Due armi
Pagina 1 di 1
Due armi
Due armi
Autore
Fomar0153
Descrizione
Permette di avere due armi invece di una
Script
Autore
Fomar0153
Descrizione
Permette di avere due armi invece di una
Script
- Spoiler:
- Codice:
class Game_Actor < Game_Battler
attr_accessor :two_weapons
attr_accessor :sec_attack
alias before_fomar_two_weapons_setup setup
def setup(actor_id)
before_fomar_two_weapons_setup(actor_id)
@two_weapons = false
@sec_attack = false
end
def hand_check
if @weapon_id == 0 and @two_weapons == true
@weapon_id = @armor1_id
@armor1_id = 0
@two_weapons = false
end
end
def equip(equip_type, item)
if item == 0
id = 0
else
id = item.id
end
case equip_type
when 0 # Weapon
if id == 0 or $game_party.weapon_number(id) > 0
$game_party.gain_weapon(@weapon_id, 1)
@weapon_id = id
$game_party.lose_weapon(id, 1)
end
when 1 # Shield
if item.is_a?(RPG::Weapon)
if @weapon_id == 0
@weapon_id = id
$game_party.lose_weapon(id, 1)
else
if @two_weapons == true
$game_party.gain_weapon(@armor1_id, 1)
else
$game_party.gain_armor(@armor1_id, 1)
end
@armor1_id = id
$game_party.lose_weapon(id, 1)
@two_weapons = true
end
else # RPG::Armor
if id == 0 or $game_party.armor_number(id) > 0
update_auto_state($data_armors[@armor1_id], $data_armors[id])
if @two_weapons == true
$game_party.gain_weapon(@armor1_id, 1)
@two_weapons = false
else
$game_party.gain_armor(@armor1_id, 1)
end
@armor1_id = id
$game_party.lose_armor(id, 1)
end
end
when 2 # Head
if id == 0 or $game_party.armor_number(id) > 0
update_auto_state($data_armors[@armor2_id], $data_armors[id])
$game_party.gain_armor(@armor2_id, 1)
@armor2_id = id
$game_party.lose_armor(id, 1)
end
when 3 # Body
if id == 0 or $game_party.armor_number(id) > 0
update_auto_state($data_armors[@armor3_id], $data_armors[id])
$game_party.gain_armor(@armor3_id, 1)
@armor3_id = id
$game_party.lose_armor(id, 1)
end
when 4 # Accessory
if id == 0 or $game_party.armor_number(id) > 0
update_auto_state($data_armors[@armor4_id], $data_armors[id])
$game_party.gain_armor(@armor4_id, 1)
@armor4_id = id
$game_party.lose_armor(id, 1)
end
end
end
def element_rate(element_id)
# Get values corresponding to element effectiveness
table = [0,200,150,100,50,0,-100]
result = table[$data_classes[@class_id].element_ranks[element_id]]
# If this element is protected by armor, then it's reduced by half
# MODIFIED
#for i in [@armor1_id, @armor2_id, @armor3_id, @armor4_id]
# armor = $data_armors[i]
# if armor != nil and armor.guard_element_set.include?(element_id)
# result /= 2
# end
#end
unless @two_weapons == true
armor_ids = [@armor1_id, @armor2_id, @armor3_id, @armor4_id]
else
armor_ids = [@armor2_id, @armor3_id, @armor4_id]
end
for i in armor_ids
armor = $data_armors[i]
if armor != nil and armor.guard_element_set.include?(element_id)
result /= 2
end
end
# END OF MODIFIED SECTION
# If this element is protected by states, then it's reduced by half
for i in @states
if $data_states[i].guard_element_set.include?(element_id)
result /= 2
end
end
# End Method
return result
end
def state_guard?(state_id)
# MODIFIED
#for i in [@armor1_id, @armor2_id, @armor3_id, @armor4_id]
unless @two_weapons == true
armor_ids = [@armor1_id, @armor2_id, @armor3_id, @armor4_id]
else
armor_ids = [@armor2_id, @armor3_id, @armor4_id]
end
for i in armor_ids
# END OF MODIFIED SECTION
armor = $data_armors[i]
if armor != nil
if armor.guard_state_set.include?(state_id)
return true
end
end
end
return false
end
