查看: 2056|回复: 3

[已经解决] 关于插入背景图的问题

[复制链接]
梦石
10
星屑
5748
在线时间
1849 小时
注册时间
2013-2-14
回帖
327

开拓者

发表于 2014-11-3 15:42:59 | 显示全部楼层 |阅读模式

加入我们,或者,欢迎回来。

您需要 登录 才可以下载或查看,没有账号?注册会员

×
请问菜单、背包、装备、技能等各个界面的背景图在那段脚本里插入。。

炎

梦石
0
星屑
98
在线时间
1617 小时
注册时间
2013-8-15
回帖
4322
发表于 2014-11-3 17:44:19 | 显示全部楼层
覆盖Scene_MenuBase
  1. #encoding:utf-8
  2. #==============================================================================
  3. # ■ Scene_MenuBase
  4. #------------------------------------------------------------------------------
  5. #  所有菜单画面的基本处理
  6. #==============================================================================

  7. class Scene_MenuBase < Scene_Base
  8.   #--------------------------------------------------------------------------
  9.   # ● 开始处理
  10.   #--------------------------------------------------------------------------
  11.   def start
  12.     super
  13.     create_background
  14.     @actor = $game_party.menu_actor
  15.   end
  16.   #--------------------------------------------------------------------------
  17.   # ● 结束处理
  18.   #--------------------------------------------------------------------------
  19.   def terminate
  20.     super
  21.     dispose_background
  22.   end
  23.   #--------------------------------------------------------------------------
  24.   # ● 生成背景
  25.   #--------------------------------------------------------------------------
  26.   def create_background
  27.     @background_sprite = Sprite.new
  28.     @background_sprite.bitmap = Cache.title1("logo")
  29.     @background_sprite.color.set(255, 255, 255, -255)
  30.   end
  31.   #--------------------------------------------------------------------------
  32.   # ● 释放背景
  33.   #--------------------------------------------------------------------------
  34.   def dispose_background
  35.     @background_sprite.dispose
  36.   end
  37.   #--------------------------------------------------------------------------
  38.   # ● 生成帮助窗口
  39.   #--------------------------------------------------------------------------
  40.   def create_help_window
  41.     @help_window = Window_Help.new
  42.     @help_window.viewport = @viewport
  43.   end
  44.   #--------------------------------------------------------------------------
  45.   # ● 切换到下一个角色
  46.   #--------------------------------------------------------------------------
  47.   def next_actor
  48.     @actor = $game_party.menu_actor_next
  49.     on_actor_change
  50.   end
  51.   #--------------------------------------------------------------------------
  52.   # ● 切换到上一个角色
  53.   #--------------------------------------------------------------------------
  54.   def prev_actor
  55.     @actor = $game_party.menu_actor_prev
  56.     on_actor_change
  57.   end
  58.   #--------------------------------------------------------------------------
  59.   # ● 切换角色
  60.   #--------------------------------------------------------------------------
  61.   def on_actor_change
  62.   end
  63. end
复制代码

覆盖Scene_ItemBase
  1. #encoding:utf-8
  2. #==============================================================================
  3. # ■ Scene_ItemBase
  4. #------------------------------------------------------------------------------
  5. #  物品画面和技能画面的共同父类
  6. #==============================================================================

  7. class Scene_ItemBase < Scene_MenuBase
  8.   #--------------------------------------------------------------------------
  9.   # ● 开始处理
  10.   #--------------------------------------------------------------------------
  11.   def start
  12.     super
  13.     create_actor_window
  14.   end
  15.   
  16.   #--------------------------------------------------------------------------
  17.   # ● 生成背景
  18.   #--------------------------------------------------------------------------
  19.   def create_background
  20.     @background_sprite = Sprite.new
  21.     @background_sprite.bitmap = Cache.title1("logo")
  22.     @background_sprite.color.set(255, 255, 255, -255)
  23.   end

