《钢铁雄心4兵种代码》兵种文本源码怎么用

&>&&>&&>&正文
《钢铁雄心4》mod制作基础教程图文攻略 mod怎么制作
10:38:45 来源:钢铁雄心4吧 作者:baka_tenshi
第1页:所需工具及各文件夹作用
  《钢铁雄心4》大家会不会制作mod呢?今天就为大家带来了钢铁雄心4mod制作基础教程图文攻略,非常详细的内容,清楚的写了mod怎么制作,从文件翻译等方面来分析,还等什么想学怎么制作mod的同学快跟我一起来看吧。
  自打有钢铁雄心这个系列以来,除了低艾欧吸大厂paradox自家做的低艾欧吸之外,玩家们做出的各式各样的MOD,也使这个游戏更加丰富多彩。
  如今新作钢铁雄心4发售,由于加入了steam workshop(创意工坊),优质的mod出现井喷之势。
  但如今,许多玩家对现有的MOD仍有不满意之处,比如出现bug啊,有些想要的国策,历史事件没有等等。
  我认为一个玩家如果想要有满意的MOD,在时间精力信心足够的条件下,最好的办法就是自己动手。
  特别要提醒的是,做MOD一定要有毅力,首先调试起来就不容易,其次语句编写虽然简洁但魔性起来可以浪费你一天甚至数天的人生。
  另外本人技术也有限,很多方面知识缺乏,本文中也会犯各种各样的错误,还望各位高手指正
文本编写工具
  还在用电脑自带的notepad?那个太弱了,不适合用来写语句。且不谈编码格式的问题,就包括花括号的对齐等等看似无伤大雅的小问题,也会导致语句编写出错,有些时候这种问题调试一个下午都不知道出错在哪。所以一个新的
  推荐:1.Notepad++(免费)(我使用的就是这个)(简约,功能较少于UE,但足够用了)
  2.Ultraedit(收费,功能强大但用于编写HOI4的语句似乎过于复杂)
  Photoshop 不介绍了,大家都懂.
  如果需要添加音乐需要格式工厂等软件将mp3,wav,flac等音频转化为ogg(HOI4采用ogg格式).
  如果还有别的希望各位补充
各个文件夹所包含的内容
  在一开始编写mod时,最好的老师便是官方(以及其他MOD作者所写的)语句,因此了解文件/文件夹是很有必要的。即使到了学会之后,有时你依然会发懵不知道修改某个东西的文件/文件夹在哪,所以依然很重要.
  以下对一些mod修改无关的文件夹仅作简单说明.
  主目录文件夹:
&common&文件夹
  包含了许多基本的游戏设置,包括意识形态,国策,科技等等。
  包含文件夹:
  &aces& 王牌飞行员的设置
  &ai_focuses&AI的国策路线(也就是游戏中勾选了AI选用历史国策后,AI所走的国策路线)
  &ai_peace&AI在分赃会议上的选择倾向(是倾向于占地还是傀儡还是改组政府等等)
  &ai_strategy&AI的战争目标(如征服阿尔巴尼亚等等)
  &ai_templates&AI的陆军模板
  &bookmarks&开局历史剧本设定(也就是开始游戏时的那两个剧本,的风暴前夜和的闪电战)(值得一提的是添加新剧本时会跑到UI外面,也许是P社偷懒)
  &buildings&各种设施的设定(军工厂,民工厂,和谐反应堆等等)
  &countries&几乎没有什么用的文件夹,但你自建国还必须设置(主要是设置国家在政治地图上的颜色)
  &country_leader&国家领袖类型(注意这里设置的并不是领袖的名字等等,而是类型和效果,比如元首的ducai者等等)
  &country_tags&将国家的代号与国家文件联系起来(自建国必备,如GER 与德国的一些设置的文件联系等等,之后才能在事件语句中写GER = XXX)
  &defines&核心文件,不谈了
  &idea_tags&意义不明,可以不用管
  &ideas&各国的民族精神(如德国的"苦涩的失败者)和ZF界面中的政策设置(如征兵政策,总司令设置,坦克制造厂之类)
  &ideologies&意识形态,不多说了,尽量不要去改
  &names&将领名称设定。各国有不同风格的随机的将领名字,在招募将领时(如果历史将领已经不够用的话)会根据该文件夹内那个文件里的设定随机生成名字(这一代小国将领终于不愁了)。算是本作的突破吧。
  &national_focus&国策,不用我讲了。
  &on_actions&一些没什么意义的事件,可以不用管。
  &opinion_modifiers&选项变量,这样直译或许有点难受,但看看里面的东西也懂了。主要是某些固定事件在选择某些选项时会发生(比如贸易关系减少,关系下降等等)
  &portraits&模型设定(主要是兵模,注意兵模文件并不在这里面,这里只是把兵模文件和特定国家关联起来)
  &resources&几种资源的设定(橡胶,石油,钢铁等等……)(不知道里面的cic是什么意思,还望各位指教)
  接下来的scripted开头的文件夹没什么意义,是MOD编写的样例.
