【漢化】YEP.24 - Battle System – Active Turn Battle

YEP.24 – Battle System – Active Turn Battle

The ever so popularly requested battle system: ATB! Made similarly to match the Final Fantasy series, the ATB system starts off with your characters filling up their gauges before they can input an action. Once an action is inputted, they start to quickly charge it up before going to perform their attack.

This plugin requires the Battle Engine Core plugin.


Introduction


The Battle System – Active Turn Battle plugin is an extension plugin for Yanfly Engine Plugins’ Battle Engine Core. This extension plugin will not work without the main plugin.

To use the ATB system, go to the Battle Engine Core plugin and change the ‘Default System’ setting in the parameters to ‘a(chǎn)tb’.

The Active Turn Battle system functions in such where battlers will have a new gauge in battle functioning as their turn gauge. As time goes by without anything happening such as actions, menu selection, etc, the gauge fills up. Once it is full, the battler can commit to an action.

After committing to an action, the battler charges the skill before using it in battle to either attack an enemy, heal an ally, etc. Upon finishing the action, the gauge drains to empty and the battler must charge it up again.

This is a battle system where agility plays an important factor in the progress of battle where higher agility values give battlers more advantage and lower agility values give battlers less advantage.


Plugin Commands


To change your battle system to Active Turn Battle if it isn’t the default battle system, you can use the following Plugin Command:

Plugin Command:

setBattleSys ATB

Sets battle system to Active Turn Battle.

setBattleSys DTB

Sets battle system to Default Turn Battle.

Using the above Plugin Commands, you can toggle between the Default Battle System and Active Turn Battle!


Notetags


The following are notetags that pertain to and affect the ATB system.

Skill and Item Notetags:

<ATB Help>
text
text
</ATB Help>

For those planning on using multiple battle systems, sometimes you may have your skills perform differently while using ATB. If so, using this notetag will allow skills and items to display different help text while ATB is enabled.

<ATB Speed: x>
<ATB Charge: x>
<ATB Gauge: x>

Usable only during ATB. This sets the target’s current speed or charge to x. If ‘speed’ or ‘charge’ is used, it will only affect those gauges while in the respective phase. If ‘gauge’ is used, it will affect either.

<ATB Speed: x%>
<ATB Charge: x%>
<ATB Gauge: x%>

Usable only during ATB. This sets the target’s current speed or charge to x% of the whole gauge. If ‘speed’ or ‘charge’ is used, it will only affect those gauges while in the respective phase. If ‘gauge’ is used, it will affect either.

<ATB Speed: +x> or <ATB Speed: -x>
<ATB Charge: +x> or <ATB Charge: -x>
<ATB Gauge: +x> or <ATB Gauge: -x>

Usable only during ATB. This increases or decreases the target’s current speed or charge by x. If ‘speed’ or ‘charge’ is used, it will only affect those gauges while in the respective phase. If ‘gauge’ is used, it will affect either.

<ATB Speed: +x%> or <ATB Speed: -x%>
<ATB Charge: +x%> or <ATB Charge: -x%>
<ATB Gauge: +x%> or <ATB Gauge: -x%>

Usable only during ATB. This increases or decreases the target’s current speed or charge by x% of the whole gauge. If ‘speed’ or ‘charge’ is used, it will only affect those gauges while in the respective phase. If ‘gauge’ is used, it will affect either.

<After ATB: x>
<After ATB: x%>

This will set the skill/item user’s ATB speed value to x or x%. If ‘x’ is used, this will be the exact ATB value. If x% is used, this will be the percentage of the ATB gauge that it will be at.

<ATB Interrupt>
<ATB Interrupt: x%>

This will give the skill the ability to interrupt and cancel out the target’s current action while it is in the charging phase. If the ‘x%’ notetag version is used, it will have a x% chance of success.

Actor, Class, Enemy, Weapon, Armor, and State Notetags:

<ATB Start: +x>
<ATB Start: +x%>

Usable only during ATB. This will give the actor, class, enemy, weapon, armor, or state the property of starting battle with X ATB Speed or X% of the ATB gauge filled up.

<ATB Turn: +x>
<ATB Turn: +x%>

Usable only during ATB. This will give the actor, class, enemy, weapon, armor, or state the property of starting a turn with X ATB Speed or X% of the ATB gauge filled up.


