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| Sujet: [RPG VX] NEWS Neo Save System VI Sam 22 Oct 2011 - 19:52 | |
| Bonsoir ! Auteur : Woratana Installation: Copier/coller le script et placer le au-dessus de Main. - Illimité, vous pouvez choisir max sauvegarde - Beaucoup d'options de configuration - Vous pouvez utiliser l'image de la map de fond - Choisissez le nom des sauvegardes - Le dossier où elles seront stocké - Montrer seulement les renseignements que vous voulez - le texte est éditable pour les renseignements - les events sur la carte sont maintenant présents. - Choisir avec la possibilité de ne montrer que le nom. - Confirmation de sauvegarde Le script: - Spoiler:
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#========================================================================== # ? [VX] ? Neo Save System VI ? ? #--------------------------------------------------------------------------- # ? Author: Woratana [woratana@hotmail.com] # ? Thaiware RPG Maker Community # ? Last Updated: # ? Version: III -> VI (By Helladen) # ? Screenshot image credit Andreas21, and Cybersam # ? Commerical usage ask Wortana. #--------------------------------------------------------------------------- # ? Log VI: # - Cleaned up comments and code format. # - Added corresponding map variables system to MAP_NO_NAME. # - Added where you can use premade images that use a map's name. #--------------------------------------------------------------------------- # ? Log V: # - Screenshot support for those who want tone/weather/sprites. # - Added an option to stay in save screen after you save the game. #--------------------------------------------------------------------------- # ? Log IV: # - New addition for hiding map names. You can control the switch to # allow MAP_NO_NAME_LIST to work or not. # - Revised some of the settings and script organization. # - Added an option to disable the vocab::Gold text right of the number. # - Added an option to use default opacity or not. # - Swap tile compatibility support. #--------------------------------------------------------------------------- # ? Log III: # - Changed back to draw tile map for save image, don't need any image. # - For drawing tile map, the characters won't show on the tile map. #--------------------------------------------------------------------------- # ? Log II: # - Screenshot DLL is not work with Vista Aero, so I remove it # and use image for each map instead of screenshot. # - Actor's level in last version (V.1) is incorrect. #--------------------------------------------------------------------------- # ? Features: # - Unlimited save slots, you can choose max save slot # - Many configuration options # - Swap tile support # - You can use image for scene's background # - Choose your save file's name, and folder to store save files # - Choose to show only information you want # - Editable text for information's title # - Draw tile map for map that player is currently on. # - Remove text you don't want from map's name (e.g. tags for special script) # - Choose map that you don't want to show the name on # - Include save confirmation window before overwrite old save #===========================================================================
module Wora_NSS Wora_NSS #========================================================================== # * START NEO SAVE SYSTEM - SETUP #-------------------------------------------------------------------------- OPACITY_DEFAULT = true # This will use the default opacity for windows. # Please note that this will affect both opacitys below. NSS_WINDOW_OPACITY = 255 # All windows' opacity (Lowest 0 - 255 Highest). # You can change this to 0 in case you want to use image for background. NSS_IMAGE_BG = '' # Background image file name, it must be in folder picture # use '' for no background. NSS_IMAGE_BG_OPACITY = 255 # Opacity for background image. # If you use the screenshot method this does not matter. SWAP_TILE = true # Make this false if you don't use the swap_tile script SWAP_TILE_SWITCH = 84 # The switch needs to be the same as your swap tile # switch, but if SWAP_TILE is false it does not matter. # If this is true it will screenshot the map, if false it will draw it. SCREENSHOT_IMAGE = true # Drawing the map is good because it doesn't require # a .DLL or images for the screenshot, and it will have tone and # weather. If you are using SwapXT and this value is false you need to turn # on swap tile. # Do you want to use your own custom images for each map via map name. PREMADE_IMAGE = false # If this is true it sets its priority over # screenshots/etc. # Image type for screenshot '.bmp', or '.jpg', or '.png'. IMAGE_FILETYPE = '.png' # If this is true then the scene will not change when you save the game. SCENE_CHANGE = true # Changes scene to map instead of remaining in Save screen.
