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卡片召唤师入门攻略

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 楼主| 发表于 2005-7-21 08:29  ·  澳大利亚 | 显示全部楼层 |阅读模式
偶然发现一篇卡片新手指南,是两年前的,那时ps2版的卡片召唤师刚在欧美上市。这篇英语版指南便是针对刚上手的玩家的。比较详细。为了使大家对卡片召唤师这个游戏更好的认识,也为了给予新手更多思路,便萌发了翻译的想法。(卡片召唤师是一个不错的游戏,可惜没人玩)

英文原文转载自
http://www.gamespot.com/ps2/strategy/culdcept/
作者 Brian nii
翻译 Nash

是比较正式的一个入手指南,对于高手来说十分简单,但对于新手来说值得一读,因为十分详尽。

|1. What is Culdcept?|
O--------------------O

"CULDCEPT, the book of creation and destruction made by the absolute Goddess
Culdra. Those who control the power can acquire the power of God. CEPTERS,
individuals with the capability to summon from within the book fight for total
control over Culdcept. Those who control the book become Gods, and many worlds
were created or destroyed by those who took over this power."

"But, Culdra has foreseen the future..."

"There would be one Cepter who will stop this chain and use the power to
destroy the entire universe..."

"Now...The fight for the fate of the universe is about to begin..."

                                     - Culdcept story

Culdcept can be best described as a combination of Monopoly and Magic: The
Gathering. Players move about a map using dice and try to accumulate as much
territory as possible, while summoning creatures to attack and defend and
casting spells via cards. While popular in Japan, Culdcept was virtually
unknown outside of that country. Now, NEC brings an adaptation of the Japanese
Dreamcast version of the game for the first time to the American market with
the release of Culdcept for the Playstation 2.

译文如下:

1 何谓卡片召唤师?

“CULDCEPT,由源始女神Culdra创造的新生与毁灭之书。谁拥有了书便拥有了神的力量。召唤师就是能拥有能驾驭Culdcept并以此战斗的人。一旦拥有书的力量便成为神?谡倩绞γ谴丛焓澜绲耐?币不倜鹗澜纾?芏?词肌!?
“但是,Culdra已经预见了未来。。。”

“将会有一个召唤师会阻止这一循环,并会用书的力量来毁灭整个宇宙。。”

“现在。。。决定宇宙命运的大战即将拉开序幕。。。”


卡片召唤师可被看作是融入了魔法元素的强手。玩家靠转盘在地图上移动,并想方设法扩大领地,并可用卡片召唤生物来战斗和使用魔法。这个游戏在日本很出名,而在其他地区却鲜为人知。现在,在美洲NEC历史性地在ps2上推出dc卡片召唤师的移植版。 .

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 楼主| 发表于 2005-7-21 09:42  ·  澳大利亚 | 显示全部楼层
|3. Game Overview|
O----------------O

[Basic Goal]

In Culdcept you take control of a Cepter (a being who can use magic from cards)
and must win battles in various maps by accumulating a target amount of magic
(referred to as G). You can think of magic in this case as both money and
magical power. Each Cepter has a "deck" of 50 cards (referred to as a Book)
from which they draw cards to cast spells. The first person to return to the
Castle (starting point) with the target G total wins the match.

A Cepter can obtain G by the following methods:

- Summoning a creature on an unclaimed territory (this adds to their G total,
but in land value only and not G available to spend).
- Increasing the level of a territory (land value).
- Claiming a toll from another Cepter that lands on a territory they own and
they decide not to fight (or fight and lose).
- Defeating another Cepter's monster and claiming their land (land value).
- Playing certain spells.
- Reaching a Fort (checkpoint) for the first time.
- Reaching the Castle after passing all Forts (called a lap bonus, resets all
checkpoints).

[Book]

A Book consists exactly of 50 cards. Cepters cast spells from these cards by
playing their G costs. There is a maximum of four cards of each type that can
be in your deck (except for Extra type cards, see below). Each Cepter begins
the battle with four cards drawn from their Book. During the start of a
Cepter's turn one card is added to the hand. Cepters can have a maximum hand
size of six. If a card is drawn which would put the hand size at seven, a card
must be discarded. Once all the cards have been drawn from the book, an entire
new Book is created and reshuffled to draw from. Note that is new book is an
exact duplicate of your original deck, so it's possible to draw more cards of a
certain type than you had in your deck originally.