Lunatic Mode – Conditional ATB Speed and Conditional ATB Charge


For those who have a bit of JavaScript experience and would like to have more unique ways of performing ATB speed and charge changes, you can use the following notetags:

Skill and Item Notetags:

<Target ATB Eval>
speed = x;
charge = x;
</Target ATB Eval>

You can omit speed and/or charge. Whatever you set ‘speed’ to will change the ATB speed of the target. If the target is charging, ‘charge’ will cause the target’s charge to change to that value. To make things more simple, ‘max’ will be the full gauge value.

Here is an example:

<Target ATB Eval>
speed = target.hp / target.mhp * max;
charge = target.hp / target.mhp * max;
</Target ATB Eval>

The above code will set the user’s current ATB gauge to position equal to the target’s HP ratio. If the target has 25% HP, the ATB gauge will go to 25% full for the target.


<After ATB Eval>
speed = x;
</After ATB Eval>

This is the ATB set after the user has used the skill/item and the custom ATB amount you want the user to be at after. ‘max’ be the value of the full gauge value. Whatever you set ‘speed’, the user’s ATB speed value will change to that much:

Here is an example:

<After ATB Eval>
speed = user.mp / user.mmp * max;
</After ATB Eval>

The above code will set the user’s ATB gauge after using the skill/item to equal the user’s MP ratio. If the user has 25% MP, the ATB gauge will go to 25% full for the user.


<ATB Interrupt Eval>
interrupt = true;
</ATB Interrupt Eval>

This will allow you to set custom conditions for interrupting a target. Keep in mind that even though it is a custom condition, it still requires the target to be in the charging phase for the interrupt to work. By setting ‘interrupt = true’, the target will be interrupted.

Here is an example:

<ATB Interrupt Eval>
if (user.hp > target.hp) {
interrupt = true;
}
</ATB Interrupt Eval>

The above code will state that if the user has more HP than the target, the target will be interrupted.


Yanfly Engine Plugins – Battle Engine Extension – Action Sequence Commands


You can make use of these extra ATB related action sequences.


ATB CHARGE: target, X
ATB CHARGE: target, X%
ATB CHARGE: targets, +X
ATB CHARGE: targets, +X%

Usable only for ATB. Sets the target’s ATB charge to X or X%. This only applies when the target is in the ATB charge phase. This will not affect the user to prevent mechanical issues.

Usage Example: atb charge: targets, +5000
atb charge: target, -50%


ATB GAUGE: target, X
ATB GAUGE: target, X%
ATB GAUGE: targets, +X
ATB GAUGE: targets, +X%

Usable only for ATB. Sets the target’s ATB speed or charge (whichever the user is currently filling up) to X or X%. This only. This will not affect the user to prevent mechanical issues.

Usage Example: atb gauge: targets, +5000
atb gauge: target, -50%


ATB INTERRUPT: target

Usable only for ATB. If the target is in the charging phase, interrupt it.

Usage Example: atb interrupt: targets


ATB SPEED: target, X
ATB SPEED: target, X%
ATB SPEED: targets, +X
ATB SPEED: targets, +X%

Usable only for ATB. Sets the target’s ATB speed to X or X%. This only applies when the target is filling up its ATB gauge. This will not affect the user to prevent mechanical issues.

Usage Example: atb speed: targets, +5000
atb speed: target, -50%



Happy RPG Making!

Introduction-關(guān)于本插件的介紹
翻譯 by 抖M俱樂部的 SmithJiong/bennett01/SOAP
轉(zhuǎn)載請感謝我氯庆! 沒錯上面三個都是我疏旨!


The Battle System - Active Turn Battle是一個基于Yanfly大神Battle Engine Core插件的拓展插件,
所以它無法脫離核心戰(zhàn)斗插件獨立工作鸳慈,安裝時務(wù)必將該插件放置于戰(zhàn)斗核心插件-Battle Engine Core下方隙弛,
要啟用ATB戰(zhàn)斗系統(tǒng)架馋,請在戰(zhàn)斗核心插件的配置中,將Default System 選項由dtb修改為atb即可驶鹉。

