Seigneur Lv.18
Age : 31 Inscrit le : 06/06/2008 Messages : 2005
| Sujet: [VX] Mode deux joueurs Dim 24 Jan 2010 - 1:36 | |
| 2 Joueurs sur la carte Bon... Ça fait longtemps que le script existe mais apparemment il n'est pas existant sur le forum, donc je vais le poster moi-même. Auteur : Woratana sur la base du script de HimaDescription du script : Ce script permet de placer deux joueurs contrôlable sur la carte, pour jouer avec votre partenaire sur le même ordinateur. Fonctionnement du Script : Pour appeler le deuxième joueur, il faut appeler un script qui est celui-ci : - Code:
-
$game_player2 = Game_Player2.new
$game_player2.create(x, y, id, true/false)
La position x, et y signifie l'emplacement du héros sur la map, vous mettrez la valeur à la place de x et y qui vous semblera le mieux. id : C'est le numéro du deuxième héros dans la base de données, l'onglet Persos. True/False : Vous pouvez mettre l'un des deux, si vous mettez False, l'écran suivra le premier joueur, si c'est True, il suivra le deuxième joueur. Pour effacer le deuxième joueur, appelez un script et mettez : - Code:
-
$game_player2.delete Modification des touches : Pour modifier les touches du deuxième joueur, modifiez dans cette partie du code : - Code:
-
# START SETUP SCRIPT PART
# * Constants: Commande du 2em joueur
#--------------------------------------------------------------------------
DOWN = Input::Y # S du clavier
LEFT = Input::X # A du clavier
RIGHT = Input::Z # D du clavier
UP = Input::R # W du clavier
ENTER = Input::L # Q du clavier
RUN = Input::A # Shift du clavier
#--------------------------------------------------------------------------
# END SETUP SCRIPT PART
Script : - Spoiler:
- Code:
-
=========================================
# [VX] 2 Players Engine
#------------------------------------------------
# By Woratana [woratana@hotmail.com]
# Version: 1.0
# Date: 14/03/2008 *HAPPY PIE DAY! lol*
#
# CREDIT: Original XP Version by Hima
=begin
+[FEATURES]+
- Create Player 2 that you can control, interact with other events in map,
as same as Main Player.
- Editable Input Buttons for Player 2
- Player 2 can walk & Run 8 directions
+[HOW TO USE]+
To Create Player 2, use call script:
$game_player2 = Game_Player2.new
$game_player2.create(x, y, actor id, follow?)
x and y = X and Y that you want new player to appear
actor id = Character from ID of Actor that you want to use for new player
(ID from Database)
follow? = true (Screen follow new player), false (not follow new player)
*NOT RECOMMEND TO USE FOLLOW*
To Delete Player 2, use call script:
$game_player2.delete
=end
#==========================================
class Game_Player2 < Game_Character
#--------------------------------------------------------------------------
# START SETUP SCRIPT PART
# * Constants: Commande du 2em joueur
#--------------------------------------------------------------------------
DOWN = Input::Y # S du clavier
LEFT = Input::X # A du clavier
RIGHT = Input::Z # D du clavier
UP = Input::R # W du clavier
ENTER = Input::L # Q du clavier
RUN = Input::A # Shift du clavier
#--------------------------------------------------------------------------
# END SETUP SCRIPT PART
#--------------------------------------------------------------------------
CENTER_X = (544 / 2 - 16) * 8 # Screen center X coordinate * 8
CENTER_Y = (416 / 2 - 16) * 8 # Screen center Y coordinate * 8
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_reader :vehicle_type # type of vehicle currenting being ridden
attr_accessor :character_name
#--------------------------------------------------------------------------
# * Create and Set Player 2 Location
#--------------------------------------------------------------------------
def create(x,y,id,need_center = false)
@actor_id = id
moveto(x,y)
@need_center = need_center
refresh
end
#--------------------------------------------------------------------------
# * Clear Player 2
#--------------------------------------------------------------------------
def delete
@actor_id = nil
refresh
$game_player2 = nil
end
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super
@vehicle_type = -1
@vehicle_getting_on = false # Boarding vehicle flag
@vehicle_getting_off = false # Getting off vehicle flag
@transferring = false # Player transfer flag
@new_map_id = 0 # Destination map ID
@new_x = 0 # Destination X coordinate
@new_y = 0 # Destination Y coordinate
@new_direction = 0 # Post-movement direction
@walking_bgm = nil # For walking BGM memory
end
#--------------------------------------------------------------------------
# * Determine if Stopping
#--------------------------------------------------------------------------
def stopping?