MAX_SAVE_SLOT = 20 # Max save slots. SLOT_NAME = 'SLOT {id}' # Name of the slot (show in save slots list), use {id} for slot ID. SAVE_FILE_NAME = 'Save {id}.rvdata' # Save file name, you can also change its file type from .rvdata to other. # Use {id} for save slot ID. SAVE_PATH = '' # Path to store save file, e.g. 'Save/' or '' (for game folder). SAVED_SLOT_ICON = 133 # Icon Index for saved slot. EMPTY_SLOT_ICON = 141 # Icon Index for empty slot. EMPTY_SLOT_TEXT = 'Empty' # Text to show for empty slot's data. DRAW_GOLD = true # Draw Gold. DRAW_PLAYTIME = true # Draw playtime. DRAW_LOCATION = true # Draw location. DRAW_FACE = true # Draw actor's face. DRAW_LEVEL = true # Draw actor's level. DRAW_NAME = true # Draw actor's name. DRAW_TEXT_GOLD = false # Draw the vocab::Gold text to the right of the number. PLAYTIME_TEXT = 'Play Time: ' GOLD_TEXT = 'Gold: ' LOCATION_TEXT = 'Location: ' LV_TEXT = 'Lv. ' MAP_NAME_TEXT_SUB = %w{} # Text that you want to remove from map name, # e.g. %w{[LN] [DA]} will remove text '[LN]' and '[DA]' from map name. # Do we want to use corresponding variables for each map number in MAP_NO_NAME_LIST? MAP_NO_NAME_VARIABLE = true # You just apply the value one to the variable which # is the map number to change it from MAP_NO_NAME. MAP_NO_NAME_LIST = [2] # ID of Map that will not show map name, e.g. [1,2,3]. MAP_NO_NAME = '???' # What you will use to call the map in the no name list.
# This is a switch that can activate or deactivate maps from being displayed as # MAP_NO_NAME. If it is off then maps will return back to normal. MAP_NO_NAME_SWITCH = 95 # This switch has to be on for MAP_NO_NAME_LIST to work. MAP_BORDER = Color.new(0,0,0,200) # Map image border color (R,G,B,Opacity). FACE_BORDER = Color.new(0,0,0,200) # Face border color. # Save confirmation window SFC_Text_Confirm = 'Confirm to save' # Text to confirm to save file. SFC_Text_Cancel = 'Cancel' # Text to cancel to save. SFC_Window_Width = 200 # Width of Confirmation Window. SFC_Window_X_Offset = 0 # Move Confirmation Window horizontally. SFC_Window_Y_Offset = 0 # Move Confirmation Window vertically. #------------------------------------------------------------------------- # END NEO SAVE SYSTEM - SETUP (Edit below at your own risk) #========================================================================= #------------------------------------------------------------- # Screenshot V2 by Andreas21 and Cybersam #------------------------------------------------------------- @screen = Win32API.new 'screenshot', 'Screenshot', %w(l l l l p l l), '' @readini = Win32API.new 'kernel32', 'GetPrivateProfileStringA', %w(p p p p l p), 'l' @findwindow = Win32API.new 'user32', 'FindWindowA', %w(p p), 'l' module_function def self.shot(file_name) case IMAGE_FILETYPE when '.bmp'; typid = 0 when '.jpg'; typid = 1 when '.png'; typid = 2 end # Get Screenshot filename = file_name + IMAGE_FILETYPE @screen.call(0, 0, Graphics.width, Graphics.height, filename, self.handel, typid) end def self.handel game_name = "\0" * 256 @readini.call('Game','Title','',game_name,255,".\\Game.ini") game_name.delete!("\0") return @findwindow.call('RGSS Player',game_name) end end
class Scene_File < Scene_Base include Wora_NSS attr_reader :window_slotdetail #------------------------------------------------------------------------- # * Start processing #------------------------------------------------------------------------- def start super create_menu_background if NSS_IMAGE_BG != '' @bg = Sprite.new @bg.bitmap = Cache.picture(NSS_IMAGE_BG) @bg.opacity = NSS_IMAGE_BG_OPACITY end @help_window = Window_Help.new command = [] (1..MAX_SAVE_SLOT).each do |i| command << SLOT_NAME.clone.gsub!(/\{ID\}/i) { i.to_s } end @window_slotdetail = Window_NSS_SlotDetail.new @window_slotlist = Window_SlotList.new(160, command) @window_slotlist.y = @help_window.height @window_slotlist.height = Graphics.height - @help_window.height if !OPACITY_DEFAULT @help_window.opacity = NSS_WINDOW_OPACITY @window_slotdetail.opacity = @window_slotlist.opacity = NSS_WINDOW_OPACITY end
