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CLEO Advanced Tutorial - GOSUB

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宝石达人---大丈夫!!!吾王之血灼眼的夏娜

发表于 2012-6-19 08:10:13 | 显示全部楼层 |阅读模式

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GOSUB
选译/ kwanz

GOSUB is a command  similar to jump and else_jump, but with the added feature of returning back to the part of code where it is executed. Any code between the label and the return command will be executed, and then go back to the normal thread.
GOSUB类似jump和else_jump,但另外带有返回调用位置的功能.在跳转标签和return命令之间的语句会被执行,然后返回.
注意体会return命令的用法


This command is one that I use all the time. It is very convenient and it has a lot of uses. I will give you a few examples how you can use this command efficiently.

You can use GOSUB to check conditions:
例 条件判断
  1. :Begin
  2. wait 0
  3. if   
  4.    Player.Defined(0)
  5. jf @Begin
  6. if and
  7. 00F3:   actor $PLAYER_ACTOR near_actor 15@ radius 20.0 20.0 0 on_foot   
  8. gosub @MoreConditions
  9. jf @Begin
  10. wait 250
  11. jump @Begin
  12.    
  13. :MoreConditions
  14. if and  
  15. 0AB0:  key_pressed 0x73
  16. 044B:   actor $PLAYER_ACTOR on_foot     
  17. 0457:   player $PLAYER_CHAR aiming_at_actor 15@  // If the player is satisfies all these conditions, then continue through script      
  18. 0491:   actor $PLAYER_ACTOR has_weapon 46      
  19. 0597:   actor $PLAYER_ACTOR crouching
  20. jf @return_False
  21. 0485: return_true   // This is essential, makes the following condition that the gosub is in (above in main loop) alway return true to satisfy it's part only,
  22. jump @Return         // not the actor near actor part
  23.    
  24. :return_False
  25. 059A: return_false  // Same as return_true, but opposite; makes the following condition return false
  26.    
  27. :Return
  28. return  // This is needed after using return_true/false, this makes this thread return back to main loop thread and check if return true/false
复制代码
You can use GOSUB to load Models:
例 加载模型语句段
  1. :Begin
  2. wait 0
  3. if   
  4.    Player.Defined(0)
  5. jf @Begin
  6. 26@ = #LAPD1  // Store an ID/Model to 26@
  7. gosub @LoadModel
  8. Actor.StorePos($PLAYER_ACTOR, 3@, 4@, 5@)
  9. 1@ = Actor.Create(6, 26@, 3@, 4@, 5@)   // Creates the actor with the model that is stored in 26@; 2nd parameter 6 is pedtype, which is pedtype for cop
  10. Actor.RemoveReferences(1@)
  11. wait 250
  12. jump @Begin
  13.    
  14. :LoadModel
  15. Model.Load(26@) // Loads whatever model is stored in 26@
  16. wait 0  // Always make sure a wait command is present when looping a condition
  17. if   
  18.     Model.Available(26@)    // This loop will repeat until the model is available to use, then will return to normal thread
  19. jf @LoadModel
  20. return  // Returns back to the normal thread
复制代码
You can use GOSUB to organize your code.
例 程序执行流程组织
  1. :Begin
  2. wait 0
  3. if   
  4.    Player.Defined(0)
  5. jf @Begin
  6. Actor.StorePos($PLAYER_ACTOR, 3@, 4@, 5@)
  7. 1@ = Actor.Create(4, #MALE01, 3@, 4@, 5@)   // #MALE01 never needs to be loaded because it always is loaded
  8. gosub @SetActorActions
  9. 0618: assign_actor 1@ to_AS_pack 15@
  10. 2@ = Actor.Create(4, #MALE01, 3@, 4@, 5@)   // #MALE01 never needs to be loaded because it always is loaded
  11. gosub @SetActorActions
  12. 0618: assign_actor 2@ to_AS_pack 15@
  13. 061B: remove_references_to_AS_pack 15@
  14. Actor.RemoveReferences(1@)
  15. Actor.RemoveReferences(2@)
  16. wait 250
  17. jump @Begin

