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No.697049
👦 烛天丶
  

【源码编辑】恋人系统

中华游戏网 cnyouw写于:中华游戏网-CNYOUW 👦会员:烛天丶 🕘时间:2013-08-21 22:35 👀围观:11338人 💬回复:10
需要准备的东西7 T! p# m3 ]  |, `
1.干净的源码
2.文本编辑工具,WINDOWS自带的记事本即可还要在这里介绍下自己,shevechco,巨峰社区的管理员,以后可能会有人知道这个社区,现在估计没人知道这个社区,可惜你们看不到的。

希望有人提供我老飞的飞行器源码支持1 P0 F7 G. h3 i# Q/ q) O4 M

如果你还不知道怎么编译源码的话请先学习下源码编译方面的知识!4 Y6 v8 f4 F7 x. G6 w

有问题或者源码编译错误请回帖,我会直到帮一个人解决然后不再跟踪这个问题
5 p2 Q3 `8 t8 s' ^) ]
还请管理员字数限制调整到1W,我这些文件编辑了两次,第一次字数限制了发布了,累死了,分了三段,注意1楼和2楼还有4 w2 i4 k$ n3 S( H6 W6 L. W
' V# A2 J8 1 L6 D7 t- |9 k1 }" ]
请尊重劳动成果,用了希望你回个贴,如果有需要,希望有会员用老飞飞行器源码编辑跟我交换更多的功能!( d1 Q8 H8 D& X( Y3 Q

1.   ../AccountServer/VersionCommon.h
找到7 I( W& q& }1 U
: ]' {% A! M, p0 E0 c

#if (_MSC_VER > 1200)
#define  __VS2003  // 哪颇老矾函版.net) V$ ?2 V' ~( [4 {! H7 d4 j7 U
#endif
: B( S) j. ~: t% R& A/ A4 H
在后面添加  i( C6 w5 ~) d' F  w! {7 u
, " c6 f( x7 X$ L9 s. T  n
#define __LIANREN //支持恋人系统 2  ../CACHESERVER/VersionCommon.h! G" M: u2 F" O( [( @7 W
找到
#if (_MSC_VER > 1200)7 R. E( n* _3 v! ?
#define __VS2003 // 哪颇老矾函版.net% i4 . H3 {2 T- @
#endif在后面添加3 a7 _$ c$ q1 ]* x) a  {



#define __LIANREN //支持恋人系统! v; W) j# U0 K' j
3 ../CERTIFIER/VersionCommon.h
找到0 m  f1 B# ?$ B4 K6 m1 `
#if (_MSC_VER > 1200)& S; i# D# J+ e) g. ~- y
#define __VS2003 // 哪颇老矾函版.net
#endif0 Y2 ^" W1 R. @# E9 @
在后面添加8 J$ B6 i3 q8 `% F
#define __LIANREN //支持恋人系统6 q) C, G7 p% b% r/ |* {/ C
4  ../CORESERVER/DPCacheSrvr.cpp
找到
void CDPCacheSrvr::SendSetPlayerName( u_long idPlayer, const char* lpszPlayer )
{
BEFORESENDSOLE( ar, PACKETTYPE_QUERYSETPLAYERNAME, DPID_ALLPLAYERS );
ar << idPlayer;
ar.WriteString( lpszPlayer );
SEND( ar, this, DPID_ALLPLAYERS );
}在后面添加
#ifdef __LIANREN
//玩家成为恋人了.8 h$ N& d' ~% e( Y  C
void CDPCacheSrvr::SendPlayerCoupled( u_long idPlayer, const char* lpszPlayer ,u_long idPlayer2,const char* lpszPlayer2)
{
BEFORESENDSOLE( ar, PACKETTYPE_PLAYERCOUPLED, DPID_ALLPLAYERS );4 M) `. p, q% r; ~+ n
ar << idPlayer;
ar.WriteString( lpszPlayer );5 Y" u! H6 _+ z6 X, ~/ F) N6 s
ar << idPlayer2;
ar.WriteString(lpszPlayer2);+ P! i0 L2 b% W7 d% H6   F7 w
SEND( ar, this, DPID_ALLPLAYERS );
}
void CDPCacheSrvr::SendPlayerDeCoupled( u_long idPlayer, const char* lpszPlayer ,u_long idPlayer2,const char* lpszPlayer2)
{
BEFORESENDSOLE( ar, PACKETTYPE_PLAYERDECOUPLED, DPID_ALLPLAYERS );
ar << idPlayer;
ar.WriteString( lpszPlayer );7 R9 r* n, N- T" B" Z2 R
ar << idPlayer2;
ar.WriteString(lpszPlayer2);
SEND( ar, this, DPID_ALLPLAYERS );8 }  |; p. f8 z/ F+ c; B# D3 b
}
#endif //__LIANREN5  ../CORESERVER/DPCacheSrvr.h1 {; [9 x/ b/ U.   V2 r" t' E$ ?