return false if @vehicle_getting_on
return false if @vehicle_getting_off
return super
end
#--------------------------------------------------------------------------
# * Player Transfer Reservation
# map_id : Map ID
# x : x-coordinate
# y : y coordinate
# direction : post-movement direction
#--------------------------------------------------------------------------
def reserve_transfer(map_id, x, y, direction)
@transferring = true
@new_map_id = map_id
@new_x = x
@new_y = y
@new_direction = direction
end
#--------------------------------------------------------------------------
# * Determine if Player Transfer is Reserved
#--------------------------------------------------------------------------
def transfer?
return @transferring
end
#--------------------------------------------------------------------------
# * Execute Player Transfer
#--------------------------------------------------------------------------
def perform_transfer
return unless @transferring
@transferring = false
set_direction(@new_direction)
if $game_map.map_id != @new_map_id
$game_map.setup(@new_map_id) # Move to other map
end
moveto(@new_x, @new_y)
end
#--------------------------------------------------------------------------
# * Determine if Map is Passable
# x : x-coordinate
# y : y-coordinate
#--------------------------------------------------------------------------
def map_passable?(x, y)
case @vehicle_type
when 0 # Boat
return $game_map.boat_passable?(x, y)
when 1 # Ship
return $game_map.ship_passable?(x, y)
when 2 # Airship
return true
else # Walking
return $game_map.passable?(x, y)
end
end
#--------------------------------------------------------------------------
# * Determine if Walking is Possible
# x : x-coordinate
# y : y-coordinate
#--------------------------------------------------------------------------
def can_walk?(x, y)
last_vehicle_type = @vehicle_type # Remove vehicle type
@vehicle_type = -1 # Temporarily set to walking
result = passable?(x, y) # Determine if passable
@vehicle_type = last_vehicle_type # Restore vehicle type
return result
end
#--------------------------------------------------------------------------
# * Determine if Airship can Land
# x : x-coordinate
# y : y-coordinate
#--------------------------------------------------------------------------
def airship_land_ok?(x, y)
unless $game_map.airship_land_ok?(x, y)
return false # The tile passable attribute is unlandable
end
unless $game_map.events_xy(x, y).empty?
return false # Cannot land where there is an event
end
return true # Can land
end
#--------------------------------------------------------------------------
# * Determine if Riding in Some Kind of Vehicle
#--------------------------------------------------------------------------
def in_vehicle?
return @vehicle_type >= 0
end
#--------------------------------------------------------------------------
# * Determine if Riding in Airship
#--------------------------------------------------------------------------
def in_airship?
return @vehicle_type == 2
end
#--------------------------------------------------------------------------
# * Determine if Dashing
#--------------------------------------------------------------------------
def dash?
return false if @move_route_forcing
return false if $game_map.disable_dash?
return false if in_vehicle?
return Input.press?(RUN)
end
#--------------------------------------------------------------------------
# * Determine if Debug Pass-through State
#--------------------------------------------------------------------------
def debug_through?
return false unless $TEST
return Input.press?(Input::CTRL)
end
#--------------------------------------------------------------------------
# * Set Map Display Position to Center of Screen
# x : x-coordinate
# y : y-coordinate
#--------------------------------------------------------------------------
def center(x, y)
display_x = x * 256 - CENTER_X # Calculate coordinates
unless $game_map.loop_horizontal? # No loop horizontally?
max_x = ($game_map.width - 17) * 256 # Calculate max value
display_x = [0, [display_x, max_x].min].max # Adjust coordinates
end
display_y = y * 256 - CENTER_Y # Calculate coordinates
unless $game_map.loop_vertical? # No loop vertically?
max_y = ($game_map.height - 13) * 256 # Calculate max value
display_y = [0, [display_y, max_y].min].max # Adjust coordinates
end
$game_map.set_display_pos(display_x, display_y) # Change map location
end
#--------------------------------------------------------------------------
# * Move to Designated Position
# x : x-coordinate
# y : y-coordinate
#--------------------------------------------------------------------------
def moveto(x, y)
super
# center(x, y)
make_encounter_count # Initialize encounter
if in_vehicle? # Riding in vehicle
vehicle = $game_map.vehicles[@vehicle_type] # Get vehicle
vehicle.refresh # Refresh
end
end
#--------------------------------------------------------------------------
# * Increase Steps
#--------------------------------------------------------------------------
def increase_steps
super
return if @move_route_forcing
return if in_vehicle?
