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蓝色飘羽



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英语好的不好的都看 你要的MD L2的问题集

______________
| |
| Hero classes |
|______________|
"I want to be a brave man worthy of praise..." -Vargas

AT/DF is the hero's attack/defense.
A/D is the attack/defense bonus the hero gives to his soldiers.
Soldier-type leaders (fighter, lord, etc.) can use all weapons except
lances, and all types of armor.
Knights can use all weapons and all armor.
Sky Knights and Sea Knights are like knights except they cannot wear
plate armor.
Priests can use hammers and wands, and chainmail or lighter armor.
They're also the only 'class type' which can use the cross special
item.
Highmasters/Rangers are the only characters who can use longbows or
arbalests.
Mages can use daggers and wands, and no armor heavier than robes.
If a character equips, say, some plate armor and then class changes to
an archmage, the armor will stay equipped even though the mage
technically isn't allowed to. You can use this trick to optimize your
equipment regardless of your class.

Knights and SkyKnights have longer level bars than any of their
counterparts until the fourth class level, where pretty much everyone
takes an equally long time to level up.

I usually try to have as many class types around as possible. If I have
a choice between three class types I already have, I'll choose the one
that's most extreme, the one that's best at what s/he does. For
instance, I'd rather have a knight master, because his focus is on
offensive melee, than a paladin, who doesn't really have a focus and is
not outstanding in anything. Similarly, I'd rather have an archmage,
who is a complete battlemage and destroyer, than a weak class in
somewhere between battlemage and healer like the saint. I also like to
have a fourth class change, so I usually ignore dead-ends like the
Grand Knight or King even though they are very good classes.


Fighter AT + 3 DF + 2 MP + 1 Range 2
A + 0 D + 2 MV 5
Attack type: Rolling fire
Troops: Soldier

Basic soldier-type leader. Barely better than the rabble he commands,
but with a great sword he can be a real powerhouse.

Lord AT + 3 DF + 6 MP + 3 Range 3
A + 2 D + 4 MV 5
Attack type: Rolling Fire
Spells: Heal1, Protection
Troops: Soldier, Pikeman

Low attack, but pikemen are important for dealing with enemy horseman,
and heal1 is great for easy experience.

High Lord AT + 4 DF + 6 MP + 5 Range 3
A + 3 D + 4 MV 5
Attack type: Rolling Fire
Spells: Force Heal1, Attack
Troops: Elf, Phalanx

The pros and cons between this and magic knight/highlander are pretty
much the same as the pros and cons between lord and knight.

Sword Master AT + 6 DF + 7 MP + 3 Range 3
A + 8 D + 7 MV 5
Attack type: Energy blast
Spells: Tornado, Protection
Troops: Phalanx, Armored Soldier

Nothing particularly fascinating here, just more of the same. His
magic defense isn't very good, so watch out for meteor and blast.

King AT + 8 DF + 7 MP + 8 Range 4
A + 8 D + 8 MV 5
Attack type: Energy blast
Spells: Heal2, Attack, Resist
Troops: Ballista, Armored Soldier

This class does everything the swordmaster does, and more. Great
bonuses all around and much better spells. Unlike the swordmaster, this
class is a dead end. It looks exactly like the hero in battle.

Hero AT + 4 DF + 2 MP + 4 Range 4
A + 9 D + 8 MV 6
Attack type: Energy blast
Spells: Blast, Zone, Resist
Troops: Phalanx, Dragoon

Okay bonuses, nothing spectacular. You probably won't use blast much,
since you won't have much MP to begin with. Incidentally, the hero's
combat stance looks exactly like Bernhart's.

