nocoldin Posted December 7, 2008 Share Posted December 7, 2008 (edited) IPod script DescrizioneQuesto script inserisce nel gioco un player musicale a forma di I pod, che permette di selezionare le musiche da una lista.Si possono inserire anche canzoni sbloccabili.Lo Script l'ho trovato QuiAutoreBeranAllegatiLink per la demo dello scripthttp://img513.imageshack.us/img513/8702/ipodtc0.pnghttp://img513.imageshack.us/img513/710/ipod2fe0.pngIstruzioni per l'usoInserire le immagini nella cartella Pictures e copiare lo script in una nuova classe sopra il Main oppure scaricare la demoScript #============================================================================== #============================================================================== #Berans' "iPod" script v1.13-final #Last edited: 12 August 2008 # #------------------------------------------------------------------------------ #What's new in v1.13 # -Major bugfixes and some code improvement #------------------------------------------------------------------------------ # #------------------------------------------------------------------------------ #What's new in v1.12 # -Further code improvements # -Changed iPod menu options to include "Sorting" #------------------------------------------------------------------------------ # #------------------------------------------------------------------------------ #What's new in v1.01 # -Minor code cleanups # -Debugging # -Added "Back" option in the iPod menu #------------------------------------------------------------------------------ # #------------------------------------------------------------------------------ #What's new in v1.00 # -Added a "menu" feature on the ipod with a few small options # -Code cleaned up #------------------------------------------------------------------------------ # #------------------------------------------------------------------------------ #What's new in v0.99 # -Fixed a few small glitches # -The game now remembers whether or not you were playing a song upon exiting # the iPod, to accomodate BGM_CHANGER better. # -The game now remembers and saves the BGM_CHANGER option, so it can be changed # ingame with a new, easy-to-use script command #------------------------------------------------------------------------------ # #will allow you to playback songs from a list using a simple window which looks #like an ipod # #feel free to edit and change any names, provided you have changed them in your #audio/bgm folder(this would let you have custom names drawn in the menu) #see further instructions below # #Credits: Berans - Making the script # Blizzard - Lessons on scripting and scripting conventions # Sniper308 - Requesting the script #------------------------------------------------------------------------------ #Features #------------------------------------------------------------------------------ # -Allows for as many songs as you wish # -Relatively easy setup # -IPod Graphic # -Allows for author and genre names # -Allows unlockable songs # -Currently selected song is remembered, and saved in your save game # -Unlocked songs saved in save game # -Entirely Lag-free # -Map as background # -Option to have the current BGM change with your selected song # -NEW: BGM_CHANGER option now remembered and saved with new easy-to-use command # -NEW: iPod menu with a few for-fun options # -NEW: iPod menu now features a "sort" option, standard sorting now set to song # title(sort option is saved in save game) #------------------------------------------------------------------------------ #Compatibility #------------------------------------------------------------------------------ #Should be compatible with most scripts, including the SDK #Since this is a beta test, please notify me if something's not working # #============================================================================== #Instructions #============================================================================== # #------------------------------------------------------------------------------ #Setup: #------------------------------------------------------------------------------ #In the Configuration section below, add the names of all songs you want to be #"unlockable". The names must be spelled exactly as in your "Audio/BGM" folder, #enclosed in quotation marks, and separated by a comma #example: #PLAYBACK = ["yoursong-01", "yoursong-02", "someothersong"] #In playback initial, add the number of all the songs you want to have initially #unlocked, separated by comma. The numbers directly correspond to the position #of the names in the PLAYBACK array. #The PLAYBACK_AUTHOR and PLAYBACK_GENRE "hashes" respectively hold information on #the author and genre, respectively, of each song. #To add an author or genre name, simply add "yoursongnumber => description" #anywhere in the correct hash. The author's/genre's name must be enclosed in #quotation marks, and the number and name together, separated by a comma #If a song number is not in there, the author or #genre are automatically set to "unkown" for that song #example: #PLAYBACK_AUTHOR = {20 => "the author of your 20th song", # 1 => "the author of your 1st song", 3 => "another author"} #the same exact same format goes for genre #If you want all the songs in your PLAYBACK array to be "unlocked" from the #start,simply set "unlockables" to "false" #If you want the "IPod" to change the currently playing BGM for a map when a #song is selected and played, set bgm_changer to "true" # #------------------------------------------------------------------------------ #Required Graphics and instructions: #------------------------------------------------------------------------------ #For this script to work properly, the following files are needed, and have to #be placed in the "Graphics/Pictures" folder in your game: # -IPod.png # -IPod2.png #you'll also need to import the files within your project and set the correct #transparancies #Transparancy for IPod.png must be set to white #Transparancy for IPod2.png must be set to the darker shade of grey, with the #semi-transparant color set to the lighter grey # #------------------------------------------------------------------------------ #Using the script #------------------------------------------------------------------------------ #To call the script, within an event use the "script" command #in the script write "$scene = Scene_Playback.new" (without quotation marks) #If you want the "ipod" to return to menu upon exit, add (true) after #Scene_Playback.new. This works well in combination with a common event with an #item. # #To "unlock" a song, ensure its name is in the PLAYBACK array in the #configuration below, then, use the "script" command in an event, and enter the #following: "unlock_song(your_song_number)" #The song number directly corresponds to the position in the PLAYBACK array #example: #Your PLAYBACK array is ["yoursong-01", "yoursong-02", "someothersong"] #and you want to unlock "yoursong-02 #simply write "unlock_song(2)" within your script command # #To change the BGM_CHANGER option ingame, use the following code in an event, #within a "script..." command: "bgm_changer(condition)" (without the quotes) #replace the word condition with either true or false, depending on what you #would like the option to be # #NOTE: #Long song/author/genre names may look squashed. For optimal looks, try to keep #names under 15 characters. #============================================================================== #============================================================================== #============================================================================== #Begin Configuration #============================================================================== module Playback UNLOCKABLES = true BGM_CHANGER = false PLAYBACK = [ "001-Battle01", "002-Battle02", "003-Battle03", "004-Battle04", "005-Boss01", "006-Boss02", "007-Boss03", "008-Boss04", "009-LastBoss01", "035-Dungeon01", "063-Slow06",] PLAYBACK_INITIAL = [3,8] PLAYBACK_AUTHOR = {1 => "Enterbrain", 2 => "Enterbrain", 3 => "Enterbrain", 4 => "Enterbrain", 5 => "Enterbrain", 6 => "Enterbrain", 7 => "Enterbrain", 8 => "Enterbrain", 9 => "Enterbrain", 10 => "Enterbrain", 12 => "Enterbrain"} PLAYBACK_GENRE = {1 => "Classic"} #============================================================================== #End Configuration #============================================================================== PLAYBACK_UNLOCKED = [] for i in 0...PLAYBACK.size PLAYBACK_UNLOCKED.push nil end unless PLAYBACK_INITIAL.empty? for i in 0...PLAYBACK_INITIAL.size PLAYBACK_UNLOCKED[PLAYBACK_INITIAL[i] -1] = PLAYBACK[PLAYBACK_INITIAL[i] -1] end end if !UNLOCKABLES for i in 0...PLAYBACK.size PLAYBACK_UNLOCKED[i] = PLAYBACK[i] end end unless $game_system == nil unless $game_system.bgm_changer == nil if $game_system.bgm_changer BGM_CHANGER = true elsif !