ATB戰(zhàn)斗系統(tǒng)是一個出色的動態(tài)戰(zhàn)斗系統(tǒng)绩蜻,它給角色定義了一個行動槽,當(dāng)行動槽填充時室埋,角色不能進行任何操作,
只有行動槽充滿時伊约,才可以進行相關(guān)操作如攻擊姚淆、技能等等,行動后清空行動槽屡律,當(dāng)行動槽再次充滿后腌逢,角色才可進行下一次行動。
角色選擇技能以后超埋,會進入第二階段行動槽填充搏讶,通常被成為詠唱時間條的填充,第二階段行動槽填滿后霍殴,角色才會釋放技能媒惕。
這種經(jīng)典的戰(zhàn)斗系統(tǒng)被很頻繁用到了如最終幻想系列等很多游戲當(dāng)中,這也使得傳統(tǒng)RPG原本枯燥的回合戰(zhàn)斗變得更加緊張来庭、刺激和有趣味妒蔚,
使用本系統(tǒng),將使回合戰(zhàn)斗中的更多戰(zhàn)術(shù)和策略技能的設(shè)計研發(fā)成為可能月弛。

ATB戰(zhàn)斗系統(tǒng)使各角色的敏捷屬性不再是花瓶肴盏,敏捷將直接決定角色的出手順序和出手速度,
通常來說敏捷高的角色比敏捷低的角色更具備優(yōu)勢帽衙,前提是你不要弄個負敏神獸出來...


插件命令


你可以使用下面的命令在游戲內(nèi)事件里調(diào)用插件命令菜皂,來更改當(dāng)前游戲的戰(zhàn)斗系統(tǒng):

插件命令:

setBattleSys ATB      將戰(zhàn)斗模式改為 ATB 動態(tài)回合戰(zhàn)斗系統(tǒng).
setBattleSys DTB      將戰(zhàn)斗模式改為 DTB 默認回合戰(zhàn)斗系統(tǒng).
使用這個命令可以實現(xiàn)游戲?qū)?zhàn)斗模式的實時切換。

注釋命令


以下為影響的ATB系統(tǒng)的相關(guān)注釋命令

技能與道具注釋

<ATB Help>
text
text
</ATB Help>
這個命令可以給技能或道具添加專有的ATB說明信息厉萝,即如果啟用了ATB戰(zhàn)斗系統(tǒng)恍飘,
則在技能/道具說明中顯示<ATB Help>中的text文字說明,如果使用DTB系統(tǒng)冀泻,則顯示默認說明常侣。

<ATB Speed: x>
<ATB Charge: x>
<ATB Gauge: x>
僅在ATB模式啟用時可用〉妫可以將目標(biāo)單位的ATB行動值-speed胳施、
詠唱值-Charge、綜合值-Gauge的設(shè)置為一個固定數(shù)值肢专。簡單解釋:
speed參數(shù)-決定了行動階段行動槽的值
Charge參數(shù)-詠唱階段的行動槽的值
Gauge參數(shù)-這個參數(shù)會同時影響以上兩個階段的行動槽值
例子:道具注釋中寫上<ATB Speed: 1000> 即表示使用該道具后舞肆,目標(biāo)的行動槽值將被設(shè)置為1000
你要注意的是焦辅,如果你的行動槽值已經(jīng)積攢到了10000,使用該道具后椿胯,將被置于1000筷登,相當(dāng)于減速,如果為0則反之哩盲。

<ATB Speed: x%>
<ATB Charge: x%>
<ATB Gauge: x%>
參照上面的命令前方,你可以將具體的X數(shù)值更換為百分比,這樣ATB系統(tǒng)將根據(jù)行動槽最大值
來計算你要實現(xiàn)的具體數(shù)值大小
例子:道具注釋中寫明<ATB Charge: 50%> 表示該道具使用后詠唱槽數(shù)值將被設(shè)置為50%廉油,如果目標(biāo)未詠唱惠险,則不生效。
如果目標(biāo)詠唱超過50%抒线,則將被強制重置為50%班巩,相當(dāng)于減速,如果為0反之嘶炭。

<ATB Speed: +x>   or   <ATB Speed: -x>
<ATB Charge: +x>  or   <ATB Charge: -x>
<ATB Gauge: +x>   or   <ATB Gauge: -x>
同上抱慌,你可以將x參數(shù)上加入+號或者-號來表示在當(dāng)前行動槽基礎(chǔ)上增加或者減少,這個命令通常被用于加速/減速道具或技能的設(shè)計眨猎。
例子:<ATB Gauge: +50%>  