[Cards]

Cards are obtained after every battle regardless if you win or lose. Winning a
battle gains you more cards, and the more Cepters involved in a match, the more
cards you can obtain. Each card has a rarity, type, and cost associated with it.

Normal (N) cards for the most part can be obtained frequently. Strange (S)
cards are less common. Rare (R) cards are diffi*** to find. Extra (E) cards
are unique. You can only have one of each card in your deck and they can only
be obtained after certain battles in story mode or when certain conditions have
been fulfilled.

There are three types of cards: Creatures, Items, and Spells.

Creatures are summoned to claim territory for the Cepter or to attack another
Cepter's creatures. When a Cepter summons a creature on an empty territory, the
land comes under their control. However, certain creatures cannot occupy
certain territories. A Cepter can also summon creatures to attack other
Cepter's creatures. However, certain creatures cannot be used to attack.

Each creature also has a type associated with it: Neutral (White), Fire (Red),
Water (Blue), Wind (Yellow), and Earth (Green). Creatures that occupy a
territory matching their type gain a defensive bonus. Neutral creatures usually
do not gain defensive bonuses for territory.

Creatures have a ST, HP, and MHP value. ST indicates the amount of damage the
creature inflicts in battle. HP indicates the current amount of damage the
creature can withstand. MHP indicates the maximum amount of damage the creature
can withstand at full health.

Items can be used during battles to increase a creature's attack or defense, or
give them special abilities. Some items can be used outside of battle as well.
However, certain creatures cannot use certain items.

Spells are cast outside of battle, and have various effects. Some spells target
Cepters, while others target creatures.

Each card has a cost in G, which must be paid when the card is used (some cards
have a cost of 0, which means they can be played for free). Some powerful cards
require that you discard cards from your hand as an additional cost, while
certain creatures require that you control certain land types before they can
be summoned.

游戏概况

[目标]

在卡片召唤师中你控制一个召唤师,必须在不同的地图上战斗以集到指定的魔力来换取胜利。魔力既是现金也是魔法。每个召唤师都有一本可容纳50张卡片的书,从书中随机抽取卡片施法。第一个达到指定魔力并率先回到起点的召唤师获胜。

召唤师可以通过以下途径赚取魔力。
--在空白的土地上召唤生物。(土地的价值累加到总资产(魔力)中,但减去召唤生物所用现金)

--为土地升级
--当敌对召唤师走到你所属领地上要交过路费
--打败敌对召唤师所召唤的生物,占领其土地
--使用特定魔法
--经过城池
--通过所有城池后回到起点

[书]
书由50张卡片组成,召唤师们消耗魔力使用卡片。同样的卡片在书中最多可放四张(不包括特殊卡片)游戏开始时每个召唤师都有从书中随机抽取的四张卡片。轮到玩家的回合时还会再抽取一张。召唤师最多可持有6张卡片,再多就要丢(当然不是随机了)。当书中所有的卡片被抽完,书便会复活(回到开始时状态)。

[卡片]
每次游戏后都会得到卡片。当然如果赢的话会拿到更多的卡片。而且卡片得到数量和参加的人数成正比,另外也和地图大小有关系。卡片有不同的珍贵度,类别和价格。

卡片的珍贵度决定卡片的得到难度
从最易得到的普通卡N 到奇怪卡S 到珍稀卡R到 最难得到的特殊卡E

其中特殊卡是要达成特定条件才能得到的。

卡片的种类大致可分三种:生物卡,道具卡(物品卡)和魔法卡(咒语卡)

生物卡是用来占地和战斗用的。在空白土地上召唤可获该土地的支配权。但有些生物有配置限制。召唤师们也可召唤生物去侵略别的召唤师的土地。但防御型生物不能侵攻。

生物还有不同的属性,无属性(白色),火属性(红色),水属性(蓝色),风属性(黄色)和地属性(绿色)。有属性的生物防守与自己属性相同的土地可得到防御加成,无属性没有加成。

