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[功能与代码] 分享自己做的巨大怪兽实现范围攻击与击落下马

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发表于 2023-5-19 20:22:49 | 显示全部楼层 |阅读模式
巨大怪兽实现范围攻击与击落下马,参考来源:
1.[狂人的知识]较为精细的特技攻击判定方法 - MOD制作技术区 - 骑马与砍杀中文站论坛 - Powered by Discuz! (mountblade.com.cn)
2.骨骼拼接理论及应用---火影须佐能乎(代码) - MOD制作技术区 - 骑马与砍杀中文站论坛 - Powered by Discuz! (mountblade.com.cn)
3.纠正关于部分人对模型对应游戏程序对象的pos概念的错误理解 - MOD制作技术区 - 骑马与砍杀中文站论坛 - Powered by Discuz! (mountblade.com.cn)
4.动作地摊 - 模型贴图制作与交流区 - 骑马与砍杀中文站论坛 - Powered by Discuz! (mountblade.com.cn)
5. 花糕大佬关于动作的咨询解答




效果展示:巨大怪兽-攻击击飞-击落下马_哔哩哔哩bilibili_骑马与砍杀_游戏集锦
使用的动作包见附件:


一、动作核心主要是:amf_priority_die(优先级在死亡之前)、amf_priority_striked(优先级在被打击之前)、acf_displace_position(初为位移)
  1. ["fall_rider_right_forward_one", acf_enforce_all|acf_displace_position|acf_lock_camera, amf_play|amf_priority_mount|amf_accurate_body|amf_client_prediction,
  2. [2.2, "anim_human", blow+200, blow+275, arf_blend_in_3|arf_make_custom_sound, pack2f(0.8, 0.0), (0,0,0), 0.3],
  3. ],
  4. ["fall_right_front_one", acf_enforce_all|acf_align_with_ground|acf_displace_position|acf_lock_camera, amf_play|amf_priority_mount|amf_accurate_body|amf_client_prediction,
  5. [2.0, "death2", 0, 53, arf_blend_in_16|arf_make_custom_sound, pack2f(0.65, 0.0), (0,0,0), 1.0],
  6. ],

  7. ["strike_down_y", acf_enforce_all|acf_align_with_ground|acf_displace_position|acf_lock_camera, amf_play|amf_priority_die|amf_start_instantly|amf_priority_striked|amf_priority_mount|amf_accurate_body|amf_client_prediction,
  8. [1.5, "strike_down_y",0,17,arf_make_custom_sound,0, (0, -1.5, 0), 0.0],
  9. ],

  10. ["strike_down_yb", acf_enforce_all|acf_align_with_ground|acf_displace_position|acf_lock_camera, amf_play|amf_priority_die|amf_start_instantly|amf_priority_striked|amf_priority_mount|amf_accurate_body|amf_client_prediction,
  11. [1.5, "strike_down_yb",0,16,arf_make_custom_sound,0, (0, -1.5, 0), 0.0],
  12. ],

  13. ["ani_fall_flyback1_near_rise", acf_enforce_all|acf_align_with_ground|acf_displace_position|acf_lock_camera, amf_play|amf_priority_die|amf_start_instantly|amf_priority_striked|amf_priority_mount|amf_accurate_body|amf_client_prediction,
  14. [1.5, "ani_fall_flyback1_near_rise",0,43,arf_make_custom_sound,0, (0, -1.5, 0), 0.0],
  15. ],

  16. ["ani_fall_flyback1_med_rise", acf_enforce_all|acf_align_with_ground|acf_displace_position|acf_lock_camera, amf_play|amf_priority_die|amf_start_instantly|amf_priority_striked|amf_priority_mount|amf_accurate_body|amf_client_prediction,
  17. [2, "ani_fall_flyback1_med_rise",0,53,arf_make_custom_sound,0, (0, -2.5, 0), 0.0],
  18. ],

  19. ["ani_fall_flyback2_med_rise", acf_enforce_all|acf_align_with_ground|acf_displace_position|acf_lock_camera, amf_play|amf_priority_die|amf_start_instantly|amf_priority_striked|amf_priority_mount|amf_accurate_body|amf_client_prediction,
  20. [2, "ani_fall_flyback2_med_rise",0,53,arf_make_custom_sound,0, (1, -2.5, 0), 0.0],
  21. ],

