#Adds a function to the Items screen which allows the player to display #items by catagory.#To assign a category to an item, you must add <category IDENTIFIER> to the#notes on the specified item.#EX. A Potion would be listed as <category Goods> and a Sword would be#listed as <category Weapons>, provided you use the default terminology. $data_system = load_data("Data/System.rvdata") if $data_system == nil #==============================================================================## ★ Customization ★ # #==============================================================================# module KGCmodule CategorizeItem # ◆ Automatically Catagorize Items ◆ ENABLE_AUTO_CATEGORIZE = true # ◆ Duplicate Category Entries. ◆ # Set to false, items can have multiple categories. # Set to true, items will be classified under the last tag (In the item # database "Notes") NOT_ALLOW_DUPLICATE = true # ◆ Category Identifier ◆ # Arrange names in order to identify a category with the category identifier. # These are the default item catagories translated for future reference. # "Goods", "Combat", "Weapons", "Shields", "Helmets", "Armor", # "Accessories", "Valuables", "Special Items", "All Items" CATEGORY_IDENTIFIER = [ "Cibo", # Consumable items (potion) "Battaglia", # Battle-only items (fire bomb) "Armi", # Weapons "Vestiti", # Shields "Access.1", # Head Gear / Helmets "Scarpe", # Body Gear / Armor "Access.2", # Accessories / Rings, Necklaces, etc "Speciali", # AKA Plot Devices. Special keys, etc. "Tutto", # All Items ] # ◆ Default Catagory Display ◆ # Not hard to figure this one out. ITEM_DEFAULT_CATEGORY = "Cibo" # ◆ Item Screen Category Name ◆ # Shows what current category is selected in the item description window. # Must be arranged in the same order as CATAGORY_IDENTIFIER. CATEGORY_NAME = [ "Cibo", "Battaglia", Vocab.weapon, # Weapons Vocab.armor1, # Shields "#{Vocab.armor2}", # Head Gear "#{Vocab.armor3}", # Body Gear Vocab.armor4, # Accessories "Speciali", "Tutto", ] # ◆ Descriptive Text ◆ # Must be arranged in the same order as CATAGORY_IDENTIFIER CATEGORY_DESCRIPTION = [ "Tutto ciò che aiuta a recupare HP e MP", "Questi oggetti puoi usarli solo in battaglia", "Lista delle #{Vocab.weapon}.", "Lista dei #{Vocab.armor1}.", "Prima lista di accessori .", "Lista delle #{Vocab.armor3}.", "Seconda lista di accessori .", "Oggetti chiave .", "Tutto ciò che ho", ] # ◆ Coordinates of item description window. [ x, y ] CATEGORY_WINDOW_POSITION = [1, 360] # ◆ Number of rows in the item description window. CATEGORY_WINDOW_COLUMNS = 9 # ◆ Item description window column line width. CATEGORY_WINDOW_COL_WIDTH = 56 # ◆ item description window column spacer width. CATEGORY_WINDOW_COL_SPACE = 1endend #------------------------------------------------------------------------------# $imported = {} if $imported == nil$imported["CategorizeItem"] = true module KGC::CategorizeItem # ◆ Item Index ◆ ITEM_DEFAULT_CATEGORY_INDEX = CATEGORY_IDENTIFIER.index(ITEM_DEFAULT_CATEGORY) # ◆ Reserved Category Index ◆ # To be honest I'm not entirely sure what this affects. RESERVED_CATEGORY_INDEX = { "Cibo" => CATEGORY_IDENTIFIER.index("Cibo"), "Battaglia" => CATEGORY_IDENTIFIER.index("Battaglia"), "Armi" => CATEGORY_IDENTIFIER.index("Armi"), "Vestiti" => CATEGORY_IDENTIFIER.index("Vestiti"), "Access.1" => CATEGORY_IDENTIFIER.index("Access.1"), "Scarpe" => CATEGORY_IDENTIFIER.index("Scarpe"), "Access.2" => CATEGORY_IDENTIFIER.index("Access.2"), "Speciali" => CATEGORY_IDENTIFIER.index("Speciali"), } # * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * ## Unless you know what you're doing, it's best not to alter anything beyond ## this point, as this only affects the tags used for "Notes" in database. ## * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * ## Whatever word(s) are after the separator ( | ) in the following lines are # what are used to determine what is searched for in the "Notes" section. # Regular Expression Definition module Regexp # Base Item Module module BaseItem # Category tag string CATEGORY = /^<(?:CATEGORY|classification|category?)[ ]*(.