lyfana2 lyfana2
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【求助】请问为啥没办法拣起宝箱中的东西? 输入了指令但是无法拿出东西,大神帮忙看看是不是代码缺少命令============================================================================== #include <maze.h> #include <ansi.h> inherit ITEM; #define QUEST_OBJ_D(x) ("/quest/questsn/quest/questsn" + x + "find") int is_opened = 0; string *dan_list = ({ "/clone/gift/xiandan", "/clone/gift/shenliwan", "/clone/gift/unknowdan", "/clone/gift/xisuidan", "/d/item/obj/butian", "/d/item/obj/tiancs", "/clone/gift/fuyuandan.c", }); string *jinkuai_list = ({ "/clone/gift/jinkuai", "/clone/gift/jintiao", "/clone/gift/xiaoyuanbao", "/clone/gift/dayuanbao", "/clone/gift/jinding", "/clone/gift/fuyuandan.c", }); string *obj_list = ({ "/d/yanziwu/obj/dodgebook", "/clone/book/liuyang_book2", "/clone/book/liuyang_book1", "/d/xiaoyao/obj/putuan", "/d/item/obj/xuantie", "/clone/book/jiuyin1", "/clone/book/jiuyin2", "/d/jinshe/obj/jinshe-jian", "/clone/book/book-silk", "/clone/book/qijianpu", "/d/wudang/obj/honglian", "/d/shenlong/obj/hua", "/d/taohua/obj/xiang", "/clone/book/dujing_1", "/d/huanghe/npc/xxqingxin-san", "/d/xueshan/obj/lubo", "/d/xueshan/obj/rtlian", "/d/xueshan/obj/klguan", "/clone/book/qiankun_book", "/d/mingjiao/obj/yixin", "/d/shenlong/obj/hua2", "/d/shenlong/obj/usedgao", "/d/quanzhen/npc/obj/daodejing-ii", "/d/quanzhen/npc/obj/daodejing-i", "/d/meizhuang/obj/zhuguo", "/d/shenlong/obj/baihua", "/d/changan/npc/obj/book", "/d/changan/npc/obj/book_unarmed", "/d/changan/npc/obj/book_blade", "/d/baituo/obj/shedangao", "/clone/book/bufa", "/clone/book/jinshe1", "/clone/book/jinshe2", "/clone/book/jinshe3", "/clone/book/staff_book", "/clone/book/shoufa", "/clone/book/zhanyi", "/clone/book/bagua0", "/clone/book/bagua1", }); void create() { set_name(HIY "宝箱" NOR, ({ "bao xiang", "xiang" }) ); set_weight(150000); set_max_encumbrance(800000); set("no_get", 1); if( clonep() ) { set_default_object(__FILE__); } else { set("unit", "口"); set("long", HIY "这是一只金色的宝箱,装饰的珠光宝气,你或许可以打开(open)它。\n" NOR); set("value", 1); } } int is_container() { return is_opened; } void init() { add_action("do_open", "open"); } int do_open(string arg) { object me, ob; int box_type; string mazename; object bonus; int temp_lvl; mapping temp_quest; int exp, pot, score; int quest_times = 0; if (!arg || (arg != "bao xiang" && arg != "xiang" && arg != "宝箱" && arg != "箱") ) { return 0; } me = this_player(); ob = this_object(); if (is_opened) { return notify_fail("宝箱已经是开着的,您就不用费劲折腾啦!\n"); } message_vision("$N把宝箱打开了。\n", me); ob->set_name(HIY "打开的宝箱" NOR, ({ "bao xiang", "xiang" }) ); ob->set("long", HIY "这是一只被打开的金色宝箱,装饰的珠光宝气,一看就不是寻常地摊货。\n" NOR); is_opened = 1; box_type = ob->query("maze/box"); if ( !box_type ) return 1; mazename = ob->query("maze/mazename"); if ( !stringp(mazename) ) return 1; /* temp_quest = me->query("quest_dg"); quest_times = me->query_temp("questdg_times"); if (!temp_quest || temp_quest["maze"] != mazename) { temp_quest = me->query("quest_hs"); quest_times = me->query_temp("quesths_times"); } if (!temp_quest || temp_quest["maze"] != mazename) { temp_quest = me->query("quest_kh"); quest_times = me->query_temp("questkh_times"); } if (!temp_quest || temp_quest["maze"] != mazename) { temp_quest = me->query("quest_sn"); quest_times = me->query_temp("questsn_times"); } if ( !temp_quest ) return 1; // if ( quest_times < 10 ) return 1; */ switch(ob->query("maze/box")) { case SPECIAL_MAP: MAZE_D->openmap_maze(mazename); message_vision("只见$N中冲出一道白光,迅速投入房间中央的白色石板中,白色石板越发的亮堂起来。