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谁有ARPG的脚本 急需!!!!!!!!1

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Lv1.梦旅人 (禁止发言)

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发表于 2008-8-3 23:34:03 | 只看该作者 回帖奖励 |倒序浏览 |阅读模式
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Lv1.梦旅人

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发表于 2008-8-3 23:37:22 | 只看该作者
http://rpg.blue/viewthread.php?tid=91406&ntime=2008%2D8%2D3+15%3A37%3A03

我已经没有当时刚来6R时的那种激情了啊。
看来6R中的人又变了一轮,让我很陌生。
当时我只是路过,什么都没留下。
因为记得我的人已经不多了吧。
http://hi.baidu.com/fantasylen
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Lv1.梦旅人 (禁止发言)

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 楼主| 发表于 2008-8-3 23:55:09 | 只看该作者
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Lv1.梦旅人

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发表于 2008-8-4 00:02:44 | 只看该作者
= = 你有了为什么还要啊……  (=皿=)
我已经没有当时刚来6R时的那种激情了啊。
看来6R中的人又变了一轮,让我很陌生。
当时我只是路过,什么都没留下。
因为记得我的人已经不多了吧。
http://hi.baidu.com/fantasylen
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Lv1.梦旅人

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发表于 2008-8-4 01:00:43 | 只看该作者
在下是刚才才知道原来6R已经发了ARPG脚本了…囧……

这个是刚才在外国站中找到的,应该跟之前的不同吧。

但是,要注意的是,这个系统十分简陋,而且没有使用说明(也不是没有,但藏在脚本里去了,细心的话可以找到出来)。呃,楼主看一看吧。

  1. #=============================================================================
  2. # Window Hud
  3. #=============================================================================

  4. class Window_Hud < Window_Base
  5. def initialize
  6. super(0,0,256,96) # 嗯,要原版的話可以將256改回128。
  7. self.opacity = 0
  8. self.visible = false
  9. refresh
  10. end
  11. def refresh
  12. self.contents.clear
  13. actor = $game_actors[1]
  14. draw_actor_hp(actor, 64, 0, 96) # 這段我改了X坐標,把那個64改成0就可以了。
  15. draw_actor_mp(actor, 64, 32, 96) # 這段我改了X坐標,把那個64改成0就可以了。
  16. draw_actor_face(actor, 0, 0, 64) # 這段是我自己加上的,樓主可以選擇不用。
  17. end
  18. def update
  19. self.visible = true if $game_switches[1] == true # 1=interruptor que activa y desactiva el HUD
  20. refresh
  21. end
  22. end

  23. class Scene_Map
  24. alias hud_main main
  25. alias hud_update update
  26. alias hud_terminate terminate
  27. def main
  28. @hud = Window_Hud.new
  29. hud_main
  30. end
  31. def update
  32. @hud.update
  33. hud_update
  34. end
  35. def terminate
  36. @hud.dispose
  37. end
  38. end
  39. #===================================
  40. # Vlad ABS
  41. #===================================
  42. #--------------------------------------------------------------
  43. # Credits to Vlad
  44. #--------------------------------------------------------------
  45. # To create an enemy, make an event with these annotations:
  46. # Enemy ID - Where ID is the ID number of the enemy in the Database.
  47. # Die X - where X = 1 or 2 (1, erases the event of the enemy,
  48. # 2, passes to the local interrupter A)
  49. # Follow - Makes the event automatically follow the hero.
  50. #--------------------------------------------------------------
  51. # General Configuration
  52. #--------------------------------------------------------------
  53. #--------------------------------------------------------------
  54. # Attack Button, Don't Change: [DEFAULT= A]
  55. Attack_Button = Input::X
  56. #--------------------------------------------------------------
  57. # Ability Button, Don't Change: [DEFAULT= S]
  58. Skill_Button = {Input::Y => 0}
  59. #--------------------------------------------------------------
  60. # LevelUP Animation:
  61. LevelUp_Ani = 40
  62. #--------------------------------------------------------------
  63. # Attack Animation, copy Enemy_atk_ani[2] = 13
  64. # change the 2 to the ID of the enemy, and the 13 to the ID of the animation.
  65. # Example: Enemy_atk_ani[25] = 24
  66. Enemy_atk_ani = {}
  67. Enemy_atk_ani[2] = 13
  68. #--------------------------------------------------------------

