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深巖銀河Custom Difficulty自定義難度指南

2023-07-11 19:08 作者:mirror1900  | 我要投稿


本文包含深巖銀河Custom Difficulty自定義難度代碼關(guān)鍵字解析,請配合自定義難度代碼閱讀,僅供參考,歡迎指正。

自定義難度代碼合集:

https://github.com/trumank/drg-custom-difficulties/tree/master

A Quick and Dirty Guide to Custom Difficulty for Deep Rock Galactic

by Virryn

Custom Difficulty created by AssemblyStorm

    If there is an array within a variable, each of the four values in that array correspond to the amount of players in the lobby. For example, the EnemyDamageResistance variable for Haz5 is 1.2 for solo or duo, 1.4 for three players, and 1.5 in a full team. Fields that support arrays will be italicized in this guide. Most values in arrays are multipliers.

    如果一個變量中包含數(shù)組,數(shù)組中的每個值對應(yīng)著大廳中的玩家數(shù)量。例如,Haz5 的 EnemyDamageResistance 變量對于單人或二人游戲是 1.2,對于三人游戲是 1.4,對于滿員團(tuán)隊(duì)是 1.5。在本指南中,支持?jǐn)?shù)組的字段將用斜體表示。數(shù)組中的大多數(shù)值都是乘數(shù)。

      Some fields have "bins." Bins contain a minimum and maximum integer value, which the game will then use to randomly generate a value within the range for its calculations. For example, EnemyWaveInterval (which determines time between swarms) has three bins: one with a min/max of 160/180, one with 230/280, and one with 299/299 (Haz5 values, measured in seconds). These bins can be "weighted" to tell the game how often to choose them. A higher weight means a higher chance that bin is selected; a weight of 0 means the bin will not be selected. Fields that contain bins will be bolded in this guide.?

      有些字段具有"bins"(箱子)。箱子包含一個最小值和最大值,游戲?qū)⒃谠摲秶鷥?nèi)隨機(jī)生成一個值進(jìn)行計(jì)算。例如,EnemyWaveInterval(確定兩波之間的時間間隔)有三個箱子:一個最小/最大值為 160/180,一個為 230/280,一個為 299/299(以秒為單位,Haz5 的數(shù)值)。這些箱子可以被"加權(quán)",告訴游戲選擇它們的頻率。較高的權(quán)重意味著選擇該箱子的幾率更高;權(quán)重為 0 表示不會選擇該箱子。在本指南中,包含箱子的字段將用粗體表示。

        Some of the mechanics in Custom Difficulty are either not fully understood, unintuitive, or poorly named. CD’s fields were pulled straight from the game’s code, so if you still don't understand something after reading this guide, it's likely that nobody but GSG does. 一些自定義難度中的機(jī)制可能沒有完全理解、不直觀或命名不當(dāng)。自定義難度的字段是直接從游戲代碼中提取的,所以如果在閱讀本指南后仍然不理解某些內(nèi)容,那么除了GSG(游戲開發(fā)團(tuán)隊(duì))之外可能沒有人能理解。

        Name and Description:

        You can name your difficulty preset anything you want, though it’s a good idea to keep it concise and informative. You can also add a description that allows other players to read through what your difficulty will offer. Other players in your lobby will still be able to read the actual values you've changed in the preset. 您可以為您的難度預(yù)設(shè)取任何您想要的名稱,但建議保持簡潔和信息豐富。您還可以添加描述,讓其他玩家了解您的難度設(shè)置將提供什么內(nèi)容。您大廳中的其他玩家仍然可以閱讀預(yù)設(shè)中您實(shí)際更改的數(shù)值。

        MaxActiveCritters, Swarmers, & Enemies:

        *MaxActiveCritters* determines the maximum number of non-hostile creatures that can exist at once. This field needs testing to determine what creatures are actually in this pool.

        Critters確定同時存在的非敵對生物的最大數(shù)量。需要進(jìn)行測試來確定實(shí)際包括哪些生物在此范圍內(nèi)。

        *MaxActiveSwarmers* determines the maximum number of swarmer-sized enemies that can exist at once. This includes enemies such as Glyphid Swarmers, Naedocytes, and Shredders.

