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脚本彩虹神剑与多状态动画兼容

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脚本彩虹神剑与多状态动画兼容#============================================================================== # 本脚本来自www.66RPG.com,使用和转载请保留此信息 #============================================================================== #===============================================================...

脚本彩虹神剑与多状态动画兼容
#============================================================================== # 本脚本来自www.66RPG.com,使用和转载请保留此信息 #============================================================================== #============================================================================== # ☆ 忧雪の伤整合,转载时请保留。 #============================================================================== #============================================================================== # ■ 彩虹神剑新修改版与全状态动画整合版 #------------------------------------------------------------------------------ # 彩虹神剑 by 柳柳 # v1.0 -叶子 # v1.0a -叶子 # v1.0b -叶子 # v1.0c -柳柳 # v1.0d -柳柳 # v1.0e -叶子 # 新修改版 -cftx # 同时显示多个状态动画原脚本 -后知后觉 # 加入多状态动画显示 -忧雪之伤 #============================================================================== # 一次最多显示多少个状态动画 HZHJ_STATE_ANIMATION_ADD_NUMBER = 10 class Game_Temp attr_accessor :phase4step5 alias hzhj_ini initialize def initialize @phase4step5 = false hzhj_ini end end class Scene_Battle alias hzhj_update_phase4_step2 update_phase4_step2 def update_phase4_step2 $game_temp.phase4step5 = false hzhj_update_phase4_step2 end alias hzhj_update_phase4_step5 update_phase4_step5 def update_phase4_step5 $game_temp.phase4step5 = true hzhj_update_phase4_step5 end end module RPG #-------------------------------------------------------------------------- # ● 常量设定 #-------------------------------------------------------------------------- # 是否显示总伤害 SHOW_TOTAL_DAMAGE = true # 角色受攻击时是否跳一下 BATTLER_JUMP = true # 连续伤害的动画ID SLIP_DAMAGE_ANIMATION_ID = 4 class Sprite < ::Sprite #========================================== # 修改 说明 关于失联党员情况说明岗位说明总经理岗位说明书会计岗位说明书行政主管岗位说明书 : # @flash_shake用来制作挨打时候跳跃 # @_damage 用来记录每次打击之后弹出数字 # @_total_damage 记录总伤害 # @_total_damage_duration 总伤害持续帧 #========================================== #alias 66RPG_rainbow_initialize : initialize def initialize(viewport = nil) #66RPG_rainbow_initialize(viewport) super(viewport) @_whiten_duration = 0 @_appear_duration = 0 @_escape_duration = 0 @_collapse_duration = 0 @_damage_duration = 0 @_animation_duration = 0 @_blink = false # 挨打时候跳跃 @flash_shake = 0 # 伤害记录数组 @_damage = [] # 总伤害数字 @_total_damage = 0 # 总伤害持续帧 @_total_damage_duration = 0 #记录已经发生的伤害的变量★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★ @p_dam=0 @hits=0 end #美化的伤害处理★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★ def damage(value, critical) # 释放伤害,效果是伤害数字快速消失,觉得不如不消失好看...... #dispose_damage #清除hit数 dispose_hit # 如果伤害值是数值 if value.is_a?(Numeric) # 绝对值转为字符串 damage_string = value.abs.to_s else # 转为字符串 damage_string = value.to_s end # 初始化位图 bitmap = Bitmap.new(162, 64) bitmap.font.name = ["黑体","华文行楷", "宋体"] bitmap.font.size = 32 # 伤害值是数值的情况下 if value.is_a?