\n", ob); break; case SPECIAL_DAN: bonus = new(dan_list[random(sizeof(dan_list))]); if (bonus) bonus->move(ob); break; case JINKUAI: bonus = new(jinkuai_list[random(sizeof(jinkuai_list))]); if (bonus) bonus->move(ob); break; case GOLD: bonus = new("/clone/money/gold"); bonus->set_amount(5 + random(5)); if (bonus) bonus->move(ob); break; case OBJ: temp_lvl = 4 + random(4); temp_quest = QUEST_OBJ_D(temp_lvl)->query_questsn(); if (mapp(temp_quest)) { bonus = new(temp_quest["object"]); if (bonus) bonus->move(ob); } break; case SPECIAL_OBJ: bonus = new(obj_list[random(sizeof(obj_list))]); if (bonus) bonus->move(ob); break; case NPC_SKILL: //FUBEN_D->query_maze_mainobj()->set_npcs_weakly(); MAZE_D->del_npc_skill(mazename); set("long", HIY "宝箱底部隐约刻着一行字:据说迷宫主人现在状态很虚弱。\n" NOR); break; default: break; } ob->delete("maze"); if ( random(3) == 0 ) return 1; // exp = temp_quest["bonus"]; exp = 500; if (exp < 100) exp = 100; exp += random(exp*2); pot = exp/2 + random(exp); score = exp/2; QUEST_D->bonus(me, ([ "exp" : exp, "pot" : pot, "score" : score ]), 1); return 1; }
【求助】大神帮忙看看代码哪里有问题 输入了指令但是无法拿出东西,大神帮忙看看是不是代码缺少命令============================================================================== #include <maze.h> #include <ansi.h> inherit ITEM; #define QUEST_OBJ_D(x) ("/quest/questsn/quest/questsn" + x + "find") int is_opened = 0; string *dan_list = ({ "/clone/gift/xiandan", "/clone/gift/shenliwan", "/clone/gift/unknowdan", "/clone/gift/xisuidan", "/d/item/obj/butian", "/d/item/obj/tiancs", "/clone/gift/fuyuandan.c", }); string *jinkuai_list = ({ "/clone/gift/jinkuai", "/clone/gift/jintiao", "/clone/gift/xiaoyuanbao", "/clone/gift/dayuanbao", "/clone/gift/jinding", "/clone/gift/fuyuandan.c", }); string *obj_list = ({ "/d/yanziwu/obj/dodgebook", "/clone/book/liuyang_book2", "/clone/book/liuyang_book1", "/d/xiaoyao/obj/putuan", "/d/item/obj/xuantie", "/clone/book/jiuyin1", "/clone/book/jiuyin2", "/d/jinshe/obj/jinshe-jian", "/clone/book/book-silk", "/clone/book/qijianpu", "/d/wudang/obj/honglian", "/d/shenlong/obj/hua", "/d/taohua/obj/xiang", "/clone/book/dujing_1", "/d/huanghe/npc/xxqingxin-san", "/d/xueshan/obj/lubo", "/d/xueshan/obj/rtlian", "/d/xueshan/obj/klguan", "/clone/book/qiankun_book", "/d/mingjiao/obj/yixin", "/d/shenlong/obj/hua2", "/d/shenlong/obj/usedgao", "/d/quanzhen/npc/obj/daodejing-ii", "/d/quanzhen/npc/obj/daodejing-i", "/d/meizhuang/obj/zhuguo", "/d/shenlong/obj/baihua", "/d/changan/npc/obj/book", "/d/changan/npc/obj/book_unarmed", "/d/changan/npc/obj/book_blade", "/d/baituo/obj/shedangao", "/clone/book/bufa", "/clone/book/jinshe1", "/clone/book/jinshe2", "/clone/book/jinshe3", "/clone/book/staff_book", "/clone/book/shoufa", "/clone/book/zhanyi", "/clone/book/bagua0", "/clone/book/bagua1", }); void create() { set_name(HIY "宝箱" NOR, ({ "bao xiang", "xiang" }) ); set_weight(150000); set_max_encumbrance(800000); set("no_get", 1); if( clonep() ) { set_default_object(__FILE__); } else { set("unit", "口"); set("long", HIY "这是一只金色的宝箱,装饰的珠光宝气,你或许可以打开(open)它。