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[已经过期] 【强迫症】对话框加强宽度设置求救

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Lv1.梦旅人

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发表于 2014-10-1 12:58:53 | 只看该作者 回帖奖励 |倒序浏览 |阅读模式

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RUBY 代码复制
  1. #==============================================================================
  2. #
  3. # ¥ Yami Engine Ace - Pop Message
  4. # -- Last Updated: 2012.06.07
  5. # -- Level: Normal
  6. # -- Requires: n/a
  7. #
  8. #==============================================================================
  9.  
  10. $imported = {} if $imported.nil?
  11. $imported["YSE-PopMessage"] = true
  12.  
  13. #==============================================================================
  14. # ¥ Updates
  15. # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  16. # 2012.06.07 - Fixed Compatible: YEA - Ace Message System.
  17. # 2012.05.11 - Fixed Message Position.
  18. #            - Remove Requirement: YSE - Fix Events Order.
  19. # 2012.05.07 - Fixed Face position.
  20. #            - Added Requirement: YSE - Fix Events Order.
  21. # 2012.04.06 - You can change Bubble Tag filename.
  22. # 2012.03.28 - Fixed Default Message Position and Sizes.
  23. # 2012.03.27 - Fixed Default Message.
  24. # 2012.03.27 - Added Bubble Tag.
  25. # 2012.03.25 - Fixed Escape Message.
  26. # 2012.03.24 - Fixed Battle Message.
  27. # 2012.03.24 - Rewrote script.
  28. #
  29. #==============================================================================
  30. # ¥ Instructions
  31. # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  32. # To install this script, open up your script editor and copy/paste this script
  33. # to an open slot below ¥ Materials/‘fÞ but above ¥ Main. Remember to save.
  34. #
  35. # -----------------------------------------------------------------------------
  36. # Message Window text Codes - These go inside of your message window.
  37. # -----------------------------------------------------------------------------
  38. #  Position:   Effect:
  39. #    \bm[0]    - 主角对话框
  40. #    \bm[x]    - X事件号对话框
  41. #    \cbm      - Cancel bubble message.
  42. #
  43. #              *Note: Set to 0 to sets position to Game Player.
  44. #
  45. #==============================================================================
  46. # ¥ Compatibility
  47. # =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  48. # This script is made strictly for RPG Maker VX Ace. It is highly unlikely that
  49. # it will run with RPG Maker VX without adjusting.
  50. #
  51. #==============================================================================
  52.  
  53. module YSE
  54.   module POP_MESSAGE
  55.  
  56.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  57.     # - Visual Settings -
  58.     #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
  59.     LIMIT = { # Start.
  60.       :limit_width    =>  450,  # Set to 0 to disable limit.
  61.       :limit_line     =>  0,  # Set to 0 to disable limit.
  62.     } # End.
  63.  
  64.     POSITION = { # Start.
  65.       :x_buffer       =>  0,
  66.       :y_buffer       =>  -36,
  67.       :face_x_buffer  =>  8,
  68.       :face_y_buffer  =>  24,
  69.       :tag_y_buffer   =>  -6,
  70.       :name_x_buffer  =>  112, # Require YEA - Message System.
  71.     } # End.
  72.  
  73.     EFFECT = { # Start.
  74.       :fade_face       =>  true,
  75.       :move_face       =>  true,
  76.       :use_bubble_tag  =>  true,
  77.       :bubble_tag_name => "BubbleTag",
  78.     } # End.
  79.  
  80.   end
  81. end
  82.  
  83. #==============================================================================
  84. # ¥ Editting anything past this point may potentially result in causing
  85. # computer damage, incontinence, explosion of user's head, coma, death, and/or
  86. # halitosis so edit at your own risk.
  87. #==============================================================================
  88.  
  89. #==============================================================================
  90. # ¡ Spriteset_Map
  91. #==============================================================================
  92.  
  93. class Spriteset_Map
  94.  
  95.   #--------------------------------------------------------------------------
  96.   # public instance variables