        Swarmers確定同時存在的蜂群大小的敵人的最大數(shù)量。這包括Glyphid Swarmers(蜂群)、Naedocytes(小水母)和Shredders(粉碎者) 等敵人。

        *MaxActiveEnemies*? determines the maximum number of the rest of the enemies on the map that can exist at once. If it doesn't die in a pickaxe swing, it's likely in this pool.

        Enemies確定地圖上其他敵人同時存在的最大數(shù)量。如果它無法一鎬子揮死,那么很可能屬于此范圍。

          A good number for the enemy cap is still being debated, but so far the commonly accepted cap values for modded gameplay are: 80 to 120 for solo play, 120 to 160 for duos, and 180 for 3- and 4-player groups.?

          關(guān)于敵人數(shù)量上限的合適數(shù)值仍然有爭議,但目前對于經(jīng)過修改的游戲玩法,常見的上限值為:單人游戲?yàn)?0到120,雙人游戲?yàn)?20到160,3至4人團(tuán)隊(duì)為180。

          ResupplyCost & StartingNitra:

          Both of these are fairly self explanatory: ResupplyCost allows you to set how much nitra you will need to call a resupply, and StartingNitra gives you an amount of nitra when the mission begins.

          這兩個字段都相當(dāng)簡單明了:ResupplyCost允許您設(shè)置需要多少Nitra才能呼叫補(bǔ)給,而StartingNitra則在任務(wù)開始時提供一定數(shù)量的Nitra。

          ExtraLargeEnemyDamageResistance(+B, C, & D):

          This field determines the damage resistance of boss enemies.

          該字段確定首領(lǐng)敵人的傷害抗性。

          • The variant without a letter suffix affects the damage resistance of the three Dreadnought variants.

          • B affects the damage resistance of the Korlok Tyrant Weed.

          • C affects the damage resistance of the OMEN Tower.

          • D affects the damage resistance of Elite enemies.


          • 沒有字母后綴的變體影響三種Dreadnought (無畏)變體的傷害抗性。

          • B影響Korlok Tyrant Weed(王草)的傷害抗性。

          • C影響OMEN Tower(除蟲器)的傷害抗性。

          • D影響精英敵人的傷害抗性。

          EnemyDamageResistance(敵人傷害抗性):

          This field determines the damage resistance of most larger enemies in the game. This includes creatures such as Praetorians(禁衛(wèi)), Oppressors(暴君), Menaces(速射酸蟲), Goo Bombers(黏液轟炸蠅), and Bulk Detonators(大自爆), among others. 該字段確定游戲中大多數(shù)較大型敵人的傷害抗性。 包括禁衛(wèi),暴君,速射酸蟲,黏液轟炸蠅,大自爆等。

          SmallEnemyDamageResistance(小型敵人傷害抗性):

            This field determines the damage resistance of enemies not covered by the other two resistance fields. This includes creatures such as Grunts and Grunt veterans, Mactera and Mactera veterans, and swarmers, among others.

            該字段確定其他兩個抗性字段未涵蓋的敵人的傷害抗性。包括 戰(zhàn)士三兄弟,異蟲蠅及其變種,蜂擁異蟲等。

            Note that it is generally a good idea to keep the default Haz5 value of 1.2 the same across player scaling and difficulty changes, to preserve breakpoints for weapons such as the M1000.?

            請注意,通常情況下,建議在玩家數(shù)量的調(diào)整和難度變化中保持默認(rèn)的Haz5值為1.2不變,以保留像M1000這樣的武器的傷害斷點(diǎn)。

            EnemyDamageModifier(敵人傷害修正):

            This field determines the amount of damage enemies will deal with ALL attacks. 該字段確定敵人在所有攻擊中造成的傷害量。

            EnemyCountModifier (敵人數(shù)量修正):

            This field determines the amount of enemies that the game will spawn at any given time.?

            該字段確定游戲?qū)⒃谌魏谓o定時間生成的敵人數(shù)量。

            This includes: waves, normal waves, stationary enemies, encounters, constant pressure spawns, extraction spawns, mini MULE spawns, mutator waves (such as Swarmageddon swarmer waves)

            包括:波次、普通波次、地形敵人、遭遇事件、持續(xù)壓力生成、撤離生成、小型MULE生成、變異波次(如Swarmageddon蜂群波次)。

            This EXCLUDES: Dreadnought spawns, swarmers spawned gradually from a Brood Nexus (but not when the Nexus is popped), Kursite enemies, swarmers spawned from popping static eggs on Fungus Bogs and Dense Biozone, turrets on Rival Presence, and critters.