  22. ["ani_fall_flyback1_med_rise_from_left", acf_enforce_all|acf_align_with_ground|acf_displace_position|acf_lock_camera, amf_play|amf_priority_die|amf_start_instantly|amf_priority_striked|amf_priority_mount|amf_accurate_body|amf_client_prediction,
  23. [2, "ani_fall_flyback1_med_rise_from_left",0,53,arf_make_custom_sound,0, (0, -2.5, 0), 0.0],
  24. ],

  25. ["ani_fall_flyback2_med_rise_from_left", acf_enforce_all|acf_align_with_ground|acf_displace_position|acf_lock_camera, amf_play|amf_priority_die|amf_start_instantly|amf_priority_striked|amf_priority_mount|amf_accurate_body|amf_client_prediction,
  26. [2, "ani_fall_flyback2_med_rise_from_left",0,49,arf_make_custom_sound,0, (-1, -2.5, 0), 0.0],
  27. ],

  28. ["ani_fall_flyback3_med_rise", acf_enforce_all|acf_align_with_ground|acf_displace_position|acf_lock_camera, amf_play|amf_priority_die|amf_start_instantly|amf_priority_striked|amf_priority_mount|amf_accurate_body|amf_client_prediction,
  29. [2.5, "ani_fall_flyback3_med_rise",0,64,arf_make_custom_sound,0, (0, -4, 0), 0.0],
  30. ],

  31. ["ani_fall_flyback1_far_rise", acf_enforce_all|acf_align_with_ground|acf_displace_position|acf_lock_camera, amf_play|amf_priority_die|amf_start_instantly|amf_priority_striked|amf_priority_mount|amf_accurate_body|amf_client_prediction,
  32. [2.5, "ani_fall_flyback1_far_rise",0,56,arf_make_custom_sound,0, (0, -4, 0), 0.0],
  33. ],

  34. ["ani_fall_flyback2_far_rise", acf_enforce_all|acf_align_with_ground|acf_displace_position|acf_lock_camera, amf_play|amf_priority_die|amf_start_instantly|amf_priority_striked|amf_priority_mount|amf_accurate_body|amf_client_prediction,
  35. [2.5, "ani_fall_flyback2_far_rise",0,49,arf_make_custom_sound,0, (1, -4, 0), 0.0],
  36. ],

  37. ["death_face_y", acf_enforce_all|acf_align_with_ground|acf_displace_position|acf_lock_camera, amf_play|amf_priority_die|amf_start_instantly|amf_priority_striked|amf_priority_mount|amf_accurate_body|amf_client_prediction,
  38. [2.5, "death_face_y",0,49,arf_make_custom_sound,0, (1, -4, 0), 0.0],
  39. ],

  40. ["ani_fall_flyback3_far_rise", acf_enforce_all|acf_align_with_ground|acf_displace_position|acf_lock_camera, amf_play|amf_priority_die|amf_start_instantly|amf_priority_striked|amf_priority_mount|amf_accurate_body|amf_client_prediction,
  41. [2.5, "ani_fall_flyback3_far_rise",0,64,arf_make_custom_sound,0, (0, -4, 0), 0.0],
  42. ],

  43. ["ani_fall_flyback1_far_rise_from_left", acf_enforce_all|acf_align_with_ground|acf_displace_position|acf_lock_camera, amf_play|amf_priority_die|amf_start_instantly|amf_priority_striked|amf_priority_mount|amf_accurate_body|amf_client_prediction,
  44. [2.5, "ani_fall_flyback1_far_rise_from_left",0,56,arf_make_custom_sound,0, (0, -4, 0), 0.0],
  45. ],

  46. ["strike_down_y2b", acf_enforce_all|acf_align_with_ground|acf_displace_position|acf_lock_camera, amf_play|amf_priority_die|amf_start_instantly|amf_priority_striked|amf_priority_mount|amf_accurate_body|amf_client_prediction,
  47. [2.5, "strike_down_y2b",0,21,arf_make_custom_sound,0, (0, -4, 0), 0.0],
  48. ],