  &state_category&省份类型设定(比如城市地区,乡村地区,荒地,值得一提的是这里面还有各种省份类型的基本建筑位数量的设定)
  &technologies&科技,不用多说
  &technologies&所有科技的代号,如同前面国家代号一样(新建科技必须写)
  &terrain&地形设定(平原,丘陵,海洋等等)
  &timed_activities&定时行动的有关设置.只有一个文件,就是zhengbian的设置。(应该没有什么用,看看以后P社还会不会加一些其他东西)
  &unit_leader&将领类型(注意这里不是设置特定的将领属性的地方,还只是设置将领的技能,比如保守派,防守专家等等)
  &unit_tags&兵种代号,不说了,和前面国家代号一个套路。
  &units&兵种设定(内含一些文件夹稍微有点英语常识的人应该都可以看出是什么)
  &wargoals&战争目标(似乎没什么用)
  包含文件:
  achievements.txt不多说了,STEAM平台成就.
  ai_attitudes.txt似乎全都被打了#号,暂时没什么用
  ai_personalities.txt无用,(几乎是)空文件。
  alerts.txt有关屏幕上方的警示的设置(比如上方的缺少资源,工厂有空闲等等)(意义不大)
  combat_tactics.txt 战斗策略(战斗界面看到的诸如反击,弹性防御,突破等等的设置)(不知道这样翻译是否准确)
  event_modifiers.txt 空文件(值得一提的是在3代里似乎是有重要用处的)
  graphicalculturetype.txt 意义不大,不要修改.(貌似是在哪种地图里的颜色设置)
  region_colors.txt地区地图下各省份的颜色
  static_modifiers.txt 固有的一些修正,如夜间对战斗的惩罚,天气修正,地形修正等等...
  triggered_modifiers.txt 空文件,在3代有用.
  weather.txt 不说了,你懂.
&decisions&文件夹
  空的,可能是个大坑。在钢铁雄心3里这里是决策的设置(希望大家还没有忘记决策是什么,hhh)
&dlc&文件夹
  万恶之源,不说了.
&events&文件夹
  事件文件夹,事件的编写,修改算是MOD制作的核心,非常重要,之后的教程大部分都是围绕该文件夹内的修改进行。
&gfx&文件夹
  存储各类图像的文件夹,包括国旗,兵模,领袖头像等等.
  除非要自建国,新建兵种等等,否则不要动这里面的东西。
&history&文件夹
  另一个非常重要的文件夹,主要用于历史设定。
  比如说哪年哪月哪日,哪个地方割让给了谁,哪个国家的领袖变成了谁。
  可能暂时有人还不理解,不是有事件可以修改吗?
  一句话回答,这是为了历史剧本而设定的,你总不能点了39年的开局还看到奥地利是独立的吧?
  内含文件夹
  &wars& 空文件夹,基本没什么用
  &units&军队的历史设定 包含:(1)某年某月某日,某国有哪些陆军模板。(2)某年某月某日,某国有多少什么样的部队,部队的位置在哪。(包括海军和空军)
  非常关键的一个文件夹,但除非自建国,或者修改历史剧本等等,尽量不要修改。
  当然了,比如你加个巴巴罗萨的剧本,总不希望德军还在39年旧波兰边境吧,这个时候可以修改里面的有关文件了。
  &states&省份的历史设定,比如说某年某月某日,某国获得了该省的核心,某国控制了该省等等
  &diplomacy&空文件夹,不过从名字来看应该是个坑.