\n" NOR); set("value", 1); } } int is_container() { return is_opened; } void init() { add_action("do_open", "open"); } int do_open(string arg) { object me, ob; int box_type; string mazename; object bonus; int temp_lvl; mapping temp_quest; int exp, pot, score; int quest_times = 0; if (!arg || (arg != "bao xiang" && arg != "xiang" && arg != "宝箱" && arg != "箱") ) { return 0; } me = this_player(); ob = this_object(); if (is_opened) { return notify_fail("宝箱已经是开着的,您就不用费劲折腾啦!\n"); } message_vision("$N把宝箱打开了。\n", me); ob->set_name(HIY "打开的宝箱" NOR, ({ "bao xiang", "xiang" }) ); ob->set("long", HIY "这是一只被打开的金色宝箱,装饰的珠光宝气,一看就不是寻常地摊货。\n" NOR); is_opened = 1; box_type = ob->query("maze/box"); if ( !box_type ) return 1; mazename = ob->query("maze/mazename"); if ( !stringp(mazename) ) return 1; /* temp_quest = me->query("quest_dg"); quest_times = me->query_temp("questdg_times"); if (!temp_quest || temp_quest["maze"] != mazename) { temp_quest = me->query("quest_hs"); quest_times = me->query_temp("quesths_times"); } if (!temp_quest || temp_quest["maze"] != mazename) { temp_quest = me->query("quest_kh"); quest_times = me->query_temp("questkh_times"); } if (!temp_quest || temp_quest["maze"] != mazename) { temp_quest = me->query("quest_sn"); quest_times = me->query_temp("questsn_times"); } if ( !temp_quest ) return 1; // if ( quest_times < 10 ) return 1; */ switch(ob->query("maze/box")) { case SPECIAL_MAP: MAZE_D->openmap_maze(mazename); message_vision("只见$N中冲出一道白光,迅速投入房间中央的白色石板中,白色石板越发的亮堂起来。\n", ob); break; case SPECIAL_DAN: bonus = new(dan_list[random(sizeof(dan_list))]); if (bonus) bonus->move(ob); break; case JINKUAI: bonus = new(jinkuai_list[random(sizeof(jinkuai_list))]); if (bonus) bonus->move(ob); break; case GOLD: bonus = new("/clone/money/gold"); bonus->set_amount(5 + random(5)); if (bonus) bonus->move(ob); break; case OBJ: temp_lvl = 4 + random(4); temp_quest = QUEST_OBJ_D(temp_lvl)->query_questsn(); if (mapp(temp_quest)) { bonus = new(temp_quest["object"]); if (bonus) bonus->move(ob); } break; case SPECIAL_OBJ: bonus = new(obj_list[random(sizeof(obj_list))]); if (bonus) bonus->move(ob); break; case NPC_SKILL: //FUBEN_D->query_maze_mainobj()->set_npcs_weakly(); MAZE_D->del_npc_skill(mazename); set("long", HIY "宝箱底部隐约刻着一行字:据说迷宫主人现在状态很虚弱。\n" NOR); break; default: break; } ob->delete("maze"); if ( random(3) == 0 ) return 1; // exp = temp_quest["bonus"]; exp = 500; if (exp < 100) exp = 100; exp += random(exp*2); pot = exp/2 + random(exp); score = exp/2; QUEST_D->bonus(me, ([ "exp" : exp, "pot" : pot, "score" : score ]), 1); return 1; }