$game_system.bgm_changer BGM_CHANGER = false end end end $playback_list = [] for i in 0...PLAYBACK_UNLOCKED.size if PLAYBACK_UNLOCKED[i] != nil $playback_list[i] = [Playback::PLAYBACK_UNLOCKED[i], Playback::PLAYBACK_AUTHOR[i+1] == nil ? "Unkown" : Playback::PLAYBACK_AUTHOR[i+1], Playback::PLAYBACK_GENRE[i+1] == nil ? "Unkown" : Playback::PLAYBACK_GENRE[i+1]] end end $playback_list = $playback_list.compact end #============================================================================== #**Window_Playback #------------------------------------------------------------------------------ #This window displays the playback screen #============================================================================== class Window_Playback < Window_Selectable attr_accessor :playback_bgm def initialize super (212,66,216,170) self.contents = Bitmap.new(width - 32, height - 32) @item_max = 4 @column_max = 4 self.z -= 100 self.index = 0 self.active = true #Get the playback bgm to draw the text right get_playback_bgm refresh end def refresh self.contents.clear unless $game_system.playback_list.empty? if $game_system.playback_list[@playback_bgm] != nil bgm = $game_system.playback_list[@playback_bgm][0] else @check = 0 #check all possible songs for an unlocked entry loop do @check += 1 @playback_bgm += 1 @playback_bgm %= $game_system.playback_list.size if $game_system.playback_list[@playback_bgm] != nil bgm = $game_system.playback_list[@playback_bgm][0] break end end end else bgm = "No Songs Unlocked" $nosongs = true end if !$nosongs text = (@playback_bgm + 1).to_s + ": " + bgm if $game_system.playback_list[@playback_bgm] != nil text2 = "Author: " + $game_system.playback_list[@playback_bgm][1] else text2 = "Author: Unkown" end if $game_system.playback_list[@playback_bgm] != nil text3 = "Genre: " + $game_system.playback_list[@playback_bgm][2] else text3 = "Genre: Unkown" end else text = bgm text2 = "" text3 = "" end self.contents.draw_text(0,8,self.contents.width,32,text,1) self.contents.draw_text(0,40,self.contents.width,32,text2,1) self.contents.draw_text(0,72,self.contents.width,32,text3,1) end def update_cursor_rect self.cursor_rect.empty end def get_playback_bgm if $game_system.playback_bgm == nil @playback_bgm = 0 $game_system.playback_bgm = @playback_bgm else @playback_bgm = $game_system.playback_bgm end end end #============================================================================== #**Scene_Playback #------------------------------------------------------------------------------ #This class handles processing for the playback window #============================================================================== class Scene_Playback #---------------------------------------------------------------------------- # * Public Instance Variables #---------------------------------------------------------------------------- attr_reader :mute def initialize(frommenu = false) @animation_flag = false @mute = false @temp_hash = {} @temp_hash2 = {} @temp_array = [] if $game_system.playback_list.empty? $game_system.playback_list = $playback_list end if $game_system.sort_option == nil sort(0) $game_system.sort_option = 0 else sort($game_system.sort_option) end for i in 0...$game_system.unlocked_songs.size unlock_song($game_system.unlocked_songs[i]+1) end if $game_temp.mute @mute = true end if $game_system.bgm_changer == nil $game_system.bgm_changer = Playback::BGM_CHANGER end if $game_temp.playing == nil @playing = false else @playing = $game_temp.playing end @frommenu = frommenu end def main #ensure map/menu bgm is kept $game_system.bgm_memorize @spriteset = Spriteset_Map.new @spriteset2 = Spriteset_Ipod.new @dummy_window = Ipod_Dummy.new @playback_window = Window_Playback.new @imenu_window = Window_iMenu.new Graphics.transition loop do Graphics.update Input.update update if $scene != self break end end Graphics.freeze @playback_window.dispose @spriteset.dispose @spriteset2.dispose $nosongs = false @dummy_window.dispose @imenu_window.dispose end def update if @playback_window.active update_playback end if @imenu_window.active update_imenu end end def update_playback if @playback_window.index != @playback_window_check @dummy_window.refresh(@playback_window.index) end if Input.repeat?(Input::RIGHT) && @playback_window.index == 3 $game_system.se_play($data_system.cursor_se) @playback_window.index = 0 return end if Input.repeat?(Input::LEFT) && @playback_window.index == 0 $game_system.se_play($data_system.cursor_se) @playback_window.index = 3 return end if Input.trigger?(Input::C) #Menu if @playback_window.index == 0 $game_system.se_play($data_system.decision_se) @playback_window.active = false @playback_window.index = -1 @imenu_window.visible = true @imenu_window.active = true @imenu_window.index = 0 @imenu_wait = true return end unless $nosongs case @playback_window.index #Select next when 1 $game_system.se_play($data_system.decision_se) #select the next BGM #the loop allows it to skip "nil" entries to aid in unlockables loop do @playback_window.playback_bgm += 1 @playback_window.playback_bgm %= $game_system.playback_list.size $game_system.playback_bgm = @playback_window.playback_bgm if $game_system.playback_list[$game_system.playback_bgm] != nil break end end @playback_window.refresh #change the currently playing song if one was already playing if @playing bgm = RPG::AudioFile.new($game_system.playback_list[ $game_system.playback_bgm][0], 100, 100) $game_system.bgm_play(bgm) if @mute != false @mute = false @imenu_window.refresh end end #Play/Stop when 2 if @init @init = false end if $game_system.playback_bgm != nil if !