(Numeric) # 分割伤害值字符串 damage_array = damage_string.scan(/./) damage_x = 81 - damage_string.size * 9 # 伤害值为负的情况下 if value < 0 # 调用回复数字表 rect_y = 32 else # 调用伤害数字表 rect_y = 0 end # 循环伤害值字符串 for char in damage_array number = char.to_i # 显示伤害数字 bitmap.blt(damage_x, 32, RPG::Cache.picture("Damage"), Rect.new(number * 18, rect_y, 18, 32)) # 后移一位 damage_x += 18 end # 伤害值不是数值的情况 else # 如果伤害值不是 Miss unless value == "Miss" # 系统默认描画字符串 bitmap.font.color.set(0, 0, 0) bitmap.draw_text(-1, 27, 162, 36, damage_string, 1) bitmap.draw_text(+1, 27, 162, 36, damage_string, 1) bitmap.draw_text(-1, 29, 162, 36, damage_string, 1) bitmap.draw_text(+1, 29, 162, 36, damage_string, 1) bitmap.font.color.set(255, 255, 255) bitmap.draw_text(0, 28, 162, 36, damage_string, 1) # Miss 的情况下 else # 显示未击中图画 bitmap.blt(36, 28, RPG::Cache.picture("Damage"), Rect.new(90, 64, 90, 32)) end end # 会心一击标志打开的情况 if critical # 显示会心一击图画 bitmap.blt(36, 0, RPG::Cache.picture("Damage"), Rect.new(0, 64, 90, 32)) end # 伤害值定位 @_damage_sprite = ::Sprite.new(self.viewport) @_damage_sprite.bitmap = bitmap @_damage_sprite.ox = 81 @_damage_sprite.oy = 20 @_damage_sprite.x = self.x @_damage_sprite.y = self.y - self.oy / 2 @_damage_sprite.z = 3000 @_damage_duration = 40 @_damage.push([@_damage_sprite,@_damage_duration-10,0, rand(30) - 15, rand(3)]) make_total_damage(value) end # ★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★ # hit数的美化描绘 def hit # 如果伤害值是数值 # 转为字符串 value=@hits hits_string = value.to_s # 初始化位图 bitmap = Bitmap.new(320, 64) bitmap.font.name = "Arial Black" bitmap.font.size = 32 # 分割伤害值字符串 hits_array = hits_string.scan(/./) hits_x = 81 - hits_string.size * 18.1 rect_y = 0 # 循环伤害值字符串 for char in hits_array number = char.to_i # 显示伤害数字 bitmap.blt(hits_x, 0, RPG::Cache.picture("Number"), Rect.new(number * 36.2, rect_y, 36.2, 50)) # 后移一位 hits_x += 36.2 end bitmap.blt(hits_x, 0, RPG::Cache.picture("HITS"), Rect.new(0, -21, 90, 50)) # 伤害值定位 @_hits_sprite = ::Sprite.new(self.viewport) @_hits_sprite.bitmap = bitmap @_hits_sprite.ox = 81 @_hits_sprite.oy = 20 @_hits_sprite.x = 500 @_hits_sprite.y = 100 @_hits_sprite.z = 3000 @_hits_duration = 40 end #-------------------------------------------------------------------------- # ● 总伤害处理 #-------------------------------------------------------------------------- def make_total_damage(value) if value.is_a?(Numeric) and SHOW_TOTAL_DAMAGE @_total_damage += value # 绝对值转为字符串 damage_string = @_total_damage.abs.to_s else return end # 初始化位图 bitmap = Bitmap.new(300, 150) bitmap.font.name = "Arial Black" bitmap.font.size = 32 # 伤害值是数值的情况下 if value.is_a?(Numeric) # 分割伤害值字符串 damage_array = damage_string.scan(/./) damage_x = 40 - damage_string.size * 9 # 伤害值为负的情况下 if value < 0 # 调用回复数字表 name="Number3" else # 调用伤害数字表 name="Number2" end # 循环伤害值字符串 for char in damage_array number = char.to_i # 显示伤害数字 bitmap.blt(damage_x, 0, RPG::Cache.picture(name), Rect.new(number * 36.2, 0, 36.2, 50)) # 后移一位 damage_x += 36.2 end end # if value.is_a?(Numeric) and SHOW_TOTAL_DAMAGE # @_total_damage += value # else # return # end # bitmap = Bitmap.new(300, 150) # bitmap.font.name = "Arial Black" # bitmap.font.size = 40 # bitmap.font.color.set(0, 0, 0) # bitmap.draw_text(+2, 12+2, 160, 40, @_total_damage.abs.to_s, 1) # if @_total_damage < 0 # bitmap.font.color.set(80, 255, 00) # else # bitmap.font.color.set(255, 140, 0) # end # bitmap.draw_text(0, 12, 160, 40, @_total_damage.abs.to_s, 1) # bitmap.font.color.set(55, 55,255) if @_total_damage_sprite.nil? @_total_damage_sprite = ::Sprite.new(self.viewport) @_total_damage_sprite.ox = 80 @_total_damage_sprite.oy = 20 @_total_damage_sprite.z = 3000 end @_total_damage_sprite.bitmap = bitmap @_total_damage_sprite.zoom_x = 0.8 @_total_damage_sprite.zoom_y = 0.8 @_total_damage_sprite.x = self.x @_total_damage_sprite.y = self.y - self.oy / 2 - 64 @_total_damage_sprite.z = 3001 @_total_damage_duration = 80 #hit数描绘 @hits+=1 if @_total_damage > 0 hit end end def animation(animation, hit, battler_damage="", battler_critical=false) dispose_animation #======================================= # 修改:记录伤害和critical #======================================= @battler_damage = battler_damage @battler_critical = battler_critical @_animation = animation return if @_animation == nil @_animation_hit = hit @_animation_duration = @_animation.frame_max animation_name = @_animation.animation_name animation_hue = @_animation.animation_hue bitmap = RPG::Cache.animation(animation_name, animation_hue) #======================================= # 修改:计算总闪光权限值 #======================================= for timing in @_animation.timings quanzhong = animation_process_timing(timing, @_animation_hit,true) @all_quanzhong += quanzhong # 记录最后一次闪光 @_last_frame = timing.frame if quanzhong != 0 end if @@_reference_count.include?(bitmap) @@_reference_count[bitmap] += 1 else @@_reference_count[bitmap] = 1 end #======================================= # 修改:行动方动画不显示伤害 #======================================= if $scene.is_a?(Scene_Battle) if $scene.animation1_id == @battler.animation_id @battler_damage = "" end end @_animation_sprites = [] if @_animation.position != 3 or not @@_animations.include?(animation) for i in 0..15 sprite = ::Sprite.new(self.viewport) sprite.bitmap = bitmap sprite.visible = false @_animation_sprites.push(sprite) end unless @@_animations.include?(animation) @@_animations.push(animation) end end update_animation end #======================================= # 修改:更换清除伤害的算法,以防万一 # 本内容在脚本中没有使用过 #======================================= def dispose_damage for damage in @_damage.reverse damage[0].bitmap.dispose damage[0].dispose @_damage.delete(damage) end @_total_damage = 0 @_last_frame = -1 if @_total_damage_sprite != nil @_total_damage_duration = 0 @_total_damage_sprite.bitmap.dispose @_total_damage_sprite.dispose @_total_damage_sprite = nil end end #======================================= # 清除hit数★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★ #======================================= def dispose_hit if @_hits_sprite != nil @_hits_sprite.bitmap.dispose @_hits_sprite.dispose @_hits_sprite = nil end end def dispose_animation #======================================= # 修改:清除记录的伤害,清除权重记录 #======================================= @battler_damage = nil @battler_critical = nil @all_quanzhong = 1 @_total_damage = 0 @_last_frame = -1 if @_animation_sprites != nil sprite = @_animation_sprites[0] if sprite != nil @@_reference_count[sprite.bitmap] -= 1 if @@_reference_count[sprite.bitmap] == 0 sprite.bitmap.dispose end end for sprite in @_animation_sprites sprite.dispose end @_animation_sprites = nil @_animation = nil end end def update super if @_whiten_duration > 0 @_whiten_duration -= 1 self.color.alpha = 128 - (16 - @_whiten_duration) * 10 end if @_appear_duration > 0 @_appear_duration -= 1 self.opacity = (16 - @_appear_duration) * 16 end if @_escape_duration > 0 @_escape_duration -= 1 self.opacity = 256 - (32 - @_escape_duration) * 10 end if @_collapse_duration > 0 @_collapse_duration -= 1 self.opacity = 256 - (48 - @_collapse_duration) * 6 end #======================================= # 修改:更新算法,更新弹出 #======================================= if @_damage_duration > 0 @_damage_duration -= 1 for damage in @_damage damage[0].x = self.x + self.viewport.rect.x - self.ox + self.src_rect.width / 2 + (40 - damage[1]) * damage[3] / 10 damage[0].y -= damage[4]+damage[1]/10 damage[0].opacity = damage[1]*20 damage[1] -= 1 if damage[1]==0 damage[0].bitmap.dispose damage[0].dispose @_damage.delete(damage) next end end end #======================================= # 添加:弹出总伤害 #======================================= if @_total_damage_duration > 0 @_total_damage_duration -= 1 @_total_damage_sprite.y -= 1 if @_total_damage_duration % 2 == 0 if @_total_damage_sprite.zoom_x > 