hv网页游戏吧 关注:4,444贴子:90,875
  • 18回复贴,共1

[正式版]0.85新版本改动中文翻译

只看楼主收藏回复

pid 43740429

距离0.85版本发布已经过去一个月,我认为此时的改版已较为稳定了,因此如同往常一样,将经过讨论整理实践补充的版本更新信息的翻译集中在一个贴当中。
此贴是在试作版基础上的正式版,并非我一个人的劳动,而是吧里大家共同努力的结果,试作版的讨论参见:
https://tieba.baidu.com/p/5177760180
菠萝仍然有可能还会改动或者增加新的更新。届时我会删掉对应楼层然后进行更新2楼的目录。
几点注意:
1. 对于括号,有标明“译注”的部分是我的理解和需求,没有“译注”的是菠萝的原话。
2. 为了便于区别,名词的Equipment翻译成“装备”,动词的equip翻译成“穿”,以减少阅读障碍。
3. Page翻译成页面,Screen翻译成窗口,尽管很多时候Screen依然表示页面。
4. 关于斗气的pip的翻译改为“种”,由于试作版当中关于斗气那部分被系统删除了,我担心我原来使用的词汇属于特殊词汇,所以做此修改。
5. 我无法保证此贴的完整性和可见性,此贴的部分或者全部内容可能会因为以下或者更多的原因而消失:
(1)特殊词汇列表的增加或变更
(2)本吧被封禁
(3)我的百度账号被封禁
(4)百度贴吧本身的变革


IP属地:浙江1楼2017-07-22 21:48回复
    此层作为目录


    IP属地:浙江2楼2017-07-22 21:48
    收起回复
      2026-06-29 14:17:11
      广告
      不感兴趣
      开通SVIP免广告
      Equipment Management
      装备管理
      - The Inventory page was renamed EquipInventory, and now only lists equipment. It has new functionality where you canplace equipment in storage, which will prevent it from being listed anywhereelse, including on the equipment screen.
      “库存”页面被重新命名为“装备库存”,并且目前在那里只会列出装备。现在那里增加了一个新的功能,装备寄存处,放入那里的装备不会在其他任何地方显示,包括“穿装备”窗口。
      Gear cannot be placed in storage if it isequipped. If an equipment piece is equipped in any equipment set on any of yourpersonas, it will be listed here as grayed out.
      已经穿上的装备无法被放置于寄存处。如果一件装备在任何人格的任何装备栏被穿上了,那么它将会被用灰色字体标出。
      - There have been various changes andimproved consistency for when equipment is displayed and selectable in variousscreens:
      为了提升装备在陈列时的一致性,以及在不同窗口的可选择性,有各种各样的改进。
      Gear is now hidden in the equipment shopand in the mooglemail and salvage screens when equipped in any equipment set onany persona. (Previously, they were only hidden if in the currently selectedequipment set.)
      如果一件装备在任何人格的任何套装被穿上了,那么它将不会出现在装备系统店和 Moogle 邮件窗口。(在先前的版本当中,只有当它在当前套装中被穿上了,才会被隐藏)
      Gear is now protected and unselectable inthe equipment shop and in the mooglemail, salvage and reforge screens whenlocked. They are however listed and can be unlocked from the same screen.
      如果一件装备被上了锁,那么它在装备系统店和 Moogle 邮件窗口将是被保护并且不可选择的,但是它依然会被列在那些窗口的列表当中,并且可以在那些窗口被解锁。
      Bound equips will still obviously not showup on the mooglemail screen, and you still cannot select equipment from youractive set in the item world and reforge screen.
      被绑定的装备在 Moogle邮件窗口依然不会被显示,并且你在道具界的页面,也仍然不能选择你在当前套装当中的装备。
      In all other cases, gear should be visibleand selectable even when equipped and/or locked.
      在所有其他情况下,一件装备将是可见的以及可选择的,即便它被穿上了或者上锁了。
      - A new equipment multi-selector wascreated for the equipment storage page, which means you can store or retrievemultiple items at a time, both by clicking to select multiple items andshift-clicking to select ranges.
      在装备寄存处页面,增添了一个新的装备多项选择器,这意味着你可以同时寄存或者去会复数的装备,该功能既可以通过依次单击复数装备实现,也可以通过按住 Shift 配合点击来选择一列装备。(译注:假设从上到下有5件装备,先点击第1件,再按住 Shift 点击第5件,那么这5件装备全不会被选中。)
      - Equipment locking is now reliable, in thesense that the lock icon won't update unless the state change was saved on theserver.
      装备上锁功能目前是可靠的,也就是说,直到装备状态的改变被服务器储存了,锁的图标才会更新。
      - UI interaction when selecting, lockingand unlocking equipment should feel much better in general.
      选择装备、装备上锁和解锁将会因为用户界面互动而在总体上带来更好的感受。
      - The equipment shop now also uses the newmulti-selector to enable selling and buying multiple equips at a time. Notethat here, you have to control-click or shift-click to enable selectingmultiple items.
      系统装备店现在也使用多项选择器来进行同时贩卖或者购买复数装备。注意,你必须配合 Ctrl 单击或者配合 Shift 单击来实现这个功能。
      - The equipment shop "Sell All"button will now select all unlocked equipment you have rather than sell itoutright.
      点击系统装备店的“贩卖全部”按钮目前会选择所有没有上锁的装备,而不是直接卖掉这些装备。
      - Equipment in the equipment shop that youcannot currently equip will now be displayed in red. Non-fusable equipment atmore than 100 levels over your current level will display in bright red, whilefusable equipment 100 levels over or less will display in a duller red.
      系统装备店里的一部分目前你没法直接穿上的装备,将会用红色字体标出,不能魂绑的装备也就是高出你当前等级100级的装备,将会用亮红色标出,而可魂绑的但是高出你等级的会用暗红色标出。