  49. ["human_salto_hit", acf_enforce_all|acf_align_with_ground|acf_displace_position|acf_lock_camera, amf_play|amf_priority_die|amf_start_instantly|amf_priority_striked|amf_priority_striked|amf_start_instantly|amf_priority_mount|amf_accurate_body|amf_client_prediction,
  50. [2.5, "human_salto_hit",0,53,arf_make_custom_sound,0, (0, -2.5, 0), 0.0],
  51. ],

  52. ["human_be_strike_down_end", acf_enforce_all|acf_align_with_ground|acf_displace_position|acf_lock_camera, amf_play|amf_start_instantly|amf_priority_striked|amf_priority_mount|amf_accurate_body|amf_client_prediction,
  53. [2.5, "human_salto_hit",0,53,arf_make_custom_sound,0, (0, -2.5, 0), 0.0],
  54. ],


  55. ["ani_fall_flyfront_rise", acf_enforce_all|acf_align_with_ground|acf_displace_position|acf_lock_camera, amf_play|amf_priority_die|amf_start_instantly|amf_priority_striked|amf_priority_mount|amf_accurate_body|amf_client_prediction,
  56. [2, "ani_fall_flyfront_rise",0,85,arf_make_custom_sound,0, (0, 2, 0), 0.0],
  57. ],
复制代码
二、module_constants
  1. #agent被击飞保护SLOT
  2. slot_agent_be_sweep_weapon_hit = 101
复制代码


三、module_script:

  1. ("cf_attack_agent_play_sound",
  2. [
  3.   (store_script_param, ":agent_no", 1),
  4.   (store_script_param, ":value", 2),
  5.   
  6.   (agent_is_human,":agent_no"),
  7.   (agent_get_troop_id,":troop_id",":agent_no"),
  8.   (troop_get_type,":type",":troop_id"),
  9.   
  10.   (try_begin),
  11.     (eq,":type",tf_female),
  12.     (agent_play_sound,":agent_no", "snd_woman_hit"),
  13.   (else_try),
  14.     (is_between,":type",tf_undead,tf_undead_giant),
  15.     (agent_play_sound,":agent_no", "snd_undead_hit"),
  16.   (else_try),
  17.     (eq,":type",tf_undead_giant),
  18.     (agent_play_sound,":agent_no", "snd_undead_giant_hit"),
  19.   (else_try),
  20.     (agent_play_sound,":agent_no", "snd_man_hit"),
  21.   (try_end),
  22.   
  23.   (ge,":value",1),
  24.   (agent_get_horse,":horse",":agent_no"),
  25.   (try_begin),
  26.     (gt,":horse",-1),
  27.     (ge,":value",2),
  28.     (agent_start_running_away,":horse"),#horse 逃跑agent落马
  29.     (agent_set_animation,":agent_no","anim_fall_right_front_one"),
  30.     (agent_set_slot, ":agent_no", slot_agent_be_sweep_weapon_hit, 28),#保护值,防止多次促发
  31.   (else_try),
  32.      (eq,":value",4),#agent向前倒地
  33.      (agent_set_animation,":agent_no","anim_ani_fall_flyfront_rise"),
  34.      (agent_set_slot, ":agent_no", slot_agent_be_sweep_weapon_hit, 24),#保护值,防止多次促发
  35.   (else_try),
  36.       (eq,":value",2),
  37.       (store_random_in_range,":range","anim_ani_fall_flyback1_med_rise","anim_ani_fall_flyback3_med_rise"),
  38.       (agent_set_animation,":agent_no",":range"),
  39.       (agent_set_slot, ":agent_no", slot_agent_be_sweep_weapon_hit, 24),#保护值,防止多次促发
  40.   (else_try),
  41.         (eq,":value",3),
  42.         (store_random_in_range,":range","anim_ani_fall_flyback3_med_rise","anim_human_be_strike_down_end"),
  43.         (agent_set_animation,":agent_no",":range"),
  44.         (agent_set_slot, ":agent_no", slot_agent_be_sweep_weapon_hit, 28),#保护值,防止多次促发
  45.   (else_try),
  46.         (store_random_in_range,":range","anim_strike_down_yb","anim_ani_fall_flyback1_med_rise"),
  47.         (agent_set_animation,":agent_no",":range"),
  48.         (agent_set_slot, ":agent_no", slot_agent_be_sweep_weapon_hit, 20),#保护值,防止多次促发
  49.   (try_end),
  50.    
  51.   ]
  52.   ),
复制代码
四、module_mission_templates:
攻击定时器
  1. init_weep_weapon_hit_check = (
  2. 0.05,0,0,
  3. [],
  4. [