Ranger AT + 9 DF + 6 MP + 12 Range 0
A + 7 D + 5 MV 7 (special)
Attack type: Blur charge (lightning discharge vs. air)
Spells: Blast, Tornado, Resist
Troops: None

An odd class. Short command range, and a shift toward magic on a path
that was really melee oriented. It is also the one of the only classes
that can use bows, but s/he loses the ability to use swords or axes.
You can equip a necklace or crown to give her some range and allow
her to use some troops. The ranger and highmaster seem to get an extra
10% bonus when fighting inside caves, buildings, or rooftops. She also
moves quickly over water, and has an extremely small level up bar.

Highmaster AT + 2 DF + 2 MP + 8 Range 0
A + 8 D + 6 MV 8 (special)
Attack type: Energy Blast (Sword beam when using ranged weapons)
Spells: Thunder, Earthquake, Resist
Troops: None

The class that comes after the ranger. They are very similar. Ranger,
being a fourth level class, gets more AT/DF bonuses. Highmaster has an
unusually small level up bar for 5th level class, so you can get the
spells faster. The lousy range and inability to equip good weapons,
however, are eternal. Still, he makes for a good fighter/mage combo,
and his spells are good.

Knight AT + 6 DF + 3 MP + 2 Range 3
A + 6 D + 2 MV 8 (horse)
Attack type: Charge (Lance throw vs. air)
Spells: Attack
Troops: Horseman

The opposite of the lord, knights are very attack-oriented. Since
you'll be on the offensive most of the time, this is a good thing =P.
You could probably get by without a knight... you could get by w/o any
one class if you tried hard enough... but it would be hard. Even though
their level up bar is unusually long, they're still a good investment.

Highlander AT + 9 DF + 4 MP + 4 Range 4
A + 5 D + 3 MV 11 (horse)
Attack type: Charge (Lance throw vs. air)
Spells: Protection, Sleep
Troops: Heavy Horseman, Gladiator

A very combat-oriented knight. He gets a great AT boost.

Magic Knight AT + 7 DF + 4 MP + 8 Range 4
A + 6 D + 3 MV 10 (horse)
Attack type: Charge (Lance throw vs. air)
Spells: Fireball, Sleep
Troops: Heavy Horseman, Gladiator

Worse stats than the highlander, but he gives better bonuses, and the
MP boost can be nice. Unless there's something at the end of the class
path that you need the magic knight for, I'd say just pick Highlander.

Unicorn Knight AT + 6 DF + 5 MP + 8 Range 4
A + 6 D + 2 MV 10 (special)
Spells: Mute, Charm, Heal1
Troops: Heavy Horseman, Gladiator

A knight class with less power but better magic. Usually it's best
avoided, since there is really no reason why you would want a knight to
be good at magic.

Knightmaster AT + 8 DF + 4 MP + 4 Range 4
A + 10 D + 5 MV 11 (horse)
Attack type: Blur charge (Lance throw vs. air)
Spells: Blizzard, Attack
Troops: Dragoon, Armored Soldier

Another very attack-oriented character. His charge is so swift archers
and ballistae don't even get a chance to fire.

Royal Guard AT + 5 DF + 1 MP + 2 Range 4
A + 10 D + 7 MV 11 (horse)
Attack type: Blur charge (Lance throw vs. air)
Spells: Blast, Heal2, Protection
Troops: Phalanx, Gladiator

Very good attack, but his defense still suffers. He makes a good second
wave attacker - send him in after you magic attack an enemy leader, or
after you hit him with one of your higher defense characters. His low
defense hurts his ability to fight on his own, but he is great support.

Grand Knight AT + 8 DF + 9 MP + 0 Range 4
A + 8 D + 8 MV 8
Attack type: Charge (Lance throw vs. air)
Spells: Protection, Zone, Earthquake
Troops: Phalanx, Dragoon

This class gets a couple of very nice spells, but no MP. If your knight
hasn't spent class or two as a magic user, this class might get very
boring. It's a dead end fourth level class, but it gives very solid
bonuses, more than any of the 4th level classes that evolve into 5th.