      IP属地:浙江3楼2017-07-22 21:49
      回复
        The Lottery
        彩票
        - The weapon lottery will now sometimeshave shields. This will happen about half as often as the other options.
        武器彩票有时会包含盾牌,相比于其他选项只有一半的几率。(译注:个人理解,如果说长剑、锤子、刺剑这种的概率都是10%,那么盾牌只有5%。)
        - The soul fragment prize in the lotterywas replaced with the new Caffeinated Candy item, which restore 5 stamina each.These are untradeable and will disappear if sold to the item shop. Usingstamina restoratives out of battle will always use Caffeinated Candy beforeEnergy Drinks.
        魂片奖励将由新的道具“咖啡糖”代替,可以回复5点精力,并且是不可交易的。如果向系统店贩卖咖啡糖,它们会直接消失。在战斗以外使用精力回复道具,会优先消耗咖啡糖而不是能量饮料。
        - The blood token prize in the lottery wasreplaced with more chaos tokens, by popular demand.
        基于玩家们的意见,血之令牌的奖励将会被更多的混沌令牌代替。
        - You can now opt out of the lottery grandprize by clicking the new "Do Not Want" button below the equipmentdetails. This will let you enter a lottery just for the 2nd through 5th placeprizes. Opting out of the grand prize will additionally increase your winchance/effective number of tickets for the rest of the prizes by 20%. (This isapplied after any increase for using a Golden Lottery Ticket, and thereforestacks multiplicatively.)
        在彩票大奖装备下方新增一个“不需要”按钮,你可以选择点击这个按钮,这样你可以只竞争第二到第五项奖励而不是大奖的装备。选择不参与大奖的竞争可以提升你获得其他奖项的概率20%。(这个提升将在金票效果之后结算,也就是复数提升可以叠加。)