  5. #非玩家 玩家使用按键Y开启效果
  6. (try_begin),
  7.      (eq,"$key_y_skill",1),
  8.      (get_player_agent_no, ":player_agent"),
  9.      (agent_get_attack_action, ":attack_action", ":player_agent"),
  10.      (eq, ":attack_action",1),
  11.      (store_skill_level, ":power_strike", "skl_power_strike", "trp_player"),
  12.      (store_skill_level, ":power_magic", "skl_power_magic", "trp_player"),
  13.      (store_mul,":harm",":power_strike",4),
  14.      (store_mul,":harm_add",":harm",":power_magic"),
  15.      (val_div,":harm_add",10),
  16.      (store_add,":harm",":harm",":harm_add"),
  17.      (agent_get_bone_position, pos1, ":player_agent", hb_item_r, 1),#item.R
  18.      (agent_get_position, pos3, ":player_agent"),
  19.      (agent_get_wielded_item, ":weapon_no", ":player_agent", 0),
  20.      (item_get_weapon_length, ":weapon_length", ":weapon_no"),
  21.      (position_move_y, pos1, ":weapon_length"),
  22.    
  23.     (try_begin),
  24.        (item_get_type, ":type_no", ":weapon_no"),
  25.        (eq, ":type_no", itp_type_polearm),
  26.        (store_mul,":sub_value",70,1.0),#0.7meter 根据skin 的放大比例
  27.        (val_sub, ":weapon_length", ":sub_value"),
  28.     (try_end),
  29.    
  30.     (assign,":num",5),
  31.     (agent_get_team,":team", ":player_agent"),
  32.     (try_for_agents,":enemies"),#get target
  33.         (gt,":num",0),
  34.         (agent_is_alive,":enemies"),
  35.         (agent_is_human,":enemies"),
  36.         (agent_slot_eq, ":enemies", slot_agent_be_sweep_weapon_hit, 0),
  37.         (agent_get_team,":team_enemie", ":enemies"),
  38.         (neg|eq,":team_enemie",":team"),
  39.         (agent_get_troop_id,":troop_enemies",":enemies"),
  40.         (troop_get_type,":type_enemies",":troop_enemies"),
  41.         (neg|eq,":type_enemies",tf_undead_giant_pluse),
  42.         (neg|eq,":type_enemies",tf_undead_giant),
  43.         
  44.         (assign,":return",0),
  45.         (agent_get_rider,":horse",":enemies"),
  46.         (try_begin),
  47.             (gt,":horse",-1),
  48.             (agent_get_item_id,":item_id",":horse"),
  49.             (is_between,":item_id","itm_griffin","itm_arrows"),
  50.             (assign,":return",1),
  51.         (try_end),
  52.         (eq,":return",0),
  53.         
  54.         (agent_get_position, pos2, ":enemies"),
  55.         (position_move_z, pos2, 100),
  56.         
  57.         (assign,":value",2),
  58.         (try_begin),#判断玩家是否在敌人后面,在value 给定 4
  59.             (position_is_behind_position,pos3,pos2),
  60.             (assign,":value",4),
  61.         (try_end),
  62.         
  63.         (call_script, "script_cf_position_check_hit"),
  64.         (eq, reg1, 1),
  65.         (agent_deliver_damage_to_agent, ":player_agent", ":enemies",":harm",":weapon_no"),
  66.         (agent_deliver_damage_to_agent, ":player_agent", ":enemies",-1),
  67.         (call_script,"script_cf_attack_agent_play_sound",":enemies",":value"),
  68.         (val_sub,":num",1),
  69.    (try_end),
  70. (try_end),