  69. #--------------------------------------------------------------
  70. # Game Character
  71. #--------------------------------------------------------------
  72. class Game_Character
  73. attr_accessor :hp
  74. attr_accessor :mp
  75. attr_accessor :damage
  76. attr_accessor :critical
  77. attr_accessor :wait_ataque
  78. attr_accessor :die
  79. alias vlad_abs_gchar_initialize initialize
  80. def initialize
  81. @hp = 0
  82. @mp = 0
  83. @die = 0
  84. $skill_for_use = 0
  85. @wait_ataque = 0
  86. @damage = nil
  87. @critical = false
  88. vlad_abs_gchar_initialize
  89. end
  90. def recebe_atk(attacker)
  91. attacker_status = (attacker.is_a?(Game_Event) ? attacker.enemy_status : $game_actors[1])
  92. receptor_status = (self.is_a?(Game_Event) ? self.enemy_status : $game_actors[1])
  93. self.damage = attacker_status.atk - receptor_status.def
  94. self.damage *= attacker_status.elements_max_rate(attacker_status.element_set)
  95. self.damage /= 100
  96. self.damage = 0 if self.damage < 0
  97. self.critical = (rand(100) < 4)
  98. self.damage *= 2 if self.critical
  99. if self.is_a?(Game_Player)
  100. $game_actors[1].hp -= self.damage
  101. if $game_actors[1].hp <= 0
  102. $scene = Scene_Gameover.new
  103. end
  104. elsif self.is_a?(Game_Event)
  105. self.hp -= self.damage
  106. if self.hp <= 0
  107. self.animation_id = 88
  108. $game_actors[1].gain_exp(enemy_status.exp, 1)
  109. if @die == 1
  110. self.erase
  111. elsif @die == 2
  112. key = [$game_map.map_id, self.id, "A"]
  113. $game_self_switches[key] = true
  114. end
  115. refresh
  116. end
  117. end
  118. end
  119. def recebe_skl(attacker)
  120. for key in Skill_Button.keys
  121. sklid = Skill_Button[key]
  122. attacker_status = (attacker.is_a?(Game_Event) ? attacker.enemy_status : $game_actors[1])
  123. receptor_status = (self.is_a?(Game_Event) ? self.enemy_status : $game_actors[1])
  124. self.damage = $data_skills[sklid].atk_f - receptor_status.def
  125. self.damage *= attacker_status.elements_max_rate(attacker_status.element_set)
  126. self.damage /= 100
  127. self.damage = 0 if self.damage < 0
  128. self.critical = (rand(100) < 4)
  129. self.damage *= 2 if self.critical
  130. attacker_status.mp -= $data_skills[sklid].mp_cost
  131. if self.is_a?(Game_Player)
  132. $game_actors[1].hp -= self.damage
  133. $scene = Scene_Gameover.new if $game_actors[1].hp <= 0
  134. elsif self.is_a?(Game_Event)
  135. self.hp -= self.damage
  136. if self.hp <= 0
  137. $game_actors[1].gain_exp(enemy_status.exp, 1)
  138. if @die == 1
  139. self.erase
  140. elsif @die == 2
  141. key = [$game_map.map_id, self.id, "A"]
  142. $game_self_switches[key] = true
  143. end
  144. refresh
  145. end
  146. end
  147. end
  148. end
  149. def follow_hero(dx, dy)
  150. sx = @x - dx
  151. sy = @y - dy
  152. if sx == 0 and sy == 0
  153. return
  154. end
  155. abs_sx = sx.abs
  156. abs_sy = sy.abs
  157. if abs_sx == 0
  158. sy > 0 ? move_up : move_down
  159. if not moving? and sx != 0
  160. sx > 0 ? move_left : move_right
  161. end
  162. return
  163. elsif abs_sy == 0
  164. sx > 0 ? move_left : move_right
  165. if not moving? and sy != 0
  166. sy > 0 ? move_up : move_down
  167. end
  168. return
  169. end
  170. if abs_sx == abs_sy
  171. rand(2) == 0 ? abs_sx += 1 : abs_sy += 1
  172. end
  173. if abs_sx > abs_sy
  174. sx > 0 ? move_left : move_right
  175. if not moving? and sy != 0
  176. sy > 0 ? move_up : move_down
  177. end
  178. else
  179. sy > 0 ? move_up : move_down
  180. if not moving? and sx != 0
  181. sx > 0 ? move_left : move_right
  182. end
  183. end
  184. end
  185. def raio(dx, dy)
  186. ax = (@x - dx) ** 2
  187. ay = (@y - dy) ** 2
  188. return Math.sqrt(ax + ay)
  189. end
  190. end

