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[搬运汉化] 【汉化】YEP系列基础及进阶教程-2018/10/06期

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 楼主| 发表于 2016-2-10 18:01:31 | 只看该作者
本帖最后由 沧笙 于 2016-6-12 22:46 编辑


YEP.10 – Equip Core
The Equip Core plugins makes quite a few changes for your projects. It affects the equip menu, equipment type handling, equipment rulings, and parameter control.

装备核心插件改变了游戏很多选项。将会影响装备菜单,装备类型索引,装备规则等等。

Introduction
This plugin alters various aspects regarding equipment handling. The changes are as listed:

插件改变包括如下:

Scene_Equip
Scene_Equip has been modified to look differently. This is primarily done to make the main menu scenes look uniform and keep everything familiar for players. Furthermore, the command window has been adjusted to be better fit for extension plugins in the future that may add commands to the command window and/or the scene.
装备界面:装备界面调整了一下,会略微不同。主要是制作了主菜单让人看起来统一并且对于玩家更加熟悉。更长远来说,命令菜单可以更好的适应未来的拓展插件,以便添加命令

Equipment Type Handling
Characters will no longer have one universal equipment slot setting. Now, different classes can use different setups by simply adding a few notetags to the class notebox. Furthermore, equipment types in the past with matching names would be treated as separate types. Now, equipment types with matching names will be treated as the same type.
装备类型:玩家不只有一个通用的设置。现在,不用的职业可以通过简单的标签来添加不同的设置。还有,之前名字一样的装备类型视为不同的类型,现在,名义一样的装备类型归为一类

Equipment Rulings
Now, certain equipment types can or cannot be removed. For example, this plugin can set it so that the Weapon slot must always have something equipped and that the player cannot manually leave it empty (the game, on the other hand, can achieve this through events). In addition to that, optimizing equipment can be restricted for certain equipment types, which are better off being decided manually (such as accessories).
装备规则:现在,装备类型可以被选择能不能移除。例如,这个插件设置了了武器必须装备,所以玩家武器栏不可以为空。除此之外,可选择装备被确定类型限制,最好关闭自动决定。

Parameter Control
Equipment parameters can now to be adjusted through notetags to have a large value or customized value (through code). This allows for equipment to no longer be static items, but instead, equipment can now be dynamic and may change over the course of the game.
参数控制:装备参数可以同标签设置,来自设置一个较大的值或者自定义值。这将允许装备不再是静态物品而是可以通过游戏改变的

Notetags
You can use the following notetags to change a class’s equipment setup.

你可以用下面的标签改变职业装备设置

Class Notetags:
  1. <Equip Slot: x>
  2. <Equip Slot: x, x, x>
复制代码
Example:
  1. <Equip Slot: 1, 2, 3, 4, 5, 5, 5, 5>
复制代码
Changes this class’s equipment slots to x. Using repeating numbers makes it so that equipment type is duplicated and that the class can equip multiple equipment of that type. To find the Equipment Type ID, go to your database’s Types tab and look for the ID type.

例如:改变角色可以装备的类型ID

If you don’t like the above method for setting equipment slots, you can use the following notetags instead:

如果你不喜欢这个方法,你可以用下面方法替代
  1. <Equip Slot>
  2. string
  3. string
  4. string
  5. string
  6. </Equip Slot>
复制代码
Example:
  1. <Equip Slot>
  2. Weapon
  3. Armor
  4. Accessory
  5. Accessory
  6. </Equip Slot>
复制代码
Replace ‘string’ with the Equipment type’s name entry. This is case sensitive so if the string does not match a name entry perfectly, the slot will not be granted to the class. Multiple copies of a name entry would mean the class can equip multiple equipment of that type. Everything works the same as the previous notetag.