def element_set
# MODIFIED
#weapon = $data_weapons[@weapon_id]
unless sec_attack == true
weapon = $data_weapons[@weapon_id]
else
weapon = $data_weapons[@armor1_id]
end
# END OF MODIFIED SECTION
return weapon != nil ? weapon.element_set : []
end
def plus_state_set
# MODIFIED
#weapon = $data_weapons[@weapon_id]
unless sec_attack == true
weapon = $data_weapons[@weapon_id]
else
weapon = $data_weapons[@armor1_id]
end
# END OF MODIFIED SECTION
return weapon != nil ? weapon.plus_state_set : []
end
def minus_state_set
# MODIFIED
#weapon = $data_weapons[@weapon_id]
unless sec_attack == true
weapon = $data_weapons[@weapon_id]
else
weapon = $data_weapons[@armor1_id]
end
# END OF MODIFIED SECTION
return weapon != nil ? weapon.minus_state_set : []
end
def base_str
n = $data_actors[@actor_id].parameters[2, @level]
weapon = $data_weapons[@weapon_id]
# MODIFIED
#armor1 = $data_armors[@armor1_id]
unless @two_weapons == true
armor1 = $data_armors[@armor1_id]
else
armor1 = $data_weapons[@armor1_id]
end
# END OF MODIFIED SECTION
armor2 = $data_armors[@armor2_id]
armor3 = $data_armors[@armor3_id]
armor4 = $data_armors[@armor4_id]
n += weapon != nil ? weapon.str_plus : 0
n += armor1 != nil ? armor1.str_plus : 0
n += armor2 != nil ? armor2.str_plus : 0
n += armor3 != nil ? armor3.str_plus : 0
n += armor4 != nil ? armor4.str_plus : 0
return [[n, 1].max, 999].min
end
def base_dex
n = $data_actors[@actor_id].parameters[3, @level]
weapon = $data_weapons[@weapon_id]
# MODIFIED
#armor1 = $data_armors[@armor1_id]
unless @two_weapons == true
armor1 = $data_armors[@armor1_id]
else
armor1 = $data_weapons[@armor1_id]
end
# END OF MODIFIED SECTION
armor2 = $data_armors[@armor2_id]
armor3 = $data_armors[@armor3_id]
armor4 = $data_armors[@armor4_id]
n += weapon != nil ? weapon.dex_plus : 0
n += armor1 != nil ? armor1.dex_plus : 0
n += armor2 != nil ? armor2.dex_plus : 0
n += armor3 != nil ? armor3.dex_plus : 0
n += armor4 != nil ? armor4.dex_plus : 0
return [[n, 1].max, 999].min
end
def base_agi
n = $data_actors[@actor_id].parameters[4, @level]
weapon = $data_weapons[@weapon_id]
# MODIFIED
#armor1 = $data_armors[@armor1_id]
unless @two_weapons == true
armor1 = $data_armors[@armor1_id]
else
armor1 = $data_weapons[@armor1_id]
end
# END OF MODIFIED SECTION
armor2 = $data_armors[@armor2_id]
armor3 = $data_armors[@armor3_id]
armor4 = $data_armors[@armor4_id]
n += weapon != nil ? weapon.agi_plus : 0
n += armor1 != nil ? armor1.agi_plus : 0
n += armor2 != nil ? armor2.agi_plus : 0
n += armor3 != nil ? armor3.agi_plus : 0
n += armor4 != nil ? armor4.agi_plus : 0
return [[n, 1].max, 999].min
end
def base_int
n = $data_actors[@actor_id].parameters[5, @level]
weapon = $data_weapons[@weapon_id]
# MODIFIED
#armor1 = $data_armors[@armor1_id]
unless @two_weapons == true
armor1 = $data_armors[@armor1_id]
else
armor1 = $data_weapons[@armor1_id]
end
# END OF MODIFIED SECTION
armor2 = $data_armors[@armor2_id]
armor3 = $data_armors[@armor3_id]
armor4 = $data_armors[@armor4_id]
n += weapon != nil ? weapon.int_plus : 0
n += armor1 != nil ? armor1.int_plus : 0
n += armor2 != nil ? armor2.int_plus : 0
n += armor3 != nil ? armor3.int_plus : 0
n += armor4 != nil ? armor4.int_plus : 0
return [[n, 1].max, 999].min
end
def base_atk
# MODIFIED
#weapon = $data_weapons[@weapon_id]
unless sec_attack == true
weapon = $data_weapons[@weapon_id]
else
weapon = $data_weapons[@armor1_id]
end
# END OF MODIFIED SECTION
return weapon != nil ? weapon.atk : 0