生物有攻击力ST,体力hp(防御力)和最大体力mhp。攻击力代表生物在战斗中可造成的伤害。体力代表当前此生物可承受的攻击。最大体力代表该生物的最大体力值。

道具用于战斗中对生物的辅助作用,如加攻防或授予特殊能力。少数道具可于战斗外用。注意不是所有的生物都可以使用所有的道具。


魔法只在战斗之外使用。其效果不同,有些针对生物而有些针对召唤师

每张卡都有使用价格,就是使用该卡所消耗的魔力。强力的卡使用时需要搭(丢)一张卡作为祭品,有些生物卡需要配置条件

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 楼主| 发表于 2005-7-21 09:51  ·  澳大利亚 | 显示全部楼层
O------------O
|4. Game Flow|
O------------O

The first Cepter to return to the Castle with the target G value wins the
battle. Next to each Cepter's name are their color (the number inside is which
place they are currently in, this will flash if they have enough G to win the
battle), current G (upper value), and total G (current G plus the total land
and symbol values). Next to these values are letters, which represent each Fort
(checkpoint) on the map (N for north, W for west, etc.). These letters will
turn white when the appropriate Forts have been passed. Each Cepter starts with
a predetermined amount of G and four cards drawn from their Book.

Start of Turn

1. CARD DRAW

One card is drawn from the deck and added to the Cepter's hand. If the Cepter
has more than six cards one must be discarded. If the Cepter has drawn the last
card from the Book, a duplicate of the original book the Cepter started with is
created, shuffled, and drawn from.

2. CAST A SPELL (optional)

A Cepter can cast a spell from their hand for its G cost.

3. ROLL DICE

If a spell is played this automatically occurs. If not press up from the hand
display to access the dice. Press the X button to stop the dice. Your Cepter
will move forward the number of squares on the die. Note that the die value can
vary from map to map (i.e. 1-6, 1-7, 1-8 etc.). If the Cepter reaches a branch
in the path you have the option of which direction to move. If you reach a dead
end you will travel back in the opposite direction.

4. SUMMON CREATURE/USE TERRITORY COMMAND (optional)

You can either summon a creature or use the Territory command, but not both
during your turn.

[Summon Defending Creature to Claim Territory]

If you land on an unoccupied territory you can summon a creature from your hand
by paying the G cost (and any other if applicable) and claim the territory. The
territory's land value is added to your G total. Note that certain creatures
cannot be summoned on certain territories.

[Summon Attacking Creature to Invade Territory]

If you land on a territory that is occupied by an opposing Cepter's creature,
you can summon a creature to do battle with it by paying its G cost. Note that
certain creatures cannot be used to attack. If you win you claim the territory
with the creature you used. If you lose, you must pay a toll in G to the Cepter
according to the land's value. This also happens if you decide not to attack
the opponent's creature. If the battle is a draw, you must pay the toll as if
you had lost the battle. If both creatures are destroyed then the territory
reverts to unclaimed land.

Flow of Battle

To defeat a defending creature your creature's ST must equal or exceed the
defending creature's HP. Before summoning a creature to attack you will notice
several icons appearing above the creature cards. An up arrow indicates that
that creature's ST exceeds the defender's current HP. An equal sign indicates
that that creature's ST equals the defender's current HP. A down arrow
indicates that that creature's ST is lower than the defender's current HP. It
is very important to note that this DOES NOT guarantee victory or defeat, as it
does not take into consideration any special abilities either creature has, or
any items or spells in effect. This icon only represents a comparison of raw
values, not victory.

Note: Some creatures have special abilities that can alter this flow of events.
This is a basic flow of battle.

Step 1: Use an item. Both the attacking and defending Ceptor can use an item by
paying its cost before the battle.

Step 2: Any changes or abilities granted by items takes effect before the
attacker strikes. Defending creature loses HP equal to the attacker's ST. If
the defending creature's HP is reduced to zero or less the attacker wins.

Step 3: Defender strikes. The attacking creature loses HP equal to the
defender's ST.

If the attacker wins the attacking creature occupies the territory for the
invading Ceptor. If the defender wins, the invading Ceptor pays a toll to the
defending Ceptor. If the battle is a draw, the attacking creature is returned
to the hand and the invading Ceptor pays a toll (as if they had lost the
battle). If both creatures are destroyed, the land reverts to unoccupied
territory.