找到
void SendSetPlayerName( u_long idPlayer, const char* lpszPlayer );, B! x% @, s4 F% s7 K* F
void SendSnoop( const char* lpszString, CPlayer* pSnoop );
后面添加4 e! T8 F" u& x* f
#ifdef __LIANREN5 E/ ~2 d) _* i( i8 k
void SendPlayerCoupled( u_long idPlayer, const char* lpszPlayer ,u_long idPlayer2,const char* lpszPlayer2);+ G0 b# q+ W' z* {- I
void SendPlayerDeCoupled( u_long idPlayer, const char* lpszPlayer ,u_long idPlayer2,const char* lpszPlayer2);  U, t! A  r% S: x8 s
#endif //__LIANREN6  ../CORESERVER/DPDatabaseClient.cpp: p( Q& @4 ^( q& F  X) I+ Q
找到
CDPDatabaseClient::CDPDatabaseClient(), o* h7 Y: y% K" B
{5 J* `1 d' a* h* A" G1 I
BEGIN_MSG;" B5 D1 n7 s5 {" r/ P' F
ON_MSG( PACKETTYPE_PARTYNAME, OnPartyName );
ON_MSG( PACKETTYPE_GLOBAL_DATA, OnGlobalData );5 E" ; [* O; E# t
ON_MSG( PACKETTYPE_INSERTTAG_RESULT, OnInsertTagResult );
ON_MSG( PACKETTYPE_DC_ADDVOTERESULT, OnAddVoteResult );3 R0 H7 u& [8 y( z6 + e9 }4 r
ON_MSG( PACKETTYPE_UPDATE_GUILD_RANKING_END, OnUpdateGuildRankFinish );
ON_MSG( PACKETTYPE_DEL_PLAYER, OnDelPlayer );, c8 |' ]1 X; `
ON_MSG( PACKETTYPE_GUILD_MEMBERTIME, OnGuildMemberTime );- U# l: Z  Y: s7 b+ G
ON_MSG( PACKETTYPE_BUYING_INFO, OnBuyingInfo );+ ^# D3 L8 t- t
ON_MSG( PACKETTYPE_TC_LIST, OnTCList );
ON_MSG( PACKETTYPE_QUERYSETPLAYERNAME, OnSetPlayerName );后面添加* S3 ~0 m% h; @- f- h
#ifdef __LIANREN  o5 w0 s" x0 J! W/ _
ON_MSG( PACKETTYPE_PLAYERCOUPLED, OnPlayerCoupled);9 |* S) M- Q/ I( z+ `- X
ON_MSG( PACKETTYPE_PLAYERDECOUPLED, OnPlayerDeCoupled);( g6 ?2 Z# T+ s; Q1 M
#endif //__LIANREN找到# b! D, N( {. ?) ?
void CDPDatabaseClient::SendSnoopGuild( u_long idGuild, u_long idPlayer, const char* lpszChat )
{5 m* V, C( X% g; j' E' @
BEFORESEND( ar, PACKETTYPE_SETSNOOPGUILD );
ar << idGuild << idPlayer;! w  . _* q  M/ i) ]* Z" s
ar.WriteString( lpszChat );
SEND( ar, this, DPID_SERVERPLAYER );
}在前面添加2 @; x& z6 U$ b" r
#ifdef __LIANREN, |0 Y5 x4 T. W& y6 P
void CDPDatabaseClient::OnPlayerCoupled( CAr & ar )5 J# b# a6 M: ?* s: f& d
{, N5 L. Y1 o! |8 V$ K/ G- v( X3 h
OutputDebugString( "CORESERVER.EXEtPACKETTYPE_PLAYERCOUPLED" );
u_long idPlayer,idPlayer2;
char lpszPlayer[MAX_PLAYER] = { 0, };8 ^* z9 d% k9 ^( ^
char lpszPlayer2[MAX_PLAYER] = {0,};
ar >> idPlayer;6 T5 P0 ; ?+ ^& T" j
ar.ReadString( lpszPlayer, MAX_PLAYER );( L; r* Q* y2 N* `
ar >> idPlayer2;
ar.ReadString( lpszPlayer2, MAX_PLAYER );
g_DPCacheSrvr.SendPlayerCoupled(idPlayer,lpszPlayer,idPlayer2,lpszPlayer2);
}  N. f  Q7 r% o: g+ I+ P: j* L* m
void CDPDatabaseClient::OnPlayerDeCoupled( CAr & ar )
{% E' H7 x- M+ W' H
u_long idPlayer,idPlayer2;
char lpszPlayer[MAX_PLAYER] = { 0, };3 Y$ ^' c4 z3 G( Q# b% ?
char lpszPlayer2[MAX_PLAYER] = {0,};
ar >> idPlayer;
ar.ReadString( lpszPlayer, MAX_PLAYER );
ar >> idPlayer2;' k: y$ I1 D8 t1 ?; G- _
ar.ReadString( lpszPlayer2, MAX_PLAYER );
g_DPCacheSrvr.SendPlayerDeCoupled(idPlayer,lpszPlayer,idPlayer2,lpszPlayer2);% L" n$ {$ X2 ^4 [0 _+ Z
}
#endif //__LIANREN7 还是上面的目录里面的DPDatabaseClient.h) c9 t# m. {; [
找到8 c- T% O) w0 ^3 t( b6 x3 q
#if __VER >= 11 // __SYS_PLAYER_DATA
void OnUpdatePlayerData( CAr & ar );9 h- ~8 F, H. j; Y& R
#endif // __SYS_PLAYER_DATA上面添加) o6 O) r# S/ y. ^# M" g
#ifdef __LIANREN+ G( b/ H' ~% k$ s* Q" h
void OnPlayerCoupled( CAr & ar );# ^: d) }3 u; K
void OnPlayerDeCoupled( CAr & ar );
#endif // __LIANREN8 还是上面目录里面的VersionCommon.h
找到
#if (_MSC_VER > 1200)
#define __VS2003 // 哪颇老矾函版.net
#endif后面添加
#define __LIANREN //支持恋人系统9 ../DataBaseserver/couplehelper.cpp# F4 Z! n0 w# K1 c7 v3 M- `8 ?. i
找到
#include "couplehelper.h"
#include "dptrans.h": [( u* [# h) e) g
#include "definetext.h"
#include "post.h"在后面添加
#ifdef __LIANREN9 O3 A$ ]% ^) X
#include "DPCoreSrvr.h"' M& a. Y& ^" {( h: o3 P* O
extern CDPCoreSrvr g_dpCoreSrvr;2 T5 [2 m. y8 R8 G
#endif // __LIANREN找到
void CCoupleHelper::OnCouple( CAr & ar ): g( E: @0 P. W' N, }  `* z/ J( a
{
int nResult = 0;
u_long idProposer, idTarget;0 d. ]. m- U, I$ D" x) E
ar >> idProposer >> idTarget;* F' r2 y8 `( V
election::OutputDebugString( "nT: CCoupleHelper.OnCouple: %d, %dn", idProposer, idTarget );
if( m_pMgr->GetCouple( idProposer ) )& @! L. a$ z; ~% j7 x& {" e