  24.   #--------------------------------------------------------------------------
  25.   # ● 生成角色窗口
  26.   #--------------------------------------------------------------------------
  27.   def create_actor_window
  28.     @actor_window = Window_MenuActor.new
  29.     @actor_window.set_handler(:ok,     method(:on_actor_ok))
  30.     @actor_window.set_handler(:cancel, method(:on_actor_cancel))

  31.   end
  32.   #--------------------------------------------------------------------------
  33.   # ● 获取当前选中的物品
  34.   #--------------------------------------------------------------------------
  35.   def item
  36.     @item_window.item
  37.   end
  38.   #--------------------------------------------------------------------------
  39.   # ● 获取物品的使用者
  40.   #--------------------------------------------------------------------------
  41.   def user
  42.     $game_party.movable_members.max_by {|member| member.pha }
  43.   end
  44.   #--------------------------------------------------------------------------
  45.   # ● 判定光标是否在左列
  46.   #--------------------------------------------------------------------------
  47.   def cursor_left?
  48.     @item_window.index % 2 == 0
  49.   end
  50.   #--------------------------------------------------------------------------
  51.   # ● 显示子窗口
  52.   #--------------------------------------------------------------------------
  53.   def show_sub_window(window)
  54.     width_remain = Graphics.width - window.width
  55.     window.x = cursor_left? ? width_remain : 0
  56.     @viewport.rect.x = @viewport.ox = cursor_left? ? 0 : window.width
  57.     @viewport.rect.width = width_remain
  58.     window.show.activate
  59.    
  60.   end
  61.   #--------------------------------------------------------------------------
  62.   # ● 隐藏子窗口
  63.   #--------------------------------------------------------------------------
  64.   def hide_sub_window(window)
  65.     @viewport.rect.x = @viewport.ox = 0
  66.     @viewport.rect.width = Graphics.width
  67.     window.hide.deactivate
  68.     activate_item_window
  69.   end
  70.   #--------------------------------------------------------------------------
  71.   # ● 角色“确定”
  72.   #--------------------------------------------------------------------------
  73.   def on_actor_ok
  74.     if item_usable?
  75.       use_item
  76.     else
  77.       Sound.play_buzzer
  78.     end
  79.   end
  80.   #--------------------------------------------------------------------------
  81.   # ● 角色“取消”
  82.   #--------------------------------------------------------------------------
  83.   def on_actor_cancel
  84.     hide_sub_window(@actor_window)
  85.   end
  86.   #--------------------------------------------------------------------------
  87.   # ● 确定物品
  88.   #--------------------------------------------------------------------------
  89.   def determine_item
  90.     if item.for_friend?
  91.       show_sub_window(@actor_window)
  92.       @actor_window.select_for_item(item)
  93.     else
  94.       use_item
  95.       activate_item_window
  96.     end
  97.   end
  98.   #--------------------------------------------------------------------------
  99.   # ● 启用物品窗口
  100.   #--------------------------------------------------------------------------
  101.   def activate_item_window
  102.     @item_window.refresh
  103.     @item_window.activate
  104.   end
  105.   #--------------------------------------------------------------------------
  106.   # ● 获取物品的使用目标数组
  107.   #--------------------------------------------------------------------------
  108.   def item_target_actors
  109.     if !item.for_friend?
  110.       []
  111.     elsif item.for_all?
  112.       $game_party.members
  113.     else
  114.       [$game_party.members[@actor_window.index]]
  115.     end
  116.   end
  117.   #--------------------------------------------------------------------------
  118.   # ● 判定物品是否可以使用
  119.   #--------------------------------------------------------------------------
  120.   def item_usable?
  121.     user.usable?(item) && item_effects_valid?
  122.   end
  123.   #--------------------------------------------------------------------------
  124.   # ● 判定物品的效果是否有效
  125.   #--------------------------------------------------------------------------
  126.   def item_effects_valid?
  127.     item_target_actors.any? do |target|
  128.       target.item_test(user, item)
  129.     end
  130.   end
  131.   #--------------------------------------------------------------------------
  132.   # ● 对角色使用物品
  133.   #--------------------------------------------------------------------------
  134.   def use_item_to_actors
  135.     item_target_actors.each do |target|
  136.       item.repeats.times { target.item_apply(user, item) }
  137.     end
  138.   end
  139.   #--------------------------------------------------------------------------
  140.   # ● 使用物品
  141.   #--------------------------------------------------------------------------
  142.   def use_item
  143.     play_se_for_item
  144.     user.use_item(item)
  145.     use_item_to_actors
  146.     check_common_event
  147.     check_gameover
  148.     @actor_window.refresh
  149.   end
  150.   #--------------------------------------------------------------------------
  151.   # ● 公共事件预定判定
  152.   #    如果预约了事件的调用,则切换到地图画面。
  153.   #--------------------------------------------------------------------------
  154.   def check_common_event
  155.     SceneManager.goto(Scene_Map) if $game_temp.common_event_reserved?
  156.   end
  157. end
复制代码