            不包括:Dreadnought (無畏)生成、逐漸從Brood Nexus (異蟲母巢) 孵化出的蜂擁異蟲(但不包括Nexus被擊破時的生成)、Kursite氪石敵人、從Fungus Bogs (沼澤)和Dense Biozone (密林)的靜態(tài)卵中孵化出的蜂群、Rival Presence(強(qiáng)敵科技)上的炮塔和小動物。

            EncounterDifficulty(遭遇難度):

            This field determines how many enemies will spawn as “Encounter” spawns. An Encounter spawn spawns when a player comes within a certain distance of an unexplored room in a cave.

            該字段確定作為"遭遇"生成的敵人數(shù)量。當(dāng)玩家接近洞穴中一個未探索的房間時,將生成一個遭遇生成。

              These spawns will usually include Grunt packs, Praetorians, Mactera groups, etc.

              這些生成通常會包括Grunts(戰(zhàn)士)群、Praetorians(禁衛(wèi))、Mactera(異蟲蠅)群等。

              These spawns DO NOT include stationary enemies, which are: Spitballers, Brood Nexii, Breeders and Cave Leeches.

              這些生成不包括固定位置的敵人,它們包括:Spitballers(瘟疫吐珠)、Brood Nexii(異蟲母巢)、Breeders(大水母)和Cave Leeches(洞穴水蛭)。

              These spawns DO NOT include special event enemies such as Crassus Detonators, Huuli Hoarders, or Prospectors.

              這些生成不包括像Crassus Detonators(大自爆)、Huuli Hoarders(嗜礦異蟲)或Prospectors(勘探無人機(jī))等特殊事件敵人。

              These spawns will spawn un-aggroed, meaning a player will have to approach them or fire at them before they will attempt to attack. 這些生成的敵人處于未激怒狀態(tài),這意味著玩家必須接近它們或向它們開火,它們才會試圖進(jìn)行攻擊。

              StationaryDifficulty(固定位置敵人難度):

              This field determines how many stationary enemies will spawn.

              該字段確定會生成多少個固定位置的敵人。

              These spawns are: Spitballers(瘟疫吐珠), Brood Nexii(異蟲母巢), Breeders(大水母)和Cave Leeches(洞穴水蛭)。

              These spawns may or may not include Rival Turrets on Industrial Sabotage.

              這些生成可能包括或不包括Industrial Sabotage(破壞任務(wù))中的Rival Turrets(狙擊炮塔)。

              These spawns DO NOT include special event enemies such as Crassus Detonators, Huuli Hoarders, or Prospectors.

              這些生成不包括像Crassus Detonators(大自爆)、Huuli Hoarders(嗜礦異蟲)或Prospectors(勘探無人機(jī))等特殊事件敵人。

              These spawns will spawn un-aggroed, meaning a player will have to approach them or fire at them before they will attempt to attack. (This does include Breeders and Nexii; they will not attempt to spawn their minion enemies before being aggroed.)?

              這些生成的敵人處于未激怒狀態(tài),這意味著玩家必須接近它們或向它們開火,它們才會試圖進(jìn)行攻擊。(這包括Breeders和Nexii;它們不會在激怒之前試圖生成其隨從敵人。)

              EnemyWaveInterval(敵人波次間隔)(播報(bào)潮):

              This field determines how long the interval between waves is, measured in seconds. A “wave” is a swarm that Mission Control announces with a voiceline before it spawns. 該字段確定波次之間的時間間隔,以秒為單位。此"波次"是Mission Control在宣布的蟲群。

              This field DOES NOT affect how long a wave will last. 該字段不影響每個波次的持續(xù)時間。

              EnemyNormalWaveInterval(普通波次間隔)(自然潮):

              This field determines how long the interval between normal waves is, measured in seconds. A “normal wave” is a wave that is NOT announced by mission control. 該字段確定普通波次之間的時間間隔,以秒為單位。"普通波次"是指沒有由任務(wù)控制宣布的波次。

              EnemyNormalWaveDifficulty(普通波次難度):

              This field determines how many enemies will spawn in a normal wave. 該字段確定普通波次中將生成多少敵人。

              EnemyDiversity(敵人多樣性-控制種類):

              This field determines the amount of slots available for unique enemy types.