Paladin AT + 5 DF + 7 MP + 6 Range 4
A + 9 D + 6 MV 11 (horse)
Attack type: Charge (Lance throw vs. air)
Spells: Tornado, Force Heal1
Troops: Monk, Angel

An interesting mix of a horseman-type leader and two troop types that
are generally not associated with horsemen. He's not very strong in any
given area, but he's pretty versatile. However, by this point you
should have nearly 10 characters - you should be able to carve out a
niche for every one. In the end a versatile character is only the
most limited of specialists. (And if that makes any sense, you can
whack me or something)

Hawk Knight AT + 7 DF + 2 MP + 3 Range 3
A + 2 D + 4 MV 8 (flying)
Attack type: Wind
Spells: Tornado
Troops: Griffin

Like Knights, Hawk Knights have large level bars, but they're also
very good. Even though the leader itself isn't very tough, he is fast,
and his troops are powerful and versatile.

Dragon Knight AT + 6 DF + 6 MP + 4 Range 4
A + 4 D + 3 MV 9 (flying)
Attack type: Lightning Breath
Spells: Fireball, Attack
Troops: Horseman, Griffin

This class is great against enemy fliers, his attack will take them
all down before they even get a chance to hit. He does pretty well
against ground troops too.

Dragon Lord AT + 10 DF + 4 MP + 4 Range 4
A + 9 D + 6 MV 10 (flying)
Attack type: Lightning Breath
Spells: Thunder, Force Heal1
Troops: Armored Soldier, Angel

Angels are very useful units because they don't die as often and are
immune to magic. Other than that, it's more of the same.

Dragon Master AT + 4 DF + 0 MP + 4 Range 4
A + 8 D + 7 MV 11 (flying)
Attack type: Lightning Breath
Spells: Blast, Heal2, Attack
Troops: Dragoon, Gladiator

A nice 5th-level class with a lot of versatility in spells and troops.
The A/D bonuses aren't that good, though, and it hurts the angel's
already low stats.

Crocodile Knight AT + 6 DF + 3 MP + 2 Range 3
A + 5 D + 3 MV 6 (sea)
Attack type: Charge (Lance throw vs. air)
Spells: Attack
Troops: Merman

Lester's starting class, but it's his second in terms of runestoning.
It's similar to the knight.

Serpent Knight AT + 4 DF + 7 MP + 4 Range 3
A + 5 D + 4 MV 7 (sea)
Attack type: Charge (Lance or spear throw vs. air)
Spells: Blizzard, Protection
Troops: Merman, Elf

A nice, balanced class with as many bonuses as the knight without the
long level up bar or the weakness against pikes. He is incredibly slow
on any kind of rough terrain, though.

Serpent Lord AT + 5 DF + 9 MP + 4 Range 4
A + 10 D + 6 MV 8 (sea)
Attack type: Charge (Lance or scythe throw vs. air)
Spells: Thunder, Force Heal1
Troops: Ballista, Gladiator

Still very well rounded. His high attack/defense bonuses compared to
most mages make him great for artillery duels, if you're into that sort
of thing.

Serpent Master AT + 4 DF + 2 MP + 2 Range 4
A + 10 D + 7 MV 9 (sea)
Attack type: Charge (Lance throw vs. air)
Spells: Earthquake, Zone, Resist
Troops: Dragoon, Angel

Okay bonuses, and good spells. 5th level classes aren't that exciting.

Warlock AT + 3 DF + 2 Range 2
A + 4 D + 2 MV 5
Attack type: Charged fireball (very slow)
Spells: Magic Arrow, Attack
Troops: Guardsman

Basic mage leader type. He levels up extremely quickly. His troops are
horrible but with the great A/D bonuses, they can fight against
soldiers as equals.

Sorcerer AT + 4 DF + 4 MP + 8 Range 2
A + 5 D + 4 MV 5
Attack type: Charged fireball
Spells: Fireball, Illusion
Troops: Archer

I actually think he's an inferior magic user to the shaman... thunder
is much cooler than fireball imo. But he's the only guy early on who
can get archers, while the lord can get pikes, so I still take him.
Fliers can be a major pain.