end
def base_pdef
weapon = $data_weapons[@weapon_id]
# MODIFIED
#armor1 = $data_armors[@armor1_id]
unless @two_weapons == true
armor1 = $data_armors[@armor1_id]
else
armor1 = $data_weapons[@armor1_id]
end
# END OF MODIFIED SECTION
armor2 = $data_armors[@armor2_id]
armor3 = $data_armors[@armor3_id]
armor4 = $data_armors[@armor4_id]
pdef1 = weapon != nil ? weapon.pdef : 0
pdef2 = armor1 != nil ? armor1.pdef : 0
pdef3 = armor2 != nil ? armor2.pdef : 0
pdef4 = armor3 != nil ? armor3.pdef : 0
pdef5 = armor4 != nil ? armor4.pdef : 0
return pdef1 + pdef2 + pdef3 + pdef4 + pdef5
end
def base_mdef
weapon = $data_weapons[@weapon_id]
# MODIFIED
#armor1 = $data_armors[@armor1_id]
unless @two_weapons == true
armor1 = $data_armors[@armor1_id]
else
armor1 = $data_weapons[@armor1_id]
end
# END OF MODIFIED SECTION
armor2 = $data_armors[@armor2_id]
armor3 = $data_armors[@armor3_id]
armor4 = $data_armors[@armor4_id]
mdef1 = weapon != nil ? weapon.mdef : 0
mdef2 = armor1 != nil ? armor1.mdef : 0
mdef3 = armor2 != nil ? armor2.mdef : 0
mdef4 = armor3 != nil ? armor3.mdef : 0
mdef5 = armor4 != nil ? armor4.mdef : 0
return mdef1 + mdef2 + mdef3 + mdef4 + mdef5
end
def base_eva
# MODIFIED
#armor1 = $data_armors[@armor1_id]
unless @two_weapons == true
armor1 = $data_armors[@armor1_id]
else
armor1 = nil
end
# END OF MODIFIED SECTION
armor2 = $data_armors[@armor2_id]
armor3 = $data_armors[@armor3_id]
armor4 = $data_armors[@armor4_id]
eva1 = armor1 != nil ? armor1.eva : 0
eva2 = armor2 != nil ? armor2.eva : 0
eva3 = armor3 != nil ? armor3.eva : 0
eva4 = armor4 != nil ? armor4.eva : 0
return eva1 + eva2 + eva3 + eva4
end
def animation1_id
# MODIFIED
#weapon = $data_weapons[@weapon_id]
unless sec_attack == true
weapon = $data_weapons[@weapon_id]
else
weapon = $data_weapons[@armor1_id]
end
# END OF MODIFIED SECTION
return weapon != nil ? weapon.animation1_id : 0
end
def animation2_id
# MODIFIED
#weapon = $data_weapons[@weapon_id]
unless sec_attack == true
weapon = $data_weapons[@weapon_id]
else
weapon = $data_weapons[@armor1_id]
end
# END OF MODIFIED SECTION
return weapon != nil ? weapon.animation2_id : 0
end
end
class Window_EquipItem < Window_Selectable
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
# Add equippable weapons
if @equip_type == 0
weapon_set = $data_classes[@actor.class_id].weapon_set
for i in 1...$data_weapons.size
if $game_party.weapon_number(i) > 0 and weapon_set.include?(i)
@data.push($data_weapons[i])
end
end
end
# Add equippable armor
if @equip_type != 0
# MODIFIED
if @equip_type == 1
weapon_set = $data_classes[@actor.class_id].weapon_set
for i in 1...$data_weapons.size
if $game_party.weapon_number(i) > 0 and weapon_set.include?(i)
@data.push($data_weapons[i])
end
end
end
# END OF MODIFIED SECTION
armor_set = $data_classes[@actor.class_id].armor_set
for i in 1...$data_armors.size
if $game_party.armor_number(i) > 0 and armor_set.include?(i)
if $data_armors[i].kind == @equip_type-1
@data.push($data_armors[i])
end
end
end
end
# Add blank page
@data.push(nil)
# Make a bit map and draw all items
@item_max = @data.size
self.contents = Bitmap.new(width - 32, row_max * 32)
for i in 0...@item_max-1
draw_item(i)
end
end
end
class Window_EquipRight < Window_Selectable
def refresh
self.contents.clear
@data = []
@data.push($data_weapons[@actor.weapon_id])
# MODIFIED
#@data.push($data_armors[@actor.armor1_id])
unless @actor.two_weapons == true