Any damage inflicted to a creature remains after the battle (ones that return
to the hand recover all damage). A creature recovers 20% of its MHP every time
its owner receives a lap bonus.

[Use Territory Command]

You can use the Territory command if you land on a square that you control,
have moved past a territory you control, or land on a Fort or Castle. If you
move past multiple territories you control, you can only select one of them
with the territory command. If you land on a Fort or Castle you can use the
Territory command on any territory you control. Regardless of how many
territories you can select you can only use the Territory command once per
turn. If the Territory command is available you can access it by pressing down
from the hand display.

The following commands can be used with the Territory command:

Level Up Land: Allows you to increase the level of the land (level 5 max). As
the land level increases so does its cost to increase. For each increase in
level the toll fee for the territory increases. Also, defending creatures that
share the same type as the terrain (excluding neutral creatures) gain a bonus
of +10 HP for each level.

Land Change: Allows you to change the territory type of the land to fire,
water, wind, or earth for a cost in G. This is usually used to match the
defending creature on the territory, or to increase Chains (see Territory
below).

Creature Movement: Allows you to move the creature to an adjacent territory. If
the space is unoccupied, the creature claims the territory. If an opposing
Cepter's creature occupies it, combat ensues as if you had invaded that
territory. Certain creatures cannot move.

Creature Exchange: This allows you to exchange a creature in your hand with the
creature currently occupying the territory. Note that you must pay for the cost
of the creature as if you were summoning it on an unoccupied territory.
Creatures are still affected by Land Limit (see Creatures below). This is
usually used to match a creature to its terrain type, to recover a creatures HP
(cards that return to the hand recover all HP), or to remove a Curse (all
Curses disappear from a creature when it returns to the hand).

Creature Power: Certain creatures have special abilities that can be activated
for a cost by using the Territory command. This is usually denoted on the card
by Territory[X]: Effect, where X is the cost in G to activate the effect.

5. END OF TURN

You must draw a card and roll the dice before you end your turn. You can end
your turn without casting a spell or summoning a creature. The next Cepter's
turn begins.


[战斗流程]

达到指定的魔力条件并率先回到起点的召唤师获胜。在召唤师名字旁边会有不同的颜色,在颜色中的数字表示该召唤师当前的排名,若该召唤师达到指定魔力之后便会发亮。在上方的数字代表现金,总资产(总资产=现金+拥有土地价值+护符(股票)价值)。边上会有字母,代表地图上的城池,东e 南s 西w 北n,当通过城池,相应的字母便发亮。游戏开始时玩家都有起始资金和4张卡。

回合开始

1 抽取卡片

召唤师会从书中(随机)抽取一张卡加入手中。如果卡片超过6张则要丢。如书中卡片抽完,书复活。

2 施放魔法: 召唤师可选择是否施放魔法

3 转动转盘

如果召唤师中特定魔法(有特定状态),则自动激活转盘。正常状态下,玩家按方向键上选取转盘,按x停止转盘。转盘停止时所示的数字代表该召唤师要走的步数。注意转盘的数字因地图而异。一般来说,地图越大数字越大。再岔路口玩家可选择方向,走到死胡同时,会走到底在回身走。

4 召唤生物/使用土地命令

如果你站在空白的土地上,你可以从你当前所持卡中召唤生物,获得土地。注意有些生物有配置限制。

[召唤生物侵略土地]

如果你停在别的召唤师所属领土上,你可以召唤生物进攻。小心,防御型生物不可侵攻,有些生物有配置限制。如果你胜利了,土地就是你的, 而刚刚战斗所用侵攻生物也会被作为防御该土地的生物而被留在土地上。如果你战败或选择不打,那么就要付过路费。如果双方生物都死了,则战斗平局。(不用付过路费)

战斗流程

为了杀死防御侧生物,你的生物的攻击力必须〉=防御方生物的体力。在召唤生物之前,你会注意到在生物卡上方的几个小标记。向上的箭头代表攻方生物的攻击力大于防方生物的体力。等号代表攻击力=体力,向下的箭头代表攻击力小于体力。这只是参考,因为有道具和特殊能力的修正,所以不直接导致战斗结果。