<ATB Speed: +x%>   or   <ATB Speed: -x%>
<ATB Charge: +x%>  or   <ATB Charge: -x%>
<ATB Gauge: +x%>   or   <ATB Gauge: -x%>
同上抑进,你同樣可以把增加減少數(shù)值修改為百分比。

<After ATB: x>
<After ATB: x%>
顧名思義宵呛,你可以在道具和技能注釋中加入這個命令单匣,標(biāo)識使用該道具或技能后,對使用者行動槽的影響宝穗。
因為使用技能或道具后户秤,行動槽必定會被清空,所以+/-就沒有意義了逮矛,你要把X替換為數(shù)值或百分比鸡号。
例子:我在電光火石這個技能的注釋中加入了<After ATB: 50%>這個命令,表示我使用電光火石技能后须鼎,
使用者的回合結(jié)束后鲸伴,行動槽將從50%處開始增加,相當(dāng)于下回合行動更快速了晋控,是不是很吊汞窗?

<ATB Interrupt>
<ATB Interrupt: x%>
這個命令比較強悍,就是打斷赡译!沒錯仲吏,Iterrupt命令會在對進入詠唱條的角色使用后生效,打斷對方目標(biāo)詠唱,
清空目標(biāo)行動槽裹唆。如果你使用了百分比參數(shù)誓斥,則表示有多少百分比的幾率成功。
例子:我在小石頭這個道具的注釋命令中添加了<ATB Interrupt: 50%>這個命令许帐,表示當(dāng)我使用這個道具后劳坑,
目標(biāo)如果正在詠唱,則有50%概率被打斷成畦,技能釋放失敗距芬。如果目標(biāo)沒有在詠唱,則道具無效羡鸥。

<Cannot ATB Interrupt>
當(dāng)然你可以在技能中加入<Cannot ATB Interrupt>這個注釋蔑穴,表示該技能無法被打斷,
如果有這個命令惧浴,任何帶有打斷命令的技能和道具都不會對這個技能生效了,請叫我BOSS

下面這些命令可以用在角色、職業(yè)奕剃、敵人衷旅、武器、護甲和狀態(tài)注釋命令中纵朋,不要用錯地方哦:

<ATB Start: +x>
<ATB Start: +x%>
上面的命令可以讓你在回合開始時柿顶,獲得行動槽的加成,x為數(shù)值或者百分比操软。第一回合結(jié)束后嘁锯,行動槽將從0開始計算。
例子:哈羅德的角色注釋中我加入了<ATB Start: +20%>命令聂薪,表示哈羅德每次戰(zhàn)斗開始時行動槽都會從20%開始計算家乘,而不是0
在第一回合之后,哈羅德的行動槽恢復(fù)正常藏澳,與其他角色一樣從0開始仁锯。

<ATB Turn: +x>
<ATB Turn: +x%>
這個命令表示每個回合的行動槽獲得行動力加成,x為數(shù)值或者百分比翔悠。包括第一回合在內(nèi)的每一個回合业崖,行動槽都會從X或x%開始計算。
例子:我在時魔法師的職業(yè)注釋中加入了<ATB Turn: +50%>這個命令蓄愁,然后我把瑪莎轉(zhuǎn)職成了時魔法師双炕,但是悲劇的小明還是黑魔法師
所以小明的行動槽每回合是從頭開始計算的,而瑪莎美女每回合的行動力都是從50%處開始計算撮抓,所以妇斤,瑪莎比小明更快,此題得證。

Lunatic Mode - Conditional ATB Speed and Conditional ATB Charge

狂人模式已開啟趟济?Lunatic這個單詞我并不熟..然而我也不是二次元黨乱投,
據(jù)說二次元可以把這個詞兒翻譯成蘿莉..