  97.   #--------------------------------------------------------------------------
  98.   attr_accessor :character_sprites
  99.  
  100. end # Spriteset_Map
  101.  
  102. #==============================================================================
  103. # ¡ Window_Message_Face
  104. #==============================================================================
  105.  
  106. class Window_Message_Face < Window_Base
  107.  
  108.   #--------------------------------------------------------------------------
  109.   # initialize
  110.   #--------------------------------------------------------------------------
  111.   def initialize
  112.     super(0, 0, 120, 120)
  113.     self.opacity = 0
  114.     @face_name = ""
  115.     @face_index = 0
  116.     @move_x = 0
  117.     close
  118.   end
  119.  
  120.   #--------------------------------------------------------------------------
  121.   # message_window=
  122.   #--------------------------------------------------------------------------
  123.   def message_window=(window)
  124.     @message_window = window
  125.   end
  126.  
  127.   #--------------------------------------------------------------------------
  128.   # set_face
  129.   #--------------------------------------------------------------------------
  130.   def set_face
  131.     contents.clear
  132.     return unless @message_window
  133.     if !$game_message.face_name.empty?
  134.       draw_face($game_message.face_name, $game_message.face_index, 0, 0)
  135.       set_position
  136.       show_face
  137.     else
  138.       hide_face
  139.     end
  140.   end
  141.  
  142.   #--------------------------------------------------------------------------
  143.   # set_position
  144.   #--------------------------------------------------------------------------
  145.   def set_position
  146.     return unless @message_window
  147.     self.x = @message_window.x
  148.     self.y = @message_window.y - 96
  149.     self.x += YSE::POP_MESSAGE::POSITION[:face_x_buffer]
  150.     self.y += YSE::POP_MESSAGE::POSITION[:face_y_buffer]
  151.     self.y += (@message_window.real_lines - 1) * 24
  152.     self.z = @message_window.z + 1
  153.     if (@face_name != $game_message.face_name || @face_index != $game_message.face_index)
  154.       if YSE::POP_MESSAGE::EFFECT[:move_face]
  155.         @move_x = 30
  156.         self.x -= 30
  157.       end
  158.       @face_name = $game_message.face_name
  159.       @face_index = $game_message.face_index
  160.       self.contents_opacity = 0 if YSE::POP_MESSAGE::EFFECT[:fade_face]
  161.     end
  162.   end
  163.  
  164.   #--------------------------------------------------------------------------
  165.   # show_face
  166.   #--------------------------------------------------------------------------
  167.   def show_face
  168.     open
  169.   end
  170.  
  171.   #--------------------------------------------------------------------------
  172.   # hide_face
  173.   #--------------------------------------------------------------------------
  174.   def hide_face
  175.     contents.clear
  176.     close
  177.   end
  178.  
  179.   #--------------------------------------------------------------------------
  180.   # update
  181.   #--------------------------------------------------------------------------
  182.   def update
  183.     super
  184.     self.contents_opacity += 15 if self.contents_opacity < 255
  185.     unless @move_x <= 0
  186.       self.x += 2
  187.       @move_x -= 2
  188.     end
  189.   end
  190.  
  191. end # Sprite_Message_Face
  192.  
  193. #==============================================================================
  194. # ¡ Window_Message
  195. #==============================================================================
  196.  
  197. class Window_Message < Window_Base
  198.  
  199.   #--------------------------------------------------------------------------
  200.   # new method: face_window=
  201.   #--------------------------------------------------------------------------
  202.   def face_window=(window)
  203.     @face_window = window
  204.   end
  205.  
  206.   #--------------------------------------------------------------------------
  207.   # new method: bubble_tag=
  208.   #--------------------------------------------------------------------------
  209.   def bubble_tag=(sprite)
  210.     @bubble_tag = sprite
  211.   end