$game_party.increase_steps
$game_party.on_player_walk
end
#--------------------------------------------------------------------------
# * Get Encounter Count
#--------------------------------------------------------------------------
def encounter_count
return @encounter_count
end
#--------------------------------------------------------------------------
# * Make Encounter Count
#--------------------------------------------------------------------------
def make_encounter_count
if $game_map.map_id != 0
n = $game_map.encounter_step
@encounter_count = rand(n) + rand(n) + 1 # As if rolling 2 dice
end
end
#--------------------------------------------------------------------------
# * Determine if in Area
# area : Area data (RPG::Area)
#--------------------------------------------------------------------------
def in_area?(area)
return false if area == nil
return false if $game_map.map_id != area.map_id
return false if @x < area.rect.x
return false if @y < area.rect.y
return false if @x >= area.rect.x + area.rect.width
return false if @y >= area.rect.y + area.rect.height
return true
end
#--------------------------------------------------------------------------
# * Create Group ID for Troop Encountered
#--------------------------------------------------------------------------
def make_encounter_troop_id
encounter_list = $game_map.encounter_list.clone
for area in $data_areas.values
encounter_list += area.encounter_list if in_area?(area)
end
if encounter_list.empty?
make_encounter_count
return 0
end
return encounter_list[rand(encounter_list.size)]
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
if @actor_id != nil and $game_actors[@actor_id] != nil
actor = $game_actors[@actor_id] # Get front actor
@character_name = actor.character_name
@character_index = actor.character_index
else
@character_name = ""
end
end
#--------------------------------------------------------------------------
# * Determine if Same Position Event is Triggered
# triggers : Trigger array
#--------------------------------------------------------------------------
def check_event_trigger_here(triggers)
return false if $game_map.interpreter.running?
result = false
for event in $game_map.events_xy(@x, @y)
if triggers.include?(event.trigger) and event.priority_type != 1
event.start
result = true if event.starting
end
end
return result
end
#--------------------------------------------------------------------------
# * Determine if Front Event is Triggered
# triggers : Trigger array
#--------------------------------------------------------------------------
def check_event_trigger_there(triggers)
return false if $game_map.interpreter.running?
result = false
front_x = $game_map.x_with_direction(@x, @direction)
front_y = $game_map.y_with_direction(@y, @direction)
for event in $game_map.events_xy(front_x, front_y)
if triggers.include?(event.trigger) and event.priority_type == 1
event.start
result = true
end
end
if result == false and $game_map.counter?(front_x, front_y)
front_x = $game_map.x_with_direction(front_x, @direction)
front_y = $game_map.y_with_direction(front_y, @direction)
for event in $game_map.events_xy(front_x, front_y)
if triggers.include?(event.trigger) and event.priority_type == 1
event.start
result = true
end
end
end
return result
end
#--------------------------------------------------------------------------
# * Determine if Touch Event is Triggered
# x : x-coordinate
# y : y-coordinate
#--------------------------------------------------------------------------
def check_event_trigger_touch(x, y)
return false if $game_map.interpreter.running?
result = false
for event in $game_map.events_xy(x, y)
if [1,2].include?(event.trigger) and event.priority_type == 1
event.start
result = true
end
end
return result
end
#--------------------------------------------------------------------------
# * Processing of Movement via input from the Directional Buttons
#--------------------------------------------------------------------------
def move_by_input
return unless movable?
return if $game_map.interpreter.running?
if Input.press?(DOWN)
move_down
end
if Input.press?(LEFT)
move_left
end
if Input.press?(RIGHT)
move_right
end
if Input.press?(UP)
move_up
end
end
#--------------------------------------------------------------------------
# * Determine if Movement is Possible
#--------------------------------------------------------------------------
def movable?
return false if moving? # Moving
return false if @move_route_forcing # On forced move route
return false if @vehicle_getting_on # Boarding vehicle
return false if @vehicle_getting_off # Getting off vehicle
return false if $game_message.visible # Displaying a message
return false if in_airship? and not $game_map.airship.movable?
return true
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
last_real_x = @real_x
last_real_y = @real_y
last_moving = moving?