用特定的物品类型放入代码即可。

Weapon and Armor Notetags:
  1. <stat: +x>
  2. <stat: -x>
复制代码
Allows the piece of weapon or armor to gain or lose x amount of stat. Replace “stat” with “hp”, “mp”, “atk”, “def”, “mat”, “mdf”, “agi”, or “luk” to alter that specific stat. This allows the piece of equipment to go past the editor’s default limitation so long as the maximum value allows for it. Changes made here alter the base parameters.
允许武器装备或者或者失去某些值。你可以用血量、魔法值、攻击力、防御力、魔法攻击力、魔法防御力、速度或者幸运值来代替。这将允许装备可以突破默认编辑器的限制。

Lunatic Mode – Custom Parameters
  1. <Custom Parameters>
  2. code
  3. code
  4. code
  5. code
  6. </Code Parameters>
复制代码
Example:
  1. <Custom Parameters>
  2. atk = $gameVariables.value(1);
  3. mat = atk / 2;
  4. all = $gameParty.members().length;
  5. </Custom Parameters>
复制代码
Allows for parameters to have custom rates adjusted by code. The following parameters are defined: ‘maxhp’, ‘maxmp’, ‘atk’, ‘def’, ‘mat’, ‘mdf’, ‘agi’, ‘luk’, and ‘all’. The ‘all’ parameter will affect all parameters. Changes made here do not alter the base parameters, but instead, are added onto the base parameters.

允许玩家自定义参数。

Happy RPG Making!
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 楼主| 发表于 2016-2-9 16:54:25 | 只看该作者
本帖最后由 沧笙 于 2016-6-12 22:46 编辑


YEP.11 – Item Core
The Item Core plugin changes a lot of things about your project, from the item menu to independent items. But more importantly, this plugin builds a bridge for those who wish to do more with their items…

物品核心插件改变了游戏的很多内容,从物品菜单到个人包裹,更重要的是这个插件为希望设置更多物品选项的人搭建了桥梁。

Hello, I am aware that Independent Items have a “maximum” amount. This “maximum” amount only serves to limit the player from buying too many items and filling up the inventory with junk. Gaining items through any other method, such as events and battle drops are still allowed.
你们好,我知道私人包裹有最大数量限制。这个最大数量限制只是为了限制玩家购买太多的物品,导致垃圾填满了仓库。你可以用其他方式来获得物品,例如事件,战斗掉落等。

Now, why is this? Because not every scenario can be envisioned by the developer. In most cases, the developer can be short sighted and may not be aware of the player’s inventory limits at the time. So, to mitigate this, I made it possible for the player to go above the limit but only through events and battle drops.
为什么呢?因为开发者不可能考虑所以情况。大多数下,开发者不能知道玩家的仓库容量。所以,为了减轻这种情况,除非有事件或者战斗掉落,否则玩家只能被限制数量。

Why those two? Because of key items. Key items, if given by events and/or battle drops, are a necessity to progress in a game. Should the developer be unaware of the player’s inventory and provide a key item that cannot be inserted into the inventory, the player will be locked out of the game through no fault of their own. So to prioritize the player, this system is enabled.
又为什么呢?因为关键物品。在游戏中,通过事件或者战斗给与关键物品是游戏重要的换届。如果开发者不知道玩家库存,并且提供的关键物品无法进入仓库,玩家将会被锁住游戏进程不能游戏。所以优先考虑玩家,这个系统被打开。

Therefore, it is functioning as intended as a way to work as a fail safe for the sake of the player incase of any developer shortsight.
所以,这是一项对于开发者来说相对安全的措施

Introduction
This plugin makes a couple of main changes to your game and the way items handled to allow a base core for future plugins.

这个插件改变了游戏很多主要设置,同时也是未来拓展插件所要依赖的核心插件。

1. Independent Items
If you choose to have maximum limit on your items, weapons, and/or armors, those items will become independent and have their own individual stats and whatnot. Independent items are capable of being upgraded, altered, modified, etc. and retain those changed properties independent of other items of the same type. Items without a maximum limit (aka 0), they will continue working as they normally did in RPG Maker MV.