以下是战斗过程:(有些生物的特殊能力会改变能力变换顺序)

详见https://bbs.a9vg.com/viewthread.php?tid=274658

第一步:使用道具,攻防双方能力变换。

第二步:能力修正后便开始战斗,攻击方对防御方造成相当于自身攻击力的伤害。如果防御方体力为0,则死亡,攻方胜利。

第三步:如果攻击方无法杀死防御生物,攻防转换,防方反击,对攻方造成相当于自身攻击力的伤害。

如果攻击方胜利,则夺取土地。如防方胜利攻方要交纳过路费。

值得注意的是:在战斗之生物所受的伤害会保留,但经过起点会按最大体力的20%来回复现有体力。

[使用土地命令]

当你停在,路过或停在你所拥有的土地时,或停在城池的起点时,你可以使用领地命令。具体来说,当你停在或经过你所拥有的土地时,你只可以选择你在这一回合经过的领地中的一块来执行领地命令。如果你停在城池或者起点时,你可以在你所控制的领地中任意选取一块控制。你可以按方向键下来选取领地命令菜单。

领地命令可分为以下几种:

升级土地:增加土地等级,(最高5级)。土地等级与所收过路费成正比。如果防守该土地的生物与该土地属性相符,则会得到当前土地级数*10hp的防御加成

属性转换:可选择在火水地风之间转换。这是为了匹配防御生物的属性或增加连锁。(见土地篇)

生物移动:允许你将生物移动至相邻的土地。如果是空白土地,则掌握支配权。如果有敌对生物,则进行战斗。有些生物不能移动。

替换生物:你可以把你手中的生物和你领地上的生物互换。注意生物会有配置限制。通常把和土地同一属性的生物替换入内,或恢复受伤生物。(地图上的生物一旦回到手里,便会回到最初状态)。

生物能力:有些生物拥有特殊能力,在领地命令中必须消耗魔力来使用它们。

5回合结束

在回合结束前必须抽取卡片和转动转盘。但是你可以决定是否施放魔法或召唤生物。接着轮到下个召唤师。

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 楼主| 发表于 2005-7-21 09:51  ·  澳大利亚 | 显示全部楼层
O--------------O
|5. Territories|
O--------------O

There are two land types in the game: regular and special.

[Regular Lands]

Cepters can occupy regular lands by summoning a creature on them, or by
defeating an occupying creature. There are six types of regular lands: Fire,
Water, Wind, Earth, Multi-attribute, and Neutral attribute. A creature that
occupies a land type matching its own type gains a defensive bonus of +10 HP
for each level of the land. For example, a Fire creature occupying a level 3
Fire land gains a defensive bonus of +30 HP. Certain creatures cannot occupy
certain land types. Multi-attribute lands give a bonus to all non-Neutral
creatures, but do not contribute to Chains (see below). Neutral lands do not
usually give a defensive bonus, and they do not contribute to Chains. In
addition to defensive bonuses, if a Cepter controls any land adjacent to the
territory, the creature on the territory gains a +10 ST bonus. Note that this
applies to both attacking and defending creatures. It is possible to gain
multiple bonuses from adjacent squares (i.e. +20 ST bonus if you control two
adjacent squares).

A Chain is formed when a Cepter controls multiple land types. For example, a
Water x2 chain is formed when a Cepter controls two Water territories, a Water
x3 chain for three, etc. This has the effect of increasing the toll fee for all
lands of that type under their control. The higher the Chain, the greater the
toll fees will increase. Note that some maps are broken up into areas. In this
case, Chains will only occur for lands in that area. A Chain can be reduced if
the Cepter loses lands of that type, or broken completely if the Chain drops to
one land.

[Special Lands]

Special lands are indicated by structures on the map. Cepters cannot occupy
these lands.

Castle: The Castle is the starting point of the map. If all Forts (checkpoints)
are passed on the map and the Castle is reached, the Cepter gains a lap bonus
of G, and an additional bonus based on the territory and Symbols (see Shrine)
owned by that Cepter. If the Cepter has the target G for the map, landing on or
crossing the Castle wins them the game. If the Castle is landed on directly,
the Cepter can use the Territory command on any of their territories.