*)>/i end endend #==============================================================================# ■ RPG::BaseItem#============================================================================== class RPG::BaseItem #-------------------------------------------------------------------------- # ○ アイテム分類のキャッシュ生成 #-------------------------------------------------------------------------- def create_categorize_item_cache if @__item_category == nil || !KGC::CategorizeItem::ENABLE_AUTO_CATEGORIZE @__item_category = [] else @__item_category.compact! end self.note.split(/[\r\n]+/).each { |line| if line =~ KGC::CategorizeItem::Regexp::BaseItem::CATEGORY # カテゴリ c = KGC::CategorizeItem::CATEGORY_IDENTIFIER.index($1) @__item_category << c if c != nil end } if @__item_category.empty? @__item_category << KGC::CategorizeItem::ITEM_DEFAULT_CATEGORY_INDEX elsif KGC::CategorizeItem::NOT_ALLOW_DUPLICATE # 最後に指定したカテゴリに配置 @__item_category = [@__item_category.pop] end end #-------------------------------------------------------------------------- # ○ アイテムのカテゴリ #-------------------------------------------------------------------------- def item_category create_categorize_item_cache if @__item_category == nil return @__item_category endend #==================================End Class===================================# #==============================================================================# ■ RPG::UsableItem#============================================================================== class RPG::UsableItem < RPG::BaseItem #-------------------------------------------------------------------------- # ○ アイテム分類のキャッシュ生成 #-------------------------------------------------------------------------- def create_categorize_item_cache @__item_category = [] if self.price == 0 @__item_category << KGC::CategorizeItem::RESERVED_CATEGORY_INDEX["Valuables"] end super endend #==================================End Class===================================# #==============================================================================# ■ RPG::Weapon#============================================================================== class RPG::Weapon < RPG::BaseItem #-------------------------------------------------------------------------- # ○ アイテム分類のキャッシュ生成 #-------------------------------------------------------------------------- def create_categorize_item_cache @__item_category = [] @__item_category << KGC::CategorizeItem::RESERVED_CATEGORY_INDEX["Weapon"] super endend #==================================End Class===================================# #==============================================================================# ■ RPG::Armor#============================================================================== class RPG::Armor < RPG::BaseItem #-------------------------------------------------------------------------- # ○ アイテム分類のキャッシュ生成 #-------------------------------------------------------------------------- def create_categorize_item_cache @__item_category = [] @__item_category << KGC::CategorizeItem::RESERVED_CATEGORY_INDEX["Armor"] type = nil case self.kind when 0 type = "Shields" when 1 type = "Head Gear" when 2 type = "Body Gear" when 3 type = "Accessories" end if type != nil @__item_category << KGC::CategorizeItem::RESERVED_CATEGORY_INDEX[type] end super endend #==================================End Class===================================# #==============================================================================# ■ Window_Item#============================================================================== class Window_Item < Window_Selectable #-------------------------------------------------------------------------- # ● 公開インスタンス変数 #-------------------------------------------------------------------------- attr_reader :category # カテゴリ #-------------------------------------------------------------------------- # ● オブジェクト初期化 # x : ウィンドウの X 座標 # y : ウィンドウの Y 座標 # width : ウィンドウの幅 # height : ウィンドウの高さ #-------------------------------------------------------------------------- alias initialize_KGC_CategorizeItem initialize def initialize(x, y, width, height) @category = 0 initialize_KGC_CategorizeItem(x, y, width, height) end #-------------------------------------------------------------------------- # ○ カテゴリ設定 #-------------------------------------------------------------------------- def category=(value) @category = value refresh end #-------------------------------------------------------------------------- # ● アイテムをリストに含めるかどうか # item : アイテム #-------------------------------------------------------------------------- alias include_KGC_CategorizeItem? include? def include?(item) return false if item == nil # 「全種」なら無条件で含める if @category == KGC::CategorizeItem::RESERVED_CATEGORY_INDEX["All Items"] return true end result = include_KGC_CategorizeItem?(item) unless result # 使用可能なら追加候補とする if $imported["UsableEquipment"] && $game_party.item_can_use?