nResult = TID_GAME_COUPLE_E06; // 目敲捞 酒囱 某腐磐父 啊瓷钦聪促.0 y- d  E( n4 X9 ~' G6 W
if( nResult == 0 && m_pMgr->GetCouple( idTarget ) )
nResult = TID_GAME_COUPLE_E01; // 措惑捞 何利钦 钦聪促. 目敲捞 酒囱 捞己 某腐磐俊霸父 啊瓷钦聪促.  r  p$ D; f" o, Z
if( nResult == 0 && !m_pController->Couple( idProposer, idTarget ) )
nResult = TID_GAME_COUPLE_E10; // 单捞磐海捞胶 坷幅涝聪促./ S) L0 u* _4 ~; @7 P( E
if( nResult == 0 )
m_pMgr->Couple( idProposer, idTarget );在后面添加
#ifdef __LIANREN( f/ N* l9 ?( H
if(nResult == 0)! u( h# m/ Z1 W  u5 [
{
LPCSTR szProposer = CPlayerDataCenter::GetInstance()->GetPlayerString(idProposer);
LPCSTR szTarget = CPlayerDataCenter::GetInstance()->GetPlayerString(idTarget);& N- b) {8 M6 l/ r4 r& [
g_dpCoreSrvr.SendPlayerCoupled(idProposer,szProposer,idTarget,szTarget);
}/ L# G8 a6 F% T3 T
#endif // __LIANREN找到" ^0 @! z& s# M0 T
void CCoupleHelper::OnDecouple( CAr & ar )
{4 N, Q* E4 [( v  r
int nResult = 0;/ X9 Y3 L4 ^! F
u_long idPlayer;6 e. t4 d9 C! V$ u. F
ar >> idPlayer;+ q* y( x1 u( {/ ^9 ; {
) _: v  O4 {% }; c
election::OutputDebugString( "nT: CCoupleHelper.OnDecouple: %dn", idPlayer );3 ^' R% @" h  m) u2 ]

CCouple* pCouple = m_pMgr->GetCouple( idPlayer );
if( !pCouple )
nResult = TID_GAME_COUPLE_E05;" Q$ a4 T' w2 U. R" Z
if( nResult == 0 && !m_pController->Decouple( idPlayer ) )$ J4 a, P. Y4 c+ g+ J2 A# n4 M+ |, I
nResult = TID_GAME_COUPLE_E10; // 单捞磐海捞胶 坷幅涝聪促.
if( nResult == 0 && !m_pMgr->Decouple( idPlayer ) )
nResult = TID_GAME_COUPLE_E11;* e8 W7 V, V  E2 |
在后面添加
#ifdef __LIANREN% X7 F! d/ G& p( D
if(nResult == 0)
{
u_long idPartner = pCouple->GetPartner(idPlayer);
LPCSTR szProposer = CPlayerDataCenter::GetInstance()->GetPlayerString(idPlayer);
LPCSTR szTarget = CPlayerDataCenter::GetInstance()->GetPlayerString(idPartner);
g_dpCoreSrvr.SendPlayerDeCoupled(idPlayer,szProposer,idPartner,szTarget);& d  W( Q2 y% }3 B* S1 [" T
}( e7 g7 z$ t) i( n+ d2 o* R7 l0 |: B
#endif // __LIANREN* Q# L6 n+ l; y2 l" Q
10 还是上面的目录里面DPCoreSrvr.cpp5 T$ N! o4 v1 }
找到
void CDPCoreSrvr::SendAddVoteResult( VOTE_INSERTED_INFO & info )8 o  V$ X% h& w, u) r% m4 s" f& d
{
BEFORESEND( ar, PACKETTYPE_DC_ADDVOTERESULT );" o0 c$ b- z1 U7 y1 d
ar << info;
SEND( ar, this, DPID_ALLPLAYERS );4 Q1 l/ Q( d& v, X  x: S: W1 z
}后面添加
#ifdef __LIANREN
void CDPCoreSrvr::SendPlayerCoupled( u_long idPlayer, const char* lpszPlayer,u_long idPlayer2, const char* lpszPlayer2)$ F0 h; i0 t. Y5 Y. B
{% r# M( a+ Y% A) F
BEFORESEND( ar, PACKETTYPE_PLAYERCOUPLED );
ar << idPlayer;
ar.WriteString( lpszPlayer );0 d2 R7 W' _, j7 o
ar << idPlayer2;$ z  d9 m$ L/ c* I
ar.WriteString(lpszPlayer2);
SEND( ar, this, DPID_ALLPLAYERS );. a8 ~  Y/ b7 Q! t0 P5 H6 Q3 o
}4 J7 a7 `2 }# H) l. M; S7 j; A1 i
void CDPCoreSrvr::SendPlayerDeCoupled(u_long idPlayer, const char* lpszPlayer,u_long idPlayer2, const char* lpszPlayer2)6 ]" ~& o3 w1 [/ f* t& m
{
BEFORESEND( ar, PACKETTYPE_PLAYERDECOUPLED );! v! h9 n. _9 P. u5 ?( R7 f
ar << idPlayer;
ar.WriteString( lpszPlayer );
ar << idPlayer2;
ar.WriteString(lpszPlayer2);
SEND( ar, this, DPID_ALLPLAYERS );
}% `' j* n/ _) N7 v
#endif // __LIANREN11 还是上面的目录DPCoreSrvr.h
找到
#if __VER >= 11 // __SYS_PLAYER_DATA+ k2 a) E$ c" E" x7 I
void SendUpdatePlayerData( u_long idPlayer, PlayerData* pPlayerData );
#endif // __SYS_PLAYER_DATA- ~4 N* s# Q1 V( N% M: `$ t4 c
上面添加
#ifdef __LIANREN
void SendPlayerCoupled( u_long idPlayer, const char* lpszPlayer,u_long idPlayer2, const char* lpszPlayer2);
void SendPlayerDeCoupled( u_long idPlayer, const char* lpszPlayer,u_long idPlayer2, const char* lpszPlayer2);  {1 B- _5 M% }: L. Y: y
#endif // __LIANREN
12 还是上面的目录VersionCommon.h* e/ Q2 ~8 u  K' z3 v3 t
找到
#define __EVENT_1101 // 免媒 捞亥飘
下面添加
#define __LIANREN //支持恋人系统
13  ../LOGINSERVER/VersionCommon.h* D* f* Z2 S  j" J" ?; c5 L& H
找到; ^# S; T3 f) `
#define __CRC
#define __SO1014 // 家南 抗寇 贸府( 某浆, 牢刘, 肺弊牢 )
#define __PROTOCOL09106 P: D% F- c! B
#define __PROTOCOL1021
#define __VERIFYNETLIB4 v* H/ H/ m, q8 e8 [% N# D+ E
#define __DOS1101
#define __STL_0402 // stl, F: S" x+ f9 {2 y5 z- t
上面添加
#define __LIANREN //支持恋人系统
14 ../neuz/DPClient.cpp5 v) `, ^( F( {) @, |) X, q  ?