  18. :SetActorActions
  19. 0615: define_AS_pack_begin 15@
  20. 05D9: AS_actor -1 run_to_actor $PLAYER_ACTOR timelimit -1 stop_within_radius 6.0
  21. 05C2: AS_actor -1 show_the_finger
  22. 0616: define_AS_pack_end 15@
  23. 0643: set_AS_pack 15@ loop 1
  24. return  // Returns back to the normal thread
复制代码
Below is my Ghost Lanterns code. GOSUB was very useful in keeping the code organized and easy to work with. Without GOSUB, my code will be super long and will be hard to troubleshoot. You will see how many times i used the GOSUB command and how it helped in redundant things. The "intro" for this mod was added last, so you will see in the beginning after defining the actor it jumps to the first GOSUB @NONAME_2975, performs the intro, then back to @NONAME_29 to continue the normal thread.
恰当使用GOSUB可以优化代码的结构,让各种判断\排除\处理更加清晰
下面是我的鬼灯笼CLEO源代码
  1. // This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007

  2. {$VERSION 3.1.0027}
  3. {$CLEO .cs}

  4. //-------------MAIN---------------
  5. 0000: NOP

  6. :NONAME_2
  7. wait 0
  8. if
  9.    Player.Defined($PLAYER_ACTOR)
  10. jf @NONAME_2
  11. gosub @NONAME_2975

  12. :NONAME_29
  13. wait 0
  14. if
  15. 0ADC:   test_cheat "ONI"
  16. jf @NONAME_58
  17. jump @NONAME_374

  18. :NONAME_58
  19. wait 0
  20. if
  21. 00E1:   player 0 pressed_key 6
  22. jf @NONAME_409
  23. wait 0
  24. if and
  25.   $ACTIVE_INTERIOR == 0
  26. 044B:   actor $PLAYER_ACTOR on_foot
  27. jf @NONAME_374
  28. gosub @NONAME_439
  29. if
  30. 06FF:   any_ped_near_actor $PLAYER_ACTOR in_range 12.0
  31. jf @NONAME_335
  32. gosub @NONAME_2613

  33. :NONAME_141
  34. wait 0
  35. if
  36.    Player.Defined($PLAYER_ACTOR)
  37. jf @NONAME_141
  38. if
  39.    not Actor.Driving($PLAYER_ACTOR)
  40. jf @NONAME_374
  41. Actor.SetImmunities($PLAYER_ACTOR, 1, 1, 1, 1, 1)
  42. Actor.StorePos($PLAYER_ACTOR, 1@, 2@, 3@)
  43. if
  44. 0AE1: 0@ = random_actor_near_point 1@ 2@ 3@ in_radius 12.0 find_next 0 pass_deads 1 //IF and SET
  45. jf @NONAME_409

  46. :NONAME_240
  47. wait 0
  48. if and
  49.   $ACTIVE_INTERIOR == 0
  50. 044B:   actor $PLAYER_ACTOR on_foot
  51. jf @NONAME_374
  52. gosub @NONAME_2613
  53. gosub @NONAME_1526
  54. 0326: 6@ = create_actor 0@ fire
  55. Actor.RemoveReferences(0@)
  56. gosub @NONAME_2613
  57. wait 0
  58. 8AE1:   not 0@ = random_actor_near_point 1@ 2@ 3@ in_radius 12.0 find_next 1 pass_deads 1 //IF and SET
  59. jf @NONAME_240

  60. :NONAME_335
  61. wait 0
  62. if
  63. 86FF:   not any_ped_near_actor $PLAYER_ACTOR in_range 12.0
  64. jf @NONAME_141
  65. gosub @NONAME_2613
  66. jump @NONAME_29

  67. :NONAME_374
  68. 0ACA: show_text_box "CREATED BY SIXACE"
  69. gosub @NONAME_2613
  70. jump @NONAME_2

  71. :NONAME_409
  72. wait 0
  73. if
  74. 80E1:   not player 0 pressed_key 6
  75. jf @NONAME_58
  76. 0986: unknown_fires_stuff
  77. jump @NONAME_29

