actor_sprites.each_index do |i|
  498.       next if $game_party.battle_members.include?(@actor_sprites[i].battler)
  499.       @actor_sprites[i].dispose
  500.       @actor_sprites[i] = nil
  501.     end
  502.     $game_party.battle_members.collect do |actor|
  503.       next if @actors_party.include?(actor)
  504.       @actor_sprites.push(Sprite_Battler.new(@viewport1, actor))
  505.     end
  506.     @actor_sprites.compact!
  507.     @actors_party = $game_party.battle_members.dup
  508.     $game_party.battle_members.each do |actor|
  509.       old_position = [actor.screen_x, actor.screen_y]
  510.       actor.setup_position
  511.       if old_position != [actor.screen_x, actor.screen_y]
  512.         sprite(actor).start_effect(:appear)
  513.       end
  514.     end
  515.   end
  516. end
  517.  
  518. #==============================================================================
  519. # ** Scene_Battle
  520. #------------------------------------------------------------------------------
  521. #  This class performs battle screen processing.
  522. #==============================================================================
  523.  
  524. class Scene_Battle < Scene_Base
  525.   #--------------------------------------------------------------------------
  526.   # * Overwrite method: show_attack_animation
  527.   #--------------------------------------------------------------------------
  528.   def show_attack_animation(targets)
  529.     show_normal_animation(targets, @subject.atk_animation_id1, false)
  530.     show_normal_animation(targets, @subject.atk_animation_id2, true)
  531.   end
  532. end

点评

请使用高阶脚本框贴长脚本。  发表于 2012-6-29 01:22
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发表于 2012-6-28 22:00:02 | 只看该作者
本帖最后由 铅笔描绘的思念 于 2012-6-28 22:00 编辑

F9里角色的备注啊兄弟。。。。。
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