找到
ON_MSG( PACKETTYPE_QUERYSETPLAYERNAME, OnSetPlayerName );+ ~2 U6 @7 Q) N) ]
下面添加
#ifdef __LIANREN
ON_MSG( PACKETTYPE_PLAYERCOUPLED, OnPlayerCoupled );8 Q1 9 E, Q+ N  b6 {1 H
ON_MSG( PACKETTYPE_PLAYERDECOUPLED, OnPlayerDeCoupled );
#endif // __LIANREN
找到& D# u" w0 ]" 4 {
#if __VER >= 11 // __SYS_PLAYER_DATA* B1 q1 G1 V1 J1 }2 z. T2 ?
PlayerData pd;
pd.data.nJob = pPlayer->GetJob();8 y. N' }: ~" 4 A6 m4 _, ]
pd.data.nLevel = pPlayer->GetLevel();9 _% C5 R' T( q" ^2 D
pd.data.nSex = pPlayer->GetSex();
lstrcpy( pd.szPlayer, pPlayer->GetName() );  M8 C( m! E7 d; [1 z
下面添加
#ifdef __LIANREN
pd.idCouple = pPlayer->GetCoupleId();//恋人id
lstrcpy( pd.szCouplePlayer, pPlayer->GetCoupleName() ); //恋人名字
#endif //__LIANREN+ |3 t6 Q( O/ _  X
接着找,可能跟上面一样
#if __VER >= 11 // __SYS_PLAYER_DATA
PlayerData pd;
pd.data.nJob = pPlayer->GetJob();
pd.data.nLevel = pPlayer->GetLevel();
pd.data.nSex = pPlayer->GetSex();5 ^5 e' W1 V1 R1 ~: R' ]
lstrcpy( pd.szPlayer, pPlayer->GetName() );9 l2 M5 c+ |( % L$ x" W
下面添加- L" }; w7 a2 m3 c. `
#ifdef __LIANREN4 a! o+ `- H7 N! g  ]# m; w
pd.idCouple = pPlayer->GetCoupleId();//恋人id- H0 O) f# v6 P9 M) w' s7 R
lstrcpy( pd.szCouplePlayer, pPlayer->GetCoupleName() ); //恋人名字' c3 F" f% m1 , n7 L2 k
#endif //__LIANREN4 d& N! O! L/ s- u# [- x: d
找到
void CDPClient::SendDoEscape( void )
& R1 I' _# E7 F. I
if( g_pPlayer )/ v& ~" e+ k+ S8 x( ?+ v
{. O1 y! [6 M! x+ r5 y3 q/ 5 ?3 V
CWorld* pWorld = g_pPlayer->GetWorld();
if( pWorld && pWorld->GetID() == WI_WORLD_GUILDWAR )
{( j, Y4 `" ]- a2 j$ |/ ]4 O
g_WndMng.OpenMessageBoxUpper( prj.GetText(TID_GAME_GUILDCOMBAT_NO_OUTWAR) );
return;. ~4 y1 P( b5 k+ E9 L
}
SendHdr( PACKETTYPE_DO_ESCAPE ); : I) ]3 K" ?* N9 u, v& m
}, @* Z2 @0 ~# G% V
}
在上面添加
#ifdef __LIANREN
void CDPClient::OnPlayerCoupled( CAr & ar )
{! `- U" n" T3 h1 a3 D# ^. g
u_long idPlayer,idPlayer2;  H- Y$ D( l8 e% _9 c9 k! b
char lpszPlayer[MAX_PLAYER] = { 0, };
char lpszPlayer2[MAX_PLAYER] = { 0, };
ar >> idPlayer;
ar.ReadString( lpszPlayer, MAX_PLAYER );4 J& M4 V" x9 ?% K6 l
ar >> idPlayer2;//恋人id
ar.ReadString(lpszPlayer2,MAX_PLAYER);//恋人名字
//Error("OnPlayerCoupled:ID:%d Name:%s,idCouple:%d NameCouple:%s",idPlayer,lpszPlayer,idPlayer2,lpszPlayer2);
char lpOutputString[128] = { 0, };
sprintf( lpOutputString, "NEUZ.EXE\t// PAKCETTYPE_QUERYSETPLAYERNAME\t// %d\t// %s", idPlayer, lpszPlayer );8 d2 ]1 x5 n# J  ?* r. e+ ?