  &countries&国家的历史设定。包含了某年月日,某国的意识形态啊,领袖啊,科技啊等等。
&interface&文件夹
  修改图形界面的文件夹。比如游戏主界面的背景等等。
&locales& 文件夹
  空文件夹
&localisation&文件夹
  本地化文件夹,存储着游戏内的翻译文件。(比如说汉化包就是修改了这个文件夹内的文件)
&map&文件夹
  地图文件夹。尽量不要碰。
&music&文件夹
  存储各类音乐的文件夹。
&sound&文件夹
  存储音效(如点击按钮,士兵移动等等)的文件夹.
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游民星空联运游戏《钢铁雄心4》开局科技全开完整代码及使用方法介绍
来源:3dm论坛编辑:小黑妹
& &&《钢铁雄心4》开局科技怎么全开?相信不少玩家都想体验,下面为大家介绍的是游戏中开局科技全开的完整代码及使用方法,一起来看看吧。
& & 打开Hearts of Iron IV\history\countries下的某个国家,比如CHI,这个文件也可以单独复制出来做MOD
& & 把代码复制到
& & oob = &CHI_1936&
& & # Starting tech
& & set_technology = { 下面即可
& & 代码如下:
& & #infantry
& & infantry_weapons = 1
& & infantry_weapons1 = 1
& & infantry_weapons2 = 1
& & improved_infantry_weapons = 1
& & improved_infantry_weapons_2 = 1
& & infantry_at2 = 1
& & infantry_at = 1
& & advanced_infantry_weapons = 1
& & advanced_infantry_weapons2 = 1
& & paratroopers = 1
& & paratroopers2 = 1
& & paratroopers3 = 1
& & marines = 1
& & marines2 = 1
& & marines3 = 1
& & tech_mountaineers = 1
& & tech_mountaineers2 = 1
& & tech_mountaineers3 = 1
& & night_vision = 1
& & night_vision2 = 1
& & support_weapons = 1
& & support_weapons2 = 1
& & support_weapons3 = 1
& & support_weapons4 = 1
& & motorised_infantry = 1
& & motorized_rocket_unit = 1
& & mechanised_infantry = 1
& & mechanised_infantry2 = 1
& & mechanised_infantry3 = 1
& & #support
& & tech_support = 1
& & tech_engineers = 1
& & tech_engineers2 = 1
& & tech_engineers3 = 1
& & tech_engineers4 = 1
& & tech_recon = 1
& & tech_recon2 = 1
& & tech_recon3 = 1
& & tech_recon4 = 1
& & tech_military_police = 1
& & tech_military_police2 = 1
& & tech_military_police3 = 1
& & tech_military_police4 = 1
& & tech_maintenance_company = 1
& & tech_maintenance_company2 = 1
& & tech_maintenance_company3 = 1
& & tech_maintenance_company4 = 1
& & tech_field_hospital = 1
& & tech_field_hospital2 = 1
& & tech_field_hospital3 = 1
& & tech_field_hospital4 = 1
& & tech_logistics_company = 1
& & tech_logistics_company2 = 1
& & tech_logistics_company3 = 1
& & tech_logistics_company4 = 1
& & tech_signal_company = 1
& & tech_signal_company2 = 1
& & tech_signal_company3 = 1
& & tech_signal_company4 = 1
& & #air_doctrine
& & air_superiority = 1
& & infrastructure_destruction = 1
& & home_defence = 1
& & naval_strike_tactics = 1
& & fighter_sweeps = 1
& & dogfighting_experience = 1
& & multialtitude_flying = 1
& & logistical_bombing = 1
& & night_bombing = 1
& & day_bombing = 1
& & massed_bomber_formations = 1
& & air_offense = 1
& & flying_fortress = 1
& & offensive_formations = 1
& & mass_destruction = 1
& & formation_flying = 1
& & dive_bombing = 1
& & direct_ground_support = 1
& & formation_fighting = 1
& & fighter_ace_initiative = 1
& & hunt_and_destroy = 1
& & combat_unit_destruction = 1
& & battlefield_support = 1
& & keypoint_bombing = 1
& & ground_support_integration = 1
& & naval_strike_torpedo_tactics = 1
& & strategic_destruction = 1
& & forward_interception = 1
& & force_rotation = 1
& & fighter_baiting = 1
& & low_echelon_support = 1
& & dispersed_fighting = 1
& & operational_destruction = 1
& & fighter_veteran_initiative = 1
& & naval_strike_torpedo_tactics_oi = 1