              該字段確定可用于獨(dú)特?cái)橙祟愋偷牟畚粩?shù)量。

              This field DOES NOT include stationary enemies and disruptive enemies. 該字段不包括固定位置敵人和具有破壞性的敵人。

              StationaryEnemyDiversity(固定地形敵人多樣性)(開局就生成-不會改變):

              This field determines how many stationary enemy types can be spawned.

              該字段確定可以生成多少種固定位置敵人。

              These spawns are: Spitballers(瘟疫吐珠), Brood Nexii(異蟲母巢), Breeders(大水母)和Cave Leeches(洞穴水蛭)。

              VeteranNormal & VeteranLarge:

              These fields determine the percentage of veterans that will spawn for enemies with veteran variants (Grunts and Mactera for Normal, Praetorians for Large).

              這些字段確定具有變種豐富的敵人生成為變種的百分比。比如普通敵人戰(zhàn)士,異蟲蠅,大型敵人禁衛(wèi)。

              Note that Wardens can still spawn regular Grunts, even if VeteranNormal is set to 1 (100%).

              請注意,即使將VeteranNormal設(shè)置為1(100%),Wardens(典獄長異蟲)仍然可以生成普通戰(zhàn)士。

              DisruptiveEnemyPoolCount(干擾敵人池?cái)?shù)量):

              This field determines the amount of slots available for unique disruptive enemies.

              該字段確定可用于獨(dú)特的干擾敵人的槽位數(shù)量。

              These spawns are: Grabbers, Wardens, Shellbacks, Menaces, Goo Bombers, and Bulk Detonators.

              這些生成包括:Grabbers(捕手異蟲蠅)、Wardens(典獄長)、Shellbacks(滾滾)、Menaces(速射酸蟲)、Goo Bombers(黏液轟炸機(jī))和Bulk Detonators(大自爆)。

              任務(wù)開始時生成的,并且不會改變。

              MinPoolSize(最小敵人池大?。?/h3>

              This field, counterintuitively, seems to determine the total maximum number of enemies that can appear in the spawn pool. 這個字段在邏輯上相反地似乎確定了生成池中能夠出現(xiàn)的敵人的總最大數(shù)量。

              MaxActiveElites(活動精英最大數(shù)量):

              This field determines how many Elite enemies can either spawn or exist at once. (testing required) 這個字段確定可以同時生成或存在的精英敵人的數(shù)量。

              EnvironmentalDamageModifier(環(huán)境傷害修正):

              據(jù)信,該字段確定玩家受到環(huán)境危害造成的傷害量;然而,經(jīng)過有限的測試,尚未觀察到該字段產(chǎn)生任何影響。

              PointExtractionScalar(采點(diǎn)倍增器):

              據(jù)信,該字段確定采點(diǎn)波次(或稱為“持續(xù)壓力”波次)生成的頻率;然而,在接近1的值和遠(yuǎn)大于1的值(如10)之間似乎沒有明顯的區(qū)別。

              HazardBonus(危險(xiǎn)獎勵):

              該字段確定任務(wù)結(jié)束時的獎勵倍數(shù)。這個值不能超過1.33(133%)。

              FriendlyFireModifier(友方傷害修正):

              This field determines how much friendly fire damage players will deal to each other. 該字段確定玩家對彼此造成的友方傷害量。

              WaveStartDelayScale(波次開始延遲縮放):

              This field seems to affect how quickly the first swarm on Mining missions will spawn. If set to 0 or a negative value, a swarm will be announced as soon as the player appears in the Drop Pod. 該字段影響采礦任務(wù)中第一波蟲群的生成速度。如果設(shè)置為0或負(fù)值,蜂群將在玩家出現(xiàn)在投放艙中時立即生成。

              SpeedModifier(地面敵人速度修正):

              This field determines the movement speed of ground-based enemies. Mactera and Naedocytes(?) are unaffected. 該字段確定地面敵人的移動速度。Mactera(異蟲蠅)和Naedocytes(小水母)不受影響。