OutputDebugString( lpOutputString );! }3 m, _# O0 Y) U8 M7 G3 A
CMover* pPlayer = prj.GetUserByID( idPlayer );1 t: W1 |( v" Z4 |
if( IsValidObj( (CObj*)pPlayer ) )( q! # s" U1 K# |
{
pPlayer->SetCoupleId(idPlayer2);//设置恋人id9 ~6 T5 r/ y! f; & }5 X2 T
pPlayer->SetCoupleName( lpszPlayer2 ); //设置恋人名称  W: Q$ k* _, @* M; Q8 u# T6 i
}
CMover* pPlayer2 = prj.GetUserByID( idPlayer2 );
if( IsValidObj( (CObj*)pPlayer2 ) )6 l4 b1 Z# S2 @4 i; p0 `
{
pPlayer2->SetCoupleId(idPlayer);//设置恋人id
pPlayer2->SetCoupleName( lpszPlayer ); //设置恋人名称2 |4 b4 Y7 w: e5 z# c
}* O6 }- L: O& g# G! Z
CString str;# P5 g' y7 c3 r% i8 b
str.Format("恭喜 %s 和 %s 成为恋人",lpszPlayer,lpszPlayer2);
g_WndMng.PutString( str, NULL, prj.GetTextColor(TID_ADMIN_ANNOUNCE), CHATSTY_SYSTEM );
CWndWorld* pWndWorld = (CWndWorld*)g_WndMng.GetWndBase( APP_WORLD );
if( pWndWorld ){% m8 b* S" R% f. M( @$ S: o# t
g_Caption1.AddCaption( str,pWndWorld->m_pFontAPITitle , FALSE, D3DCOLOR_ARGB( 255, 255, 255, 153 ) );5 M4 J% D( `1 n" r8 f
}
}+ j7 V' K; j0 z9 E
void CDPClient::OnPlayerDeCoupled( CAr & ar )& V; S! `# m7 u/ f. Q' M
{
u_long idPlayer,idPlayer2;% L3 u, A$ D! m# K' s" b6 e
char lpszPlayer[MAX_PLAYER] = { 0, };. _$ k, C+ U* f8 m( i
char lpszPlayer2[MAX_PLAYER] = { 0, };- z% A2 V, S1 x3 s9 V2 j4 o. N
ar >> idPlayer;# a2 _5 J! k9 L( o3 a" B) }
ar.ReadString( lpszPlayer, MAX_PLAYER );
ar >> idPlayer2;//恋人id
ar.ReadString(lpszPlayer2,MAX_PLAYER);//恋人名字
//Error("OnPlayerCoupled:ID:%d Name:%s,idCouple:%d NameCouple:%s",idPlayer,lpszPlayer,idPlayer2,lpszPlayer2);
char lpOutputString[128] = { 0, };
CMover* pPlayer = prj.GetUserByID( idPlayer );
if( IsValidObj( (CObj*)pPlayer ) )3 f0 }- x8 M  M) O4 O
{0 u2 Y  `. o6 x* f
pPlayer->SetCoupleId((u_long)0xffffffff);//设置恋人id
pPlayer->SetCoupleName( "\0" ); //设置恋人名称
}
CMover* pPlayer2 = prj.GetUserByID( idPlayer2 );+ E" c0 ]& N2 }* O3 ?4 s/ _) t
if( IsValidObj( (CObj*)pPlayer2 ) )
{
pPlayer2->SetCoupleId((u_long)0xffffffff);//设置恋人id0 D. a. T- `0 ^7 k; |% K
pPlayer2->SetCoupleName( "\0" ); //设置恋人名称! W" b; K# ^4 j* `
}* v( @: j) B$ `% p$ s- A- A
}' G3 P/ g& a$ f+ v! c7 D
#endif // __LIANREN
15 ../neuz/DPClient.h9 J/ H. W( i9 L/ s# i( Y
找到4 k0 h* Y! D0 W7 : ]0 s. k) m
#if __VER >= 11 // __SYS_PLAYER_DATA) Q! c, _4 y8 r) X" g
void OnUpdatePlayerData( CAr & ar );. F7 ?& L+ f# Y( b
#endif // __SYS_PLAYER_DATA( t  Z$ J" H8 z3 [2 h( N8 o
上面添加
#ifdef __LIANREN% K! `! n, ^: A  x; V
void OnPlayerCoupled( CAr & ar );
void OnPlayerDeCoupled( CAr & ar );
#endif // __LIANREN
16 还是NEUZ目录  VersionCommon.h
找到& C' h) z* U3 K9 x8 O
#if (_MSC_VER > 1200): R( l/ m. I5 [8 y) t: ?
#define __VS2003 // 哪颇老矾函版.net% P8 V' w* f0 G
#endif
下面添加% v9 O" N4 n7 H! `6 X1 Z
#define __LIANREN //使用恋人系统% v( D% O+ v) [( ]
17   ..WORLDSERVER/couplehelper.cpp
找到  j6 U4 " Y% ^+ ]" G8 P9 G' D2 [
void CCoupleHelper::OnCoupleResult( CAr & ar )9 w% b8 ]3 f% X$ d3 R0 ~/ x
{
u_long idProposer, idTarget;/ C/ D3 |9 ~" S! H
int nResult;
ar >> idProposer >> idTarget >> nResult;
election::OutputDebugString( "S: CCoupleHelper.OnCoupleResult: %d, %d, %d", idProposer, idTarget, nResult );2 P4 }! x8 o- V5 b% ]
CUser* pProposer = static_cast<CUser*>( prj.GetUserByID( idProposer ) );
CUser* pTarget = static_cast<CUser*>( prj.GetUserByID( idTarget ) );
if( nResult == 0 )
{
m_pMgr->Couple( idProposer, idTarget );
const char* pszProposer = CPlayerDataCenter::GetInstance()->GetPlayerString( idProposer );
const char* pszTarget = CPlayerDataCenter::GetInstance()->GetPlayerString( idTarget );
后面添加
#ifdef __LIANREN6 _- e+ j; P$ Z) Z* [- ]
//结婚成功更新下数据以便玩家都可以看到
if (pszProposer)# O( t% D7 |8 z# M1 ; L
{
CUser* pUser = (CUser*)prj.GetUserByID( idProposer );
if (IsValidObj(pUser))
{4 t% K+ j% V3 n0 v
pUser->SetCoupleId(idTarget);8 n2 f4 p; R2 M4 G5 C: I
pUser->SetCoupleName(pszTarget);
}
//CPlayerDataCenter::GetInstance()! P, X2 x$ j; I  ; q0 T
}  I( l) w+ r, p# s* u
if (pszTarget)
{
CUser* pUser = (CUser*)prj.GetUserByID( idTarget );
if (IsValidObj(pUser))) Z5 d9 n, a* f8 S( s
{
pUser->SetCoupleId(idProposer);7 d: U" i7 N6 v0 g" n! p" Z
pUser->SetCoupleName(pszProposer);' N, V- j4 H9 S" i0 z
}
//CPlayerDataCenter::GetInstance()
}; g. g6 @8 z6 j' ~( T' d+ Y& Q; O# C
#endif // __LIANREN
if( !pszProposer ) pszProposer = "";# U4 s+ m' B4 m8 |+ b
if( !pszTarget ) pszTarget = "";
//结成情侣成功,需要通知每位玩家这2个人的信息.