# Create folder for save file if SAVE_PATH != '' Dir.mkdir(SAVE_PATH) if !FileTest.directory?(SAVE_PATH) end if @saving @index = $game_temp.last_file_index @help_window.set_text(Vocab::SaveMessage) else @index = self.latest_file_index @help_window.set_text(Vocab::LoadMessage) (1..MAX_SAVE_SLOT).each do |i| @window_slotlist.draw_item(i-1, false) if !@window_slotdetail.file_exist?(i) end end @window_slotlist.index = @index # Draw information @last_slot_index = @window_slotlist.index @window_slotdetail.draw_data(@last_slot_index + 1) end #-------------------------------------------------------------------------- # * Termination Processing #-------------------------------------------------------------------------- def terminate super dispose_menu_background unless @bg.nil? @bg.bitmap.dispose @bg.dispose end @window_slotlist.dispose @window_slotdetail.dispose @help_window.dispose end #-------------------------------------------------------------------------- # * Frame Update #-------------------------------------------------------------------------- def update super if !@confirm_window.nil? @confirm_window.update if Input.trigger?(Input::C) if @confirm_window.index == 0 determine_savefile @confirm_window.dispose @confirm_window = nil else Sound.play_cancel @confirm_window.dispose @confirm_window = nil end elsif Input.trigger?(Input::B) Sound.play_cancel @confirm_window.dispose @confirm_window = nil end else update_menu_background @window_slotlist.update if @window_slotlist.index != @last_slot_index @last_slot_index = @window_slotlist.index @window_slotdetail.draw_data(@last_slot_index + 1) end @help_window.update update_savefile_selection end end #-------------------------------------------------------------------------- # * Update Save File Selection #-------------------------------------------------------------------------- def update_savefile_selection if Input.trigger?(Input::C) if @saving and @window_slotdetail.file_exist?(@last_slot_index + 1) Sound.play_decision text1 = SFC_Text_Confirm text2 = SFC_Text_Cancel @confirm_window = Window_Command.new(SFC_Window_Width,[text1,text2]) @confirm_window.x = ((544 - @confirm_window.width) / 2) + SFC_Window_X_Offset @confirm_window.y = ((416 - @confirm_window.height) / 2) + SFC_Window_Y_Offset else determine_savefile end elsif Input.trigger?(Input::B) Sound.play_cancel return_scene end end #-------------------------------------------------------------------------- # * Execute Save #-------------------------------------------------------------------------- def do_save if SCREENSHOT_IMAGE File.rename(SAVE_PATH + 'temp' + IMAGE_FILETYPE, make_filename(@last_slot_index).gsub(/\..*$/){ '_ss' } + IMAGE_FILETYPE) end file = File.open(make_filename(@last_slot_index), "wb") write_save_data(file) file.close # Alter the scene after the saving is done if SCENE_CHANGE $scene = Scene_Map.new else $scene = Scene_File.new(true, false, false) end end #-------------------------------------------------------------------------- # * Execute Load #-------------------------------------------------------------------------- def do_load file = File.open(make_filename(@last_slot_index), "rb") read_save_data(file) file.close $scene = Scene_Map.new RPG::BGM.fade(1500) Graphics.fadeout(60) Graphics.wait(40) @last_bgm.play @last_bgs.play end #-------------------------------------------------------------------------- # * Confirm Save File #-------------------------------------------------------------------------- def determine_savefile if @saving Sound.play_save do_save else if @window_slotdetail.file_exist?