覆盖Scene_Skill
  1. #encoding:utf-8
  2. #==============================================================================
  3. # ■ Scene_Skill
  4. #------------------------------------------------------------------------------
  5. #  技能画面
  6. #   为了方便共通化处理,这里把技能也称为“物品”。
  7. #==============================================================================

  8. class Scene_Skill < Scene_ItemBase
  9.   #--------------------------------------------------------------------------
  10.   # ● 开始处理
  11.   #--------------------------------------------------------------------------
  12.   def start
  13.     super
  14.     create_help_window
  15.     create_command_window
  16.     create_status_window
  17.     create_item_window
  18.   end
  19.     #--------------------------------------------------------------------------
  20.   # ● 生成背景
  21.   #--------------------------------------------------------------------------
  22.   def create_background
  23.     @background_sprite = Sprite.new
  24.     @background_sprite.bitmap = Cache.title1("logo")
  25.     @background_sprite.color.set(255, 255, 255, -255)
  26.   end
  27.   #--------------------------------------------------------------------------
  28.   # ● 生成指令窗口
  29.   #--------------------------------------------------------------------------
  30.   def create_command_window
  31.     wy = @help_window.height
  32.     @command_window = Window_SkillCommand.new(0, wy)
  33.     @command_window.viewport = @viewport
  34.     @command_window.help_window = @help_window
  35.     @command_window.actor = @actor
  36.     @command_window.set_handler(:skill,    method(:command_skill))
  37.     @command_window.set_handler(:cancel,   method(:return_scene))
  38.     @command_window.set_handler(:pagedown, method(:next_actor))
  39.     @command_window.set_handler(:pageup,   method(:prev_actor))   

  40.   end
  41.   #--------------------------------------------------------------------------
  42.   # ● 生成状态窗口
  43.   #--------------------------------------------------------------------------
  44.   def create_status_window
  45.     y = @help_window.height
  46.     @status_window = Window_SkillStatus.new(@command_window.width, y)
  47.     @status_window.viewport = @viewport
  48.     @status_window.actor = @actor

  49.   end
  50.   #--------------------------------------------------------------------------
  51.   # ● 生成物品窗口
  52.   #--------------------------------------------------------------------------
  53.   def create_item_window
  54.     wx = 0
  55.     wy = @status_window.y + @status_window.height
  56.     ww = Graphics.width
  57.     wh = Graphics.height - wy
  58.     @item_window = Window_SkillList.new(wx, wy, ww, wh)
  59.     @item_window.actor = @actor
  60.     @item_window.viewport = @viewport
  61.     @item_window.help_window = @help_window
  62.     @item_window.set_handler(:ok,     method(:on_item_ok))
  63.     @item_window.set_handler(:cancel, method(:on_item_cancel))