@data.push($data_armors[@actor.armor1_id])
else
@data.push($data_weapons[@actor.armor1_id])
end
# END OF MODIFIED SECTION
@data.push($data_armors[@actor.armor2_id])
@data.push($data_armors[@actor.armor3_id])
@data.push($data_armors[@actor.armor4_id])
@item_max = @data.size
self.contents.font.color = system_color
self.contents.draw_text(4, 32 * 0, 92, 32, $data_system.words.weapon)
self.contents.draw_text(4, 32 * 1, 92, 32, $data_system.words.armor1)
self.contents.draw_text(4, 32 * 2, 92, 32, $data_system.words.armor2)
self.contents.draw_text(4, 32 * 3, 92, 32, $data_system.words.armor3)
self.contents.draw_text(5, 32 * 4, 92, 32, $data_system.words.armor4)
draw_item_name(@data[0], 92, 32 * 0)
draw_item_name(@data[1], 92, 32 * 1)
draw_item_name(@data[2], 92, 32 * 2)
draw_item_name(@data[3], 92, 32 * 3)
draw_item_name(@data[4], 92, 32 * 4)
end
end
class Scene_Equip
def update
# Update windows
@left_window.update
@right_window.update
@item_window.update
refresh
# If right window is active: call update_right
if @right_window.active
update_right
return
end
# If item window is active: call update_item
if @item_window.active
update_item
return
end
end
def update_item
# If B button was pressed
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# Activate right window
@right_window.active = true
@item_window.active = false
@item_window.index = -1
return
end
# If C button was pressed
if Input.trigger?(Input::C)
# Play equip SE
$game_system.se_play($data_system.equip_se)
# Get currently selected data on the item window
item = @item_window.item
# Change equipment
@actor.equip(@right_window.index, item == nil ? 0 : item)
@actor.hand_check
# Activate right window
@right_window.active = true
@item_window.active = false
@item_window.index = -1
# Remake right window and item window contents
@right_window.refresh
@item_window.refresh
@item_window1.refresh
@item_window2.refresh
return
end
end
end
class Window_Status < Window_Base
def refresh
self.contents.clear
draw_actor_graphic(@actor, 40, 112)
draw_actor_name(@actor, 4, 0)
draw_actor_class(@actor, 4 + 144, 0)
draw_actor_level(@actor, 96, 32)
draw_actor_state(@actor, 96, 64)
draw_actor_hp(@actor, 96, 112, 172)
draw_actor_sp(@actor, 96, 144, 172)
draw_actor_parameter(@actor, 96, 192, 0)
draw_actor_parameter(@actor, 96, 256, 1)
draw_actor_parameter(@actor, 96, 288, 2)
draw_actor_parameter(@actor, 96, 320, 3)
draw_actor_parameter(@actor, 96, 352, 4)
draw_actor_parameter(@actor, 96, 384, 5)
draw_actor_parameter(@actor, 96, 416, 6)
draw_actor_parameter(@actor, 96, 224, 7)
self.contents.font.color = system_color
self.contents.draw_text(320, 48, 80, 32, "EXP")
self.contents.draw_text(320, 80, 80, 32, "NEXT")
self.contents.font.color = normal_color
self.contents.draw_text(320 + 80, 48, 84, 32, @actor.exp_s, 2)
self.contents.draw_text(320 + 80, 80, 84, 32, @actor.next_rest_exp_s, 2)
self.contents.font.color = system_color
self.contents.draw_text(320, 160, 96, 32, "equipment")
draw_item_name($data_weapons[@actor.weapon_id], 320 + 16, 208)
# MODIFIED
#draw_item_name($data_armors[@actor.armor1_id], 320 + 16, 256)
unless @actor.two_weapons == true
draw_item_name($data_armors[@actor.armor1_id], 320 + 16, 256)
else
draw_item_name($data_weapons[@actor.armor1_id], 320 + 16, 256)
end
# END OF MODIFIED SECTION
draw_item_name($data_armors[@actor.armor2_id], 320 + 16, 304)
draw_item_name($data_armors[@actor.armor3_id], 320 + 16, 352)