(@last_slot_index + 1) Sound.play_load do_load else Sound.play_buzzer return end end $game_temp.last_file_index = @last_slot_index end #-------------------------------------------------------------------------- # * Create Filename # file_index : save file index (0-3) #-------------------------------------------------------------------------- def make_filename(file_index) return SAVE_PATH + SAVE_FILE_NAME.gsub(/\{ID\}/i) { (file_index + 1).to_s } end #-------------------------------------------------------------------------- # * Select File With Newest Timestamp #-------------------------------------------------------------------------- def latest_file_index latest_index = 0 latest_time = Time.at(0) (1..MAX_SAVE_SLOT).each do |i| file_name = make_filename(i - 1) next if !@window_slotdetail.file_exist?(i) file_time = File.mtime(file_name) if file_time > latest_time latest_time = file_time latest_index = i - 1 end end return latest_index end
class Window_SlotList < Window_Command #-------------------------------------------------------------------------- # * Draw Item #-------------------------------------------------------------------------- def draw_item(index, enabled = true) rect = item_rect(index) rect.x += 4 rect.width -= 8 icon_index = 0 self.contents.clear_rect(rect) if $scene.window_slotdetail.file_exist?(index + 1) icon_index = Wora_NSS::SAVED_SLOT_ICON else icon_index = Wora_NSS::EMPTY_SLOT_ICON end if !icon_index.nil? rect.x -= 4 draw_icon(icon_index, rect.x, rect.y, enabled) # Draw Icon rect.x += 26 rect.width -= 20 end self.contents.clear_rect(rect) self.contents.font.color = normal_color self.contents.font.color.alpha = enabled ? 255 : 128 self.contents.draw_text(rect, @commands[index]) end def cursor_down(wrap = false) if @index < @item_max - 1 or wrap @index = (@index + 1) % @item_max end end
def cursor_up(wrap = false) if @index > 0 or wrap @index = (@index - 1 + @item_max) % @item_max end end end
class Window_NSS_SlotDetail < Window_Base include Wora_NSS def initialize super(160, 56, 384, 360) @data = [] @exist_list = [] @bitmap_list = {} @map_name = [] end def dispose dispose_tilemap super end
def draw_data(slot_id) contents.clear # 352, 328 dispose_tilemap load_save_data(slot_id) if @data[slot_id].nil? if @exist_list[slot_id] save_data = @data[slot_id] contents.fill_rect(0,30,352,152, MAP_BORDER) if PREMADE_IMAGE bitmap = get_bitmap("Graphics/Save/" + @data[slot_id]['map_name'] + IMAGE_FILETYPE) rect = Rect.new((Graphics.width-348)/2,(Graphics.height-156)/2,348,156) contents.blt(2,32,bitmap,rect) elsif SCREENSHOT_IMAGE and save_data['ss'] bitmap = get_bitmap(save_data['ss_path']) rect = Rect.new((Graphics.width-348)/2,(Graphics.height-156)/2,348,156) contents.blt(2,32,bitmap,rect) elsif SWAP_TILE and $game_switches[SWAP_TILE_SWITCH] create_swaptilemap(save_data['gamemap'].data, save_data['gamemap'].display_x, save_data['gamemap'].display_y) else create_tilemap(save_data['gamemap'].data, save_data['gamemap'].display_x, save_data['gamemap'].display_y) end if DRAW_GOLD gold_textsize = contents.text_size(save_data['gamepar'].gold).width goldt_textsize = contents.text_size(GOLD_TEXT).width contents.font.color = system_color contents.draw_text(0, 0, goldt_textsize, WLH, GOLD_TEXT) contents.font.color = normal_color contents.draw_text(goldt_textsize, 0, gold_textsize, WLH, save_data['gamepar'].gold) if DRAW_TEXT_GOLD contents.draw_text(goldt_textsize + gold_textsize, 0, 200, WLH, Vocab::gold)