  212.  
  213.   #--------------------------------------------------------------------------
  214.   # new method: message_escape_characters_pop_message
  215.   #--------------------------------------------------------------------------
  216.   def message_escape_characters_pop_message(result)
  217.     result.gsub!(/\eBM\[(\d+)\]/i) { event_pop_message_setup($1.to_i, false) }
  218.     result.gsub!(/\eBMF\[(\d+)\]/i) { event_pop_message_setup($1.to_i, true) }
  219.     result.gsub!(/\eCBM/i) { event_pop_message_setup(nil, false) }
  220.     result
  221.   end
  222.  
  223.   #--------------------------------------------------------------------------
  224.   # alias method: convert_escape_characters
  225.   #--------------------------------------------------------------------------
  226.   alias yse_convert_escape_characters_pm convert_escape_characters
  227.   def convert_escape_characters(text)
  228.     result = yse_convert_escape_characters_pm(text)
  229.     result = message_escape_characters_pop_message(result)
  230.     result
  231.   end
  232.  
  233.   #--------------------------------------------------------------------------
  234.   # new method: event_pop_message_setup
  235.   #--------------------------------------------------------------------------
  236.   def event_pop_message_setup(event_id, follower = false)
  237.     if follower && $game_player.followers[event_id].nil?
  238.       @event_pop_id = nil
  239.       @event_pop_follower = false
  240.       return ""
  241.     end
  242.     @event_pop_follower = follower
  243.     @event_pop_id = event_id
  244.     return ""
  245.   end
  246.  
  247.   #--------------------------------------------------------------------------
  248.   # new method: set_face_position
  249.   #--------------------------------------------------------------------------
  250.   def set_face_position
  251.     return unless SceneManager.scene_is?(Scene_Map)
  252.     return unless @event_pop_id
  253.     return unless @face_window
  254.     contents.clear
  255.     @face_window.set_face
  256.     return unless $imported["YEA-MessageSystem"]
  257.     return if @face_window.close?
  258.     #@name_window.x = self.x + YSE::POP_MESSAGE::POSITION[:face_x_buffer] + YSE::POP_MESSAGE::POSITION[:name_x_buffer] if (@name_position == 1 || @name_position == 2)
  259.   end
  260.  
  261.   #--------------------------------------------------------------------------
  262.   # alias method: new_page
  263.   #--------------------------------------------------------------------------
  264.   alias window_message_new_page_pm_yse new_page
  265.   def new_page(text, pos)
  266.     window_message_new_page_pm_yse(text, pos)
  267.     set_face_position
  268.   end
  269.  
  270.   #--------------------------------------------------------------------------
  271.   # alias method: close
  272.   #--------------------------------------------------------------------------
  273.   alias pop_message_close close
  274.   def close
  275.     pop_message_close
  276.     return unless SceneManager.scene_is?(Scene_Map)
  277.     return unless @event_pop_id
  278.     @event_pop_id = nil
  279.     @event_pop_follower = false
  280.     @face_window.hide_face
  281.     return unless YSE::POP_MESSAGE::EFFECT[:use_bubble_tag]
  282.     @bubble_tag.visible = false if @bubble_tag
  283.   end
  284.  
  285.   #--------------------------------------------------------------------------
  286.   # alias method: open_and_wait
  287.   #--------------------------------------------------------------------------
  288.   alias pop_message_open_and_wait open_and_wait
  289.   def open_and_wait
  290.     pop_message_open_and_wait
  291.     return unless YSE::POP_MESSAGE::EFFECT[:use_bubble_tag]
  292.     @bubble_tag.visible = true if @event_pop_id && @bubble_tag
  293.   end
  294.  
  295.   #--------------------------------------------------------------------------
  296.   # alias method: process_all_text
  297.   #--------------------------------------------------------------------------
  298.   alias pop_message_process_all_text process_all_text
  299.   def process_all_text
  300.     @event_pop_id = nil
  301.     convert_escape_characters($game_message.all_text)
  302.     update_placement
  303.     adjust_pop_message($game_message.all_text)
  304.     pop_message_process_all_text
  305.   end
  306.  