if( IsValidObj( pProposer ) )
{1 , l0 ) r9 S0 ?& |) e8 n9 d
pProposer->AddCoupleResult( idTarget, pszTarget );3 n1 e3 i3 i2 ]' {9 L
找到# t) `# X$ - S9 e6 R8 g
void CCoupleHelper::OnDecoupleResult( CAr & ar )6 F6 ^" A; V. S
{
u_long idPlayer;8 q( m& b& B2 i: u$ K
int nResult;
ar >> idPlayer >> nResult;
election::OutputDebugString( "S: CCoupleHelper.OnDecoupleResult: %d, %d", idPlayer, nResult );
CUser* pUser = static_cast<CUser*>( prj.GetUserByID( idPlayer ) );
if( nResult == 0 )
{7 Y0 k3 Y9 |* c+ i* y: s6 p
CCouple* pCouple = m_pMgr->GetCouple( idPlayer );
ASSERT( pCouple );
if( !pCouple ); w1 P7 w/ _& t+ J
return;
CUser* pPartner = static_cast<CUser*>( prj.GetUserByID( pCouple->GetPartner( idPlayer ) ) );
m_pMgr->Decouple( idPlayer );
后面添加
#ifdef __LIANREN
//离婚成功更新下数据以便玩家都可以看到
//CUser* pUser1 = (CUser*)prj.GetUserByID( idPlayer );
if (IsValidObj(pUser))
{/ U$ j' L8 a+ I9 {+ W
pUser->SetCoupleId((u_long)0xffffffff);
pUser->SetCoupleName("\0");$ U3 R4 S* g% T7 g+ P% q8 i
}
//CPlayerDataCenter::GetInstance()2 ~# H) A' M# H' E' y) o; `
//CUser* pUser2 = (CUser*)prj.GetUserByID( pCouple->GetPartner( idPlayer ) );- X: L; R7 n* u' o; Y* M, ?1 C
if( IsValidObj( pPartner ) )
{( ]' X+ b3 R5 r
pPartner->SetCoupleId((u_long)0xffffffff);5 V: l2 W. M1 ]4 v1 y
pPartner->SetCoupleName("\0");- u8 a7 h9 [) N5 J3 Z
}' p, E, }0 M9 U7 ~
#endif // __LIANREN
17 还是上面的目录VersionCommon.h: U; E) G+ ]; Z4 f" x. R
找到; _0 L% l7 F% e$ s# q6 m9 P' Z
#if (_MSC_VER > 1200)
#define __VS2003 // 哪颇老矾函版.net
#endif* j6 P! O! {+ o3 H
后面添加1 L1 h. N/ [# u0 t; g  V. q
#define __LIANREN //是否使用恋人系统
18   .._common/Mover.cpp
找到
m_nRemainGP = 0;- B9 s8 m( @2 }; t# f/ u( B
m_nDefenseMin = 0;( H) X3 K! m  B6 j+ m6 i
m_nDefenseMax = 0;# e  M2 B, j& i1 @
m_nJob = -1;5 a" [3 M' v) e
memset( m_szName, 0, sizeof(TCHAR) );# Z9 l7 X% g& y. ^
下面添加- b4 p  m/ W! p, f1 p
#ifdef __LIANREN% z1 T! C3 X" B9 p9 B3 P9 V
memset(m_szCoupleName,0,sizeof(m_szCoupleName));
#endif // __LIANREN
找到
m_dwAuthorization = AUTH_GENERAL;
m_idMarkingWorld = NULL_ID;4 |. Q. B# V4 h6 l( {# d, ~' W
m_dwRegionAttr = 0;  s) O) I# h! a# ~
m_dwOldRegionAttr = 0;. X0 T0 z+ i8 y9 C4 D) f
m_bPositiveX = m_bPositiveZ = false;
上面添加
#ifdef __LIANREN4 U! N' F: }8 f' v0 Z! u! `
m_idCouplePlayer = NULL_ID;
#endif // __LIANREN
找到
LPCTSTR CMover::GetName( BOOL bNickname )
{
if( !bNickname )- r# + t6 H, s
return (LPCTSTR)m_szName;
if( m_dwAuthorization >= AUTH_GAMEMASTER && ( GetIndex() == MI_CROWNIBLIS || GetIndex() == MI_CROWNSHADE || GetIndex() == MI_CROWNBUBBLE ) )
{$ F/ }8 |3 u: u9 W* P" r
MoverProp* pMoverProp = GetProp();
if( pMoverProp )
return (LPCTSTR)pMoverProp->szName;
}
return (LPCTSTR)m_szName;+ _7 j% h: ]( J1 s. a
}* {, u6 Z; a# P5 k
下面添加
#ifdef __LIANREN
LPCTSTR CMover::GetCoupleName()$ }' i, W; O  {0 r3 K, h/ D2 l$ G
{9 M  r# x+ a, t! S  o6 I8 }- s
return (LPCTSTR)m_szCoupleName;
}
u_long CMover::GetCoupleId(): a5 + w+ O0 n2 b
{1 n, {4 z0 Q+ |7 E: _
return m_idCouplePlayer;5 C) c5 C- _) s1 c! W& `8 [1 T
}
#endif // __LIANREN# l! l2 D! u( X' d! Z
19 还是上面的目录Mover.h3 z7 N$ _1 ^; 7 i' `
找到4 V# F( h$ m5 Z5 D
public:
BOOL   m_bPlayer;     /// Player牢啊, 酒聪扼搁 NPC" G& z+ A$ ?. |1 T) ~
u_long   m_idPlayer;     /// player狼 db锅龋, NPC绰 0xffffffff
下面添加
#ifdef __LIANREN0 [: N5 w( |5 [! _/ o
u_long m_idCouplePlayer; /// 恋人id
#endif //__LIANREN- J/ R" x9 E+ f7 `
找到
protected:
int m_nCount; /// 公滚啊 裹侩栏肺 静绰 鉴瞒利 墨款磐. 积己磊 寇浚 0栏肺 檬扁拳 窍瘤 富巴.