        IP属地:浙江4楼2017-07-22 21:51
        回复
          Monster Lab
          怪物实验室
          - The "Feed" button on themonster stats page and the "Feed All" button on the monster slotspage now operate in the exact same way, and neither will waste food. The feedquantity is always rounded down, and monsters will not be fed if they cannoteat at least one food. The single-food option was removed.
          显示与怪物数值页面的“喂食”按钮以及显示于怪物槽页面的“喂食全部”按钮将会以同种方式运作,也就是说它们都将不会浪费食物。喂食的数量是向下取整的,如果某只怪物不能吞下至少一份食物,单数“喂食”选项将被移除。
          - Added a "Drug All Monsters"button to automatically use happy pills on all monsters with yellow or worsemorale. This will not waste pills, but it will use more than one if it can doso without wasting any. This specifically avoids using pills on monsters thatare currently on green morale, in case you want to boost them with upgrades.
          新增一个“喂药全部”的按钮,这个按钮会自动对黄色或者以下士气的怪物使用快乐药片。这个功能同样不会浪费快乐药片,但是如果有必要的话,会在不浪费的前提下对同一怪物使用超过1片快乐药片。这项功能特别避免了对于绿色士气的怪物使用快乐药片,在你想要通过水晶提升那些怪物的士气的情况下。
          - Monster food/morale capacity wasincreased from 12000 to 24000. This was done primarily to make no waste forextra strength happy pills possible. Drain rates or restoration amounts are notaffected. The yellow thresholds is still at 6000, and the red threshold wasdropped from 3000 to 2400.
          怪物食品和士气的上限将从12000提升到24000,这是为了提升强力药片(译注:可能是指 Extra Strength Formula 这个能用一片快乐药片回复12000士气的环)的效果并减少浪费。下降的速率和回复量依然没有改变,黄色警戒线也仍然设在6000,但是红色警戒线从3000降到了2400。
          - Crystal upgrades now restore morale basedon the number of points the monster's power level was increased by. Primarystat upgrades restore 1000 morale per level, while elemental stat upgradesrestore 2000 morale per level. (This is a straight increase over the oldformula with the old capacity, assuming that monsters were kept at yellow+morale.)
          水晶强化对于士气的回复量现在基于怪物的战斗力等级提升的数值。主属性水晶提升的每个等级回复1000士气,抗性水晶提升的每个等级回复2000士气。(相对于旧公式和旧上限,这是一个直接的提升,使得怪物可以保持黄色以上的士气状态。)
          - The drain rate bonus for powerlevel wasrescaled to start from PL 250 and increase linearly up to the cap at PL 2250.It now caps at x6 (i.e., the morale bar takes six times longer to drain) upfrom the old x4. Chaos upgrades no longer affect monster morale drain rate.
          战斗力等级带来的士气下降速率减缓奖励公式变更,奖励从250战斗力等级开始,至2250战斗力等级为止,在这个过程当中线性提升,奖励封顶目前为6倍(也就是说,士气条下降所需时间提升至6倍),超过原来的4倍。混沌强化不再影响怪物士气下降速率。
          - To enable going over 100%, the monsterdouble gift chance was changed to a fixed "gift factor" that directlymodifies the number of gifts a monster gives. Every point of scavenging willincrease this factor by 2.5%, while every point in any other chaos upgrade willincrease it by 0.5%, for a maximum of +160%. This should somewhat shift thebalance towards fully developed monsters rather than scavenge armies.
          为了使数值能超过100%,怪物的“双倍礼物概率”现在被固定的“礼物系数”所替换,也就是能直接提升怪物给与的礼物的数量。每一点“拾荒”将会提升2.5%的礼物系数,而每一点其他混沌强化会提升0.5%,最高可提升至160%。这用于将平衡性往全强化怪物的方向调整,而非只强化拾荒的怪物大军。
          - It no longer costs anything to rename amonster. The system will soon start penalizing generic/repetitive/facerolledmonster names, so if you use those, change them to something better.
          怪物重命名将不再有任何消耗。系统会惩罚同类的/重复的/脸滚键盘的怪物名字,如果你使用这种怪物名,请将它们换成更好的名字。
          - Monsters now have default skills theywill set if none have been created.
          怪物现在使用默认技能,如果技能没有被创建的话。


          IP属地:浙江5楼2017-07-22 21:52
          回复
            Mooglemail
            Moogle 邮件
            - You can now attach up to ten items permessage.
            你现在可以在一封邮件当中至多附加10件物品。
            When composing a message, you are able toadd or remove items individually. When receiving a message, you have to removeall items at once. If a message has a CoD fee set, it applies for all attacheditems.
            在写邮件过程当中,你可以独立添加或者移除物品。当你收到邮件时,你必须一次移除全部物品。如果一封邮件被设置了货到付款费用,这将应用于该邮件当中的所有物品。
            Note that if you have an old message stillbeing drafted, attaching more items to this message will not work.
            注意,如果你有旧邮件草稿,你仍然不能为其添加复数物品。
            - Removing the attachments no longer resetsCoD when drafting a message. Obviously, it will still not send with a CoD if nomessages are attached at this time.
            在写邮件的过程当中,移除物品讲不再重置货到付款费用,但是,如果邮件最终没有附加信息(译注:经测试,附加物品但邮件正文为空依然可以寄出带CoD的邮件,而附加物品然后取下,寄出的邮件不会带CoD,可见此处实际情况为“如果邮件最终没有附加物品”)就被寄出,那么依然不会应用货到付款费用。