如果你想要有物品的最大数量限制,那么这些物品会有独立的统计等。独立的。独立物品可以被提升,改变,修改等同时保留物品类型。没有最大数量限制的物品,他们将会以默认的物品管理方式运行。

2. New Scene_Item
The item scene has been revamped to look a little bit different. With the new layout, the item list is no longer two columns, but one. Added are a few more windows, such as the item status window (which displays basic item information), an item information window (which shows information applied to the item via upgrades, etc.), and an item action window, which appears when you select an item and it will ask you if you wish to Use the item or any action added via plugins (such as upgrading the item). If you wish to not use this revamp, you can disable it from the parameters.

物品界面看起来略微不同。有了分层,物品列表不在是2列,而是一列。并且添加了更多的界面,例如物品重要程度,物品信息,物品动作等。如果你不想使用这个修改,你可以用参数关闭它。

3. Random Variance
Newly acquired items that aren’t from shop can be given randomized stats to a small degree for items that are independent. Items can be above the stock value or below the stock value by the variance value. If you wish for an item to not have a variance value, you can use a notetag to set the variance value to 0. If you wish for all of your items to not have a variance value, you can set the parameter to 0.

不是从商店买来的物品可以一定程度上获得随机属性。数值可以在一个范围内浮动,如果你不希望有浮动,你可以使用标签设置为0.如果你希望所有物品都没有浮动,你可以设置参数为0.

Note: During battle test, independent items are disabled.
注意:在战斗测试中,个人物品菜单是关闭的。

Notetags
If you are using independent items, items that aren’t gained through the shop can have a random variance applied to its stats.

如果你希望使用独立物品,并且有一个随机属性,你可以使用下面标签

Item, Weapon, Armor Notetag
  1. <Random Variance: x>
复制代码
If this item is acquired through non-shop means, it will have random stats offset by x amount in either a positive or negative value.

设置随机属性x
  1. <Not Independent item>
复制代码
Sets an item that is independent by default to become a nonindependent item, allowing it to stack and making it unable to be affected by independent item modifiers.

非独立物品
  1. <Priority Name>
复制代码
This sets the item, weapon, or armor’s priority name to its database entry so that name schemes cannot affect the item.

设置物品的优先名,让数据库内的名字不会影响物品

Plugin Commands
If you wish to be able to add items to your player’s inventory without the random variance being applied to it, you can use the following plugin commands to adjust the settings for that.

如果你不希望为你的物品添加随机属性,你可以使用下面的命令改变设置

Plugin Command:
  1. EnableVarianceStock
复制代码
Causes all items acquired from this point forward to have its variance give stock (nonrandom) values.

开启固定值
  1. DisableVarianceStock
复制代码
Causes all items acquired from this point forward to have its variance give random values.

开启随机值

A small note is that if you enabled the variance stock values, if the player restarts the game by either going through the title screen or just turning off the program and starting it back up, the random variance will in effect again. This plugin command is meant to exist short term disable.

有个小提示需要注意,如果你开启了固定值,玩家重新通过游戏标题界面再次进入游戏或者关闭程序重新启动,随机值将会开启。插件命令只是一个暂时的关闭

Eventing Changes
A few changes have been made to eventing in order to adjust for independent items. They are as follows:

我们改变了一些事件让其可以调整独立物品。它们是:

Event Page Conditions and Conditional Branches:
Checking to see if an item exists in the party’s inventory will differ if the item can be independent. Instead, the condition can be fulfilled if there is an item, even when upgraded, that has the selected item as the base item. This means your Long Sword (+1) will fulfill the condition of having the target Long Sword item in the event editor.

条件及分支:当检查你的仓库里是否存在物品时,独立物品的+1属性不会造成影响,可以认为物品存在

Actor Has X Equip:
Just like the previous condition, this condition will be fulfilled if the actor has a weapon whose base item matches the event editor’s target item. The Long Sword (+1) will fulfill the condition of needing the actor to have a Long Sword item equipped.