  307.   #--------------------------------------------------------------------------
  308.   # alias method: update_placement
  309.   #--------------------------------------------------------------------------
  310.   alias event_pop_message_update_placement update_placement
  311.   def update_placement
  312.     if SceneManager.scene_is?(Scene_Map)
  313.       if @event_pop_id.nil?
  314.         fix_default_message
  315.         event_pop_message_update_placement
  316.       elsif @event_pop_id == 0
  317.         character = $game_player
  318.         self.y = character.screen_y - self.height + YSE::POP_MESSAGE::POSITION[:y_buffer]
  319.         self.x = character.screen_x - self.width / 2 + YSE::POP_MESSAGE::POSITION[:x_buffer]
  320.         fix_position_bubble(character)
  321.         set_bubble_tag(character)
  322.       elsif @event_pop_id > 0
  323.         hash = @event_pop_follower ? $game_player.followers : $game_map.events
  324.         character = hash[@event_pop_id]
  325.         self.y = character.screen_y - self.height + YSE::POP_MESSAGE::POSITION[:y_buffer]
  326.         self.x = character.screen_x - self.width / 2 + YSE::POP_MESSAGE::POSITION[:x_buffer]
  327.         fix_position_bubble(character)
  328.         set_bubble_tag(character)
  329.       end
  330.     else
  331.       event_pop_message_update_placement
  332.     end
  333.   end
  334.  
  335.   #--------------------------------------------------------------------------
  336.   # new method: fix_default_message
  337.   #--------------------------------------------------------------------------
  338.   def fix_default_message
  339.     self.width = window_width
  340.     self.height = window_height#[max_choice_width + 12, 96].max + padding * 2
  341.     self.x = 0
  342.     @face_window.hide_face if @face_window
  343.     create_contents
  344.     return unless YSE::POP_MESSAGE::EFFECT[:use_bubble_tag]
  345.     @bubble_tag.visible = false if @bubble_tag
  346.   end
  347.  
  348.   #--------------------------------------------------------------------------
  349.   # new method: fix_position_bubble
  350.   #--------------------------------------------------------------------------
  351.   def fix_position_bubble(character)
  352.     end_x = self.x + self.width
  353.     end_y = self.y + self.height
  354.     self.x = 0 if self.x < 0
  355.     self.y = character.screen_y if self.y < 0
  356.     self.x = Graphics.width - self.width if end_x > Graphics.width
  357.     self.y = Graphics.height - self.height if end_y > Graphics.height
  358.   end
  359.  
  360.   #--------------------------------------------------------------------------
  361.   # new method: set_bubble_tag
  362.   #--------------------------------------------------------------------------
  363.   def set_bubble_tag(character)
  364.     return unless YSE::POP_MESSAGE::EFFECT[:use_bubble_tag]
  365.     return unless @bubble_tag
  366.     up = self.y == character.screen_y
  367.     self.y += up ? @bubble_tag.height / 2 : [email]-@bubble_tag.height[/email] / 2
  368.     @bubble_tag.x = character.screen_x - @bubble_tag.width / 2
  369.     if up
  370.       @bubble_tag.src_rect.set(0, @bubble_tag.height, @bubble_tag.width, @bubble_tag.height)
  371.       @bubble_tag.y = self.y - @bubble_tag.height - YSE::POP_MESSAGE::POSITION[:tag_y_buffer]
  372.     else
  373.       @bubble_tag.src_rect.set(0, 0, @bubble_tag.width, @bubble_tag.height)
  374.       @bubble_tag.y = self.y + self.height + YSE::POP_MESSAGE::POSITION[:tag_y_buffer]
  375.     end
  376.   end
  377.  
  378.   #--------------------------------------------------------------------------
  379.   # new method: cal_number_line
  380.   #--------------------------------------------------------------------------
  381.   def cal_number_line(text)
  382.     result = 0
  383.     text.each_line { result += 1 }
  384.     return result
  385.   end
  386.  
  387.   #--------------------------------------------------------------------------
  388.   # new method: cal_width_line #?!!!!
  389.   #--------------------------------------------------------------------------
  390.   def cal_width_line(text)
  391.     result = 0
  392.     text.each_line { |line|
  393.       result = text_size(line).width if result < text_size(line).width
  394.     }
  395.     return result
  396.   end
  397.  