(item) result = true end end # 戦闘外ならカテゴリ一致判定 unless $game_temp.in_battle result &= (item.item_category.include?(@category)) end return result endend #==================================End Class===================================# #==============================================================================# □ Window_ItemCategory#------------------------------------------------------------------------------# アイテム画面でカテゴリ選択を行うウィンドウです。#============================================================================== class Window_ItemCategory < Window_Command #-------------------------------------------------------------------------- # ● オブジェクト初期化 #-------------------------------------------------------------------------- def initialize cols = KGC::CategorizeItem::CATEGORY_WINDOW_COLUMNS width = KGC::CategorizeItem::CATEGORY_WINDOW_COL_WIDTH * cols + 32 width += (cols - 1) * KGC::CategorizeItem::CATEGORY_WINDOW_COL_SPACE commands = KGC::CategorizeItem::CATEGORY_NAME super(width, commands, cols, 0, KGC::CategorizeItem::CATEGORY_WINDOW_COL_SPACE) self.x = KGC::CategorizeItem::CATEGORY_WINDOW_POSITION[0] self.y = KGC::CategorizeItem::CATEGORY_WINDOW_POSITION[1] self.z = 1000 self.index = 0 end #-------------------------------------------------------------------------- # ● ヘルプテキスト更新 #-------------------------------------------------------------------------- def update_help @help_window.set_text(KGC::CategorizeItem::CATEGORY_DESCRIPTION[self.index]) endend #==================================End Class===================================# #==============================================================================# ■ Scene_Item#============================================================================== class Scene_Item < Scene_Base #-------------------------------------------------------------------------- # ● 開始処理 #-------------------------------------------------------------------------- alias start_KGC_CategorizeItem start def start start_KGC_CategorizeItem @category_window = Window_ItemCategory.new @category_window.help_window = @help_window show_category_window end #-------------------------------------------------------------------------- # ● 終了処理 #-------------------------------------------------------------------------- alias terminate_KGC_CategorizeItem terminate def terminate terminate_KGC_CategorizeItem @category_window.dispose end #-------------------------------------------------------------------------- # ● フレーム更新 #-------------------------------------------------------------------------- alias update_KGC_CategorizeItem update def update @category_window.update update_KGC_CategorizeItem if @category_window.active update_category_selection end end #-------------------------------------------------------------------------- # ○ カテゴリ選択の更新 #-------------------------------------------------------------------------- def update_category_selection unless @category_activated @category_activated = true return end # 選択カテゴリー変更 if @last_category_index != @category_window.index @item_window.category = @category_window.index @item_window.refresh @last_category_index = @category_window.index end if Input.trigger?(Input::B) Sound.play_cancel return_scene elsif Input.trigger?(Input::C) Sound.play_decision hide_category_window end end #-------------------------------------------------------------------------- # ● アイテム選択の更新 #-------------------------------------------------------------------------- alias update_item_selection_KGC_CategorizeItem update_item_selection def update_item_selection if Input.trigger?(Input::B) Sound.play_cancel show_category_window return end update_item_selection_KGC_CategorizeItem end #-------------------------------------------------------------------------- # ○ カテゴリウィンドウの表示 #-------------------------------------------------------------------------- def show_category_window @category_window.open @category_window.active = true @item_window.active = false end #-------------------------------------------------------------------------- # ○ カテゴリウィンドウの非表示 #-------------------------------------------------------------------------- def hide_category_window @category_activated = false @category_window.close @category_window.active = false @item_window.active = true # アイテムウィンドウのインデックスを調整 if @item_window.index >= @item_window.item_max @item_window.index = [@item_window.item_max - 1, 0].max end endend
Me li divide in categorie , ma dovrebbe anche visualizzarmeli nella voce "Tutti", cosa che invece non accade.
Qualcuno riesce mica a darmi una mano?