@playing $game_system.se_play($data_system.decision_se) #create BGM for playing bgm = RPG::AudioFile.new($game_system.playback_list[ $game_system.playback_bgm][0], 100,100) $game_system.bgm_play(bgm) if $game_system.bgm_changer $game_system.bgm_memorize end else $game_system.se_play($data_system.cancel_se) $game_system.bgm_play(nil) end if @mute != false @mute = false @imenu_window.refresh end end case @playing when true @playing = false when false @playing = true end #Select Previous when 3 $game_system.se_play($data_system.decision_se) #select the previous BGM #the loop allows it to skip "nil" entries to aid in unlockables loop do @playback_window.playback_bgm += $game_system.playback_list.size - 1 @playback_window.playback_bgm %= $game_system.playback_list.size $game_system.playback_bgm = @playback_window.playback_bgm if $game_system.playback_list[$game_system.playback_bgm] != nil break end end @playback_window.refresh #change the currently playing song if one was already playing if @playing bgm = RPG::AudioFile.new($game_system.playback_list[ $game_system.playback_bgm][0], 100, 100) $game_system.bgm_play(bgm) if @mute != false @mute = false @imenu_window.refresh end end end else $game_system.se_play($data_system.buzzer_se) end end if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) #get the correct @playing setting for when the iPod is restarted if $game_system.bgm_changer $game_temp.playing = @playing else @playing = false end if !@frommenu #restore the map/menu bgm if !$game_system.bgm_changer $game_system.bgm_play($game_map.map.bgm) end $scene = Scene_Map.new if !@playing && $game_system.bgm_changer if $game_system.playing_bgm == $game_map.map.bgm return end $game_system.bgm_play(nil) end else #restore the map/menu bgm if !$game_system.bgm_changer $game_system.bgm_play($game_map.map.bgm) end #change this to go to a different menu upon exit $scene = Scene_Menu.new if !@playing && $game_system.bgm_changer if $game_system.playing_bgm == $game_map.map.bgm return end $game_system.bgm_play(nil) end end end $game_temp.playing = @playing @playback_window_check = @playback_window.index @playback_window.update end def update_imenu if @imenu_wait @imenu_wait = false return end if @imenu_window.index != @imenu_window_check @dummy_window.refresh(@imenu_window.index) end if Input.repeat?(Input::RIGHT) if @imenu_window.index == 3 $game_system.se_play($data_system.cursor_se) @imenu_window.index = 0 return end end if Input.repeat?(Input::LEFT) if @imenu_window.index == 0 $game_system.se_play($data_system.cursor_se) @imenu_window.index = 3 return end end if Input.trigger?(Input::B) $game_system.se_play($data_system.cancel_se) @imenu_window.active = false @imenu_window.visible = false @playback_window.index = @imenu_window.index @imenu_window.index = -1 @playback_window.active = true end if Input.trigger?(Input::C) case @imenu_window.index when 0 $game_system.se_play($data_system.decision_se) if !@mute unless $game_system.playing_bgm == nil $game_system.playing_bgm.volume = 0 $game_system.bgm_play($game_system.playing_bgm) end @mute = true elsif @mute unless $game_system.playing_bgm == nil $game_system.playing_bgm.volume = 100 $game_system.bgm_play($game_system.playing_bgm) end @mute = false end @imenu_window.refresh $game_temp.mute = @mute when 1 $game_system.se_play($data_system.cancel_se) if $game_system.bgm_changer $game_temp.playing = @playing else @playing = false end #restore the map/menu bgm if !$game_system.bgm_changer $game_system.bgm_play($game_map.map.bgm) end #change menu option 2 here $scene = Scene_Map.new if !@playing && $game_system.bgm_changer if $game_system.playing_bgm == $game_map.map.bgm return end $game_system.bgm_play(nil) end when 2 if $nosongs $game_system.se_play($data_system.buzzer_se) return else $game_system.se_play($data_system.decision_se) $game_system.sort_option += 1 $game_system.sort_option %= 3 sort($game_system.sort_option) @imenu_window.refresh @playback_window.refresh end when 3 $game_system.se_play($data_system.cancel_se) @imenu_window.active = false @imenu_window.visible = false @playback_window.index = @imenu_window.index @imenu_window.index = -1 @playback_window.active = true end end @imenu_window.update end end #============================================================================== #*unlock_song #------------------------------------------------------------------------------ #Allows you to unlock songs for the playback window #============================================================================== def unlock_song(number) if $game_system.playback_list.empty? $game_system.playback_list = $playback_list end unless $game_system.playback_list.include?