【求助】C大神帮忙看看问题出在哪里 输入了指令但是无法拿出东西,大神帮忙看看是不是代码缺少命令============================================================================== #include <maze.h> #include <ansi.h> inherit ITEM; #define QUEST_OBJ_D(x) ("/quest/questsn/quest/questsn" + x + "find") int is_opened = 0; string *dan_list = ({ "/clone/gift/xiandan", "/clone/gift/shenliwan", "/clone/gift/unknowdan", "/clone/gift/xisuidan", "/d/item/obj/butian", "/d/item/obj/tiancs", "/clone/gift/fuyuandan.c", }); string *jinkuai_list = ({ "/clone/gift/jinkuai", "/clone/gift/jintiao", "/clone/gift/xiaoyuanbao", "/clone/gift/dayuanbao", "/clone/gift/jinding", "/clone/gift/fuyuandan.c", }); string *obj_list = ({ "/d/yanziwu/obj/dodgebook", "/clone/book/liuyang_book2", "/clone/book/liuyang_book1", "/d/xiaoyao/obj/putuan", "/d/item/obj/xuantie", "/clone/book/jiuyin1", "/clone/book/jiuyin2", "/d/jinshe/obj/jinshe-jian", "/clone/book/book-silk", "/clone/book/qijianpu", "/d/wudang/obj/honglian", "/d/shenlong/obj/hua", "/d/taohua/obj/xiang", "/clone/book/dujing_1", "/d/huanghe/npc/xxqingxin-san", "/d/xueshan/obj/lubo", "/d/xueshan/obj/rtlian", "/d/xueshan/obj/klguan", "/clone/book/qiankun_book", "/d/mingjiao/obj/yixin", "/d/shenlong/obj/hua2", "/d/shenlong/obj/usedgao", "/d/quanzhen/npc/obj/daodejing-ii", "/d/quanzhen/npc/obj/daodejing-i", "/d/meizhuang/obj/zhuguo", "/d/shenlong/obj/baihua", "/d/changan/npc/obj/book", "/d/changan/npc/obj/book_unarmed", "/d/changan/npc/obj/book_blade", "/d/baituo/obj/shedangao", "/clone/book/bufa", "/clone/book/jinshe1", "/clone/book/jinshe2", "/clone/book/jinshe3", "/clone/book/staff_book", "/clone/book/shoufa", "/clone/book/zhanyi", "/clone/book/bagua0", "/clone/book/bagua1", }); void create() { set_name(HIY "宝箱" NOR, ({ "bao xiang", "xiang" }) ); set_weight(150000); set_max_encumbrance(800000); set("no_get", 1); if( clonep() ) { set_default_object(__FILE__); } else { set("unit", "口"); set("long", HIY "这是一只金色的宝箱,装饰的珠光宝气,你或许可以打开(open)它。\n" NOR); set("value", 1); } } int is_container() { return is_opened; } void init() { add_action("do_open", "open"); } int do_open(string arg) { object me, ob; int box_type; string mazename; object bonus; int temp_lvl; mapping temp_quest; int exp, pot, score; int quest_times = 0; if (!arg || (arg != "bao xiang" && arg != "xiang" && arg != "宝箱" && arg != "箱") ) { return 0; } me = this_player(); ob = this_object(); if (is_opened) { return notify_fail("宝箱已经是开着的,您就不用费劲折腾啦!\n"); } message_vision("$N把宝箱打开了。\n", me); ob->set_name(HIY "打开的宝箱" NOR, ({ "bao xiang", "xiang" }) ); ob->set("long", HIY "这是一只被打开的金色宝箱,装饰的珠光宝气,一看就不是寻常地摊货。\n" NOR); is_opened = 1; box_type = ob->query("maze/box"); if ( !box_type ) return 1; mazename = ob->query("maze/mazename"); if ( !stringp(mazename) ) return 1; /* temp_quest = me->query("quest_dg"); quest_times = me->query_temp("questdg_times"); if (!temp_quest || temp_quest["maze"] != mazename) { temp_quest = me->query("quest_hs"); quest_times = me->query_temp("quesths_times"); } if (!temp_quest || temp_quest["maze"] != mazename) { temp_quest = me->query("quest_kh"); quest_times = me->query_temp("questkh_times"); } if (!temp_quest || temp_quest["maze"] != mazename) { temp_quest = me->query("quest_sn"); quest_times = me->query_temp("questsn_times"); } if ( !temp_quest ) return 1; // if ( quest_times < 10 ) return 1; */ switch(ob->query("maze/box")) { case SPECIAL_MAP: MAZE_D->openmap_maze(mazename); message_vision("只见$N中冲出一道白光,迅速投入房间中央的白色石板中,白色石板越发的亮堂起来。