              AttackCooldownModifier(敵人攻擊冷卻修正):

              This field determines how quickly and how often an enemy will attack. This increases the speed of attack animations. 該字段確定敵人攻擊的速度和頻率。它增加了攻擊動畫的速度。

              ProjectileSpeedModifier(拋射物速度修正):

              This field determines how fast enemy projectiles travel through the air. This DOES NOT affect projectile based weapons, such as the DRAK-25 or EPC. 該字段確定敵人拋射物在空中傳播的速度。這不影響基于拋射物的武器,如DRAK-25或EPC。

              HealthRegenerationMax(生命值回復(fù)上限):

              This field determines how much health players will regenerate. This DOES NOT affect health regeneration rate. 該字段確定玩家可以回復(fù)多少生命值。這不影響生命值回復(fù)速度。

              ReviveHealthRatio復(fù)活生命值比例):

              This field determines how much health players will receive upon being revived. This DOES NOT affect health gained from being revived by Bosco. 該字段確定玩家在復(fù)活時會恢復(fù)多少生命值。這不影響由Bosco復(fù)活時獲得的生命值。

              EliteCooldown(精英冷卻時間):

              該字段確定精英敵人生成的頻率。

              EscortMule(護(hù)送MULE):

              This field determines how much damage resistance Doretta has.

              該字段確定Doretta車車的傷害抗性。

              FriendlyFireModifier determines how much damage players will deal to Doretta.

              FriendlyFireModifier確定玩家對Doretta造成的傷害量。

              BigHitDamageModifier determines how much damage a “big hit” will deal to Doretta. A larger number decreases damage taken. If this value is set to exactly 1, it will not reduce damage taken.

              BigHitDamageModifier確定“重?fù)簟睂oretta造成的傷害量。較大的數(shù)值會減少受到的傷害。如果該值設(shè)為1,將不會減少受到的傷害。

              BigHitDamageReductionThreshold determines how large an instance of damage must be before it is considered a “big hit”.

              BigHitDamageReductionThreshold確定何時將傷害視為“重?fù)簟钡拈撝怠?/p>

              NeutralDamageModifier is unclear, but may determine environmental damage towards Doretta.?

              NeutralDamageModifier的具體作用不明確,但可能影響對Doretta的環(huán)境傷害。

              Enemy Pool Manipulation 敵人池操作

              Custom Difficulty allows you to add or remove any enemy you want to or from any enemy pool you want. There are a few ways to do this. Be warned: some enemies will misbehave when added to some pools. Be prepared for your game to crash if you start experimenting. 自定義難度允許您添加或刪除您想要的任何敵人到任何敵人池中。有幾種方法可以實(shí)現(xiàn)這一點(diǎn)。但請注意:將某些敵人添加到某些敵人池中可能會導(dǎo)致異常行為。如果您開始嘗試,準(zhǔn)備好游戲可能會崩潰。請謹(jǐn)慎操作。

                EnemyPool is essentially the “nuclear option”. Adding an enemy into this will immediately add it to the pool, even in the middle of a mission. However, this may be undesirable as some enemies will not receive proper spawn logic and either not spawn at all or spawn far too often.

                EnemyPool 本質(zhì)上是一種“核選項(xiàng)”。將敵人添加到其中將立即將其添加到池中,即使在任務(wù)進(jìn)行中。然而,這可能不太理想,因?yàn)橐恍橙藢o法獲得適當(dāng)?shù)纳蛇壿?,要么根本不會生成,要么會過于頻繁地生成。

                CommonEnemies includes Grunts, Praetorians, and their respective veteran variants (Slashers, Guards, and Oppressors). Enemies must be added to or removed from this pool before a mission.

                CommonEnemies包括Grunts、Praetorians以及它們各自的老兵變體(Slashers、Guards和Oppressors)。在進(jìn)行任務(wù)之前,必須將敵人添加到或從此池中移除。

                SpecialEnemies includes Web/Acid Spitters, Exploders, Mactera and their veteran variants (Trijaws and Brundles), and Swarmers. Enemies must be added to or removed from this pool before a mission.