draw_item_name($data_armors[@actor.armor4_id], 320 + 16, 400)
end
end
class Window_Base < Window
def draw_actor_parameter(actor, x, y, type)
case type
when 0
parameter_name = $data_system.words.atk
parameter_value = actor.atk
when 1
parameter_name = $data_system.words.pdef
parameter_value = actor.pdef
when 2
parameter_name = $data_system.words.mdef
parameter_value = actor.mdef
when 3
parameter_name = $data_system.words.str
parameter_value = actor.str
when 4
parameter_name = $data_system.words.dex
parameter_value = actor.dex
when 5
parameter_name = $data_system.words.agi
parameter_value = actor.agi
when 6
parameter_name = $data_system.words.int
parameter_value = actor.int
when 7
parameter_name = $data_system.words.atk
if actor.two_weapons == true
actor.sec_attack = true
parameter_value = actor.atk
actor.sec_attack = false
else
parameter_value = 0
end
end
self.contents.font.color = system_color
self.contents.draw_text(x, y, 120, 32, parameter_name)
self.contents.font.color = normal_color
self.contents.draw_text(x + 120, y, 36, 32, parameter_value.to_s, 2)
end
end
class Scene_Battle
alias before_fomar_start_phase4 start_phase4
def start_phase4
for actor in $game_party.actors
actor.sec_attack = false
end
before_fomar_start_phase4
end
def update_phase4_step6
# Clear battler being forced into action
$game_temp.forcing_battler = nil
# If common event ID is valid
if @common_event_id > 0
# Set up event
common_event = $data_common_events[@common_event_id]
$game_system.battle_interpreter.setup(common_event.list, 0)
end
if @active_battler.is_a?(Game_Actor) and @active_battler.current_action.kind == 0
if @active_battler.two_weapons == true and @active_battler.sec_attack == false
unless judge
@active_battler.sec_attack = true
@phase4_step = 2
return
end
end
end
# Shift to step 1
@phase4_step = 1
end
end
class Scene_Equip
def refresh
# Set item window to visible
@item_window1.visible = (@right_window.index == 0)
@item_window2.visible = (@right_window.index == 1)
@item_window3.visible = (@right_window.index == 2)
@item_window4.visible = (@right_window.index == 3)
@item_window5.visible = (@right_window.index == 4)
# Get currently equipped item
item1 = @right_window.item
# Set current item window to @item_window
case @right_window.index
when 0
@item_window = @item_window1
when 1
@item_window = @item_window2
when 2
@item_window = @item_window3
when 3
@item_window = @item_window4
when 4
@item_window = @item_window5
end
item2 = @item_window.item
# If right window is active
if @right_window.active
# Erase parameters for after equipment change
@left_window.set_new_parameters(nil, nil, nil, nil)
end
# If item window is active
if @item_window.active
if item2 == nil
id = 0
else
id = item2.id
end
new_atk = @actor.new_atk(@right_window.index, id)
new_atk2 = @actor.new_atk2(@right_window.index, id, item2.is_a?(RPG::Weapon))
new_pdef = @actor.new_pdef(@right_window.index, id, item2.is_a?(RPG::Weapon))
new_mdef = @actor.new_mdef(@right_window.index, id, item2.is_a?(RPG::Weapon))
@left_window.set_new_parameters(new_atk, new_atk2, new_pdef, new_mdef)
end
end
end
class Game_Actor < Game_Battler
def new_atk(index, id)
if index == 0
weapon = $data_weapons[id]
else
weapon = $data_weapons[@weapon_id]
end
return weapon != nil ? weapon.atk : 0
end
def new_atk2(index, id, weapony = false)
if index == 1
if weapony == false
return 0
end
weapon = $data_weapons[id]
else
if @two_weapons == true