move_by_input
super
update_scroll(last_real_x, last_real_y) if @need_center
update_vehicle
update_nonmoving(last_moving)
end
#--------------------------------------------------------------------------
# * Update Scroll
#--------------------------------------------------------------------------
def update_scroll(last_real_x, last_real_y)
ax1 = $game_map.adjust_x(last_real_x)
ay1 = $game_map.adjust_y(last_real_y)
ax2 = $game_map.adjust_x(@real_x)
ay2 = $game_map.adjust_y(@real_y)
if ay2 > ay1 and ay2 > CENTER_Y
$game_map.scroll_down(ay2 - ay1)
end
if ax2 < ax1 and ax2 < CENTER_X
$game_map.scroll_left(ax1 - ax2)
end
if ax2 > ax1 and ax2 > CENTER_X
$game_map.scroll_right(ax2 - ax1)
end
if ay2 < ay1 and ay2 < CENTER_Y
$game_map.scroll_up(ay1 - ay2)
end
end
#--------------------------------------------------------------------------
# * Update Vehicle
#--------------------------------------------------------------------------
def update_vehicle
return unless in_vehicle?
vehicle = $game_map.vehicles[@vehicle_type]
if @vehicle_getting_on # Boarding?
if not moving?
@direction = vehicle.direction # Change direction
@move_speed = vehicle.speed # Change movement speed
@vehicle_getting_on = false # Finish boarding operation
@transparent = true # Transparency
end
elsif @vehicle_getting_off # Getting off?
if not moving? and vehicle.altitude == 0
@vehicle_getting_off = false # Finish getting off operation
@vehicle_type = -1 # Erase vehicle type
@transparent = false # Remove transparency
end
else # Riding in vehicle
vehicle.sync_with_player # Move at the same time as player
end
end
#--------------------------------------------------------------------------
# * Processing when not moving
# last_moving : Was it moving previously?
#--------------------------------------------------------------------------
def update_nonmoving(last_moving)
return if $game_map.interpreter.running?
return if moving?
return if check_touch_event if last_moving
if not $game_message.visible and Input.trigger?(ENTER)
return if get_on_off_vehicle
return if check_action_event
end
update_encounter if last_moving
end
#--------------------------------------------------------------------------
# * Update Encounter
#--------------------------------------------------------------------------
def update_encounter
return if $TEST and Input.press?(Input::CTRL) # During test play?
return if in_vehicle? # Riding in vehicle?
if $game_map.bush?(@x, @y) # If in bush
@encounter_count -= 2 # Reduce encounters by 2
else # If not in bush
@encounter_count -= 1 # Reduce encounters by 1
end
end
#--------------------------------------------------------------------------
# * Determine Event Start Caused by Touch (overlap)
#--------------------------------------------------------------------------
def check_touch_event
return false if in_airship?
return check_event_trigger_here([1,2])
end
#--------------------------------------------------------------------------
# * Determine Event Start Caused by [OK] Button
#--------------------------------------------------------------------------
def check_action_event
return false if in_airship?
return true if check_event_trigger_here([0])
return check_event_trigger_there([0,1,2])
end
#--------------------------------------------------------------------------
# * Getting On and Off Vehicles
#--------------------------------------------------------------------------
def get_on_off_vehicle
return false unless movable?
if in_vehicle?
return get_off_vehicle
else
return get_on_vehicle
end
end
#--------------------------------------------------------------------------
# * Board Vehicle
# Assumes that the player is not currently in a vehicle.
#--------------------------------------------------------------------------
def get_on_vehicle
front_x = $game_map.x_with_direction(@x, @direction)
front_y = $game_map.y_with_direction(@y, @direction)
if $game_map.airship.pos?(@x, @y) # Is it overlapping with airship?
get_on_airship
return true
elsif $game_map.ship.pos?(front_x, front_y) # Is there a ship in front?
get_on_ship
return true
elsif $game_map.boat.pos?(front_x, front_y) # Is there a boat in front?