([ Playback::PLAYBACK[number - 1], Playback::PLAYBACK_AUTHOR[number] || "Unkown", Playback::PLAYBACK_GENRE[number] || "Unkown"]) for i in 0...Playback::PLAYBACK.size if $game_system.playback_list[i] == nil $game_system.playback_list[i] = [nil,nil,nil] $game_system.playback_list[i][0] = Playback::PLAYBACK[number - 1] $game_system.playback_list[i][1] = (Playback::PLAYBACK_AUTHOR[number] == nil ? "Unkown" : Playback::PLAYBACK_AUTHOR[number]) $game_system.playback_list[i][2] = (Playback::PLAYBACK_GENRE[number] == nil ? "Unkown" : Playback::PLAYBACK_GENRE[number]) $game_system.unlocked_songs.push(number - 1) return end end end end #============================================================================== #*bgm_changer #------------------------------------------------------------------------------ #Changes the BGM_CHANGER option for ingame use #============================================================================== def bgm_changer(condition) if !condition if $game_system.bgm_changer $game_system.bgm_changer = condition end else $game_system.bgm_changer = condition end end #============================================================================== #**Spriteset_Ipod #------------------------------------------------------------------------------ #Creates an "Ipod" Image at the centre of the screen #============================================================================== class Spriteset_Ipod def initialize @viewport = Viewport.new(208,53,224,374) @viewport.z = 5000 @sprite = Sprite.new(@viewport) @sprite2 = Sprite.new @sprite2.bitmap = Bitmap.new(224,374) @ipod = RPG::Cache.picture('IPod.png') @sprite.bitmap = @ipod end def dispose @viewport.dispose @sprite.dispose @sprite2.dispose end end #============================================================================== #**Ipod_Dummy #------------------------------------------------------------------------------ #Creates the selection effect over the ipod image #============================================================================== class Ipod_Dummy < Window_Base def initialize super(208,53,224,374) self.contents = Bitmap.new(width - 32,height - 32) self.opacity = 0 self.z = 9999 refresh end def refresh(index = 0) self.contents.clear case index when 0 rect = Rect.new(0,52,98,52) @bitmap = RPG::Cache.picture('IPod2.png') self.contents.blt(47,179,@bitmap,rect) when 1 rect = Rect.new(52,104,52,98) @bitmap = RPG::Cache.picture('IPod2.png') self.contents.blt(113,199,@bitmap,rect) when 2 rect = Rect.new(0,0,98,52) @bitmap = RPG::Cache.picture('IPod2.png') self.contents.blt(47,266,@bitmap,rect) when 3 rect = Rect.new(0,104,52,98) @bitmap = RPG::Cache.picture('IPod2.png') self.contents.blt(26,199,@bitmap,rect) end end end #============================================================================== # ** Game_System #------------------------------------------------------------------------------ # This class handles data surrounding the system. Backround music, etc. # is managed here as well. Refer to "$game_system" for the instance of # this class. #============================================================================== class Game_System #---------------------------------------------------------------------------- # * Public Instance Variables #---------------------------------------------------------------------------- attr_accessor :playback_bgm attr_accessor :unlocked_songs attr_accessor :bgm_changer attr_accessor :sort_option attr_accessor :playback_list alias initialize_ipod_later initialize def initialize initialize_ipod_later @unlocked_songs = [] @playback_list = [] end end #============================================================================== # ** Game_Temp #------------------------------------------------------------------------------ # This class handles temporary data that is not included with save data. # Refer to "$game_temp" for the instance of this class. #============================================================================== class Game_Temp #---------------------------------------------------------------------------- # * Public Instance Variables #---------------------------------------------------------------------------- attr_accessor :playing attr_accessor :mute end #============================================================================== # ** Game_Map #------------------------------------------------------------------------------ # This class handles the map. It includes scrolling and passable determining # functions. Refer to "$game_map" for the instance of this class. #============================================================================== class Game_Map #---------------------------------------------------------------------------- # * Public Instance Variables #---------------------------------------------------------------------------- attr_reader :map end #============================================================================== # ** Window_iMenu #------------------------------------------------------------------------------ # This class creates a dummy selectable menu to use with the iPod script #============================================================================== class Window_iMenu < Window_Selectable def initialize super(212,66,216,170) self.contents = Bitmap.new(width - 32, height - 32) self.index = -1 self.visible = false self.active = false self.z += 10 @item_max = 4 @column_max = 4 refresh end def refresh self.contents.clear if $scene.mute self.contents.draw_text(0,-5,self.contents.width,32,"Unmute",1) else self.contents.draw_text(0,-5,self.contents.width,32,"Mute",1) end #change the bit in quotes below to reflect where your iPod menu's 2nd option #exits to i.e. "Exit to Main Menu" or "Exit to Equipment Screen" #be wary of long names, as they may look squashed self.contents.draw_text(0,27,self.contents.width,32,"Exit to Map",1) case $game_system.sort_option when 0 sort = "Title" when 1 sort = "Author" when 2 sort = "Genre" end self.contents.draw_text(0,59,self.contents.width,32,"Sorted by: " + sort,1) self.contents.draw_text(0,91,self.contents.width,32,"Back",1) end def update_cursor_rect if @index < 0 self.cursor_rect.empty else y = -5 + 32*@index cursor_rect.set(5,y,self.contents.width - 10,32) end end end #============================================================================== #*Sort #------------------------------------------------------------------------------ #Method to sort the unlocked songs array for the iPod script #============================================================================== def sort(choice) $game_system.playback_list = $game_system.playback_list.sort {|a, b| a[choice] <=> b[choice]} return $game_system.playback_list end Bugs e Conflitti NotiLo script potrebbe non funzionare quando si carica una partita, in tal caso fare nuovo gioco Edited April 26, 2013 by Dilos Applicato tag code. I MIEI PROGETTILimit FantasyIl progetto è ripartitoCompletamento demo: 92%Mappe: 35%Caratterizzazione personaggi 100%Storia: 65%Script: 100%, se ne trovo altri li aggiungoMinigioco Triple Triad: 80%Triple Triad Gods Blue Screen Of the DeathUn gioco in cui bisogna far impallare il computer per vincere!Attualmente in versione 1.1Kinesumi KillerIl gioco degli scoiattoli psicopatici!Adozioni: devo battere il record! <div style="margin:20px;margin-top:5px" "=""> http://img168.imageshack.us/img168/9178/riuukuit2.gifhttp://img171.imageshack.us/img171/2932/uforobotub5.gifhttp://img177.imageshack.us/img177/7428/rempk4.gifhttp://img210.imageshack.us/img210/4940/misamisaqx0.gifhttp://img246.imageshack.us/img246/1826/powlm5pr5.gif http://img262.imageshack.us/img262/2844/daitarnab8.gifhttp://img257.imageshack.us/img257/997/79866878pm1.gifhttp://img216.imageshack.us/img216/6060/yuguraqs5.gifhttp://i30.tinypic.com/x5qqrn.gifhttp://img513.imageshack.us/img513/3802/oliverhf1.gifhttp://img527.imageshack.us/img527/7715/mermaidgrupca9.gifAnche loro, ma le faccio morire di fame!http://img176.imageshack.us/img176/3716/superpatchiu2.gifhttp://img233.imageshack.us/img233/7449/sorajm1.gifhttp://img262.imageshack.us/img262/5205/kimimarowo0.gifhttp://img509.imageshack.us/img509/6019/jin2kv1.gifhttp://img261.imageshack.us/img261/4182/akahk6.gifhttp://img530.imageshack.us/img530/4523/crashnewqw3.gifhttp://img153.imageshack.us/img153/3728/anzaixv8.gifhttp://img513.imageshack.us/img513/5195/cloudbx0.gifhttp://img145.imageshack.us/img145/4716/squallni0.gif Link to comment Share on other sites More sharing options...
Sleeping Leonhart Posted December 8, 2008 Share Posted December 8, 2008 Non è per fare il guastafeste ma era stato già postato Qui http://img296.imageshack.us/img296/8784/csuserbarew2.pngScarica la Demo!Tutti i miei script(o quasi) li trovi Qui! Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now