            IP属地:浙江6楼2017-07-22 21:52
            回复
              Combat/Balance
              战斗/平衡
              - Battle actions/screen updates are now(finally) done with XHR rather than POSTing the entire page. This should cutdown on load flashing and various browser memory leak issues. While scriptshave been available to emulate this behavior, the official method selectivelytransfers updated panes and new log entries, and therefore also reduces theamount of data transferred. (This is a first pass, and will be further improvedin the future.)
              战斗行为/窗口更新现在(终于)使用能实现局部数据传递功能的应用接口,而不再递送整个页面了。这将减少页面载入所需内存并且缓解浏览器内存溢出的现象。为了使脚本可以模拟这个行为,官方方式是有选择性地传送更新窗格和新的入场记录,因此,被传输的数据量将会减少。
              - Vitals are now fully restored when youleave combat. The vitals are also no longer displayed out of battle, and theconsumable usage except for stamina restoratives has been removed as it was nolonger necessary.
              生命力(译注:HP、MP和SP)现在在你离开战场的时候将会自动完全回复,并且不再需要场外回复,所以除了精力回复以外的药品从场外回复的地方被完全移除了。
              - New player vital bars were added toreplace the old sidebar bars. Note that spark protection is now indicated witha dark green bar health bar instead of a gray/silver one.
              新的生命力条将取代旧的横条。注意,现在火花效果用深绿色条而不再是银灰色条显示。
              - Overcharge is now represented in pips onthe health bar, where one pip is equivalent to 25% in the old system. The waycharges are gained or spent has not been changed at this point, except that allskills have been updated to use an exact number of pips, that is, 25%increments. Defend now restores 25% health for 1 pip rather than 10% for 10%overcharge.
              斗气条现在用HP条上的种来表示,一个种等同于25%的旧系统数值。斗气获得和使用的方式基本没有改变,除了所有技能现在需要用一定数量的种以外,也就是说,25%的提升量。防御现在用一个种回复25%的HP,而不再是用10%的斗气回复10%的HP。
              - A new level experience progress bar wasadded to the bottom of the screen. (To show level progress outside of battle,you can hover or click the Level readout.)
              窗口底部添加了一个新的经验条。(要在战斗以外显示经验进程,你需要把鼠标移到或者点击“等级”。)
              - Melee skill chaining requirements wereremoved. One-Handed, Two-Handed and Dual-Wield skills therefore no longer haveto be be used in a certain order, but there are still natural interactionsbased on the effects procced.
              物理技能的连锁需求被移除了。单手,双手或者双持技能不再需要按照固定的顺序使用,但是技能与某些效果的互动依然存在。
              - Drain is now twice as effective for HP,but the cooldown was increased.
              “枯竭”现在吸收两倍于原来的HP,但是冷却时间也有所提升。
              - The MP/SP drain augment has been changed,mainly due to an internal change for how monster MP/SP is represented. It is nolonger limited to a fraction of the monster's current MP/SP - instead, it willprevent monster MP/SP regeneration and zap up to 10% of the monster's max MP/SPper turn to restore up to 5% of the player's base MP/SP, as long as the monsterhas any MP/SP left.
              MP和SP的“枯竭”补充现在被改变了,因为怪物的MP/SP的呈现方式被改变了。它不再被限制于吸收怪物的一部分当前MP/SP,而转而会抑制怪物MP/SP条的增长,并吸收每轮最高10%于怪物总MP/SP数量并且补充玩家5%的基础MP/SP,如果怪物还有MP/SP剩下的话。
              - The drain effect on Banshee and Illithidweapons was also changed, and is now based on a new percentage base drain potentialof the weapon (derived from the old value) and the base vitals of the player,multiplied by the current percentage of MP/SP on the monster. For example,proccing a Banshee weapon with 2% base spirit drain would restore an amountequal to 2% of the player's base spirit if the monster is at 100% spirit, orhalf that if the monster is at 50% spirit.
              吸灵和吸魔后缀的武器的吸收效果也改变了,新的吸收效果基于武器的吸收百分比(源于旧数值)以及玩家的生命力,并由怪物当前MP/SP的百分比所增减。例如,一件2%吸收率的吸灵武器,在怪物有100%的SP量时,会恢复玩家2%的基础SP,而当怪物只有50%的SP量的时候,也只会回复玩家前面一半的SP量。
              - Vampire weapons are still based on afixed number of points drained, but the level scaling for this was increasedslightly.
              吸血后缀的武器的吸收量依然基于一个固定的数值,但是这数值的等级放大略微有所增加。
              - Starting a Grindfest now costs 1 point ofstamina, equivalent to 50 rounds. Starting an Item World will consume thestamina for all rounds up front. This is done primarily to prevent abusing theinstant full regen when leaving combat.
              开始一场压榨界将会消耗1点精力,等同于50轮。开始一场道具界将会提前消耗掉完成该次道具界的精力。这是为了防止滥用离场的全回复。
              - The day of week now has a moderate effecton elemental damage, where attacks and magic of a given element will doincreased damage on specific days. (This is implemented as a reduction ineffective elemental resistance for both players and monsters on the day inquestion.)
              一周当中的某一天将会提升对应元素伤害,对应元素的物理或者魔法伤害将会在当天得到提升。(这通过在当天减少怪物和玩家们对应元素的抗性来控制。)
              - Players now start at 500 health (up from50). Monster exp scaling at lower levels has also been tweaked slightly; thevery earliest levels could literally have a level-up for every round in aGrindfest, which may have been just a little bit much.
              玩家现在开始有500HP(而不再是50).在低等级时的怪物的经验现在稍微有所调整;最早期的等级提升在压榨界当中是1层1级,这可能稍微有些多了。
              - Monster health scaling was changed. Abovelevel 100 it will shift more from difficulty to monster level, scaling up from1x at level 100 to 4x at level 500. Max difficulty modifier was reduced from 8xto a 2x. Base health from endurance was reduced from 6 per point to 5 perpoint.
              怪物的HP等级缩放有所调整。100级以上的怪物将会更多地受等级而不是受难度的影响,在100级的时候是1倍,到500级的时候变成4倍。最高的难度HP系数从8倍降到2倍。基础HP受End的影响由6点HP每End降低到5点HP每End。
              - The global loot penalty for playing manyrounds on lower difficulties was removed. Instead, only when doing Grindfestand Item World, a fixed rare drop modifier is applied to artifact and tokendrop chances, decreasing the drop rate for these two types of items at lowerdifficulties.
              掉落率的低难度多刷惩罚被移除了。相对的,只有在进行压榨界或者道具界的时候将会添加一个新的固定的稀有物品掉率系数,以降低古董和令牌在低难度的掉率。
              - The artifact/token drop rate for randomencounters was increased by 2.5x. Arena drop chances are the same as before.Low difficulty no longer penalizes drop chances in these battle modes.
              在遭遇战中,古董和令牌的掉率提升到2.5倍,在竞技场的掉率不变。低难度对于掉率的惩罚不再作用于这些战斗模式。