  398.   #--------------------------------------------------------------------------
  399.   # alias method: adjust_message_window_size
  400.   #--------------------------------------------------------------------------
  401.   if $imported["YEA-MessageSystem"]
  402.   alias yse_pop_message_adjust_message_window_size adjust_message_window_size
  403.   def adjust_message_window_size
  404.     start_name_window if @event_pop_id
  405.     return if @event_pop_id
  406.     yse_pop_message_adjust_message_window_size
  407.   end
  408.   end
  409.  
  410.   #--------------------------------------------------------------------------
  411.   # new method: adjust_pop_message
  412.   #--------------------------------------------------------------------------
  413.   def adjust_pop_message(text = " ")
  414.     return unless SceneManager.scene_is?(Scene_Map)
  415.     unless @event_pop_id
  416.       if $imported["YEA-MessageSystem"]
  417.         #adjust_message_window_size
  418.       end
  419.       return
  420.     end
  421.     n_line = cal_number_line(text)
  422.     n_line = YSE::POP_MESSAGE::LIMIT[:limit_line] if YSE::POP_MESSAGE::LIMIT[:limit_line] > 0 && cal_number_line(text) > YSE::POP_MESSAGE::LIMIT[:limit_line]
  423.     @real_lines = n_line
  424.     self.height = fitting_height(n_line)
  425.     self.width = cal_width_line(text) + 24
  426.     self.width += new_line_x
  427.     if self.width > YSE::POP_MESSAGE::LIMIT[:limit_width] && YSE::POP_MESSAGE::LIMIT[:limit_width] > 0
  428.       self.width = YSE::POP_MESSAGE::LIMIT[:limit_width]
  429.     end
  430.     create_contents
  431.     update_placement
  432.   end
  433.  
  434.   #--------------------------------------------------------------------------
  435.   # overwrite method: new_line_x
  436.   #--------------------------------------------------------------------------
  437.   def new_line_x
  438.     if $game_message.face_name.empty?
  439.       return 0
  440.     else
  441.       result = YSE::POP_MESSAGE::POSITION[:face_x_buffer]
  442.       p_x = $imported["YEA-MessageSystem"] ? YEA::MESSAGE::FACE_INDENT_X : 112
  443.       result += p_x
  444.       return result
  445.     end
  446.   end
  447.  
  448.   #--------------------------------------------------------------------------
  449.   # new method: real_lines
  450.   #--------------------------------------------------------------------------
  451.   def real_lines
  452.     @real_lines
  453.   end
  454.  
  455. end # Window_Message
  456.  
  457. #==============================================================================
  458. # ¡ Scene_Map
  459. #==============================================================================
  460.  
  461. class Scene_Map < Scene_Base
  462.  
  463.   #--------------------------------------------------------------------------
  464.   # alias method: create_message_window
  465.   #--------------------------------------------------------------------------
  466.   alias yse_pm_create_message_window create_message_window
  467.   def create_message_window
  468.     yse_pm_create_message_window
  469.     @face_window = Window_Message_Face.new
  470.     @face_window.message_window = @message_window
  471.     if YSE::POP_MESSAGE::EFFECT[:use_bubble_tag]
  472.       @bubble_tag_sprite = Sprite.new
  473.       @bubble_tag_sprite.visible = false
  474.       @bubble_tag_sprite.bitmap = Cache.system(YSE::POP_MESSAGE::EFFECT[:bubble_tag_name])
  475.       @bubble_tag_sprite.src_rect.set(0, 0, @bubble_tag_sprite.width, @bubble_tag_sprite.height / 2)
  476.       @message_window.bubble_tag = @bubble_tag_sprite
  477.     end
  478.     @message_window.face_window = @face_window
  479.   end
  480.  
  481.   #--------------------------------------------------------------------------
  482.   # alias method: dispose_spriteset
  483.   #--------------------------------------------------------------------------
  484.   alias pop_message_dispose_spriteset dispose_spriteset
  485.   def dispose_spriteset
  486.     pop_message_dispose_spriteset
  487.     return unless @bubble_tag_sprite
  488.     @bubble_tag_sprite.dispose
  489.   end
  490.  
  491. end # Scene_Map
  492.  
  493. #==============================================================================
  494. #
  495. # ¥ End of File
  496. #
  497. #==============================================================================