\n", ob); break; case SPECIAL_DAN: bonus = new(dan_list[random(sizeof(dan_list))]); if (bonus) bonus->move(ob); break; case JINKUAI: bonus = new(jinkuai_list[random(sizeof(jinkuai_list))]); if (bonus) bonus->move(ob); break; case GOLD: bonus = new("/clone/money/gold"); bonus->set_amount(5 + random(5)); if (bonus) bonus->move(ob); break; case OBJ: temp_lvl = 4 + random(4); temp_quest = QUEST_OBJ_D(temp_lvl)->query_questsn(); if (mapp(temp_quest)) { bonus = new(temp_quest["object"]); if (bonus) bonus->move(ob); } break; case SPECIAL_OBJ: bonus = new(obj_list[random(sizeof(obj_list))]); if (bonus) bonus->move(ob); break; case NPC_SKILL: //FUBEN_D->query_maze_mainobj()->set_npcs_weakly(); MAZE_D->del_npc_skill(mazename); set("long", HIY "宝箱底部隐约刻着一行字:据说迷宫主人现在状态很虚弱。\n" NOR); break; default: break; } ob->delete("maze"); if ( random(3) == 0 ) return 1; // exp = temp_quest["bonus"]; exp = 500; if (exp < 100) exp = 100; exp += random(exp*2); pot = exp/2 + random(exp); score = exp/2; QUEST_D->bonus(me, ([ "exp" : exp, "pot" : pot, "score" : score ]), 1); return 1; }
【求助】C大神帮忙看看问题出在哪里 输入了指令但是无法拿出东西,大神帮忙看看是不是代码缺少命令============================================================================== #include <maze.h> #include <ansi.h> inherit ITEM; #define QUEST_OBJ_D(x) ("/quest/questsn/quest/questsn" + x + "find") int is_opened = 0; string *dan_list = ({ "/clone/gift/xiandan", "/clone/gift/shenliwan", "/clone/gift/unknowdan", "/clone/gift/xisuidan", "/d/item/obj/butian", "/d/item/obj/tiancs", "/clone/gift/fuyuandan.c", }); string *jinkuai_list = ({ "/clone/gift/jinkuai", "/clone/gift/jintiao", "/clone/gift/xiaoyuanbao", "/clone/gift/dayuanbao", "/clone/gift/jinding", "/clone/gift/fuyuandan.c", }); string *obj_list = ({ "/d/yanziwu/obj/dodgebook", "/clone/book/liuyang_book2", "/clone/book/liuyang_book1", "/d/xiaoyao/obj/putuan", "/d/item/obj/xuantie", "/clone/book/jiuyin1", "/clone/book/jiuyin2", "/d/jinshe/obj/jinshe-jian", "/clone/book/book-silk", "/clone/book/qijianpu", "/d/wudang/obj/honglian", "/d/shenlong/obj/hua", "/d/taohua/obj/xiang", "/clone/book/dujing_1", "/d/huanghe/npc/xxqingxin-san", "/d/xueshan/obj/lubo", "/d/xueshan/obj/rtlian", "/d/xueshan/obj/klguan", "/clone/book/qiankun_book", "/d/mingjiao/obj/yixin", "/d/shenlong/obj/hua2", "/d/shenlong/obj/usedgao", "/d/quanzhen/npc/obj/daodejing-ii", "/d/quanzhen/npc/obj/daodejing-i", "/d/meizhuang/obj/zhuguo", "/d/shenlong/obj/baihua", "/d/changan/npc/obj/book", "/d/changan/npc/obj/book_unarmed", "/d/changan/npc/obj/book_blade", "/d/baituo/obj/shedangao", "/clone/book/bufa", "/clone/book/jinshe1", "/clone/book/jinshe2", "/clone/book/jinshe3", "/clone/book/staff_book", "/clone/book/shoufa", "/clone/book/zhanyi", "/clone/book/bagua0", "/clone/book/bagua1", }); void create() { set_name(HIY "宝箱" NOR, ({ "bao xiang", "xiang" }) ); set_weight(150000); set_max_encumbrance(800000); set("no_get", 1); if( clonep() ) { set_default_object(__FILE__); } else { set("unit", "口"); set("long", HIY "这是一只金色的宝箱,装饰的珠光宝气,你或许可以打开(open)它。