                特殊敵人包括吐絲異蟲,吐酸異蟲,自爆,異蟲蠅和他們的老變種(Trijaws和Brundles),和蜂群。在執(zhí)行任務(wù)之前,必須將敵人加入或從這個池中移除。

                DisruptiveEnemies includes Grabbers, Wardens, Shellbacks, Menaces, Goo Bombers, and Bulk Detonators. Enemies must be added to or removed from this pool before a mission.、

                破壞性敵人包括捕手異蟲蠅,典獄長,滾滾,速射酸蟲,黏液轟炸機(jī)和大自爆。在執(zhí)行任務(wù)之前,必須將敵人加入或從這個池中移除。

                StationaryEnemies includes Spitballers, Brood Nexii, Breeders and Cave Leeches. Enemies must be added to or removed from this pool before a mission.

                靜止的敵人包括瘟疫吐珠,異蟲母巢和洞穴水蛭。在執(zhí)行任務(wù)之前,必須將敵人加入或從這個池中移除。


                To insert or remove an enemy type into a pool, simply copy and paste its descriptor name into either the “add” or “remove” field of the pool you want.

                要向一個敵人類型池中添加或移除敵人類型,只需將其描述符名稱復(fù)制并粘貼到你想要的池的“添加”或“移除”字段中即可。


                實(shí)例(別真用)

                首先 定義 “精英刀鋒” 這個可以用任意符號

                "Base": "ED_Spider_Grunt_Attacker", 要用游戲內(nèi)生物的對映代碼

                深巖銀河各類生物的代碼注釋

                ? 敵人詳細(xì)設(shè)置解釋:

                • ? ? ????"CanBeUsedForConstantPressure": true, 是否持續(xù)生成

                • ? ? ? ? "CanBeUsedInEncounters": false, 進(jìn)新洞穴/初始潮是否生成

                • ? ? ??? "DifficultyRating": 1,? ? ? ?難度點(diǎn)數(shù)

                • ? ? ? ??"IdealSpawnSize": 4,? ? ?理想數(shù)量

                • ? ? ? ??"MaxSpawnCount": 5,? ? 最大數(shù)量

                • ? ? ? ??"MinSpawnCount": 2,? ? ?最小數(shù)量

                • ? ? ? ? "Scale": 1,? ? ? ? ? ? ? ? ? ? ???體型大小

                • ? ? ??? "TimeDilation": 1,? ? ?? ? ??? 時間流速

                • ? ? ? ??"Rarity": 10,? ? ? ? ? ? ?????????稀有度??

                • ? ? ??? "PST_ColdResistance": 0,? ? ? ? 冰凍抗性

                • ? ? ? ? "PST_ExplosionResistance": 0,? ?爆炸抗性

                • ? ? ? ? "PST_CorrosiveResistance": 0,? ?腐蝕抗性

                • ? ? ? ? "PST_ElectricResistance": 0,? ? 電抗性

                • ? ? ? ? "PST_ExplosionResistance": 0,? ?爆炸抗性

                • ? ? ? ? "PST_FireResistance": 0,? ? ? ? 火抗性

                • ? ? ? ? "PST_InternalDamageResistance": 0, 內(nèi)部傷害抗性

                • ? ? ? ? "PST_KineticResistance": 0,? ? ?動能抗性

                • ? ? ? ? "PST_PiercingResistance": 0,? ? 穿刺抗性

                • ? ? ? ? "PST_PhysicalResistance": 0,? ? 物理抗性

                • ? ? ? ? "PST_PoisonResistance": 0,? ? ? 毒抗性

                • ? ? ? ? "PST_RadiationResistance": 0,? ?輻射抗性

                • ? ? ? ? "PST_MovementSpeed": 0? ? ? ? ? 移動速度

                • ? ? ? ? "PST_DamageResistance": 0,? ? ?受到傷害倍數(shù)

                ??

                敵人設(shè)置好了,我們添加在敵人池里

                mod官方文檔:https://docs.google.com/document/d/131FqOl0FnwiAslvvDSYkV35oBQXYx2kH0oZYwEpjoBI/preview?pli=1

                Custom Difficulty mod地址:https://mod.io/g/drg/m/custom-difficulty




                深巖銀河Custom Difficulty自定義難度指南的評論 (共 條)

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