              IP属地:浙江7楼2017-07-22 21:52
              回复
                Misc
                杂项
                - RIP sidebar.
                横条移除
                -- Stamina, level and difficulty readout aswell as equipment repair and other various warnings were moved to the top bar.
                精力、等级、难度的显示器,以及装备修理提示和各种各样的警告被移到了顶端。
                -- If stamina is below 99 or there is anactive warning, you can hover/click the stamina readout to view it and restorestamina; if a warning is active, a link to the page you can fix it on will beprovided.
                如果精力低于99或者有一个可见的警告,你可以移到/点击精力显示器以查看或者进行回复;如果一个警告被激活,也会提供一个指向处理该问题的链接。
                -- Hovering/clicking the level/difficultyreadout will display the total current and next-level experience as well as therequired experience until the next level.
                移到/点击等级/难度显示器将会显示当前的总经验和下一个等级的经验,以及到下一等级还需要的经验。
                - Significant DOM/CSS reworks andimprovements affecting basically everything except the Forge, as well as a lotof internal refactoring that makes it easier to add new stuff in the future.
                显著的 DOM/CSS 改编提升了许多地方,但不包括铁匠铺,另外,许多内部的重构有助于在将来添加新功能。
                - Message popups can now be closed byclicking anywhere on the message rather than trying to hit the X.
                消息框现在可以通过点击消息框的任何位置关闭,而不再是必须点击X。
                - Added a new system based on dynamicallygenerated cachable javascript files that prevent having to constantlyredownload certain kinds of semi-persistent data. This is currently used forplayer equipment and consumables.
                添加了一个新的系统。该系统基于动态创造缓存的java脚本,用于避免不断地重新下载半持续性的数据。该系统目前应用于玩家的装备和消耗品。
                - Battle Items was renamed Item Inventory,and the UI interaction was improved somewhat. Non-consumable items are now alsoshown here, mostly to avoid needing a separate screen for it.
                “战斗道具”被重命名为“道具库存”,并且通过用户界面互动进行了提升。非消耗物品同样显示在那里,为了避免制作一个额外的窗口来显示它们。
                - Arenas now show their cooldown timer.(The time will be the same for all arenas, since they reset at 00:00 UTC.)
                竞技场现在显示冷却计时器。(这对所有竞技场都是相同的,因为它们会在世界标准时间0点被重置。)
                Note: The Better Pots abilities will bebuggy until your character's ability list is rebuilt, remove and then reslotany ability to do this.
                注意,新的“药剂增效”技能出了一些问题,想要解除这些问题,需要重构你的技能列表,你只需要将任何一个技能移出技能槽,然后再添加任何一个技能到技能槽,就可以解决这个问题。