  64.     @command_window.skill_window = @item_window
  65.   end
  66.   #--------------------------------------------------------------------------
  67.   # ● 获取技能的使用者
  68.   #--------------------------------------------------------------------------
  69.   def user
  70.     @actor
  71.   end
  72.   #--------------------------------------------------------------------------
  73.   # ● 指令“技能”
  74.   #--------------------------------------------------------------------------
  75.   def command_skill
  76.     @item_window.activate
  77.     @item_window.select_last
  78.   end
  79.   #--------------------------------------------------------------------------
  80.   # ● 物品“确定”
  81.   #--------------------------------------------------------------------------
  82.   def on_item_ok
  83.     @actor.last_skill.object = item
  84.     determine_item
  85.   end
  86.   #--------------------------------------------------------------------------
  87.   # ● 物品“取消”
  88.   #--------------------------------------------------------------------------
  89.   def on_item_cancel
  90.     @item_window.unselect
  91.     @command_window.activate
  92.   end
  93.   #--------------------------------------------------------------------------
  94.   # ● 播放物品使用声效
  95.   #--------------------------------------------------------------------------
  96.   def play_se_for_item
  97.     Sound.play_use_skill
  98.   end
  99.   #--------------------------------------------------------------------------
  100.   # ● 使用物品
  101.   #--------------------------------------------------------------------------
  102.   def use_item
  103.     super
  104.     @status_window.refresh
  105.     @item_window.refresh
  106.   end
  107.   #--------------------------------------------------------------------------
  108.   # ● 切换角色
  109.   #--------------------------------------------------------------------------
  110.   def on_actor_change
  111.     @command_window.actor = @actor
  112.     @status_window.actor = @actor
  113.     @item_window.actor = @actor
  114.     @command_window.activate
  115.   end
  116. end
复制代码

覆盖Scene_Equip
  1. #encoding:utf-8
  2. #==============================================================================
  3. # ■ Scene_Equip
  4. #------------------------------------------------------------------------------
  5. #  装备画面
  6. #==============================================================================

  7. class Scene_Equip < Scene_MenuBase
  8.   #--------------------------------------------------------------------------
  9.   # ● 开始处理
  10.   #--------------------------------------------------------------------------
  11.   def start
  12.     super
  13.     create_help_window
  14.     create_status_window
  15.     create_command_window
  16.     create_slot_window
  17.     create_item_window
  18.   end
  19.     #--------------------------------------------------------------------------
  20.   # ● 生成背景
  21.   #--------------------------------------------------------------------------
  22.   def create_background
  23.     @background_sprite = Sprite.new
  24.     @background_sprite.bitmap = Cache.title1("logo")
  25.     @background_sprite.color.set(255, 255, 255, -255)
  26.   end
  27.   #--------------------------------------------------------------------------
  28.   # ● 生成状态窗口
  29.   #--------------------------------------------------------------------------
  30.   def create_status_window
  31.     @status_window = Window_EquipStatus.new(0, @help_window.height)
  32.     @status_window.viewport = @viewport
  33.     @status_window.actor = @actor
  34.   end
  35.   #--------------------------------------------------------------------------
  36.   # ● 生成指令窗口
  37.   #--------------------------------------------------------------------------
  38.   def create_command_window
  39.     wx = @status_window.width
  40.     wy = @help_window.height
  41.     ww = Graphics.width - @status_window.width
  42.     @command_window = Window_EquipCommand.new(wx, wy, ww)
  43.     @command_window.viewport = @viewport
  44.     @command_window.help_window = @help_window
  45.     @command_window.set_handler(:equip,    method(:command_equip))
  46.     @command_window.set_handler(:optimize, method(:command_optimize))
  47.     @command_window.set_handler(:clear,    method(:command_clear))
  48.     @command_window.set_handler(:cancel,   method(:return_scene))
  49.     @command_window.set_handler(:pagedown, method(:next_actor))
  50.     @command_window.set_handler(:pageup,   method(:prev_actor))