Mage AT + 5 DF + 4 MP + 14 Range 3
A + 6 D + 4 MV 5
Attack type: Charged fireball
Spells: Tornado, Sleep, Resist
Troops: Elf, Gladiator

The mage class continues the warlock's and sorceror's history of high
attack and attack bonuses, while rounding out his spell arsenal. If
nothing else, take him because he has resist. *Very* useful spell later
on.

Archmage AT + 7 DF + 4 MP + 14 Range 4
A + 7 D + 5 MV 5
Attack type: Charged fireball
Spells: Meteor, Blizzard, Zone
Troops: Phalanx, Ballista

More and more damaging spells. His defense is as crappy as ever, but
the archmage is extremely good at what he does - mass slaughter. He is
one of the few classes with the meteor spell, which is quite possibly
the best offensive spell in the game. Zone is also very good.

Zarvera AT + 2 DF + 1 MP + 14 Range 4
A + 9 D + 7 MV 5
Attack type: Energy blast
Spells: Blast, Meteor, Earthquake, Protection
Troops: Armored Soldier, Heavy Horseman

This is one of the few 5th level classes that shows a big improvement
over its predecessor. Boosted MP, a much faster attack, and a set of
new spells and troops.

Wizard AT + 6 DF + 5 MP + 14 Range 4
A + 6 D + 6 MV 5
Attack type: Lightning storm
Spells: Blast, Zone, Resist
Troops: Armored Soldier, Ballista

It's a decent class, but I prefer archmage. Wizard misses out on
meteor, and blast is too focused and short-ranged to make up for it.
Only take it if you really want Hain to become a summoner.

Sage AT + 4 DF + 7 MP + 8 Range 3
A + 7 D + 5 MV 5
Attack type: Lightning blast
Magic: Earthquake, Heal2, Mute
Troops: Phalanx, Armored Soldier

Another hybrid class, but this one actually isn't a dead end for
Jessica. It still isn't as good as archmage, but it lets her become a
summoner, and having heal2 is kind of neat. For some reason, this class
is allowed to equip plate armor.

Summoner AT + 2 DF + 1 MP + 14 Range 4
A + 8 D + 7 MV 5
Attack type: Fire lash
Magic: Meteor, Protection, Summon
Troops: Phalanx, Armored Soldier

Lousy bonuses, but this class gets to do what no other class in the
game can - summon. Once a creature is summoned, it acts like a second
commander, casting spells and dealing out decent damage. Unlike summons
in, say, final fantasy, these things stay until they're killed or the
battle ends. They can get pretty good if you get the special items that
let you summon the really powerful stuff. See summons section for
details.

Meteor is also nice to have, since you missed out on the archmage
class.

Shaman AT + 5 DF + 3 MP + 7 Range 2
A + 4 D + 4 MV 5
Attack type: Lightning storm
Spells: Thunder, Illusion
Troops: Pikeman

Getting thunder early is definitely a plus, and the attack is somewhat
faster than the sorceror's. Other than that, there isn't much here.
The shaman's pikemen are stronger than the lord's but either class will
do fine against horsemen.


Bishop AT + 4 DF + 5 MP + 12 Range + 3
A + 5 D + 4 MV 5
Attack type: Lightning storm
Spells: Fireball, Force Heal1, Mute
Troops: Monk, Gladiator

A cleric with more of a tilt toward offensive. It has an unusually
small level up bar, but is not a particularly useful class.

Saint AT + 6 DF + 7 MP + 6 Range 3
A + 8 D + 8 MV 5
Attack type: Lightning blast
Spells: Tornado, Heal2, Sleep
Troops: Armored Soldier, Ballista

Another fourth level dead end. One reason why you might want to take it
is that it gets the same bonuses monks get against demons. That,
combined with his decent attack bonus, can make him very effective.
If you plan on using this class, pick a character who can reach here
from Highlord so that she can carry over a great sword or devil axe
from her previous class.