Fort: A Fort gives a G bonus the first time it is passed. You can think of this
as a checkpoint of sorts. When a lap bonus occurs at the Castle, all the Forts
reset and give out a bonus again. If the Fort is landed on directly, the Cepter
can use the Territory command on any of their territories. Note that certain
maps have multiple Forts of the same direction. In this case, you cannot gain G
from a Fort of the same type you already passed.

Prophet: When this tent is landed on, you can draw a random creature, item, or
spell card from your deck.

Altar: This Stonehenge-like structure causes a random spell effect to occur
when landed on. This can be good, bad, both, or neither.

Bridge: When a Cepter enters a land with a Bridge, they are immediately
transported to another Bridge and continue the remaining movement.

Warp: This sun symbol transports the Cepter to another area when landed on.
Unlike the Bridge, passing the Warp does not trigger it.

Shrine: You can purchase Symbols here (see Symbols below) by either landing or
passing the Shrine. Your turn continues as normal after you decide/decline to
buy Symbols. You can purchase up to 50 Symbols during each visit.

[Symbols]

Symbols are purchased at the Shrine, and are available in all four basic land
types (Fire, Water, Wind, Earth). The value of Symbols contributes to your G
total. As you increase the level of your lands, the value of the Symbols
associated with it increases. For a Symbol to be affected by land value, the
land must be in the area that you purchased it in. For example, if you purchase
Fire Symbols in the north area, only Fire lands in the north area will affect
those Symbols. Symbols give a Cepter a 10% G bonus based on the value of the
Symbols during a lap bonus, provided that the Cepter controls more Symbols of
that type than any other Cepter. If Cepters have the same number of Symbols, no
one gets the Symbol lap bonus.


------
土地
-----

游戏中一共有两种地形(土地):普通地形和特殊地形。

[普通地形]
召唤师靠召唤生物或侵略来占领土地。普通地形共有6种:火,水,风,土,复属性和无属性。当配置在属性相同的土地上时,生物会得到10hp*土地等级的防御加成。举个例子,当火属性的生物占领3级火属性土地时,它将得到30hp的防御加成。有些生物有土地配置限制。复属性土地给予所有非无属性生物防御加成, 但其效果不会被算入连锁之中(见下文)。如果在相邻的土地上有自己的生物时,该生物得到+10hp的支援效果。这个效果对攻防双方都适用。支援效果会累加。

当召唤师拥有多块土地时,就会有连锁效应。比如说,召唤师有两块水属性地(同一区域内),这就是2连锁,3块水就是3连锁。连锁效应会抬高过路费和总资产。如果失去连锁中的土地,则连锁降低或消失(只剩下一块土地)

[特殊的型]

特殊地形上都有特定的建筑物。不能占领。

起点(城堡):如果经过所有的城池再回到起点时,召唤师会得到奖励,由基本奖励加上额外奖励(取决于所拥有的土地和持有的护符。如果召唤师已达到指定的魔力,到达或经过起点时,该召唤师获胜。如果召唤师停留在起点,可控制全领地。

城池:在同一圈内,召唤师第一次到达城堡时可以得到奖励。当经过起点拿到奖励时,所有城池重设,经过可再次得到奖励。

预言家:当到达这个帐篷时,召唤师可随机从自己书中抽取一张卡片。

神坛:当停留在这个地形上时,召唤师随机受取一个状态,好坏看运气。

桥:当召唤师经过有桥的地形上时,会跳到相应的另一座桥上并继续走完剩下的步数。

传送点:当停留在此地型上时,召唤师会被传输到别的区域中。

祭坛:经过或停留时可以购买护符。一次最多买50张。

护符:在祭坛购买,一共有4种,(火水风土)。护符价值累加入总资产中。当土地升级时,对应护符价值增加。比如,你购买了北区的火护符,那么这些护符的价值只随北区火属性地的变化而变动。在经过起点得到奖励时,会得到10%护符的奖励。(持有最多该护符的召唤师才有,当有两个召唤师持有相同数目的护符时,没人得到该奖励)








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