  191. #--------------------------------------------------------------
  192. # Game Event
  193. #--------------------------------------------------------------
  194. class Game_Event < Game_Character
  195. attr_reader :inimigo
  196. attr_reader :enemy_status
  197. alias vlad_abs_gevent_initialize initialize
  198. alias vlad_abs_gevent_update update
  199. alias vlad_abs_gevent_refresh refresh
  200. def initialize(map_id, event)
  201. @inimigo = false
  202. @automove = false
  203. vlad_abs_gevent_initialize(map_id, event)
  204. end
  205. def check_com(comentario)
  206. return false if @list.nil? or @list.size <= 0
  207. for item in @list
  208. if item.code == 108 or item.code == 408
  209. if item.parameters[0].downcase.include?(comentario.downcase)
  210. return true
  211. end
  212. end
  213. end
  214. end
  215. def check_comment(comentario)
  216. com = comentario.downcase
  217. return 0 if @list.nil? or @list.size <= 0
  218. for item in @list
  219. if item.code == 108 or item.code == 408
  220. if item.parameters[0].downcase =~ /#{com}[ ]?(\d+)?/
  221. return $1.to_i
  222. end
  223. end
  224. end
  225. return 0
  226. end
  227. def update
  228. vlad_abs_gevent_update
  229. if @inimigo
  230. new_x = (@x + (@direction == 4 ? -1 : @direction == 6 ? 1 : 0))
  231. new_y = (@y + (@direction == 8 ? -1 : @direction == 2 ? 1 : 0))
  232. if self.wait_ataque > 0
  233. self.wait_ataque -= 1
  234. elsif $game_player.x == new_x and $game_player.y == new_y
  235. $game_player.recebe_atk(self)
  236. $game_player.animation_id = self.enemy_atk_animation_id
  237. $game_player.jump(0,0)
  238. self.wait_ataque = 60
  239. end
  240. end
  241. if @automove
  242. unless moving?
  243. self.follow_hero($game_player.x, $game_player.y)
  244. end
  245. end
  246. end
  247. def refresh
  248. vlad_abs_gevent_refresh
  249. @inimigo = false
  250. @enemy_id = check_comment("Enemy")
  251. @automove = true if check_com("Follow") == true
  252. @die = check_comment("Die")
  253. if @enemy_id > 0
  254. @inimigo = true
  255. @enemy_status = Game_Enemy.new(@enemy_id, @enemy_id)
  256. self.hp = @enemy_status.maxhp
  257. self.mp = @enemy_status.maxmp
  258. end
  259. end
  260. def enemy_atk_animation_id
  261. if Enemy_atk_ani[@enemy_id]
  262. return (@enemy_status.nil? ? 0 : Enemy_atk_ani[@enemy_id])
  263. else
  264. return (@enemy_status.nil? ? 0 : 1)
  265. end
  266. end
  267. def Enemy_atk_ani
  268. return Enemy_atk_ani
  269. end
  270. end