DWORD m_dwGold; /// 其衬 2 f! n' 8 ^. N' `2 E
DWORD m_dwRideItemIdx; /// 厚青眉狼 酒捞袍 牢郸胶7 [4 ^, j% U& l) V
CModelObject* m_pRide; /// 厚青眉 按眉 器牢磐 - J/ T, r9 }. Y# W
TCHAR m_szName[MAX_NAME]; /// 捞抚 
下面添加
#ifdef __LIANREN" L9 D/ D5 S5 Z  J$ P* n
TCHAR m_szCoupleName[MAX_NAME]; /// 恋人的角色名8 t$ N  n+ e  q! g4 H/ M" D% U8 N
#endif //__LIANREN
找到
void SetHairColor( FLOAT r, FLOAT g, FLOAT b );
void SetHead( int nHead );
void SetSkinSet( int nSkinSet );
void SetName( const char* lpszName ) { lstrcpy( m_szName, lpszName ); }/ A5 H1 |9 i' t4 m  E
LPCTSTR GetName( BOOL bNickname = FALSE ); // 按眉狼 捞抚 掘扁" S- ?/ }2 E2 ?& u& |2 k
下面添加
#ifdef __LIANREN
void SetCoupleName( const char* lpszCouplePlayer ) { lstrcpy( m_szCoupleName, lpszCouplePlayer ); }
LPCTSTR GetCoupleName(); // 获取恋人名字
void SetCoupleId(u_long idCoupler) {m_idCouplePlayer = idCoupler;}% * }  t$ n- R) n. {0 a$ R
u_long GetCoupleId();//获取恋人id- G. s( C( l* N- ?0 H( |" f
#endif //__LIANREN9 ^' _& a% K9 ]' |
20 还是上面一个目录MoverRender.cpp
找到
int nGaugeWidth = 80;
CPoint point( (LONG)( vOut.x - nGaugeWidth / 2 ), (LONG)( vOut.y - 3 ) );) A2 p! R. k- e+ W" v
CRect rect( point.x - 2, point.y - 2, point.x + nGaugeWidth + 2, point.y + 5 + 2);, S# : i' w, |  R, m( m
上面添加2 P9 * E6 B$ I6 D+ X& g
#ifdef __LIANREN3 `  s4 e) f/ V% R6 r6 I  c/ ?
vOut.y -= 10;//增加了恋人位置8 ]0 j! m4 C2 _" m9 y5 t
#endif //__LIANREN: w2 ]# N: p' @' Q
1 F" i# E: ~1 ]
找到5 o# `9 @0 m7 S" X4 V
#if __VER >= 8 // __S8_PK2 s3 e; U7 p  R( i- A, N
if( dwColor == prj.m_PKSetting.dwGeneralColor ) // 俏农祸捞唱 墨坷祸捞搁 官差瘤 臼霸 窍磊: ?' }0 W% ]; a1 J' n
#endif // __VER >= 8 // __S8_PK' b9 c' ^) o0 z& u
if( g_Party.FindMember( m_idPlayer ) != -1 ) // 颇萍糕滚搁 祸彬 促福霸 钎矫.
dwColor = COLOR_PARTY;7 Y4 V# % d) ~
if( bOtherColor )
dwColor = dwNewColor;& H: w* D7 T! _; d5 k. E5 r
下面添加
#ifdef __LIANREN 
//恋人代码. z8 w4 Q, X3 m, G8 D" ^. J
//pFont->DrawText( (FLOAT)( point.x ), (FLOAT)( point.y ), 0xffbc00bc, szStrCouple );
if ((int)m_idCouplePlayer > 0)) G/ ^* `" T: t3 z1 N- Q
{
TCHAR szStrCouple[70];9 g. R$ i  J0 w* ]5 |3 M
sprintf( szStrCouple, _T("%s的恋人"), m_szCoupleName );0 S9 D& U; G" S$ ~
point.x = (LONG)( vOut.x );
point.y = (LONG)( vOut.y );3 S) a+ ?. E2 @+ J. L
MakeEven( point.x ); 
point.x -= pFont->GetTextExtent( szStrCouple ).cx / 2;
point.y -= 47;
point.x -= 3;, K; M1 `& b3 c; M) [) G- U+ X6 z
pFont->DrawText( (FLOAT)( point.x ), (FLOAT)( point.y ), 0xffa62fbd, szStrCouple );//0xffbc00bc
}
//恋人代码结束( |# 7 l* V( J4 Q
#endif //__LIANREN
下面这一段会重复好几次,我加几次你就加几次,不能少,少的话恋人名字就和其他的称号挤在一起了!!!
找到
int nGaugeWidth = 80;" D; S! n! l3 h3 y
CPoint point( (int)( vOut.x - nGaugeWidth / 2 ), (int)( vOut.y - 3 ) );
CRect rect( point.x - 2, point.y - 2, point.x + nGaugeWidth + 2, point.y + 5 + 2);
上面添加
#ifdef __LIANREN
vOut.y -= 24 ; //hp框的起始y位置,原来是34,因为加了恋人所以要向上挪动恋人的高度+武器进度条的高度(大约14+8)8 ?2 i- }& c7 z1 t* }
#endif //__LIANREN
找到9 q* C. ^  Q9 a6 t$ m! k" |7 ~
int nGaugeWidth = 80;
CPoint point( (int)( vOut.x - nGaugeWidth / 2 ), (int)( vOut.y - 3 ) );/ P( O# t, ]1 k. H# + H
CRect rect( point.x - 2, point.y - 2, point.x + nGaugeWidth + 2, point.y + 5 + 2);
上面添加
#ifdef __LIANREN
vOut.y -= 16;//采集进度框的起始y位置,原来是48,因为加了恋人所以要向上挪动恋人的高度(大约14)  q) E' O% C8 Y" i
#endif //__LIANREN. G  o6 ~5 z" R1 L# B
找到% u! f* S* l& x1 s
int nGaugeWidth = 80;4 3 q3 z' C9 G) B9 H- U
CPoint point( (int)( vOut.x - nGaugeWidth / 2 ), (int)( vOut.y - 3 ) );: w; Y6 T7 I! E1 |
CRect rect( point.x - 2, point.y - 2, point.x + nGaugeWidth + 2, point.y + 5 + 2);
上面添加6 # n8 K" J5 {! w
#ifdef __LIANREN
vOut.y -= 16;//原来是48,因为加了恋人所以要向上挪动恋人的高度(大约14)9 i# A' G; M  o8 z" O, Z, D
#endif //__LIANREN
21 还是这个目录MoverSkill.cpp
找到
#ifdef __WORLDSERVER' u1 }+ y( K' Q+ U* W$ G