Edited by SimonRPG
Screen Contest
http://img825.imageshack.us/img825/4307/sccontest3oct.gif X 2
Question
SimonRPG
Ciao a tutti :rovatfl:
Ho un piccolo problema con questo script :
#Adds a function to the Items screen which allows the player to display #items by catagory.#To assign a category to an item, you must add <category IDENTIFIER> to the#notes on the specified item.#EX. A Potion would be listed as <category Goods> and a Sword would be#listed as <category Weapons>, provided you use the default terminology. $data_system = load_data("Data/System.rvdata") if $data_system == nil #==============================================================================## ★ Customization ★ # #==============================================================================# module KGCmodule CategorizeItem # ◆ Automatically Catagorize Items ◆ ENABLE_AUTO_CATEGORIZE = true # ◆ Duplicate Category Entries. ◆ # Set to false, items can have multiple categories. # Set to true, items will be classified under the last tag (In the item # database "Notes") NOT_ALLOW_DUPLICATE = true # ◆ Category Identifier ◆ # Arrange names in order to identify a category with the category identifier. # These are the default item catagories translated for future reference. # "Goods", "Combat", "Weapons", "Shields", "Helmets", "Armor", # "Accessories", "Valuables", "Special Items", "All Items" CATEGORY_IDENTIFIER = [ "Cibo", # Consumable items (potion) "Battaglia", # Battle-only items (fire bomb) "Armi", # Weapons "Vestiti", # Shields "Access.1", # Head Gear / Helmets "Scarpe", # Body Gear / Armor "Access.2", # Accessories / Rings, Necklaces, etc "Speciali", # AKA Plot Devices. Special keys, etc. "Tutto", # All Items ] # ◆ Default Catagory Display ◆ # Not hard to figure this one out. ITEM_DEFAULT_CATEGORY = "Cibo" # ◆ Item Screen Category Name ◆ # Shows what current category is selected in the item description window. # Must be arranged in the same order as CATAGORY_IDENTIFIER. CATEGORY_NAME = [ "Cibo", "Battaglia", Vocab.weapon, # Weapons Vocab.armor1, # Shields "#{Vocab.armor2}", # Head Gear "#{Vocab.armor3}", # Body Gear Vocab.armor4, # Accessories "Speciali", "Tutto", ] # ◆ Descriptive Text ◆ # Must be arranged in the same order as CATAGORY_IDENTIFIER CATEGORY_DESCRIPTION = [ "Tutto ciò che aiuta a recupare HP e MP", "Questi oggetti puoi usarli solo in battaglia", "Lista delle #{Vocab.weapon}.", "Lista dei #{Vocab.armor1}.", "Prima lista di accessori .", "Lista delle #{Vocab.armor3}.", "Seconda lista di accessori .", "Oggetti chiave .", "Tutto ciò che ho", ] # ◆ Coordinates of item description window. [ x, y ] CATEGORY_WINDOW_POSITION = [1, 360] # ◆ Number of rows in the item description window. CATEGORY_WINDOW_COLUMNS = 9 # ◆ Item description window column line width. CATEGORY_WINDOW_COL_WIDTH = 56 # ◆ item description window column spacer width. CATEGORY_WINDOW_COL_SPACE = 1endend #------------------------------------------------------------------------------# $imported = {} if $imported == nil$imported["CategorizeItem"] = true module KGC::CategorizeItem # ◆ Item Index ◆ ITEM_DEFAULT_CATEGORY_INDEX = CATEGORY_IDENTIFIER.index(ITEM_DEFAULT_CATEGORY) # ◆ Reserved Category Index ◆ # To be honest I'm not entirely sure what this affects. RESERVED_CATEGORY_INDEX = { "Cibo" => CATEGORY_IDENTIFIER.index("Cibo"), "Battaglia" => CATEGORY_IDENTIFIER.index("Battaglia"), "Armi" => CATEGORY_IDENTIFIER.index("Armi"), "Vestiti" => CATEGORY_IDENTIFIER.index("Vestiti"), "Access.1" => CATEGORY_IDENTIFIER.index("Access.1"), "Scarpe" => CATEGORY_IDENTIFIER.index("Scarpe"), "Access.2" => CATEGORY_IDENTIFIER.index("Access.2"), "Speciali" => CATEGORY_IDENTIFIER.index("Speciali"), } # * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * ## Unless you know what you're doing, it's best not to alter anything beyond ## this point, as this only affects the tags used for "Notes" in database. ## * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * ## Whatever word(s) are after the separator ( | ) in the following lines are # what are used to determine what is searched for in the "Notes" section. # Regular Expression Definition module Regexp # Base Item Module module BaseItem # Category tag string CATEGORY = /^<(?:CATEGORY|classification|category?)[ ]*(.