  271. #--------------------------------------------------------------
  272. # Game Player
  273. #--------------------------------------------------------------
  274. class Game_Player < Game_Character
  275. alias vlad_abs_gplayer_update update
  276. alias vlad_abs_gplayer_refresh refresh
  277. def update
  278. vlad_abs_gplayer_update
  279. if self.wait_ataque > 0
  280. self.wait_ataque -= 1
  281. end
  282. def refresh
  283. vlad_abs_gplayer_refresh
  284. self.hp = $game_actors[1].hp
  285. self.mp = $game_actors[1].mp
  286. end
  287. if Input.trigger?(Attack_Button) and self.wait_ataque <= 0
  288. new_x = (@x + ($game_player.direction == 4 ? -1 : $game_player.direction == 6 ? 1 : 0))
  289. new_y = (@y + ($game_player.direction == 8 ? -1 : $game_player.direction == 2 ? 1 : 0))
  290. for event in $game_map.events.values
  291. if event.inimigo
  292. if event.x == new_x and event.y == new_y
  293. event.recebe_atk(self)
  294. event.animation_id = self.player_atk_animation_id
  295. event.jump(0,0)
  296. self.wait_ataque = 30
  297. break
  298. end
  299. end
  300. end
  301. end
  302. for key in Skill_Button.keys
  303. if Input.trigger?(key) and Skill_Button[key] != nil and Skill_Button[key] != 0 and $game_actors[1].mp >= $data_skills[Skill_Button[key]].mp_cost and self.wait_ataque <= 0
  304. new_x = (@x + ($game_player.direction == 4 ? -1 : $game_player.direction == 6 ? 1 : 0))
  305. new_y = (@y + ($game_player.direction == 8 ? -1 : $game_player.direction == 2 ? 1 : 0))
  306. for event in $game_map.events.values
  307. if event.inimigo
  308. if event.x == new_x and event.y == new_y
  309. event.recebe_skl(self)
  310. event.animation_id = self.player_skl_animation_id
  311. event.jump(0,0)
  312. self.wait_ataque = 60
  313. break
  314. end
  315. end
  316. end
  317. end
  318. end
  319. def player_atk_animation_id
  320. return ($game_actors[1].nil? ? 0 : $game_actors[1].atk_animation_id)
  321. end
  322. def player_skl_animation_id
  323. for key in Skill_Button.keys
  324. sklid = Skill_Button[key]
  325. return ($game_actors[1].nil? ? 0 : $data_skills[sklid].animation_id)
  326. end
  327. end
  328. def Attack_Button
  329. return Attack_Button
  330. end
  331. def Skill_Button
  332. return Skill_Button
  333. end
  334. end
  335. end

  336. #--------------------------------------------------------------
  337. # Game Actor
  338. #--------------------------------------------------------------
  339. class Game_Actor
  340. alias vlad_abs_change_exp change_exp
  341. def change_exp(exp, show)
  342. last_level = @level
  343. last_skills = skills
  344. @exp = [[exp, 9999999].min, 0].max
  345. while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0
  346. level_up
  347. end
  348. while @exp < @exp_list[@level]
  349. level_down
  350. end
  351. @hp = [@hp, maxhp].min
  352. @mp = [@mp, maxmp].min
  353. if show and @level > last_level
  354. show_level_up
  355. end
  356. vlad_abs_change_exp(exp,show)
  357. end
  358. def show_level_up
  359. $game_player.animation_id = LevelUp_Ani
  360. $game_actors[1].hp = $game_actors[1].maxhp
  361. $game_actors[1].mp = $game_actors[1].maxmp
  362. end
  363. def LevelUp_Ani
  364. return LevelUp_Ani
  365. end
  366. end