\n" NOR); set("value", 1); } } int is_container() { return is_opened; } void init() { add_action("do_open", "open"); } int do_open(string arg) { object me, ob; int box_type; string mazename; object bonus; int temp_lvl; mapping temp_quest; int exp, pot, score; int quest_times = 0; if (!arg || (arg != "bao xiang" && arg != "xiang" && arg != "宝箱" && arg != "箱") ) { return 0; } me = this_player(); ob = this_object(); if (is_opened) { return notify_fail("宝箱已经是开着的,您就不用费劲折腾啦!\n"); } message_vision("$N把宝箱打开了。\n", me); ob->set_name(HIY "打开的宝箱" NOR, ({ "bao xiang", "xiang" }) ); ob->set("long", HIY "这是一只被打开的金色宝箱,装饰的珠光宝气,一看就不是寻常地摊货。\n" NOR); is_opened = 1; box_type = ob->query("maze/box"); if ( !box_type ) return 1; mazename = ob->query("maze/mazename"); if ( !stringp(mazename) ) return 1; /* temp_quest = me->query("quest_dg"); quest_times = me->query_temp("questdg_times"); if (!temp_quest || temp_quest["maze"] != mazename) { temp_quest = me->query("quest_hs"); quest_times = me->query_temp("quesths_times"); } if (!temp_quest || temp_quest["maze"] != mazename) { temp_quest = me->query("quest_kh"); quest_times = me->query_temp("questkh_times"); } if (!temp_quest || temp_quest["maze"] != mazename) { temp_quest = me->query("quest_sn"); quest_times = me->query_temp("questsn_times"); } if ( !temp_quest ) return 1; // if ( quest_times < 10 ) return 1; */ switch(ob->query("maze/box")) { case SPECIAL_MAP: MAZE_D->openmap_maze(mazename); message_vision("只见$N中冲出一道白光,迅速投入房间中央的白色石板中,白色石板越发的亮堂起来。\n", ob); break; case SPECIAL_DAN: bonus = new(dan_list[random(sizeof(dan_list))]); if (bonus) bonus->move(ob); break; case JINKUAI: bonus = new(jinkuai_list[random(sizeof(jinkuai_list))]); if (bonus) bonus->move(ob); break; case GOLD: bonus = new("/clone/money/gold"); bonus->set_amount(5 + random(5)); if (bonus) bonus->move(ob); break; case OBJ: temp_lvl = 4 + random(4); temp_quest = QUEST_OBJ_D(temp_lvl)->query_questsn(); if (mapp(temp_quest)) { bonus = new(temp_quest["object"]); if (bonus) bonus->move(ob); } break; case SPECIAL_OBJ: bonus = new(obj_list[random(sizeof(obj_list))]); if (bonus) bonus->move(ob); break; case NPC_SKILL: //FUBEN_D->query_maze_mainobj()->set_npcs_weakly(); MAZE_D->del_npc_skill(mazename); set("long", HIY "宝箱底部隐约刻着一行字:据说迷宫主人现在状态很虚弱。\n" NOR); break; default: break; } ob->delete("maze"); if ( random(3) == 0 ) return 1; // exp = temp_quest["bonus"]; exp = 500; if (exp < 100) exp = 100; exp += random(exp*2); pot = exp/2 + random(exp); score = exp/2; QUEST_D->bonus(me, ([ "exp" : exp, "pot" : pot, "score" : score ]), 1); return 1; }
【鱼大请移步】恳请回复 皇帝2刚出来就毫不犹豫的激活了,一是因为对鱼大的支持,二是对DOS时代皇帝的缅怀,游戏做的很好,但就是太累,只有把鼠标放在对话框内点击左键才能完成对话,一直不明白为什么这么设定,实在是太累了,为什么不能设置个快捷键,空格或者随便什么的代替左键呢,哪怕是鼠标在屏幕任意位置点击都好啊,为啥非得限制在对话框内??? 当时发过帖子说快捷键的问题,鱼大也回复了,说会做,但是需要时间,这一晃一年过去了,依然是限制鼠标在对话框内,老实说,我这鼠标手玩起来真心累。就算不为我这样身体不好的人考虑,为了大家能减少玩游戏的疲劳感,对身体好一点,鱼大是不是也该考虑考虑快捷键的建议呢???我因为玩着实在太累,已经很久没玩了,就是隔段时间上来看看有没有更新操作方式,结果。。。。。。。 以此延伸,甚至于上朝时的选项卡,各种事件的选择也可以分别设置快捷键,这样绝对能提高游戏乐趣,减少大家的疲劳感从而增加游戏性。想想都有点小激动有木有,有木有啊!!!!!!!! 非常非常诚恳的恳请鱼大就这个问题给个回复,另,支持鱼大。 PS:不太懂皇帝2是4399的鱼大开发的,还是鱼大开发了皇帝2,4399购买了使用权?为啥4399皇帝系列的论坛都没什么人?怕4399发的帖子鱼大看不到,就在这里再发一个
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