此脚本就是问题所在……实际上无需图片,因为VA本身就没有对宽度的文章判定,最多也就是有人出了个选项宽度的修复,而对于文章窗口宽度的定义没有…………本身是不需要的,但是这个脚本使用的时候一旦有很多的控制符就会出现大段空白,所以求帮助……
代码里有些奇怪的注释不要在意,本人脚本渣。
想成为触的渣一枚Or觉得自己是渣的渣一枚。

Lv3.寻梦者 (版主)

…あたしは天使なんかじゃないわ

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开拓者贵宾

2
发表于 2014-10-1 13:15:29 | 只看该作者
最多也就是有人出了个选项宽度的修复


这也就是你需要的东西了。用“选项宽度的修复”脚本中获取宽度的语句代替这个脚本中设置宽度的语句就好了。

点评

我知道啦……但是脚本渣不知道在选项宽度修复那个脚本什么地方修改所以求直接给脚本……  发表于 2014-10-1 13:52
回复 支持 反对

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Lv1.梦旅人

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 楼主| 发表于 2014-10-1 13:52:55 | 只看该作者
  1. class Window_ChoiceList

  2.   def max_choice_width
  3.     $game_message.choices.collect {|s| pro_ex(s) }.max
  4.   end
  5.   
  6.   def pro_ex(str)
  7.     s = convert_escape_characters(str)
  8.     pos = {:x => 0, :y => -Graphics.height, :new_x => 0, :height => calc_line_height(s)}
  9.     process_character(s.slice!(0, 1), s, pos) until s.empty?
  10.     pos[:x]
  11.   end
  12. end
复制代码
选项宽度修复的脚本……求适当的修改嗯……
想成为触的渣一枚Or觉得自己是渣的渣一枚。
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Lv3.寻梦者 (版主)

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发表于 2014-10-1 13:55:59 | 只看该作者
550806810 发表于 2014-10-1 13:52
选项宽度修复的脚本……求适当的修改嗯……
  1. class Window_Message < Window_Base
  2.   def cal_width_line(text)
  3.     text.each_line.map(&method(:pro_ex)).max
  4.   end
  5. end
复制代码
没测试,瞎写的

思路就是这样,用 pro_ex 代替原本文字的宽度

点评

?? 把这段脚本插在上面两个脚本下方,然后宽度为 0?是这个意思吗?  发表于 2014-10-1 14:31
下面如果直接加上选项宽度修复的那个def pro_ex会导致宽度直接为0………………  发表于 2014-10-1 14:29
会BOOM不过……我改改试试~  发表于 2014-10-1 14:03
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Lv1.梦旅人

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 楼主| 发表于 2014-10-1 14:36:26 | 只看该作者
taroxd 发表于 2014-10-1 13:55
没测试,瞎写的

思路就是这样,用 pro_ex 代替原本文字的宽度

嗯,最上面有选项宽度修复,然后再下是对话框加强,最后是你这个……不过你这个默认会报错,我在下面加上了选项宽度修复的def pro_ex(text)……然后就会只有人物头像,文字不会显示出来……

点评

::>_<::  发表于 2014-10-2 10:29
不能= = 懒得看500行脚本了= =  发表于 2014-10-2 07:42
虽然我很想说“自己来,大丈夫”,不过果然搞不定呢……能直接给个能用的么TAT  发表于 2014-10-2 02:23
去掉头像同样是0宽度……怎么判定文字TAT  发表于 2014-10-1 14:53
有可能是选项宽度并没有考虑到头像吧……  发表于 2014-10-1 14:49
想成为触的渣一枚Or觉得自己是渣的渣一枚。
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