else gold_textsize = 0 goldt_textsize = 0 end end if DRAW_PLAYTIME hour = save_data['total_sec'] / 60 / 60 min = save_data['total_sec'] / 60 % 60 sec = save_data['total_sec'] % 60 time_string = sprintf("%02d:%02d:%02d", hour, min, sec) pt_textsize = contents.text_size(PLAYTIME_TEXT).width ts_textsize = contents.text_size(time_string).width contents.font.color = system_color contents.draw_text(contents.width - ts_textsize - pt_textsize, 0, pt_textsize, WLH, PLAYTIME_TEXT) contents.draw_text(goldt_textsize + gold_textsize,0,200,WLH, Vocab::gold) contents.font.color = normal_color contents.draw_text(0, 0, contents.width, WLH, time_string, 2) end if DRAW_LOCATION lc_textsize = contents.text_size(LOCATION_TEXT).width mn_textsize = contents.text_size(save_data['map_name']).width contents.font.color = system_color contents.draw_text(0, 190, contents.width, WLH, LOCATION_TEXT) contents.font.color = normal_color contents.draw_text(lc_textsize, 190, contents.width, WLH, save_data['map_name']) end # Draw level & name save_data['gamepar'].members.each_index do |i| actor = save_data['gameactor'][save_data['gamepar'].members[i].id] face_x_base = (i*80) + (i*8) face_y_base = 216 lvn_y_plus = 10 lv_textsize = contents.text_size(actor.level).width lvt_textsize = contents.text_size(LV_TEXT).width if DRAW_FACE contents.fill_rect(face_x_base, face_y_base, 84, 84, FACE_BORDER) draw_face(actor.face_name, actor.face_index, face_x_base + 2, face_y_base + 2, 80) end if DRAW_LEVEL contents.font.color = system_color contents.draw_text(face_x_base + 2 + 80 - lv_textsize - lvt_textsize, face_y_base + 2 + 80 - WLH + lvn_y_plus, lvt_textsize, WLH, LV_TEXT) contents.font.color = normal_color contents.draw_text(face_x_base + 2 + 80 - lv_textsize, face_y_base + 2 + 80 - WLH + lvn_y_plus, lv_textsize, WLH, actor.level) end if DRAW_NAME contents.draw_text(face_x_base, face_y_base + 2 + 80 + lvn_y_plus - 6, 84, WLH, actor.name, 1) end end else contents.draw_text(0,0, contents.width, contents.height - WLH, EMPTY_SLOT_TEXT, 1) end end def load_save_data(slot_id) file_name = make_filename(slot_id) if file_exist?(slot_id) or FileTest.exist?(file_name) @exist_list[slot_id] = true @data[slot_id] = {} # Start load data file = File.open(file_name, "r") @data[slot_id]['time'] = file.mtime @data[slot_id]['char'] = Marshal.load(file) @data[slot_id]['frame'] = Marshal.load(file) @data[slot_id]['last_bgm'] = Marshal.load(file) @data[slot_id]['last_bgs'] = Marshal.load(file) @data[slot_id]['gamesys'] = Marshal.load(file) @data[slot_id]['gamemes'] = Marshal.load(file) @data[slot_id]['gameswi'] = Marshal.load(file) @data[slot_id]['gamevar'] = Marshal.load(file) @data[slot_id]['gameselfvar'] = Marshal.load(file) @data[slot_id]['gameactor'] = Marshal.load(file) @data[slot_id]['gamepar'] = Marshal.load(file) @data[slot_id]['gametro'] = Marshal.load(file) @data[slot_id]['gamemap'] = Marshal.load(file) @data[slot_id]['total_sec'] = @data[slot_id]['frame'] / Graphics.frame_rate # Save the image if SCREENSHOT_IMAGE @data[slot_id]['ss_path'] = file_name.gsub(/\..*$/){'_ss'} + IMAGE_FILETYPE @data[slot_id]['ss'] = FileTest.exist?(@data[slot_id]['ss_path']) end @data[slot_id]['map_name'] = get_mapname(@data[slot_id]['gamemap'].map_id) file.close else @exist_list[slot_id] = false @data[slot_id] = -1 end end