*)>/i end endend #==============================================================================# ■ RPG::BaseItem#============================================================================== class RPG::BaseItem #-------------------------------------------------------------------------- # ○ アイテム分類のキャッシュ生成 #-------------------------------------------------------------------------- def create_categorize_item_cache if @__item_category == nil || !KGC::CategorizeItem::ENABLE_AUTO_CATEGORIZE @__item_category = [] else @__item_category.compact! end self.note.split(/[\r\n]+/).each { |line| if line =~ KGC::CategorizeItem::Regexp::BaseItem::CATEGORY # カテゴリ c = KGC::CategorizeItem::CATEGORY_IDENTIFIER.index($1) @__item_category << c if c != nil end } if @__item_category.empty? @__item_category << KGC::CategorizeItem::ITEM_DEFAULT_CATEGORY_INDEX elsif KGC::CategorizeItem::NOT_ALLOW_DUPLICATE # 最後に指定したカテゴリに配置 @__item_category = [@__item_category.pop] end end #-------------------------------------------------------------------------- # ○ アイテムのカテゴリ #-------------------------------------------------------------------------- def item_category create_categorize_item_cache if @__item_category == nil return @__item_category endend #==================================End Class===================================# #==============================================================================# ■ RPG::UsableItem#============================================================================== class RPG::UsableItem < RPG::BaseItem #-------------------------------------------------------------------------- # ○ アイテム分類のキャッシュ生成 #-------------------------------------------------------------------------- def create_categorize_item_cache @__item_category = [] if self.price == 0 @__item_category << KGC::CategorizeItem::RESERVED_CATEGORY_INDEX["Valuables"] end super endend #==================================End Class===================================# #==============================================================================# ■ RPG::Weapon#============================================================================== class RPG::Weapon < RPG::BaseItem #-------------------------------------------------------------------------- # ○ アイテム分類のキャッシュ生成 #-------------------------------------------------------------------------- def create_categorize_item_cache @__item_category = [] @__item_category << KGC::CategorizeItem::RESERVED_CATEGORY_INDEX["Weapon"] super endend #==================================End Class===================================# #==============================================================================# ■ RPG::Armor#============================================================================== class RPG::Armor < RPG::BaseItem #-------------------------------------------------------------------------- # ○ アイテム分類のキャッシュ生成 #-------------------------------------------------------------------------- def create_categorize_item_cache @__item_category = [] @__item_category << KGC::CategorizeItem::RESERVED_CATEGORY_INDEX["Armor"] type = nil case self.kind when 0 type = "Shields" when 1 type = "Head Gear" when 2 type = "Body Gear" when 3 type = "Accessories" end if type != nil @__item_category << KGC::CategorizeItem::RESERVED_CATEGORY_INDEX[type] end super endend #==================================End Class===================================# #==============================================================================# ■ Window_Item#============================================================================== class Window_Item < Window_Selectable #-------------------------------------------------------------------------- # ● 公開インスタンス変数 #-------------------------------------------------------------------------- attr_reader :category # カテゴリ #-------------------------------------------------------------------------- # ● オブジェクト初期化 # x : ウィンドウの X 座標 # y : ウィンドウの Y 座標 # width : ウィンドウの幅 # height : ウィンドウの高さ #-------------------------------------------------------------------------- alias initialize_KGC_CategorizeItem initialize def initialize(x, y, width, height) @category = 0 initialize_KGC_CategorizeItem(x, y, width, height) end #-------------------------------------------------------------------------- # ○ カテゴリ設定 #-------------------------------------------------------------------------- def category=(value) @category = value refresh end #-------------------------------------------------------------------------- # ● アイテムをリストに含めるかどうか # item : アイテム #-------------------------------------------------------------------------- alias include_KGC_CategorizeItem? include? def include?(item) return false if item == nil # 「全種」なら無条件で含める if @category == KGC::CategorizeItem::RESERVED_CATEGORY_INDEX["All Items"] return true end result = include_KGC_CategorizeItem?(item) unless result # 使用可能なら追加候補とする if $imported["UsableEquipment"] && $game_party.item_can_use?(item) result = true end end # 戦闘外ならカテゴリ一致判定 unless $game_temp.in_battle result &= (item.item_category.include?(@category)) end return result endend #==================================End Class===================================# #==============================================================================# □ Window_ItemCategory#------------------------------------------------------------------------------# アイテム画面でカテゴリ選択を行うウィンドウです。