等等,上面那些基本命令已經(jīng)滿足不了你的編程小心臟了嗎顷编?我們?yōu)槟峁┝丝梢栽谧⑨寘^(qū)域混合JavaScript腳本拓展
命令的專用模式已經(jīng)開啟戚炫,Lunatic Mode 可以讓你在注釋命令區(qū)間內(nèi)按你們的想法設(shè)置條件和觸發(fā)器,前提是媳纬,你要懂
這方面的技術(shù)双肤。喂喂,懂腳本什么的(說我嗎钮惠?)應(yīng)該都懂點點E文吧茅糜,不懂的我翻了這段有啥意義嗎?好糾結(jié)...掀桌

技能和道具命令
<Target ATB Eval>
speed = x;
charge = x;
</Target ATB Eval>
不同于直接的<ATB Speed/Charge/Gauge>命令,這段命令的格式如上素挽,你可以在注釋區(qū)的Lunatic Mode中
使用更復(fù)雜的語句和公式定義speed charge參數(shù)蔑赘,也支持if else while for等javascript腳本命令。

給一個例子:

<Target ATB Eval>
speed = target.hp / target.mhp  max;
charge = target.hp / target.mhp  max;
</Target ATB Eval>
上面這段代碼實現(xiàn)了speed和charge按照目標(biāo)單位的hp和最大hp的百分比進行修改预明,即目標(biāo)血越少行動條填充的越多缩赛。
延伸一點,你也可以使用觸發(fā)器撰糠,使用if target.hp < target.mhp  30% 這種條件來決定這個技能什么時候可以被觸發(fā)酥馍。

--- --- --- --- ---

<After ATB Eval>
speed = x;
</After ATB Eval>
這個命令類似于<Afer ATB> 可以讓你設(shè)計動作完畢后,該動作對角色行動槽的影響阅酪,當(dāng)然你也可以設(shè)計的很復(fù)雜旨袒。

例子君出現(xiàn)了:

<After ATB Eval>
speed = user.mp / user.mmp  ;
</After ATB Eval>
上面的代碼實現(xiàn)了按照人物MP最大百分比來加成施法后行動條的回復(fù)量的功能。

--- --- --- --- ---

<ATB Interrupt Eval>
interrupt = true;
</ATB Interrupt Eval>
打斷术辐,沒什么好說的砚尽,加入各種觸發(fā)器和公式命令都是可以的。

例子君出現(xiàn)了:

<ATB Interrupt Eval>
if (user.hp > target.hp) {
   interrupt = true;
}
</ATB Interrupt Eval>
上面的命令實現(xiàn)了當(dāng)使用者的當(dāng)前hp大于目標(biāo)的hp時术吗,打斷才能成功尉辑。
給一個延伸的例子,通常我們想要給打斷技能一個固定幾率较屿,然后增加一個附加值
比如隧魄,默認50%的概率

Yanfly Engine Plugins - Battle Engine Extension - Action Sequence Commands


下面部分的命令將會與Battle Engine帶來的基礎(chǔ)Action行為密切相關(guān),在學(xué)習(xí)命令時
建議先去Battle Engine插件中掌握如何使用Action Sequence的相關(guān)命令和內(nèi)容


You can make use of these extra ATB related action sequences.

本插件提供了更多的關(guān)于atb系統(tǒng)的action sequences命令隘蝎,快把他們加入到你的
技能和戰(zhàn)斗中來吧购啄。

ATB CHARGE: target, X
ATB CHARGE: target, X%
ATB CHARGE: targets, +X
ATB CHARGE: targets, +X%

上面的命令參照charge詠唱條的設(shè)定,不過你可以把targets更換為其他值了嘱么,
具體請參照action sequence的幫助文件


Usage Example:

atb charge: targets, +5000
atb charge: target, -50%


ATB GAUGE: target, X
ATB GAUGE: target, X%
ATB GAUGE: targets, +X
ATB GAUGE: targets, +X%

參照Gauge設(shè)置狮含,針對speed和charge兩個參數(shù)同時生效。


Usage Example:

atb gauge: targets, +5000
atb gauge: target, -50%


ATB INTERRUPT: target

打斷命令,沒什么好說的几迄,用sequence系統(tǒng)可以做成群體打斷蔚龙,全體打斷,打斷自己人映胁,好開心


Usage Example:

atb interrupt: targets


ATB SPEED: target, X
ATB SPEED: target, X%
ATB SPEED: targets, +X
ATB SPEED: targets, +X%

參照speed參數(shù)設(shè)置木羹,你可以實現(xiàn)更多目標(biāo)


Usage Example:

atb speed: targets, +5000
atb speed: target, -50%

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