def make_filename(file_index) return SAVE_PATH + SAVE_FILE_NAME.gsub(/\{ID\}/i) { (file_index).to_s } end def file_exist?(slot_id) return @exist_list[slot_id] if !@exist_list[slot_id].nil? @exist_list[slot_id] = FileTest.exist?(make_filename(slot_id)) return @exist_list[slot_id] end def get_bitmap(path) if !@bitmap_list.include?(path) @bitmap_list[path] = Bitmap.new(path) end return @bitmap_list[path] end def get_mapname(map_id) if @map_data.nil? @map_data = load_data("Data/MapInfos.rvdata") end if @map_name[map_id].nil? if MAP_NO_NAME_LIST.include?(map_id) and $game_switches[MAP_NO_NAME_SWITCH] if $game_variables[map_id] == 0 or !MAP_NO_NAME_VARIABLE @map_name[map_id] = MAP_NO_NAME else @map_name[map_id] = @map_data[map_id].name end else @map_name[map_id] = @map_data[map_id].name end MAP_NAME_TEXT_SUB.each_index do |i| @map_name[map_id].sub!(MAP_NAME_TEXT_SUB[i], '') @mapname = @map_name[map_id] end end return @map_name[map_id] end def create_tilemap(map_data, ox, oy) @viewport = Viewport.new(self.x + 2 + 16, self.y + 32 + 16, 348,156) @viewport.z = self.z @tilemap = Tilemap.new(@viewport) @tilemap.bitmaps[0] = Cache.system("TileA1") @tilemap.bitmaps[1] = Cache.system("TileA2") @tilemap.bitmaps[2] = Cache.system("TileA3") @tilemap.bitmaps[3] = Cache.system("TileA4") @tilemap.bitmaps[4] = Cache.system("TileA5") @tilemap.bitmaps[5] = Cache.system("TileB") @tilemap.bitmaps[6] = Cache.system("TileC") @tilemap.bitmaps[7] = Cache.system("TileD") @tilemap.bitmaps[8] = Cache.system("TileE") @tilemap.map_data = map_data @tilemap.ox = ox / 8 + 99 @tilemap.oy = oy / 8 + 90 end def create_swaptilemap(map_data, ox, oy) @viewport = Viewport.new(self.x + 2 + 16, self.y + 32 + 16, 348,156) @viewport.z = self.z @tilemap = Tilemap.new(@viewport) tile1 = Cache_Swap_Tiles.swap($tileA1 + ".png") rescue nil tile2 = Cache_Swap_Tiles.swap($tileA2 + ".png") rescue nil tile3 = Cache_Swap_Tiles.swap($tileA3 + ".png") rescue nil tile4 = Cache_Swap_Tiles.swap($tileA4 + ".png") rescue nil tile5 = Cache_Swap_Tiles.swap($tileA5 + ".png") rescue nil tile6 = Cache_Swap_Tiles.swap($tileB + ".png") rescue nil tile7 = Cache_Swap_Tiles.swap($tileC + ".png") rescue nil tile8 = Cache_Swap_Tiles.swap($tileD + ".png") rescue nil tile9 = Cache_Swap_Tiles.swap($tileE + ".png") rescue nil if $tileA1 != nil @tilemap.bitmaps[0] = tile1 else @tilemap.bitmaps[0] = Cache.system("TileA1") end
if $tileA2 != nil @tilemap.bitmaps[1] = tile2 else @tilemap.bitmaps[1] = Cache.system("TileA2") end
if $tileA3 != nil @tilemap.bitmaps[2] = tile3 else @tilemap.bitmaps[2] = Cache.system("TileA3") end
if $tileA4 != nil @tilemap.bitmaps[3] = tile4 else @tilemap.bitmaps[3] = Cache.system("TileA4") end
if $tileA5 != nil @tilemap.bitmaps[4] = tile5 else @tilemap.bitmaps[4] = Cache.system("TileA5") end
if $tileB != nil @tilemap.bitmaps[5] = tile6 else @tilemap.bitmaps[5] = Cache.system("TileB") end
if $tileC != nil @tilemap.bitmaps[6] = tile7 else @tilemap.bitmaps[6] = Cache.system("TileC") end
if $tileD != nil @tilemap.bitmaps[7] = tile8 else @tilemap.bitmaps[7] = Cache.system("TileD") end
if $tileE != nil @tilemap.bitmaps[8] = tile9 else @tilemap.bitmaps[8] = Cache.system("TileE") end @tilemap.map_data = map_data @tilemap.ox = ox / 8 + 99 @tilemap.oy = oy / 8 + 90 end def dispose_tilemap unless @tilemap.nil? @tilemap.dispose @tilemap = nil end end end end
class Scene_Title < Scene_Base def check_continue file_name = Wora_NSS::SAVE_PATH + Wora_NSS::SAVE_FILE_NAME.gsub(/\{ID\}/i) { '*' } @continue_enabled = (Dir.glob(file_name).size > 0) end end
class Scene_Map < Scene_Base alias wora_nss_scemap_ter terminate def terminate Wora_NSS.shot(Wora_NSS::SAVE_PATH + 'temp') wora_nss_scemap_ter end end #====================================================================== # END - NEO SAVE SYSTEM by Woratana and Helladen #======================================================================
Demo (indispensable pour le fichier Screenshot): http://www.mediafire.com/?11u54q74dm26ha4
Dernière édition par Dark Garruk le Mar 3 Jan 2012 - 21:56, édité 3 fois |
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