#============================================================================== class Window_ItemCategory < Window_Command #-------------------------------------------------------------------------- # ● オブジェクト初期化 #-------------------------------------------------------------------------- def initialize cols = KGC::CategorizeItem::CATEGORY_WINDOW_COLUMNS width = KGC::CategorizeItem::CATEGORY_WINDOW_COL_WIDTH * cols + 32 width += (cols - 1) * KGC::CategorizeItem::CATEGORY_WINDOW_COL_SPACE commands = KGC::CategorizeItem::CATEGORY_NAME super(width, commands, cols, 0, KGC::CategorizeItem::CATEGORY_WINDOW_COL_SPACE) self.x = KGC::CategorizeItem::CATEGORY_WINDOW_POSITION[0] self.y = KGC::CategorizeItem::CATEGORY_WINDOW_POSITION[1] self.z = 1000 self.index = 0 end #-------------------------------------------------------------------------- # ● ヘルプテキスト更新 #-------------------------------------------------------------------------- def update_help @help_window.set_text(KGC::CategorizeItem::CATEGORY_DESCRIPTION[self.index]) endend #==================================End Class===================================# #==============================================================================# ■ Scene_Item#============================================================================== class Scene_Item < Scene_Base #-------------------------------------------------------------------------- # ● 開始処理 #-------------------------------------------------------------------------- alias start_KGC_CategorizeItem start def start start_KGC_CategorizeItem @category_window = Window_ItemCategory.new @category_window.help_window = @help_window show_category_window end #-------------------------------------------------------------------------- # ● 終了処理 #-------------------------------------------------------------------------- alias terminate_KGC_CategorizeItem terminate def terminate terminate_KGC_CategorizeItem @category_window.dispose end #-------------------------------------------------------------------------- # ● フレーム更新 #-------------------------------------------------------------------------- alias update_KGC_CategorizeItem update def update @category_window.update update_KGC_CategorizeItem if @category_window.active update_category_selection end end #-------------------------------------------------------------------------- # ○ カテゴリ選択の更新 #-------------------------------------------------------------------------- def update_category_selection unless @category_activated @category_activated = true return end # 選択カテゴリー変更 if @last_category_index != @category_window.index @item_window.category = @category_window.index @item_window.refresh @last_category_index = @category_window.index end if Input.trigger?(Input::B) Sound.play_cancel return_scene elsif Input.trigger?(Input::C) Sound.play_decision hide_category_window end end #-------------------------------------------------------------------------- # ● アイテム選択の更新 #-------------------------------------------------------------------------- alias update_item_selection_KGC_CategorizeItem update_item_selection def update_item_selection if Input.trigger?(Input::B) Sound.play_cancel show_category_window return end update_item_selection_KGC_CategorizeItem end #-------------------------------------------------------------------------- # ○ カテゴリウィンドウの表示 #-------------------------------------------------------------------------- def show_category_window @category_window.open @category_window.active = true @item_window.active = false end #-------------------------------------------------------------------------- # ○ カテゴリウィンドウの非表示 #-------------------------------------------------------------------------- def hide_category_window @category_activated = false @category_window.close @category_window.active = false @item_window.active = true # アイテムウィンドウのインデックスを調整 if @item_window.index >= @item_window.item_max @item_window.index = [@item_window.item_max - 1, 0].max end endendMe li divide in categorie , ma dovrebbe anche visualizzarmeli nella voce "Tutti", cosa che invece non accade.
Qualcuno riesce mica a darmi una mano?

Edited by SimonRPGScreen Contest
http://img825.imageshack.us/img825/4307/sccontest3oct.gif X 2
Progetti
Gioco in sviluppo: Decay.
Team: http://img230.imageshack.us/img230/3668/decasoft1.png
( MasterSion,Mercury,SimonRPG )
Direct Link:Decay-project
Tool : RpgMaker VX
http://img189.imageshack.us/img189/6131/bannnova.jpg
Titolo : Nova Planet
Status : Lento
In cerca di un qualsiasi tipo di aiuto per dividere il lavoro
in gemellaggio con :
Link to comment
Share on other sites
3 answers to this question
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