  367. #--------------------------------------------------------------
  368. # Sprite Base
  369. #--------------------------------------------------------------
  370. class Sprite_Base
  371. alias animation animation_set_sprites
  372. def animation_set_sprites(frame)
  373. cell_data = frame.cell_data
  374. for i in 0..15
  375. sprite = @animation_sprites[i]
  376. next if sprite == nil
  377. pattern = cell_data[i, 0]
  378. if pattern == nil or pattern == -1
  379. sprite.visible = false
  380. next
  381. end
  382. if pattern < 100
  383. sprite.bitmap = @animation_bitmap1
  384. else
  385. sprite.bitmap = @animation_bitmap2
  386. end
  387. sprite.visible = true
  388. sprite.src_rect.set(pattern % 5 * 192,
  389. pattern % 100 / 5 * 192, 192, 192)
  390. if @animation_mirror
  391. sprite.x = @animation_ox - cell_data[i, 1] / 2
  392. sprite.y = @animation_oy - cell_data[i, 2] / 2
  393. sprite.angle = (360 - cell_data[i, 4])
  394. sprite.mirror = (cell_data[i, 5] == 0)
  395. else
  396. sprite.x = @animation_ox + cell_data[i, 1] / 2
  397. sprite.y = @animation_oy + cell_data[i, 2] / 2
  398. sprite.angle = cell_data[i, 4]
  399. sprite.mirror = (cell_data[i, 5] == 1)
  400. end
  401. sprite.z = self.z + 300
  402. sprite.ox = 96
  403. sprite.oy = 96
  404. sprite.zoom_x = cell_data[i, 3] / 200.0
  405. sprite.zoom_y = cell_data[i, 3] / 200.0
  406. sprite.opacity = cell_data[i, 6] * self.opacity / 255.0
  407. sprite.blend_type = cell_data[i, 7]
  408. end
  409. end
  410. end
  411. #--------------------------------------------------------------
  412. # Sprite Character
  413. #--------------------------------------------------------------
  414. class Sprite_Character < Sprite_Base
  415. alias vlad_abs_spchar_update update
  416. def initialize(viewport, character = nil)
  417. super(viewport)
  418. @character = character
  419. @balloon_duration = 0
  420. @_damage_duration = 0
  421. update
  422. end
  423. def update
  424. super
  425. if @_damage_duration > 0
  426. @_damage_duration -=1
  427. @_damage_sprite.x = self.x
  428. if @_damage_duration <= 0
  429. dispose_damage
  430. end
  431. end
  432. if @character != nil and @character.damage != nil
  433. damage(@character.damage, @character.critical)
  434. @character.damage = nil
  435. @character.critical = false
  436. end
  437. vlad_abs_spchar_update
  438. end
  439. def damage(value, critical)
  440. dispose_damage
  441. if value.is_a?(Numeric)
  442. damage_string = value.abs.to_s
  443. else
  444. damage_string = value.to_s
  445. end
  446. bitmap = Bitmap.new(160, 48)
  447. bitmap.font.name = "Georgia"
  448. bitmap.font.size = 22
  449. bitmap.font.italic = true
  450. if value.is_a?(Numeric) and value <= 0
  451. bitmap.font.color.set(0, 0, 0)
  452. bitmap.draw_text(1, 13, 160, 36, "Miss", 1)
  453. bitmap.font.color.set(255, 245, 155)
  454. bitmap.draw_text(0, 12, 160, 36, "Miss", 1)
  455. else
  456. bitmap.font.color.set(0, 0, 0)
  457. bitmap.draw_text(1, 13, 160, 36, damage_string, 1)
  458. bitmap.font.color.set(255, 255, 255)
  459. bitmap.draw_text(0, 12, 160, 36, damage_string, 1)
  460. end
  461. if critical
  462. bitmap.font.color.set(0, 0, 0)
  463. bitmap.draw_text(1, 6, 160, 20, "Critical", 1)
  464. bitmap.font.color.set(255, 245, 155)
  465. bitmap.draw_text(0, 5, 160, 20, "Critical", 1)
  466. end
  467. @_damage_sprite = ::Sprite.new(self.viewport)
  468. @_damage_sprite.bitmap = bitmap
  469. @_damage_sprite.ox = 80
  470. @_damage_sprite.oy = 20
  471. @_damage_sprite.x = self.x
  472. @_damage_sprite.y = self.y - self.oy / 2 - 40
  473. @_damage_sprite.z += 99999
  474. @_damage_duration = 30
  475. end
  476. def show_text(string, size=16, color=0)
  477. dispose_damage
  478. damage_string = string
  479. if string.is_a?(Array)
  480. array = true
  481. else
  482. array = false
  483. end
  484. bitmap = Bitmap.new(160, 48)
  485. bitmap.font.name = "Georgia"
  486. bitmap.font.size = size
  487. bitmap.font.italic = true
  488. if array
  489. for i in 0..string.size
  490. next if damage_string[i] == nil
  491. bitmap.font.color.set(96, 96-20, 0) if color == 0
  492. bitmap.font.color.set(0, 0, 0) if color != 0
  493. bitmap.draw_text(-1, (12+(16*i)-1)-16, 160, 36, damage_string[i], 1)
  494. bitmap.draw_text(+1, (12+(16*i)-1)-16, 160, 36, damage_string[i], 1)
  495. bitmap.draw_text(-1, (12+(16*i)+1)-16, 160, 36, damage_string[i], 1)
  496. bitmap.draw_text(+1, (12+(16*i)+1)-16, 160, 36, damage_string[i], 1)
  497. bitmap.font.color.set(255, 245, 155) if color == 0
  498. bitmap.font.color.set(144, 199, 150) if color == 1
  499. bitmap.font.color.set(197, 147, 190)if color == 2
  500. bitmap.font.color.set(138, 204, 198)if color == 3
  501. bitmap.draw_text(0, (12+(16*i))-16, 160, 36, damage_string[i], 1)
  502. end
  503. else
  504. bitmap.font.color.set(96, 96-20, 0) if color == 0
  505. bitmap.font.color.set(0, 0, 0) if color != 0
  506. bitmap.draw_text(-1, 12-1, 160, 36, damage_string, 1)
  507. bitmap.draw_text(+1, 12-1, 160, 36, damage_string, 1)
  508. bitmap.draw_text(-1, 12+1, 160, 36, damage_string, 1)
  509. bitmap.draw_text(+1, 12+1, 160, 36, damage_string, 1)
  510. bitmap.font.color.set(255, 245, 155) if color == 0
  511. bitmap.font.color.set(144, 199, 150) if color == 1
  512. bitmap.font.color.set(197, 147, 190)if color == 2
  513. bitmap.font.color.set(138, 204, 198)if color == 3
  514. bitmap.draw_text(0, 12, 160, 36, damage_string, 1)
  515. end
  516. @_damage_sprite = ::Sprite.new(self.viewport)
  517. @_damage_sprite.bitmap = bitmap
  518. @_damage_sprite.ox = 80
  519. @_damage_sprite.oy = 20
  520. @_damage_sprite.x = self.x
  521. @_damage_sprite.y = self.y - self.oy / 2
  522. @_damage_sprite.z = 3000
  523. @_damage_duration = 30
  524. end
  525. def dispose_damage
  526. if @_damage_sprite != nil
  527. @_damage_sprite.dispose
  528. @_damage_sprite = nil
  529. end
  530. end
  531. end