  51.    
  52.   end
  53.   #--------------------------------------------------------------------------
  54.   # ● 生成装备栏窗口
  55.   #--------------------------------------------------------------------------
  56.   def create_slot_window
  57.     wx = @status_window.width
  58.     wy = @command_window.y + @command_window.height
  59.     ww = Graphics.width - @status_window.width
  60.     @slot_window = Window_EquipSlot.new(wx, wy, ww)
  61.     @slot_window.viewport = @viewport
  62.     @slot_window.help_window = @help_window
  63.     @slot_window.status_window = @status_window
  64.     @slot_window.actor = @actor
  65.     @slot_window.set_handler(:ok,       method(:on_slot_ok))
  66.     @slot_window.set_handler(:cancel,   method(:on_slot_cancel))

  67.   end
  68.   #--------------------------------------------------------------------------
  69.   # ● 生成物品窗口
  70.   #--------------------------------------------------------------------------
  71.   def create_item_window
  72.     wx = 0
  73.     wy = @slot_window.y + @slot_window.height
  74.     ww = Graphics.width
  75.     wh = Graphics.height - wy
  76.     @item_window = Window_EquipItem.new(wx, wy, ww, wh)
  77.     @item_window.viewport = @viewport
  78.     @item_window.help_window = @help_window
  79.     @item_window.status_window = @status_window
  80.     @item_window.actor = @actor
  81.     @item_window.set_handler(:ok,     method(:on_item_ok))
  82.     @item_window.set_handler(:cancel, method(:on_item_cancel))

  83.     @slot_window.item_window = @item_window
  84.   end
  85.   #--------------------------------------------------------------------------
  86.   # ● 指令“更换装备”
  87.   #--------------------------------------------------------------------------
  88.   def command_equip
  89.     @slot_window.activate
  90.     @slot_window.select(0)
  91.   end
  92.   #--------------------------------------------------------------------------
  93.   # ● 指令“最强装备”
  94.   #--------------------------------------------------------------------------
  95.   def command_optimize
  96.     Sound.play_equip
  97.     @actor.optimize_equipments
  98.     @status_window.refresh
  99.     @slot_window.refresh
  100.     @command_window.activate
  101.   end
  102.   #--------------------------------------------------------------------------
  103.   # ● 指令“全部卸下”
  104.   #--------------------------------------------------------------------------
  105.   def command_clear
  106.     Sound.play_equip
  107.     @actor.clear_equipments
  108.     @status_window.refresh
  109.     @slot_window.refresh
  110.     @command_window.activate
  111.   end
  112.   #--------------------------------------------------------------------------
  113.   # ● 装备栏“确定”
  114.   #--------------------------------------------------------------------------
  115.   def on_slot_ok
  116.     @item_window.activate
  117.     @item_window.select(0)
  118.   end
  119.   #--------------------------------------------------------------------------
  120.   # ● 装备栏“取消”
  121.   #--------------------------------------------------------------------------
  122.   def on_slot_cancel
  123.     @slot_window.unselect
  124.     @command_window.activate
  125.   end
  126.   #--------------------------------------------------------------------------
  127.   # ● 物品“确定”
  128.   #--------------------------------------------------------------------------
  129.   def on_item_ok
  130.     Sound.play_equip
  131.     @actor.change_equip(@slot_window.index, @item_window.item)
  132.     @slot_window.activate
  133.     @slot_window.refresh
  134.     @item_window.unselect
  135.     @item_window.refresh
  136.   end
  137.   #--------------------------------------------------------------------------
  138.   # ● 物品“取消”
  139.   #--------------------------------------------------------------------------
  140.   def on_item_cancel
  141.     @slot_window.activate
  142.     @item_window.unselect
  143.   end
  144.   #--------------------------------------------------------------------------
  145.   # ● 切换角色
  146.   #--------------------------------------------------------------------------
  147.   def on_actor_change
  148.     @status_window.actor = @actor
  149.     @slot_window.actor = @actor
  150.     @item_window.actor = @actor
  151.     @command_window.activate
  152.   end
  153. end
复制代码