装备:当检查你的装备里是否存在物品时,独立装备的+1属性不会造成影响,可以认为物装备存在

Change Equipment:
If the target equipment is independent, the game will first check to see if the actor has an item equipped with the matching base item. If not, the game will then check to see if the party has a matching base item in the inventory first and use that. If not, then the game will create a new stock version of the item and equip that to the actor.

装备改变:如果装备标签是独立物品,这个游戏会检查基础装备来适配,如果没找找到,则会检查个人仓库;如果依旧没有,则会创建一个类别。

Item Name System
For independent items, they have a unique name handling system. Independent items consist of four parts:

对于独立物品,他们有一个特殊的名字索引系统。包括如下:

Prefix Base Name Suffix Boost Count
The prefix, base name, suffix, and boost count are adjusted by plugins. Depending on the effects applied, they can be altered or changed. Using the name system, an item with a prefix of ‘Fiery’, base name of ‘Sword’, suffix being ‘of Might’, and a boost count of 5 will end up looking like:

前缀,名字,后缀,增量可以用插件来调整。如下便是一个例子:前缀Fiery,名字Sword,后缀of Might,增量5.

Fiery Sword of Might (+5)
These item would appear that way only if its various name parts have been altered some way or another. However, there is a fifth name convention, and that is the priority name. If an item has a priority name, it will completely overwrite the current name scheme with just the priority name itself. So even if the item’s name is ‘Fiery Sword of Might (+5)’, if the item’s priority name is ‘Legendary Blade’, then ‘Legendary Blade’ will take priority.

如果设置了其他名字,则不会显示带有前后缀增量的名字

Lunatic Mode – Custom Info Window Display
If you want to display unique and custom stuff into your info window on the side, you can use the following notetags:
如果你想自定义一些选项,可以使用如下:

Item, Weapon, Armor Notetags:
  1. <Info Text Top>
  2. text
  3. text
  4. </Info Text Top>
复制代码
Type in extra information you wish to type in for the item info window here, whether it is lore or other information. Text codes can be used. Information here is is displayed towards the top of the info window.

顶部显示文字
  1. <Info Text Bottom>
  2. text
  3. text
  4. </Info Text Bottom>
复制代码
Type in extra information you wish to type in for the item info window here, whether it is lore or other information. Text codes can be used. Information here is is displayed towards the bottom of the info window.

底部显示文字
  1. <Info Eval>
  2. var variableId = 1;
  3. var value = 500;
  4. $gameVariables.setValue(variableId, value);
  5. </Info Eval>
复制代码
If you know JavaScript, you can use these notetags to run some code before displaying any new info. This way, if you plan on using text codes that display variable values, you can run a bit of code before displaying them to synch up what’s shown in the item info window.

显示自定义信息

Happy RPG Making!

点评

不好意思,我想问下什么是独立物品,是贵重物品的意思吗?  发表于 2016-6-26 09:03
<Priority Name> 我直接把这个放进物品备注,进入游戏获得物品又不见有什么反应  发表于 2016-2-21 20:28
应该放进去就可以呀  发表于 2016-2-21 19:27
想问下怎么用 物品的优先名这个指令 直接放入物品注释不起作用  发表于 2016-2-21 19:20
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发表于 2016-2-6 23:42:18 | 只看该作者
这个必须顶了
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发表于 2016-2-4 18:44:10 | 只看该作者
因为B站有人投过这个:【生肉】RPGMakerMV引擎插件-Yanfly Engine Plugins
http://www.bilibili.com/video/av3174787/

要不楼主就贴这个UP主的视频或链接    反正应该挺全的  
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 楼主| 发表于 2016-2-4 13:35:19 | 只看该作者
本帖最后由 沧笙 于 2016-6-12 22:45 编辑


YEP.59 – Aftermath Level Up
This plugin is an extension plugin for the Victory Aftermath plugin. This adds a level up section to the Victory Aftermath sequence to show the individual parameter changes the actor has acquired in addition to skills that the actor may have learned. This segment will be omitted if there are no actors to level up or if the game has the segment disabled. When there are multiple actors leveling up, the Victory Aftermath will cycle through each of the actors.