Silver Knight AT + 7 DF + 6 MP + 2 Range 4
A + 10 D + 6 MV 10 (special)
Attack type: Charge (Lance throw vs. air)
Spells: Tornado, Zone
Troops: Griffin, Dragoon

This fighting class comes on a path that's composed of mostly magic
users (Shaman, Bishop, etc.) Kind of the odd one out, but sometimes
it's nice having a knight with a large MP total and a cool spell like
Zone. However, its horrible movement indoors severely cripples it. Only
take it to get Sherry to Princess.

Princess AT + 2 DF + 2 MP + 8 Range 4
A + 9 D + 9 MV 6
Attack type: Flash
Spells: Force Heal2, Protection, Charm
Troops: Monk, Angel

This is one of my favorite classes in the game... then again, I'm kind
of biased since Sherry is one of my favorite characters =P. She has an
extremely fast attack, made even better by the fact you can equip
swords and axes. She also has good spells and troops. You can give her
a wand if you want, but this is such a great melee class that it would
be a waste.

Cleric AT + 2 DF + 2 MP + 2 Range 2
A + 0 D + 4 MV 5
Attack type: Cross darts
Spells: Heal1, Protection
Troops: Guardsman

Basic healer. Terrible at fighting, although you can augment that
slightly by using a war hammer. It's probably better to just use a wand
and concentrate on healing for experience.

Healer AT + 2 DF + 6 MP + 6 MP + 2 Range 2
A + 3 D + 5 MV 5
Attack type: Cross darts
Spells: Turn Undead, Heal1, Force Heal1
Troops: Monk

This is where the healing classes really start to shine. Great troops,
decent troop bonuses, and better spells. Still hopeless at fighting,
but that's not her job anyway.

Priest AT + 3 DF + 6 MP + 10 Range 3
A + 4 D + 6 MV 5
Attack Type: Cross Darts
Spells: Turn Undead, Heal2, Mute
Troops: Monk, Phalanx

This is the earliest class that can use heal2... unfortunately, you
won't see it much because Riana will probably leave at around this
point. It's a decent class, but by the time she rejoins there will be
much better ones around.

High Priest AT + 4 DF + 7 MP + 12 Range 3
A + 6 D + 7 MV 5
Attack type: Cross darts
Spells: Force Heal2, Sleep, Resist
Troops: Phalanx, Armored Soldier

The most useful item here is resist. By the time you get this class,
your other characters' troop bonuses will have caught up with the
healer's, so the A/D here is nothing special.

Agent AT + 0 DF + 3 MP + 10 Range 4
A + 8 D + 7 MV 5
Attack type: Cross darts
Spells: Meteor, Attack, Teleport, Charm
Troops: Monk, Angel

内容来自Gamefaqs.com

[楼 主] | Posted:2003-08-17 17:46| 顶端
stealthz



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gamefaqs下来的吧,写的很清楚啊。
[1 楼] | Posted:2003-08-17 17:48| 顶端
蓝色飘羽



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都是啊~~~看不大懂~~~~看谁翻译一下啊
[2 楼] | Posted:2003-08-17 17:49| 顶端
stealthz



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咳咳,攻略上还有转职路线图,对照起来看就清楚了。当年我就是看着英文攻略打L2的。
[3 楼] | Posted:2003-08-17 17:52| 顶端
lusunshine



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朱红之钻(I)
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职业表.......哪里看不懂的可以提出来......要全部翻译过来不太可能......
[4 楼] | Posted:2003-08-17 17:57| 顶端
蓝色飘羽



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NONONO 这个只是一部分 你去看全部的吧 很长的
[5 楼] | Posted:2003-08-17 18:12| 顶端
stealthz



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gamefaqs上攻略非常全,以后有问题都可以上去找,自然要多多修炼e文。上面攻略很多都很详细,要想把上面这一整篇翻过来,残念...
[6 楼] | Posted:2003-08-17 18:17| 顶端
lusunshine



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http://db.gamefaqs.com/console/genesis/fil...risser_ii_a.txt

汗.....就是它了.....