  71. #非玩家 这里我使用的单位类型为 tf_undead_giant 在module_skins中的的放大比例1.5 根据玩家代码修改
  72. (try_for_agents,":agent"),
  73.     (agent_is_alive,":agent"),
  74.     (agent_is_human,":agent"),
  75.     (agent_get_troop_id,":troop",":agent"),
  76.     (troop_get_type,":type",":troop"),
  77.     (eq|this_or_next,":type",tf_undead_giant),
  78.     (eq,":type",tf_undead_giant_pluse),
  79.     (agent_get_combat_state, ":combat_state", ":agent"),#获取战斗状态
  80.     #4 = releasing a melee attack or reloading a crossbow
  81.     #(agent_get_attack_action, ":attack_action", ":agent"),
  82.     # Retrieves agent's current attack action. Possible values: free = 0, readying_attack = 1, releasing_attack = 2, completing_attack_after_hit = 3, attack_parried = 4, reloading = 5, after_release = 6, cancelling_attack = 7.
  83.     (eq, ":combat_state",4),
  84.     (agent_get_troop_id,":troop_id",":agent"),
  85.     (store_skill_level, ":cur_skill", "skl_power_strike", ":troop_id"),
  86.     (agent_get_bone_position, pos1, ":agent", hb_item_r, 1),#item.R
  87.     (agent_get_position, pos3, ":agent"),
  88.    
  89.     #与为玩家最大不同就这里,要根据skin的骨骼比例放大
  90.     (assign,":mul_scale",13),
  91.     (assign,":div_scale",10),
  92.     (assign,":max_agent",3),
  93.     (assign,":value",1),
  94.     (try_begin),
  95.         (eq,":type",tf_undead_giant_pluse),
  96.         (assign,":mul_scale",20),
  97.         (assign,":div_scale",10),
  98.         (assign,":max_agent",6),
  99.         (assign,":value",3),
  100.     (try_end),
  101.    
  102.     (position_get_x, ":var_34", pos3),
  103.     (position_get_y, ":var_35", pos3),
  104.     (position_get_z, ":var_36", pos3),
  105.     (position_get_x, ":var_37", pos1),
  106.     (position_get_y, ":var_38", pos1),
  107.     (position_get_z, ":var_39", pos1),
  108.     (store_sub, ":var_40", ":var_37", ":var_34"),  #用pos1 pos3的xyz坐标作差
  109.     (store_sub, ":var_41", ":var_38", ":var_35"),
  110.     (store_sub, ":var_42", ":var_39", ":var_36"),
  111.     (val_mul, ":var_40", ":mul_scale"),                             #以上xyz差值乘1.5即为1.5倍人实际的头部骨骼坐标与位置坐标的xyz各差值
  112.     (val_mul, ":var_41", ":mul_scale"),
  113.     (val_mul, ":var_42", ":mul_scale"),
  114.     (val_div, ":var_40", ":div_scale"),                             #以上xyz差值乘1.5即为1.5倍人实际的头部骨骼坐标与位置坐标的xyz各差值
  115.     (val_div, ":var_41", ":div_scale"),
  116.     (val_div, ":var_42", ":div_scale"),
  117.     (store_add, ":var_43", ":var_40", ":var_34"),               #人体位置xyz坐标加上实际的须佐人susanoo实际的头部骨骼坐标与位置坐标的xyz各差值得到 6倍骨骼大小的人体头部骨骼坐标xyz值
  118.     (store_add, ":var_44", ":var_41", ":var_35"),
  119.     (store_add, ":var_45", ":var_42", ":var_36"),
  120.     (position_set_x, pos1, ":var_43"),
  121.     (position_set_y, pos1, ":var_44"),
  122.     (position_set_z, pos1, ":var_45"),               #将实际6倍骨骼大小的人种须佐susanoo的头部骨骼坐标设为pos43
  123.     (agent_get_wielded_item, ":weapon_no", ":agent", 0),
  124.     (item_get_weapon_length, ":weapon_length", ":weapon_no"),
  125.     (val_mul,":weapon_length",":mul_scale"),#根据skin 的放大比例
  126.     (val_div,":weapon_length",":div_scale"),#根据skin 的放大比例
  127.     (position_move_y, pos1, ":weapon_length"),
  128.    
  129.     (try_begin),
  130.        (item_get_type, ":type_no", ":weapon_no"),
  131.        (eq, ":type_no", itp_type_polearm),
  132.        (store_mul,":sub_value",70,":mul_scale"),#0.7meter 根据skin 的放大比例
  133.        (val_div,":sub_value",":div_scale"),
  134.        (val_sub, ":weapon_length", ":sub_value"),
  135.     (try_end),
  136.    
  137.    (agent_ai_get_num_cached_enemies, ":num", ":agent"),
  138.    (try_begin),#触发上限设置
  139.         (gt, ":num",":max_agent"),
  140.         (assign,":num",":max_agent"),
  141.    (try_end),
  142.    
  143.    (agent_get_team,":team", ":agent"),
  144.    (try_for_range,":index",0,":num"),#get target
  145.         (agent_ai_get_cached_enemy, ":enemies", ":agent", ":index"),
  146.         (gt,":enemies",-1),
  147.         (agent_is_alive,":enemies"),
  148.         (agent_is_human,":enemies"),
  149.         (agent_slot_eq, ":enemies", slot_agent_be_sweep_weapon_hit, 0),
  150.         (agent_get_team,":team_enemie", ":enemies"),
  151.         (neg|eq,":team_enemie",":team"),
  152.         (agent_get_troop_id,":troop_enemies",":enemies"),
  153.         (troop_get_type,":type_enemies",":troop_enemies"),
  154.         (neg|eq,":type_enemies",tf_undead_giant_pluse),
  155.         (neg|eq,":type_enemies",tf_undead_giant),
  156.         
  157.         (assign,":return",0),
  158.         (agent_get_rider,":horse",":enemies"),
  159.         (try_begin),
  160.             (gt,":horse",-1),
  161.             (agent_get_item_id,":item_id",":horse"),
  162.             (is_between,":item_id","itm_griffin","itm_arrows"),
  163.             (assign,":return",1),
  164.         (try_end),
  165.         (eq,":return",0),
  166.         
  167.         (agent_get_position, pos2, ":enemies"),
  168.         (position_move_z, pos2, 100),
  169.         
  170.         (assign,":value",2),
  171.         (try_begin),
  172.             (position_is_behind_position,pos3,pos2),
  173.             (assign,":value",4),
  174.         (try_end),
  175.         
  176.         
  177.         (call_script, "script_cf_position_check_hit"),
  178.         (eq, reg1, 1),
  179.         (assign,":harm",":cur_skill"),
  180.         (val_mul,":harm",5),
  181.         (agent_deliver_damage_to_agent, ":agent", ":enemies",":harm",":weapon_no"),
  182.         (agent_deliver_damage_to_agent, ":agent", ":enemies",-1),
  183.         (call_script,"script_cf_attack_agent_play_sound",":enemies",":value"),
  184.    (try_end),
  185. (try_end),