BOOL CMover::DoUseItemSexChange( int nFace )
{2 C5 {6 j% ^+ `6 j. o4 N
下面添加
//检查是否有情侣
#ifdef __LIANREN6 N; o) f# Q& z4 {) n6 L7 J
if ((int)m_idCouplePlayer > 0)
{. p* g2 / C& m% q+ T2 _( }* M
((CUser*)this)->AddText((LPCTSTR)"请先解除情侣");& L2 _' t- N" Y( A% b
return FALSE; //有情侣就不能变性7 K3 {" b6 y/ U9 g* # V  Y
}- w! q8 K" A- n7 r! k/ s, p, I
#endif // __LIANREN6 Y" R5 {' }. {! ^5 D1 j( f
22 还是这个目录ObjSerializeOpt.cpp
找到- N% B9 e, R8 J& ]+ ^
ar.WriteString( m_szName );
ar << GetSex();
ar << (u_char)m_dwSkinSet;9 u  S; a' I" L* Y! n% o
ar << (u_char)m_dwHairMesh;4 y0 k& f& . D
ar << m_dwHairColor;. q" K& _% `2 G( t5 @
ar << (u_char)m_dwHeadMesh;
ar << m_idPlayer;
下面添加
#ifdef __LIANREN
ar << m_idCouplePlayer;//恋人id# t; w# l# F2 q5 `
ar.WriteString(m_szCoupleName);//恋人名字# e  ]9 z- k% n3 `
#endif //__LIANREN' J% |3 K! g) ?# {: M" W
找到& m6 `5 : z6 V$ i6 k* f6 U
# if defined (__WORLDSERVER) || defined(__CLIENT)
SetHairColor( m_dwHairColor );
# endif // __WORLDSERVER //__CLIENT% V$ A$ W0 n% O  m
ar >> m_idPlayer;
下面添加5 P5 g3 o) `7 h
#ifdef __LIANREN
ar >> m_idCouplePlayer;//恋人id
ar.ReadString(m_szCoupleName,32);//恋人名字
#endif //__LIANREN
23  ../_Database/DbManagerFun.cpp  这个文件可以查看到你在数据库里添加那些表和字段,你们自己可以研究下! J  J8 m1 J8 ~
找到
void CDbManager::GetBaseCharacter( CMover* pMover, CQuery *qry, LPDB_OVERLAPPED_PLUS lpDbOverlappedPlus ): @4 {, F7 |7 e8 f5 J
{. M0 d) d# C3 z- j4 6 K4 x# R* [+ H
在下面添加(有人说数据库不支持恋人系统,要2000块一份,我这里本来不想提醒的,算了,大家都互相学习,我这个贴估计也是这个论坛的第一个改动这么多的源码功能,这里不用我说了吧,里面的字段加进到数据库就完美支持恋人系统的显示了,任何数据库都是一样的添加,在数据库里面直接添加几个字段就行,就这一笔就值2000块。)
#ifdef __LIANREN& B" J' e# A! w. J* L* V
pMover->m_idCouplePlayer = (u_long)qry->GetInt( "m_idCouple" );( P$ `$ g1 z0 q
qry->GetStr( "m_szCoupleName", pMover->m_szCoupleName );
//获取情侣
//WriteLog("DB_Join:idPlayer:%d,idCouple:%d,CoupleName:%s",pMover->m_idPlayer,pMover->m_idCouplePlayer,pMover->m_szCoupleName);; p* Q; F1 W# U: @/ p9 ^4 J
#endif //__LIANREN
23  ../_Network/Objects/Obj.cpp
找到: F$ ~4 F: A: v& w  ( a! ^9 e- H3 G* u
#endif // __JEFF_9_20
m_dwReturnWorldID = 0;
m_idGuildCloak = 0;
memset( m_szName, 0, sizeof(m_szName) );
下面添加# r" @' q! K6 j" Z* g+ O( U) O
#ifdef __LIANREN
memset( m_szCoupleName, 0, sizeof(m_szCoupleName) );' o4 r0 P1 Z2 w9 C/ V; f
#endif //__LIANREN! F( z8 _1 I+ f! N
找到; K. ~3 F+ ?( E- x; p: T
m_vMarkingPos = D3DXVECTOR3( 0, 0, 0 );+ h: c/ t9 Z/ p0 P: P  S
m_vReturnPos = D3DXVECTOR3( 0, 0, 0 );
m_dwType = OT_MOVER;
m_bPlayer = FALSE;
m_idPlayer = (u_long)0xffffffff;& x4 c: k# @8 M: @4 T. {
下面添加: s! `% v0 _( 9 E+ ?9 v9 e
#ifdef __LIANREN
m_idCouplePlayer = (u_long)0xffffffff;
#endif //__LIANREN; D* n, n0 U/ @. G3 @
24 还是上面的目录Obj.h8 S) m6 S/ w8 {, U. F/ R
找到
TCHAR   m_szName[32];5 ]5 W0 n' n  J6 y5 F
下面添加' C7 k$ g4 a+ A
#ifdef __LIANREN
TCHAR m_szCoupleName[32]; /// 恋人的角色名: G% o" k. Z& J% a0 j' y
#endif //__LIANREN
找到
BOOL m_bPlayer;
u_long m_idPlayer;$ V0 Q) j/ D1 Q( S
下面添加, O  w8 h3 l6 w! T
#ifdef __LIANREN
u_long m_idCouplePlayer; /// 恋人id
#endif //__LIANREN





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Lansky!于2013.4.18正式创建Lansky工作室.
No.829981
👦 j黑羽翼
  
看不懂,楼主学编程的?
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唯有美食与爱不可辜负
No.438090
👦 路易斯
  
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2013-08-22 02:21🧙cnyouw魔法师🪄BUFF加成:铜币+1
[购]仙族铜币胸章连合[购]仙族龙鳞胸章发帖获得特殊奖励
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神经绷得太紧,生活枯燥无味;偶尔放松心情 ,善于调节为最;做事不求最好,但求问心无愧;做人踏实认真,胜过取巧捷径只要心态端正,一生快乐相随!
点击我吧,你会知道多么需要这东西!
No.114851
👦 longyin
  
这是哪个游戏的脚本代码哦
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4G网络就是快啊
No.763935
👦 clxas2000
  
看不懂了啊
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哈哈
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