                IP属地:浙江8楼2017-07-22 21:53
                回复
                  2026-06-29 14:11:11
                  广告
                  不感兴趣
                  开通SVIP免广告
                  2017-06-26 Update
                  2017年6月26日的更新
                  - HV was split off into its own databasecluster. This should theoretically speed things up somewhat, but as this is thefirst time we use this particular database version in production, let me knowif you encounter any issues.
                  HV现在被分离到了属于自己的专属数据库集群当中。就理论上而言,这将一定程度上提升HV各方面的运行速度,但是,鉴于这是我们第一次在产品当中使用独特的数据库版本,如果你们遇到了任何问题,请告诉我。
                  - An alternative utilitarian (and easierskinnable) left-to-right vital bar with numeric overcharge readout was added.This can be chosen under Settings.
                  一个可选的实用的(并且更容易更改图像界面)从左到右的HP条被添加了,该数据条当中斗气也重新被数字化了。该HP条可以在“设置”当中被选择。
                  - The normal vital bar now shows anumerical readout for the current health if it can fit within the bar (>6%health - missing numbers should be read as "heal plz").
                  原本的HP数据条现在也会显示当前剩余HP了。如果这个数值能在数据条中处于合适的位置(只有当HP大于6%的时候才会显示数值,如果数值消失了,这就等同于在喊“请治疗我”)。
                  - The vital bar charge pips were movedabove the health bar, and visually tweaked somewhat. A final faded-out pip willnow be displayed if you have between 10 and 24 points towards the next pip. Thepips will also change color if you are at max charges.
                  原本位于HP数据条当中的斗气种现在移到了HP条上方,并且在视觉上被作了一些调整。如果你距离下一个种还差10-24点斗气,那么种队列的末端会显示一个色彩淡化的种。如果你的斗气数值到达了上限,种们也会改变颜色。
                  - Corrected a bug in the forge where gearwhat was at less than 1 condition point of wear was calculated in the"Repair All" cost but still unlisted.
                  修正了铁匠铺的一处错误。这个错误是指,有些装备损失了不到1点的耐久度,修理这些装备的消耗也会在“维修全部”的总费用当中被统计,但是这些装备却没有出现在可维修装备的列表当中。
                  - Better wording for monster activationconditions.
                  怪物活跃条件的文字描述现在得到了改善。


                  IP属地:浙江9楼2017-07-22 21:54
                  回复
                    HV 0.85 does not support older browsers.Some things we now use was not added until Chrome 21 / Firefox 22 / IE 11, andthus is known to render incorrectly or not at all in older versions. Do notreport problems with older browsers as bugs.
                    HV 0.85 并不支持旧浏览器。一些新功能并不支持比 Chrome 21/Firefox 22/IE 11 版本低的浏览器,使用低版本浏览器这会导致一些错误。所以不要上报因为就浏览器带来的问题。


                    IP属地:浙江10楼2017-07-22 21:54
                    回复
                      暂时结束,依然感谢各位在此期间和一直以来的帮助和支持。


                      IP属地:浙江11楼2017-07-22 21:58
                      回复