& & cas_veteran_initiative = 1
& & carousel_bombing = 1
& & infiltration_bombing = 1
& & air_skirmish = 1
& & high_level_bombing = 1
& & #air_techs
& & early_fighter = 1
& & cv_early_fighter = 1
& & fighter1 = 1
& & cv_fighter1 = 1
& & fighter2 = 1
& & cv_fighter2 = 1
& & fighter3 = 1
& & cv_fighter3 = 1
& & jet_fighter1 = 1
& & jet_fighter2 = 1
& & CAS1 = 1
& & cv_CAS1 = 1
& & CAS2 = 1
& & cv_CAS2 = 1
& & CAS3 = 1
& & cv_CAS3 = 1
& & naval_bomber1 = 1
& & cv_naval_bomber1 = 1
& & naval_bomber2 = 1
& & cv_naval_bomber2 = 1
& & naval_bomber3 =
& & cv_naval_bomber3 = 1
& & early_bomber = 1
& & heavy_fighter1 = 1
& & heavy_fighter2 = 1
& & heavy_fighter3 = 1
& & tactical_bomber1 = 1
& & tactical_bomber2 = 1
& & tactical_bomber3 = 1
& & jet_tactical_bomber1 = 1
& & jet_tactical_bomber2 = 1
& & strategic_bomber1 = 1
& & strategic_bomber2 = 1
& & strategic_bomber3 = 1
& & jet_strategic_bomber1 = 1
& & suicide_craft = 1
& & #armor
& & gwtank = 1
& & basic_light_tank = 1
& & basic_light_td = 1
& & basic_light_art = 1
& & basic_light_spaa = 1
& & improved_light_tank = 1
& & improved_light_td = 1
& & improved_light_art = 1
& & improved_light_spaa = 1
& & advanced_light_tank = 1
& & advanced_light_td = 1
& & advanced_light_art = 1
& & advanced_light_spaa = 1
& & basic_medium_tank = 1
& & basic_medium_td = 1
& & basic_medium_art = 1
& & basic_medium_spaa = 1
& & improved_medium_tank = 1
& & improved_medium_td = 1
& & improved_medium_art = 1
& & improved_medium_spaa = 1
& & advanced_medium_tank = 1
& & advanced_medium_td = 1
& & advanced_medium_art = 1
& & advanced_medium_spaa = 1
& & main_battle_tank = 1
& & modern_td = 1
& & modern_art = 1
& & modern_spaa = 1
& & basic_heavy_tank = 1
& & basic_heavy_td = 1
& & basic_heavy_art = 1
& & basic_heavy_spaa = 1
& & improved_heavy_tank = 1
& & improved_heavy_td = 1
& & improved_heavy_art = 1
& & improved_heavy_spaa = 1
& & advanced_heavy_tank = 1
& & advanced_heavy_td = 1
& & advanced_heavy_art = 1
& & advanced_heavy_spaa = 1
& & super_heavy_tank = 1
& & super_heavy_td = 1
& & super_heavy_art = 1
& & super_heavy_spaa = 1
& & #artillery
& & gw_artillery = 1
& & interwar_artillery = 1
& & artillery1 = 1
& & artillery2 = 1
& & artillery3 = 1
& & artillery4 = 1
& & artillery5 = 1
& & rocket_artillery = 1
& & rocket_artillery2 = 1
& & rocket_artillery3 = 1
& & rocket_artillery4 = 1
& & interwar_antiair = 1
& & antiair1 = 1
& & antiair2 = 1
& & antiair3 = 1
& & antiair4 = 1
& & antiair5 = 1
& & interwar_antitank = 1
& & antitank1 = 1
& & antitank2 = 1
& & antitank3 = 1
& & antitank4 = 1
& & antitank5 = 1
& & #ELCTRONIC
& & electronic_mechanical_engineering = 1
& & radio = 1
& & radio_detection = 1
& & decimetric_radar = 1
& & improved_decimetric_radar = 1
& & centimetric_radar = 1
& & improved_centimetric_radar = 1
& & advanced_centimetric_radar = 1
& & mechanical_computing = 1
& & computing_machine = 1
& & improved_computing_machine = 1
& & advanced_computing_machine = 1
& & basic_encryption = 1
& & improved_encryption = 1
& & advanced_encryption = 1
& & basic_decryption = 1
& & improved_decryption = 1
& & advanced_decryption = 1
& & experimental_rockets = 1