  78. :NONAME_439
  79. 0669: 7@ = attach_particle "MOLOTOV_FLAME" to_actor $PLAYER_ACTOR with_offset 1.0 0.0 0.0 flag 1
  80. 064C: make_particle 7@ visible
  81. 0669: 8@ = attach_particle "MOLOTOV_FLAME" to_actor $PLAYER_ACTOR with_offset -1.0 0.0 0.0 flag 1
  82. 064C: make_particle 8@ visible
  83. 0669: 9@ = attach_particle "MOLOTOV_FLAME" to_actor $PLAYER_ACTOR with_offset 1.0 0.0 0.7 flag 1
  84. 064C: make_particle 9@ visible
  85. 0669: 10@ = attach_particle "MOLOTOV_FLAME" to_actor $PLAYER_ACTOR with_offset 1.0 0.0 -0.7 flag 1
  86. 064C: make_particle 10@ visible
  87. 0669: 11@ = attach_particle "MOLOTOV_FLAME" to_actor $PLAYER_ACTOR with_offset -1.0 0.0 0.7 flag 1
  88. 064C: make_particle 11@ visible
  89. 0669: 12@ = attach_particle "MOLOTOV_FLAME" to_actor $PLAYER_ACTOR with_offset -1.0 0.0 -0.7 flag 1
  90. 064C: make_particle 12@ visible
  91. 0669: 13@ = attach_particle "MOLOTOV_FLAME" to_actor $PLAYER_ACTOR with_offset 0.7 0.7 0.0 flag 1
  92. 064C: make_particle 13@ visible
  93. 0669: 14@ = attach_particle "MOLOTOV_FLAME" to_actor $PLAYER_ACTOR with_offset 0.7 -0.7 0.0 flag 1
  94. 064C: make_particle 14@ visible
  95. 0669: 15@ = attach_particle "MOLOTOV_FLAME" to_actor $PLAYER_ACTOR with_offset 0.7 0.7 0.7 flag 1
  96. 064C: make_particle 15@ visible
  97. 0669: 16@ = attach_particle "MOLOTOV_FLAME" to_actor $PLAYER_ACTOR with_offset 0.7 0.7 -0.7 flag 1
  98. 064C: make_particle 16@ visible
  99. 0669: 17@ = attach_particle "MOLOTOV_FLAME" to_actor $PLAYER_ACTOR with_offset 0.7 -0.7 -0.7 flag 1
  100. 064C: make_particle 17@ visible
  101. 0669: 18@ = attach_particle "MOLOTOV_FLAME" to_actor $PLAYER_ACTOR with_offset 0.7 -0.7 0.7 flag 1
  102. 064C: make_particle 18@ visible
  103. 0669: 19@ = attach_particle "MOLOTOV_FLAME" to_actor $PLAYER_ACTOR with_offset -0.7 -0.7 0.0 flag 1
  104. 064C: make_particle 19@ visible
  105. 0669: 20@ = attach_particle "MOLOTOV_FLAME" to_actor $PLAYER_ACTOR with_offset -0.7 0.7 0.0 flag 1
  106. 064C: make_particle 20@ visible
  107. 0669: 21@ = attach_particle "MOLOTOV_FLAME" to_actor $PLAYER_ACTOR with_offset -0.7 -0.7 -0.7 flag 1
  108. 064C: make_particle 21@ visible
  109. 0669: 22@ = attach_particle "MOLOTOV_FLAME" to_actor $PLAYER_ACTOR with_offset -0.7 -0.7 0.7 flag 1
  110. 064C: make_particle 22@ visible
  111. 0669: 23@ = attach_particle "MOLOTOV_FLAME" to_actor $PLAYER_ACTOR with_offset -0.7 0.7 -0.7 flag 1
  112. 064C: make_particle 23@ visible
  113. 0669: 24@ = attach_particle "MOLOTOV_FLAME" to_actor $PLAYER_ACTOR with_offset -0.7 0.7 0.7 flag 1
  114. 064C: make_particle 24@ visible
  115. 0669: 25@ = attach_particle "MOLOTOV_FLAME" to_actor $PLAYER_ACTOR with_offset 0.0 1.0 0.0 flag 1
  116. 064C: make_particle 25@ visible
  117. 0669: 26@ = attach_particle "MOLOTOV_FLAME" to_actor $PLAYER_ACTOR with_offset 0.0 -1.0 0.0 flag 1
  118. 064C: make_particle 26@ visible
  119. 0669: 27@ = attach_particle "MOLOTOV_FLAME" to_actor $PLAYER_ACTOR with_offset 0.0 1.0 0.7 flag 1
  120. 064C: make_particle 27@ visible
  121. 0669: 28@ = attach_particle "MOLOTOV_FLAME" to_actor $PLAYER_ACTOR with_offset 0.0 1.0 -0.7 flag 1
  122. 064C: make_particle 28@ visible
  123. 0669: 29@ = attach_particle "MOLOTOV_FLAME" to_actor $PLAYER_ACTOR with_offset 0.0 -1.0 0.7 flag 1
  124. 064C: make_particle 29@ visible
  125. 0669: 30@ = attach_particle "MOLOTOV_FLAME" to_actor $PLAYER_ACTOR with_offset 0.0 -1.0 -0.7 flag 1
  126. 064C: make_particle 30@ visible
  127. wait 500
  128. return