这是胜利窗口插件的拓展插件。这个可以增加胜利后升级的选项,来让玩家可以获得额外的技能。如果没有玩家升级或者关闭设置,这个效果会被忽略。当多名玩家升级,插件会循环执行每个角色。

Introduction
This plugin requires YEP_VictoryAftermath. Make sure this plugin is located under YEP_VictoryAftermath in the plugin list.

这个插件需要“胜利窗口”插件。请确保他放在YEP_VictoryAftermath的下面。

This adds a level up section to the Victory Aftermath sequence to show the individual parameter changes the actor has acquired in addition to skills that the actor may have learned. This segment will be omitted if there are no actors to level up or if the game has the segment disabled. When there are multiple actors leveling up, the Victory Aftermath will cycle through each of the actors.

这是胜利窗口插件的拓展插件。这个可以增加胜利后升级的选项,来让玩家可以获得额外的技能。如果没有玩家升级或者关闭设置,这个效果会被忽略。当多名玩家升级,插件会循环执行每个角色。

Instructions
While this plugin is plug and play (and doesn’t require much change), if you wish to change the order of when the level up process occurs, insert ‘level’ in the ‘Victory Order’ parameter within the Victory Aftermath plugin’s parameters at the location to appear.

当这个插件插入并且执行时,你可以改变升级后事件顺序,插入“等级”在
“胜利顺序”参数里。

Plugin Commands
You can use these plugin commands to adjust whether or not the Level Up portion of the Victory Aftermath will occur.

你可以用下面的命令调整胜利窗口是否有升级效果

Plugin Command:
  1. ShowVictoryLevelUp
复制代码
This will cause the level up segment of the Victory Aftermath to appear if there is an actor that leveled up in the current battle.

开启胜利后升级效果
  1. HideVictoryLevelUp
复制代码
This will cause the level up segment of the Victory Aftermath to not appear at all regardless of any actors leveling up in that battle.

关闭胜利后升级效果

Happy RPG Making!
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 楼主| 发表于 2016-2-4 13:20:23 | 只看该作者
本帖最后由 沧笙 于 2016-6-12 22:45 编辑


YEP.7 – Victory Aftermath
Replace the default RPG Maker victory messages with this plugin’s Victory Aftermath windows to provide more accurate and visual data to your players!

替代了默认的胜利窗口,提供更精准和实用的数据

Introduction
This plugin swaps out the victory messages from the default battle system in favor of more informative windows to display. Adjust the parameters to change the settings to fit your game.

插件替代了默认的胜利窗口,展示了更多有用的信息。你可以调整参数来设置游戏。

Victory Aftermath
In the parameters, there’s a ‘Victory Order’ parameter. This parameter lets you choose the order of the steps in the Victory Aftermath.

在参数里面,这里有个“胜利顺序”参数,这个参数可以让你定制胜利后的步骤

The default order is as follows:
  1. exp
复制代码
Displays the EXP window.

展示经验窗口
  1. custom
复制代码
Displays any custom plugin extensions.

展示自定义拓展
  1. drops
复制代码
Displays the drops window.

展示掉落物品

If you switch the order of these steps, add steps, or remove steps from the ‘Victory Order’ plugin, the Victory Aftermath will correspond to any changes you have made.

你可以通过关闭顺序,添加或者移除步骤,来改变你的游戏

Plugin Commands
If you wish to alter the Victory Aftermath sequence a bit, you can use the following Plugin Commands.

如果你希望微调胜利序列,你可以使用下面命令

Plugin Commands:
  1. DisableVictoryAftermath
复制代码
Disables the Victory Aftermath sequence and bypasses the Victory Aftermath music, too.