Contents:

-Frequently Asked Questions

-General Strategy
-Gameplay and basic strategy
-Unit Matchups
-Formation
-When to kill

-Walkthrough
-Scenarios 1-27 and ?1-?4

-Characters
-Player characters
-Allied Non-player characters
-Enemy Non-player characters

-Spell list
-Damaging Spells
-Healing Spells
-Status Effecting Spells
-Other spells

-Leader classes
-Summons
-Follower classes

-Item list
-Weapons
-Armor (or armour, depending on where you live)
-Special/Miscellaneous Items

[7 楼] | Posted:2003-08-17 18:18| 顶端
stealthz



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不知将来会不会人建成一个同gamefaqs一样大型的中文攻略网站,期待中...
[8 楼] | Posted:2003-08-17 18:24| 顶端
蓝色飘羽



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[QUOTE]最初由 lusunshine 发表
[B]http://db.gamefaqs.com/console/genesis/fil...risser_ii_a.txt

汗.....就是它了.....

Contents:

-Frequently Asked Questions

-General Strategy
-Gameplay and basic strategy
-Unit Matchups
-Formation
-When to kill

-Walkthrough
-Scenarios 1-27 and ?1-?4

-Characters
-Player characters
-Allied Non-player characters
-Enemy Non-player characters

-Spell list
-Damaging Spells
-Healing Spells
-Status Effecting Spells
-Other spells

-Leader classes
-Summons
-Follower classes

-Item list
-Weapons
-Armor (or armour, depending on where you live)
-Special/Miscellaneous Items [/B][/QUOTE]我觉得这个本来是用HTML写的叶子 不过不知道怎么回事弄成TEXT的了

[9 楼] | Posted:2003-08-17 18:33| 顶端
stealthz



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咳咳,这是gamefaqs的规范,只许上传txt文件。还有通常攻略在开头提供目录,其他一般有的还有版权之类的。
[10 楼] | Posted:2003-08-17 18:35| 顶端
蓝色飘羽



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郁闷 仔细看了一下 居然没有真.魔剑的说明 看来上面的东东也不是很齐全
[11 楼] | Posted:2003-08-17 18:38| 顶端
stealthz



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没办法,都是独自写攻略,自然不像专题站那么全面。就这样不容易了,写个200k+的txt辛苦得说。
[12 楼] | Posted:2003-08-17 18:40| 顶端
蓝色飘羽



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不是 我的意思是他们没有 真.隐藏商店 的秘籍~~~活活
[13 楼] | Posted:2003-08-17 18:57| 顶端
Swordmaster

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想想看
自己在专题站忙碌那么久等于白忙碌了

[14 楼] | Posted:2003-08-17 22:17| 顶端
蓝色飘羽



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是啊~~~~里面详细了
你们要出个英文版ROM都每问题 里面有全部对话耶~~~~

[15 楼] | Posted:2003-08-17 22:43| 顶端
Swordmaster

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[QUOTE]最初由 蓝色飘羽 发表
[B]是啊~~~~里面详细了
你们要出个英文版ROM都每问题 里面有全部对话耶~~~~ [/B][/QUOTE]是啊是啊
问题是,我们专题站有自己翻译为中文的,为什么就没有人愿意看中文的呢?

[16 楼] | Posted:2003-08-17 22:55| 顶端
蓝色飘羽



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我要看啊~~~不过是=ROM出来在看
[17 楼] | Posted:2003-08-17 23:09| 顶端

火花天龙剑 -> 梦幻模拟战




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