& & rocket_engines = 1
& & improved_rocket_engines = 1
& & advanced_rocket_engines = 1
& & jet_engines = 1
& & atomic_research = 1
& & nuclear_reactor = 1
& & nukes = 1
& & #industry
& & basic_machine_tools = 1
& & improved_machine_tools = 1
& & advanced_machine_tools = 1
& & assembly_line_production = 1
& & flexible_line = 1
& & streamlined_line = 1
& & concentrated_industry = 1
& & concentrated_industry2 = 1
& & concentrated_industry3 = 1
& & concentrated_industry4 = 1
& & concentrated_industry5 = 1
& & dispersed_industry = 1
& & dispersed_industry2 = 1
& & dispersed_industry3 = 1
& & dispersed_industry4 = 1
& & dispersed_industry5 = 1
& & synth_oil_experiments = 1
& & oil_plant = 1
& & improved_oil_plant = 1
& & advanced_oil_plant = 1
& & construction1 = 1
& & excavation1 = 1
& & construction2 = 1
& & excavation2 = 1
& & construction3 = 1
& & excavation3 = 1
& & construction4 = 1
& & excavation4 = 1
& & construction5 = 1
& & excavation5 = 1
& & #land_doctrine
& & mobile_warfare = 1
& & delay = 1
& & elastic_defence = 1
& & mobile_infantry = 1
& & mass_motorization = 1
& & mechanised_offensive = 1
& & armored_spearhead = 1
& & schwerpunk = 1
& & blitzkrieg = 1
& & kampfgruppe = 1
& & firebrigades = 1
& & backhand_blow = 1
& & modern_blitzkrieg = 1
& & volkssturm = 1
& & nd_conscription = 1
& & werwolf_guerillas = 1
& & superior_firepower = 1
& & sup_delay = 1
& & mobile_defence = 1
& & intergrated_support = 1
& & regimental_combat_teams = 1
& & dispersed_support = 1
& & overwhelming_firepower = 1
& & sup_mechanized_offensive = 1
& & concentrated_fire_plans = 1
& & combined_arms = 1
& & tactical_control = 1
& & air_land_battle = 1
& & centralized_fire_control = 1
& & forward_observers = 1
& & advanced_firebases = 1
& & shock_and_awe = 1
& & trench_warfare = 1
& & grand_battle_plan = 1
& & prepared_defense = 1
& & grand_assault = 1
& & grand_mechanized_offensive = 1
& & assault_concentration = 1
& & branch_interoperation = 1
& & assault_breakthrough = 1
& & central_planning = 1
& & c3i_theory = 1
& & infantry_offensive = 1
& & armored_operations = 1
& & infiltration_assault = 1
& & night_assault_tactics = 1
& & attritional_containment = 1
& & infiltration_in_depth = 1
& & mass_assault = 1
& & pocket_defence = 1
& & defence_in_depth = 1
& & large_front_operations = 1
& & deep_operations = 1
& & operational_concentration = 1
& & vast_offensives = 1
& & breakthrough_priority = 1
& & mechanized_wave = 1
& & continuous_offensive = 1
& & peoples_army = 1
& & human_infantry_offensive = 1
& & large_front_offensive = 1
& & human_wave_offensive = 1
& & guerilla_warfare = 1
& & #naval
& & early_destroyer = 1
& & basic_destroyer = 1
& & improved_destroyer = 1
& & advanced_destroyer = 1
& & early_light_cruiser = 1
& & basic_light_cruiser = 1
& & improved_light_cruiser = 1
& & advanced_light_cruiser = 1
& & early_heavy_cruiser = 1
& & basic_heavy_cruiser = 1
& & improved_heavy_cruiser = 1
& & advanced_heavy_cruiser = 1
& & early_battlecruiser = 1
& & basic_battlecruiser = 1
& & early_battleship = 1
& & basic_battleship = 1
& & improved_battleship = 1
& & advanced_battleship = 1
& & heavy_battleship = 1
& & heavy_battleship2 = 1