关闭序列
  1. EnableVictoryAftermath
复制代码
Enables the Victory Aftermath sequence if it has been previously disabled.

开启序列
  1. DisableVictoryMusic
复制代码
Disables the Victory Aftermath music to just continue playing whatever was playing.

关闭声音
  1. EnableVictoryMusic
复制代码
Enables the Victory Aftermath music if it has been previously disabled.

开启声音

Happy RPG Making!
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发表于 2016-2-2 08:03:34 | 只看该作者
楼主辛苦了,非常感谢!
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 楼主| 发表于 2016-2-1 22:45:15 | 只看该作者
本帖最后由 沧笙 于 2016-6-12 22:37 编辑


YEP.42 – Battle Status Window
Introduction
This plugin replaces the default battle status window, which was shown in a row format, to a column-based format that also displays the party’s faces.

这个插件代替了默认战斗状态窗口,可以基于队伍行列展示队伍的头像

For frontview users, this plugin also allows you to enable battle animations to be played on top of the actor’s portraits (and showing any damage popups) to give the player a better view of what’s going on in battle.

对于前视战斗模式,这个插件允许你战斗的时候得到更好的效果

Happy RPG Making!
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Lv1.梦旅人

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发表于 2016-1-30 16:33:35 | 只看该作者
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1楼帖子最下面提供了完整版,我会不定期更新  发表于 2016-1-30 17:11
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 楼主| 发表于 2016-1-29 13:07:45 | 只看该作者
本帖最后由 沧笙 于 2016-6-12 22:37 编辑


YEP.30 – Visual HP Gauges
Want to display HP gauges visibly on enemies? And possibly even your allies? Want to give certain enemies different color HP gauges or make it longer than usual? Or make it required that enemies must be defeated first before showing their HP gauge? Well, now you can!

想要显示敌方的血量吗?或者你的同伴?想要显示与平时不同的血量颜色吗?或者需要先击倒敌方才能显示血量?好的,现在可以实现了

Introduction
This plugin requires YEP_BattleEngineCore. Make sure this plugin is located under YEP_BattleEngineCore in the plugin list.

这个插件需要战斗核心插件,请确保这个插件放在战斗核心插件下面的列表。

This plugin shows the HP Gauges of enemies as they’re selected or while they take damage. You can also opt for actors to show their HP Gauge as well. Adjust the parameters to change the way you want the HP Gauges to appear.

这个插件可以在敌方被击中或者选择时显示血量,你也可以设置队员的血量显示。你可以调整血量显示的参数。

By default, enemies would need to be defeated first in order for the gauges to show up. This can be changed within the parameter settings. However, during battle test, the HP gauges are always shown unless the enemy has a hidden HP gauge.

敌方默认不需要先击倒在显示血量。这个可以通过参数设定。但是,在编辑器战斗测试时,血量会一直显示,除非敌方隐藏。

Notetags
Class and Enemy Notetags:
  1. <Hide HP Gauge>
复制代码
This HP gauge will always be hidden if this notetag is present.

隐藏血量
  1. <Show HP Gauge>
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This HP gauge will always be shown if this notetag is present while the target is selected or taking damage.

显示血量
  1. <HP Gauge Width: x>
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This will set the battler’s HP Gauge width to x pixels. However, if this width is less than the minimum width, minimum width will take priority.

血量槽宽度,如果宽度小于最小宽度,将会取最小宽度
  1. <HP Gauge Height: x>
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This set’s the HP Gauge height to x pixels.

血量槽高度
  1. <HP Gauge Back Color: x>
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This changes the HP Gauge’s back color to x text color.

血量槽背景颜色
  1. <HP Gauge Color 1: x>
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This changes the HP Gauge’s color 1 to x text color.

血量槽颜色1
  1. <HP Gauge Color 2: x>
复制代码
This changes the HP Gauge’s color 2 to x text color.

血量槽颜色2

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