  129. :NONAME_1526
  130. 0669: 7@ = attach_particle "MOLOTOV_FLAME" to_actor 0@ with_offset 1.0 0.0 0.0 flag 1
  131. 064C: make_particle 7@ visible
  132. 0669: 8@ = attach_particle "MOLOTOV_FLAME" to_actor 0@ with_offset -1.0 0.0 0.0 flag 1
  133. 064C: make_particle 8@ visible
  134. 0669: 9@ = attach_particle "MOLOTOV_FLAME" to_actor 0@ with_offset 1.0 0.0 0.7 flag 1
  135. 064C: make_particle 9@ visible
  136. 0669: 10@ = attach_particle "MOLOTOV_FLAME" to_actor 0@ with_offset 1.0 0.0 -0.7 flag 1
  137. 064C: make_particle 10@ visible
  138. 0669: 11@ = attach_particle "MOLOTOV_FLAME" to_actor 0@ with_offset -1.0 0.0 0.7 flag 1
  139. 064C: make_particle 11@ visible
  140. 0669: 12@ = attach_particle "MOLOTOV_FLAME" to_actor 0@ with_offset -1.0 0.0 -0.7 flag 1
  141. 064C: make_particle 12@ visible
  142. 0669: 13@ = attach_particle "MOLOTOV_FLAME" to_actor 0@ with_offset 0.7 0.7 0.0 flag 1
  143. 064C: make_particle 13@ visible
  144. 0669: 14@ = attach_particle "MOLOTOV_FLAME" to_actor 0@ with_offset 0.7 -0.7 0.0 flag 1
  145. 064C: make_particle 14@ visible
  146. 0669: 15@ = attach_particle "MOLOTOV_FLAME" to_actor 0@ with_offset 0.7 0.7 0.7 flag 1
  147. 064C: make_particle 15@ visible
  148. 0669: 16@ = attach_particle "MOLOTOV_FLAME" to_actor 0@ with_offset 0.7 0.7 -0.7 flag 1
  149. 064C: make_particle 16@ visible
  150. 0669: 17@ = attach_particle "MOLOTOV_FLAME" to_actor 0@ with_offset 0.7 -0.7 -0.7 flag 1
  151. 064C: make_particle 17@ visible
  152. 0669: 18@ = attach_particle "MOLOTOV_FLAME" to_actor 0@ with_offset 0.7 -0.7 0.7 flag 1
  153. 064C: make_particle 18@ visible
  154. 0669: 19@ = attach_particle "MOLOTOV_FLAME" to_actor 0@ with_offset -0.7 -0.7 0.0 flag 1
  155. 064C: make_particle 19@ visible
  156. 0669: 20@ = attach_particle "MOLOTOV_FLAME" to_actor 0@ with_offset -0.7 0.7 0.0 flag 1
  157. 064C: make_particle 20@ visible
  158. 0669: 21@ = attach_particle "MOLOTOV_FLAME" to_actor 0@ with_offset -0.7 -0.7 -0.7 flag 1
  159. 064C: make_particle 21@ visible
  160. 0669: 22@ = attach_particle "MOLOTOV_FLAME" to_actor 0@ with_offset -0.7 -0.7 0.7 flag 1
  161. 064C: make_particle 22@ visible
  162. 0669: 23@ = attach_particle "MOLOTOV_FLAME" to_actor 0@ with_offset -0.7 0.7 -0.7 flag 1
  163. 064C: make_particle 23@ visible
  164. 0669: 24@ = attach_particle "MOLOTOV_FLAME" to_actor 0@ with_offset -0.7 0.7 0.7 flag 1
  165. 064C: make_particle 24@ visible
  166. 0669: 25@ = attach_particle "MOLOTOV_FLAME" to_actor 0@ with_offset 0.0 1.0 0.0 flag 1
  167. 064C: make_particle 25@ visible
  168. 0669: 26@ = attach_particle "MOLOTOV_FLAME" to_actor 0@ with_offset 0.0 -1.0 0.0 flag 1
  169. 064C: make_particle 26@ visible
  170. 0669: 27@ = attach_particle "MOLOTOV_FLAME" to_actor 0@ with_offset 0.0 1.0 0.7 flag 1
  171. 064C: make_particle 27@ visible
  172. 0669: 28@ = attach_particle "MOLOTOV_FLAME" to_actor 0@ with_offset 0.0 1.0 -0.7 flag 1
  173. 064C: make_particle 28@ visible
  174. 0669: 29@ = attach_particle "MOLOTOV_FLAME" to_actor 0@ with_offset 0.0 -1.0 0.7 flag 1
  175. 064C: make_particle 29@ visible
  176. 0669: 30@ = attach_particle "MOLOTOV_FLAME" to_actor 0@ with_offset 0.0 -1.0 -0.7 flag 1
  177. 064C: make_particle 30@ visible
  178. wait 800
  179. return