& & transport = 1
& & landing_craft = 1
& & tank_landing_craft = 1
& & early_carrier = 1
& & basic_carrier = 1
& & improved_carrier = 1
& & advanced_carrier = 1
& & early_submarine = 1
& & basic_submarine = 1
& & improved_submarine = 1
& & advanced_submarine = 1
& & #naval_doctrine
& & fleet_in_being = 1
& & battlefleet_concentration = 1
& & subsidiary_carrier_role = 1
& & hunter_killer_groups = 1
& & floating_fortress = 1
& & floating_airfield = 1
& & grand_battlefleet = 1
& & convoy_sailing = 1
& & convoy_escorts = 1
& & escort_carriers = 1
& & integrated_convoy_defence = 1
& & submarine_operations = 1
& & undersea_blockade = 1
& & convoy_interdiction = 1
& & submarine_offensive = 1
& & trade_interdiction = 1
& & convoy_interdiction_ti = 1
& & unrestricted_submarine_warfare = 1
& & wolfpacks = 1
& & advanced_submarine_warfare = 1
& & combined_operations_raiding = 1
& & raider_patrols = 1
& & capital_ship_raiders = 1
& & battlefleet_concentration_ti = 1
& & floating_fortress_ti = 1
& & floating_airfield_ti = 1
& & carrier_operations = 1
& & convoy_sailing_ti = 1
& & subsidiary_carrier_role_ti = 1
& & naval_air_operations = 1
& & base_strike = 1
& & carrier_primacy = 1
& & carrier_task_forces = 1
& & floating_airfield_bs = 1
& & massed_strikes = 1
& & floating_fortress_bs = 1
& & carrier_battlegroups = 1
& & submarine_operations_bs = 1
& & undersea_blockade_bs = 1
& & convoy_interdiction_bs = 1
& & submarine_offensive_bs = 1
& & convoy_escorts_bs = 1
& & escort_patrols = 1
& & convoy_sailing_bs = 1
& & integrated_convoy_defence_bs = 1
& & #support
& & tech_support = 1
& & tech_engineers = 1
& & tech_engineers2 = 1
& & tech_engineers3 = 1
& & tech_engineers4 = 1
& & tech_recon = 1
& & tech_recon2 = 1
& & tech_recon3 = 1
& & tech_recon4 = 1
& & tech_military_police = 1
& & tech_military_police2 = 1
& & tech_military_police3 = 1
& & tech_military_police4 = 1
& & tech_maintenance_company = 1
& & tech_maintenance_company2 = 1
& & tech_maintenance_company3 = 1
& & tech_maintenance_company4 = 1
& & tech_field_hospital = 1
& & tech_field_hospital2 = 1
& & tech_field_hospital3 = 1
& & tech_field_hospital4 = 1
& & tech_logistics_company = 1
& & tech_logistics_company2 = 1
& & tech_logistics_company3 = 1
& & tech_logistics_company4 = 1
& & tech_signal_company = 1
& & tech_signal_company2 = 1
& & tech_signal_company3 = 1
& & tech_signal_company4 = 1
& & 《钢铁雄心4》开局科技全开完整代码及使用方法就为大家介绍到这了,希望对各位有帮助!
游戏类别:
游戏平台:/PC/
开发商:Paradox
发行商:Paradox
发行时间:日
游戏介绍:《钢铁雄心4(Hearts of Iron IV)》是策略神作《钢铁雄心》系列续作,新作的AI将会更加强大,使用了用处更广的新货币。选择一个好的领导人和政府对国家的发展是至关重要的,玩家还可以选择公司来帮助提升装备和物资的生产。
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还有一天,国庆长假就要来了,不知各位准备好没有?不过这个时候才最难熬,坐在办公室幻想之后几天的美好生活,然后转过头来又是一堆文件……哎,革命尚未成功,同志还需努力呀!
如果公司跟你说,加班10天就给你10万,那么你会愿意吗?想必很多人跟小编一样,早就屁颠屁颠的答应了吧!不过,这家公司的员工可不乐意。
LOL正义之战星之守护者手机卡片赢好礼活动正在进行中,LOL星之守护者魔法卡片收集活动时间,LOL魔法卡片活动地址是什么?据说此次活动星之守护者收集卡片可兑换永久皮肤了,快来一起详情看下吧!
近日,天佑回应了杨幂“喊麦哥”事件!想来是天佑看着两方粉丝之间的战争有愈演愈烈的趋势,忍不住站出来想要平息事态。其实这一切的根本原因,就是杨幂在节目中公然喊天佑为“喊麦哥”!
LOLS7全球总决赛入围赛于昨日(9月23日)正式开打,LPL队伍WE分别战胜LYN与GMB两战全胜,表现优异。希望WE在接下来的比赛中能越战越勇成功晋级,与RNG、EDG会师小组赛。下面我们就来看一下今天的游戏囧图。
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