  186. ])
复制代码
清空slot_agent_be_sweep_weapon_hit 0.1s一次
  1. time_task_01s = (
  2.   0.1,0,0,[],
  3.   [
  4.   
  5.     (try_for_agents,":agent_no"),
  6.         (agent_is_alive,":agent_no"),
  7.         (agent_is_human,":agent_no"),
  8.         (agent_get_slot, ":vlue", ":agent_no", slot_agent_be_sweep_weapon_hit),
  9.         (gt,":vlue",0),
  10.         (val_sub,":vlue",1),
  11.         (agent_set_slot,":agent_no",slot_agent_be_sweep_weapon_hit,":vlue"),
  12.    (try_end),

  13.   ]
  14. )
复制代码
使用Y开启玩家击飞agennt效果:
  1. init_the_key_y_skills = (
  2.      #强击魔法 (0, 0, 3 _3秒检测一次,(key_clicked, key_x) ,即点击y键时触发,     
  3.   0,0,3,[
  4.   (store_skill_level,":power_magic","skl_power_magic","trp_player"),
  5.   (gt,":power_magic",0),
  6.   (key_clicked,key_y),

  7.   ],
  8.         [
  9.           (assign,"$key_y_skill",1),
  10.        ]
  11. )  
复制代码


将以上三个个定时器实在lead_charger 等其他需要的地方


动作包与东海header_operations[updated by Limik].zip

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