weapon = $data_weapons[@armor1_id]
end
end
return weapon != nil ? weapon.atk : 0
end
def new_pdef(index, id, weapony = false)
weapon = $data_weapons[@weapon_id]
unless @two_weapons == true
armor1 = $data_armors[@armor1_id]
else
armor1 = $data_weapons[@armor1_id]
end
armor2 = $data_armors[@armor2_id]
armor3 = $data_armors[@armor3_id]
armor4 = $data_armors[@armor4_id]
case index
when 0
weapon = $data_weapons[id]
when 1
unless weapony == true
armor1 = $data_armors[id]
else
armor1 = $data_weapons[id]
end
when 2
armor2 = $data_armors[id]
when 3
armor3 = $data_armors[id]
when 4
armor4 = $data_armors[id]
end
pdef1 = weapon != nil ? weapon.pdef : 0
pdef2 = armor1 != nil ? armor1.pdef : 0
pdef3 = armor2 != nil ? armor2.pdef : 0
pdef4 = armor3 != nil ? armor3.pdef : 0
pdef5 = armor4 != nil ? armor4.pdef : 0
return pdef1 + pdef2 + pdef3 + pdef4 + pdef5
end
def new_mdef(index, id, weapony = false)
weapon = $data_weapons[@weapon_id]
unless @two_weapons == true
armor1 = $data_armors[@armor1_id]
else
armor1 = $data_weapons[@armor1_id]
end
armor2 = $data_armors[@armor2_id]
armor3 = $data_armors[@armor3_id]
armor4 = $data_armors[@armor4_id]
case index
when 0
weapon = $data_weapons[id]
when 1
unless weapony == true
armor1 = $data_armors[id]
else
armor1 = $data_weapons[id]
end
when 2
armor2 = $data_armors[id]
when 3
armor3 = $data_armors[id]
when 4
armor4 = $data_armors[id]
end
mdef1 = weapon != nil ? weapon.mdef : 0
mdef2 = armor1 != nil ? armor1.mdef : 0
mdef3 = armor2 != nil ? armor2.mdef : 0
mdef4 = armor3 != nil ? armor3.mdef : 0
mdef5 = armor4 != nil ? armor4.mdef : 0
return mdef1 + mdef2 + mdef3 + mdef4 + mdef5
end
end
class Window_EquipLeft < Window_Base
def refresh
self.contents.clear
self.contents.font.size = 22
draw_actor_name(@actor, 4, 0)
draw_actor_level(@actor, 4, 32)
draw_actor_parameter(@actor, 4, 64, 0)
@actor.sec_attack = true
draw_actor_parameter(@actor, 4, 86, 7)
@actor.sec_attack = false
draw_actor_parameter(@actor, 4, 108, 1)
draw_actor_parameter(@actor, 4, 130, 2)
if @new_atk != nil
self.contents.font.color = system_color
self.contents.draw_text(160, 64, 40, 32, "->", 1)
self.contents.font.color = normal_color
self.contents.draw_text(200, 64, 36, 32, @new_atk.to_s, 2)
end
if @new_pdef != nil
self.contents.font.color = system_color
self.contents.draw_text(160, 108, 40, 32, "->", 1)
self.contents.font.color = normal_color
self.contents.draw_text(200, 108, 36, 32, @new_pdef.to_s, 2)
end
if @new_mdef != nil
self.contents.font.color = system_color
self.contents.draw_text(160, 130, 40, 32, "->", 1)
self.contents.font.color = normal_color
self.contents.draw_text(200, 130, 36, 32, @new_mdef.to_s, 2)
end
if @new_atk2 != nil
self.contents.font.color = system_color
self.contents.draw_text(160, 86, 40, 32, "->", 1)
self.contents.font.color = normal_color
self.contents.draw_text(200, 86, 36, 32, @new_atk2.to_s, 2)
end
end
def set_new_parameters(new_atk, new_atk2, new_pdef, new_mdef)
if @new_atk != new_atk or @new_atk2 != new_atk2 or @new_pdef != new_pdef or @new_mdef != new_mdef
@new_atk = new_atk
@new_atk2 = new_atk2
@new_pdef = new_pdef
@new_mdef = new_mdef
refresh
end
end
end
Ultima modifica di Yushi II il Lun Mag 14, 2012 6:13 pm - modificato 1 volta. (Motivazione : Avevo dimenticato di scrivere la chiusura dello spoiler)
Yushi II- Data d'iscrizione : 09.07.11
Età : 34
Pagina 1 di 1
Permessi in questa sezione del forum:
Non puoi rispondere agli argomenti in questo forum.
|
|