  180. :NONAME_2613
  181. 064E: stop_particle 7@
  182. 064E: stop_particle 8@
  183. 064E: stop_particle 9@
  184. 064E: stop_particle 10@
  185. 064E: stop_particle 11@
  186. 064E: stop_particle 12@
  187. 064E: stop_particle 13@
  188. 064E: stop_particle 14@
  189. 064E: stop_particle 15@
  190. 064E: stop_particle 16@
  191. 064E: stop_particle 17@
  192. 064E: stop_particle 18@
  193. 064E: stop_particle 19@
  194. 064E: stop_particle 20@
  195. 064E: stop_particle 21@
  196. 064E: stop_particle 22@
  197. 064E: stop_particle 23@
  198. 064E: stop_particle 24@
  199. 064E: stop_particle 25@
  200. 064E: stop_particle 26@
  201. 064E: stop_particle 27@
  202. 064E: stop_particle 28@
  203. 064E: stop_particle 29@
  204. 064E: stop_particle 30@
  205. 0650: destroy_particle 7@
  206. 0650: destroy_particle 8@
  207. 0650: destroy_particle 9@
  208. 0650: destroy_particle 10@
  209. 0650: destroy_particle 11@
  210. 0650: destroy_particle 12@
  211. 0650: destroy_particle 13@
  212. 0650: destroy_particle 14@
  213. 0650: destroy_particle 15@
  214. 0650: destroy_particle 16@
  215. 0650: destroy_particle 17@
  216. 0650: destroy_particle 18@
  217. 0650: destroy_particle 19@
  218. 0650: destroy_particle 20@
  219. 0650: destroy_particle 21@
  220. 0650: destroy_particle 22@
  221. 0650: destroy_particle 23@
  222. 0650: destroy_particle 24@
  223. 0650: destroy_particle 25@
  224. 0650: destroy_particle 26@
  225. 0650: destroy_particle 27@
  226. 0650: destroy_particle 28@
  227. 0650: destroy_particle 29@
  228. 0650: destroy_particle 30@
  229. 064F: remove_references_to_particle 7@
  230. 064F: remove_references_to_particle 8@
  231. 064F: remove_references_to_particle 9@
  232. 064F: remove_references_to_particle 10@
  233. 064F: remove_references_to_particle 11@
  234. 064F: remove_references_to_particle 12@
  235. 064F: remove_references_to_particle 13@
  236. 064F: remove_references_to_particle 14@
  237. 064F: remove_references_to_particle 15@
  238. 064F: remove_references_to_particle 16@
  239. 064F: remove_references_to_particle 17@
  240. 064F: remove_references_to_particle 18@
  241. 064F: remove_references_to_particle 19@
  242. 064F: remove_references_to_particle 20@
  243. 064F: remove_references_to_particle 21@
  244. 064F: remove_references_to_particle 22@
  245. 064F: remove_references_to_particle 23@
  246. 064F: remove_references_to_particle 24@
  247. 064F: remove_references_to_particle 25@
  248. 064F: remove_references_to_particle 26@
  249. 064F: remove_references_to_particle 27@
  250. 064F: remove_references_to_particle 28@
  251. 064F: remove_references_to_particle 29@
  252. 064F: remove_references_to_particle 30@
  253. return