1.0 @_total_damage_sprite.zoom_x -= 0.05 end if @_total_damage_sprite.zoom_y > 1.0 @_total_damage_sprite.zoom_y -= 0.05 end @_total_damage_sprite.opacity = 256 - (24 - @_total_damage_duration) * 16 if @_total_damage_duration <= 0 dispose_hit#★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★ @_total_damage = 0 @_total_damage_duration = 0 @_total_damage_sprite.bitmap.dispose @_total_damage_sprite.dispose @_total_damage_sprite = nil end end #======================================= if @_animation != nil and (Graphics.frame_count % 2 == 0) @_animation_duration -= 1 update_animation end if @_loop_animation != nil and (Graphics.frame_count % 2 == 0) update_loop_animation @_loop_animation_index += 1 @_loop_animation_index %= @_loop_animation.frame_max end if @_blink @_blink_count = (@_blink_count + 1) % 32 if @_blink_count < 16 alpha = (16 - @_blink_count) * 6 else alpha = (@_blink_count - 16) * 6 end self.color.set(255, 255, 255, alpha) end @@_animations.clear end def update_animation if @_animation_duration > 0 frame_index = @_animation.frame_max - @_animation_duration cell_data = @_animation.frames[frame_index].cell_data position = @_animation.position animation_set_sprites(@_animation_sprites, cell_data, position) #======================================= # 修改:弹出伤害,权重计算 #======================================= for timing in @_animation.timings if timing.frame == frame_index t = 1.0 * animation_process_timing(timing, @_animation_hit) if timing.se.name != "" se=timing.se Audio.se_play("Audio/SE/" + se.name, se.volume, se.pitch) end #p t,"当前权重", @all_quanzhong,"总权重" if @battler_damage.is_a?(Numeric) and t != 0 t *= @battler_damage t /= @all_quanzhong t = t.to_i #在闪光不是最后一次的情况下,把这次伤害加入到已经发生的伤害中★★★★★★★★★★★★★★★★★★★★★★★★★★ if frame_index != @_last_frame @p_dam+= t end #p @p_dam,"已发生伤害",@battler_damage,"总伤害"(调试用)★★★★★★★★★★★★★★★★★★★★★★★★★★ #闪光为最后一次的情况下,改变这次伤害的计算方法(总伤害-已经发生伤害)★★★★★★★★★★★★★★★★★★★★★★★★★★ if frame_index == @_last_frame t=@battler_damage-@p_dam end #p t,"当前伤害",@battler_damage,"总伤害" # 最后一次闪光的话,伤害修正 if frame_index == @_last_frame @_total_damage = @battler_damage - t @p_dam=0 #已经发生的伤害归0★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★ end #p t,@battler_damage,@all_quanzhong damage(t,@battler_critical) #连击次数归0★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★★ if frame_index == @_last_frame @hits=0 end # 防止重复播放miss elsif !@battler_damage.is_a?(Numeric) and timing.flash_scope != 0 damage(@battler_damage,@battler_critical) end end end else dispose_animation end end #======================================= # 修改:敌人跳跃的功能 + 添加返回数值 #======================================= def animation_process_timing(timing, hit,dontflash=false) if (timing.condition == 0) or (timing.condition == 1 and hit == true) or (timing.condition == 2 and hit == false) case timing.flash_scope when 1 unless dontflash self.flash(timing.flash_color, timing.flash_duration * 2) if @_total_damage >0 @flash_shake_switch = true @flash_shake = 10 end end return timing.flash_color.alpha * timing.flash_duration when 2 unless dontflash if self.viewport != nil self.viewport.flash(timing.flash_color, timing.flash_duration * 2) end end return timing.flash_color.alpha * timing.flash_duration when 3 unless dontflash self.flash(nil, timing.flash_duration * 2) end return timing.flash_color.alpha * timing.flash_duration end end return 0 end end end #============================================================================== # ■ Sprite_Battler #============================================================================== class Sprite_Battler < RPG::Sprite attr_accessor :battler #-------------------------------------------------------------------------- # ● 初始化对像 # 添加跳跃记录 #-------------------------------------------------------------------------- def initialize(viewport, battler = nil) super(viewport) @battler = battler @battler_visible = false @flash_shake_switch = true # 多状态动画 1/8 @state_sprites = [] for i in 0...HZHJ_STATE_ANIMATION_ADD_NUMBER @state_sprites.push(RPG::Sprite.new(viewport)) end end def dispose ##################################################################### # 多状态动画 2/8 for hzhj in @state_sprites hzhj.dispose end if self.bitmap != nil self.bitmap.dispose end super end #-------------------------------------------------------------------------- # ● 刷新画面 # 增添跳跃功能 #-------------------------------------------------------------------------- def update super for hzhj in @state_sprites hzhj.update end # 战斗者为 nil 的情况下 if @battler == nil self.bitmap = nil loop_animation(nil) for hzhj in @state_sprites hzhj.loop_animation(nil) end return end # 文件名和色相与当前情况有差异的情况下 if @battler.battler_name != @battler_name or @battler.battler_hue != @battler_hue # 获取、设置位图 @battler_name = @battler.battler_name @battler_hue = @battler.battler_hue self.bitmap = RPG::Cache.battler(@battler_name, @battler_hue) @width = bitmap.width @height = bitmap.height self.ox = @width / 2 self.oy = @height # 如果是战斗不能或者是隐藏状态就把透明度设置成 0 if @battler.dead? or @battler.hidden self.opacity = 0 end end # 动画 ID 与当前的情况有差异的情况下 if @battler.damage == nil and @battler.state_animation_id != @state_animation_id @state_animation_id = @battler.state_animation_id loop_animation($data_animations[@state_animation_id]) end if @battler.damage == nil and $game_temp.phase4step5 for i in 0...HZHJ_STATE_ANIMATION_ADD_NUMBER if @battler.states[i+1] != nil @state_sprites[i].loop_animation($data_animations[$data_states[@battler.states[i+1]].animation_id]) @state_sprites[i].x = self.x @state_sprites[i].y = self.y @state_sprites[i].z = self.z @state_sprites[i].ox = self.ox @state_sprites[i].oy = self.oy @state_sprites[i].opacity = self.opacity @state_sprites[i].visible = self.visible @state_sprites[i].src_rect = self.src_rect else @state_sprites[i].loop_animation($data_animations[0]) end end end # 应该被显示的角色的情况下 if @battler.is_a?(Game_Actor) and @battler_visible # 不是主状态的时候稍稍降低点透明度 if $game_temp.battle_main_phase self.opacity += 3 if self.opacity < 255 else self.opacity -= 3 if self.opacity > 207 end end # 明灭 if @battler.blink blink_on else blink_off end # 不可见的情况下 unless @battler_visible # 出现 if not @battler.hidden and not @battler.dead? and (@battler.damage == nil or @battler.damage_pop) # 多状态动画 6/8 for i in 0...HZHJ_STATE_ANIMATION_ADD_NUMBER if @battler.states[i+1] != nil @state_sprites[i].loop_animation($data_animations[$data_states[@battler.states[i+1]].animation_id]) @state_sprites[i].x = self.x @state_sprites[i].y = self.y @state_sprites[i].z = self.z @state_sprites[i].ox = self.ox @state_sprites[i].oy = self.oy @state_sprites[i].opacity = self.opacity @state_sprites[i].visible = self.visible @state_sprites[i].src_rect = self.src_rect else @state_sprites[i].loop_animation($data_animations[0]) end end appear @battler_visible = true end end # 可见的情况下 if @battler_visible # 逃跑 if @battler.hidden $game_system.se_play($data_system.escape_se) # 多状态动画 7/8 for i in 0...HZHJ_STATE_ANIMATION_ADD_NUMBER if @battler.states[i+1] != nil @state_sprites[i].loop_animation($data_animations[$data_states[@battler.states[i+1]].animation_id]) @state_sprites[i].x = self.x @state_sprites[i].y = self.y @state_sprites[i].z = self.z @state_sprites[i].ox = self.ox @state_sprites[i].oy = self.oy @state_sprites[i].opacity = self.opacity @state_sprites[i].visible = self.visible @state_sprites[i].src_rect = self.src_rect else @state_sprites[i].loop_animation($data_animations[0]) end end escape @battler_visible = false end # 白色闪烁 if @battler.white_flash whiten @battler.white_flash = false end # 动画 if @battler.animation_id != 0 animation = $data_animations[@battler.animation_id] animation(animation, @battler.animation_hit,@battler.damage, @battler.critical) @battler.animation_id = 0 end # 伤害 if @battler.damage_pop @battler.damage = nil @battler.critical = false @battler.damage_pop = false end # korapusu if @battler.damage == nil and @battler.dead? if @battler.is_a?(Game_Enemy) $game_system.se_play($data_system.enemy_collapse_se) else $game_system.se_play($data_system.actor_collapse_se) end # 多状态动画 8/8 for i in 0...HZHJ_STATE_ANIMATION_ADD_NUMBER if @battler.states[i+1] != nil @state_sprites[i].loop_animation($data_animations[$data_states[@battler.states[i+1]].animation_id]) @state_sprites[i].x = self.x @state_sprites[i].y = self.y @state_sprites[i].z = self.z @state_sprites[i].ox = self.ox @state_sprites[i].oy = self.oy @state_sprites[i].opacity = self.opacity @state_sprites[i].visible = self.visible @state_sprites[i].src_rect = self.src_rect else @state_sprites[i].loop_animation($data_animations[0]) end end collapse @battler_visible = false end end # 设置活动块的坐标 if @flash_shake_switch == true self.x = @battler.screen_x self.y = @battler.screen_y self.z = @battler.screen_z @flash_shake_switch = false end if @flash_shake != 0 and @battler.damage != nil and RPG::BATTLER_JUMP case @flash_shake when 9..10 self.x = @battler.screen_x self.y -=4 self.z = @battler.screen_z when 6..8 self.x = @battler.screen_x self.y -=2 self.z = @battler.screen_z when 3..5 self.x = @battler.screen_x self.y +=2 self.z = @battler.screen_z when 2 self.x = @battler.screen_x self.y += 4 self.z = @battler.screen_z when 1 self.x = @battler.screen_x self.y = @battler.screen_y self.z = @battler.screen_z end @flash_shake -= 1 end end end #============================================================================== # ■ Scene_Battle #------------------------------------------------------------------------------ #  处理战斗画面的类。 #============================================================================== class Scene_Battle #-------------------------------------------------------------------------- # ● 定义实例变量 #-------------------------------------------------------------------------- attr_reader :animation1_id # 行动方动画ID end #============================================================================== # ■ Game_Battler #------------------------------------------------------------------------------ #  处理战斗者的类。这个类作为 Game_Actor 类与 Game_Enemy 类的 # 超级类来使用。 #============================================================================== class Game_Battler # #-------------------------------------------------------------------------- # # ● 应用连续伤害效果 # #-------------------------------------------------------------------------- alias rainbow_sword_slip_damage_effect slip_damage_effect def slip_damage_effect self.animation_id = RPG::SLIP_DAMAGE_ANIMATION_ID self.animation_hit = true rainbow_sword_slip_damage_effect end end #============================================================================== # ☆ 忧雪の伤制作,转载时请保留。 #============================================================================== #============================================================================== # 本脚本来自www.66RPG.com,使用和转载请保留此信息 #==============================================================================
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