  532. #--------------------------------------------------------------
  533. # Window Skill
  534. #--------------------------------------------------------------
  535. class Scene_Skill
  536. alias vlad_abs_sskill_initialize initialize
  537. alias vlad_abs_sskill_update update
  538. def initialize(actor_index = 0, equip_index = 0)
  539. @memory = Window_Command.new(150, ["Memorize"])
  540. @memory.active = false
  541. @memory.visible = false
  542. @memory.x = (544 - @memory.width) / 2
  543. @memory.y = (416 - @memory.height) / 2
  544. @memory.z = 1500
  545. vlad_abs_sskill_initialize
  546. end
  547. def update
  548. update_skill
  549. @memory.update if @memory.active
  550. return update_memory if @memory.active
  551. vlad_abs_sskill_update
  552. end
  553. def update_skill
  554. for key in Skill_Button.keys
  555. if Input.trigger?(key)
  556. Sound.play_decision
  557. Skill_Button[key] = @skill_window.skill.id
  558. @memory.active = @memory.visible = true
  559. @skill_window.active = false
  560. end
  561. end
  562. end
  563. def update_memory
  564. if Input.trigger?(Input::C)
  565. Sound.play_decision
  566. @memory.active = @memory.visible = false
  567. @skill_window.active = true
  568. end
  569. end
  570. def Skill_Button
  571. return Skill_Button
  572. end
  573. end

  574. #--------------------------------------------------------------
  575. # FINISH
  576. #--------------------------------------------------------------
复制代码

系统信息:本贴由楼主认可为正确答案,66RPG感谢您的热情解答~
 雪壓枝頭低雖低不著泥一朝紅日出依舊與天齊
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