  254. :NONAME_2975
  255. wait 0
  256. if and
  257. 0ADC:   test_cheat "ONI"
  258.    Player.Defined($PLAYER_CHAR)
  259. jf @NONAME_2
  260. 04ED: load_animation "KACI"
  261. Audiostream.Load(1@, "CLEO\MP3\ONIDOUROU.MP3")
  262. 038B: load_requested_models
  263. 0489: set_actor $PLAYER_ACTOR muted 1
  264. Actor.LockInCurrentPosition($PLAYER_ACTOR) = True
  265. 0605: actor $PLAYER_ACTOR perform_animation_sequence "THRW_BARL_THRW" IFP_file "AIRPORT" 4.0 loop 0 1 1 1 time -1 // versionA
  266. wait 300
  267. Audiostream.PerformAction(1@, PLAY)
  268. 066A: 2@ = attach_particle "FIRE_BIKE" to_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0 flag 1
  269. 0883: attach_particle 2@ to_actor $PLAYER_ACTOR mode 0
  270. 064C: make_particle 2@ visible
  271. wait 2500
  272. Audiostream.PerformAction(1@, STOP)
  273. 04C4: store_coords_to 3@ 4@ 5@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
  274. 0948: create_explosion_at 3@ 4@ 5@ type 6 camera_shake 2.5
  275. 0650: destroy_particle 2@
  276. 064F: remove_references_to_particle 2@
  277. gosub @NONAME_439
  278. 0489: set_actor $PLAYER_ACTOR muted 0
  279. 0687: clear_actor $PLAYER_ACTOR task
  280. 04EF: release_animation "KACI"
  281. Camera.Restore
  282. Audiostream.Release(1@)
  283. Actor.LockInCurrentPosition($PLAYER_ACTOR) = False
  284. wait 2000
  285. gosub @NONAME_2613
  286. return
复制代码

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发表于 2012-6-19 08:26:11 | 显示全部楼层
What??

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dattebayo~~!!!

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宝石达人---大丈夫!!!吾王之血灼眼的夏娜

 楼主| 发表于 2012-6-19 08:36:35 | 显示全部楼层
疯人愿~ 发表于 2012-6-19 08:26
What??

you reply fast just to say "what???"
it's called "advanced CLEO tutorial".

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发表于 2012-6-19 09:50:02 来自手机 | 显示全部楼层
nice tutorial

点评

can you translate for me please :)  发表于 2012-6-19 09:56

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灼眼的夏娜宝石达人---大丈夫!!!神之力BRS暴走

发表于 2012-6-19 13:44:26 | 显示全部楼层
本帖最后由 萌猫Smiling 于 2012-6-19 13:47 编辑

After all, I'm learning how to make a CLEO among
but advanced level i feel a little bit difficult...(My IQ are low low low...{:soso_e143:})
however, the tutorial is really helpful...GJ! >v<

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发表于 2012-6-19 17:49:50 | 显示全部楼层
thanks for your efforts:lol
by the way

i don't know him either(i rarely login the virtual world recently{:soso_e118:})
only some same words{:soso_e100:}
sorry for my bad english

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发表于 2012-6-19 18:59:06 来自手机 | 显示全部楼层
good tutorial…support

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