覆盖Scene_Status
  1. #encoding:utf-8
  2. #==============================================================================
  3. # ■ Scene_Status
  4. #------------------------------------------------------------------------------
  5. #  状态画面
  6. #==============================================================================

  7. class Scene_Status < Scene_MenuBase
  8.   #--------------------------------------------------------------------------
  9.   # ● 开始处理
  10.   #--------------------------------------------------------------------------
  11.   def start
  12.     super
  13.     @status_window = Window_Status.new(@actor)
  14.     @status_window.set_handler(:cancel,   method(:return_scene))
  15.     @status_window.set_handler(:pagedown, method(:next_actor))
  16.     @status_window.set_handler(:pageup,   method(:prev_actor))

  17.   end
  18.     #--------------------------------------------------------------------------
  19.   # ● 生成背景
  20.   #--------------------------------------------------------------------------
  21.   def create_background
  22.     @background_sprite = Sprite.new
  23.     @background_sprite.bitmap = Cache.title1("logo")
  24.     @background_sprite.color.set(255, 255, 255, -255)
  25.   end
  26.   #--------------------------------------------------------------------------
  27.   # ● 切换角色
  28.   #--------------------------------------------------------------------------
  29.   def on_actor_change
  30.     @status_window.actor = @actor
  31.     @status_window.activate
  32.   end
  33. end
复制代码

把你要放的图片放在"Titles1"的File里,并取名为"Logo"

评分

参与人数 1梦石 +1 收起 理由
VIPArcher + 1 发重点就好!

查看全部评分

神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦
回复

使用道具 举报

炎

梦石
0
星屑
98
在线时间
1617 小时
注册时间
2013-8-15
回帖
4322
发表于 2014-11-3 20:07:36 | 显示全部楼层
  1.   #--------------------------------------------------------------------------
  2.   # ● 生成背景
  3.   #--------------------------------------------------------------------------
  4.   def create_background
  5.     @background_sprite = Sprite.new
  6.     @background_sprite.bitmap = Cache.title1("logo")
  7.     @background_sprite.color.set(255, 255, 255, -255)
  8.   end
复制代码
@VIPArcher 我怕LZ看不明白。

@hijl1990 重点是这一段,要放在一定的位置,
  1. @background_sprite.bitmap = Cache.title1("logo")
复制代码
这一行的"Cache.XXX",XXX部分你可以自己设置你要放的地方,比如你写System,背景图就要放在System里。这样解释会明白吗?(担心——)

点评

Cache.XXX XXX部分不能随意写,需要在Cache模块内有对应方法,(不过想自己加一个很简单就是了  发表于 2014-11-4 12:40
谢谢,我看得懂。。不过你解释的很详细,我看的更明白了。。  发表于 2014-11-3 22:44
神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦神烦
回复

使用道具 举报

梦石
10
星屑
5748
在线时间
1849 小时
注册时间
2013-2-14
回帖
327

开拓者

 楼主| 发表于 2014-11-4 12:34:07 | 显示全部楼层
永燃的狂炎 发表于 2014-11-3 20:07
@VIPArcher 我怕LZ看不明白。

@hijl1990 重点是这一段,要放在一定的位置,这一行的"Cache.XXX",XXX部分 ...

不好意思,再问句,透明度在那里改,你可以简单说明。

点评

不行,调到255就跟默认的一样了。。  发表于 2014-11-4 13:56
调调数字看。  发表于 2014-11-4 13:37
加了这个后就变成没有任何透明效果了。。  发表于 2014-11-4 13:14
@backgroud_sprite.opacity = 0 , 好像只要添加这行就行了。  发表于 2014-11-4 13:09
233  发表于 2014-11-4 13:06
回复

使用道具 举报

您需要登录后才可以回帖 登录 | 注册会员

本版积分规则

Powered by Discuz! X5.0 © 2001-2026 Discuz! Team.

在本版发帖返回顶部