get_on_boat
return true
end
return false
end
#--------------------------------------------------------------------------
# * Board Boat
#--------------------------------------------------------------------------
def get_on_boat
@vehicle_getting_on = true # Boarding flag
@vehicle_type = 0 # Set vehicle type
force_move_forward # Move one step forward
@walking_bgm = RPG::BGM::last # Memorize walking BGM
$game_map.boat.get_on # Boarding processing
end
#--------------------------------------------------------------------------
# * Board Ship
#--------------------------------------------------------------------------
def get_on_ship
@vehicle_getting_on = true # Board
@vehicle_type = 1 # Set vehicle type
force_move_forward # Move one step forward
@walking_bgm = RPG::BGM::last # Memorize walking BGM
$game_map.ship.get_on # Boarding processing
end
#--------------------------------------------------------------------------
# * Board Airship
#--------------------------------------------------------------------------
def get_on_airship
@vehicle_getting_on = true # Start boarding operation
@vehicle_type = 2 # Set vehicle type
@through = true # Passage ON
@walking_bgm = RPG::BGM::last # Memorize walking BGM
$game_map.airship.get_on # Boarding processing
end
#--------------------------------------------------------------------------
# * Get Off Vehicle
# Assumes that the player is currently riding in a vehicle.
#--------------------------------------------------------------------------
def get_off_vehicle
if in_airship? # Airship
return unless airship_land_ok?(@x, @y) # Can't land?
else # Boat/ship
front_x = $game_map.x_with_direction(@x, @direction)
front_y = $game_map.y_with_direction(@y, @direction)
return unless can_walk?(front_x, front_y) # Can't touch land?
end
$game_map.vehicles[@vehicle_type].get_off # Get off processing
if in_airship? # Airship
@direction = 2 # Face down
else # Boat/ship
force_move_forward # Move one step forward
@transparent = false # Remove transparency
end
@vehicle_getting_off = true # Start getting off operation
@move_speed = 4 # Return move speed
@through = false # Passage OFF
@walking_bgm.play # Restore walking BGM
make_encounter_count # Initialize encounter
end
#--------------------------------------------------------------------------
# * Force One Step Forward
#--------------------------------------------------------------------------
def force_move_forward
@through = true # Passage ON
move_forward # Move one step forward
@through = false # Passage OFF
end
end
class Scene_Title < Scene_Base
alias wor_twopla_scetit_cregam create_game_objects
def create_game_objects
wor_twopla_scetit_cregam
$game_player2 = nil
end
end
class Scene_Map < Scene_Base
alias wor_twopla_scemap_upd update
def update
wor_twopla_scemap_upd
$game_player2.update if $game_player2 != nil
end
end
class Spriteset_Map
alias wor_twopla_sprmap_crecha create_characters
alias wor_twopla_sprmap_updcha update_characters
def create_characters
wor_twopla_sprmap_crecha
@character_sprites.push(Sprite_Character.new(@viewport1, $game_player))
@chara_two_pushed = false
end
def update_characters
if !(@chara_two_pushed) and $game_player2 != nil
@character_sprites.push(Sprite_Character.new(@viewport1, $game_player2))
@chara_two_pushed = true
elsif @chara_two_pushed and $game_player2 == nil
for i in 0..@character_sprites.size
if @character_sprites[i].character.is_a?(Game_Player2)
@character_sprites[i].character.character_name = ""
@character_sprites[i].update
@character_sprites.delete_at(i)
break
end
end
@chara_two_pushed = false
end
wor_twopla_sprmap_updcha
end
end
class Game_Map
alias wor_twopla_gammap_passable passable?
def passable?(x, y, flag = 0x01)
if $game_player2 != nil and flag
return false if $game_player2.x == x and $game_player2.y == y
end
wor_twopla_gammap_passable(x, y, flag)
end
end
P.S : N'oubliez pas de mettre en processus parallèle, et de ne pas appeler le script en boucle sur la map, donc 2 pages qui contient un interrupteur locaux. Je crois avoir tout dis, j'espère avoir aidé une ou deux personnes. |
|
Poulet carnivore Lv.2
Inscrit le : 29/11/2009 Messages : 26
| Sujet: Re: [VX] Mode deux joueurs Dim 24 Jan 2010 - 3:05 | |
| Whoa! Merci pour ce script! C'est vraiment ça qu'il me fallait pour mon RPG!
Dommage qu'il marche que sur une seul map... |
|
Habitant Lv.6
Age : 27 Avertissements : 3 Inscrit le : 08/12/2008 Messages : 135
| Sujet: Re: [VX] Mode deux joueurs Dim 24 Jan 2010 - 9:50 | |
| En fait, je crois que tu peux le régler à chaque fois sur ta map... donc ce n'est pas que sur une seule map. quand tu as ton : - Code:
-
$game_player2 = Game_Player2.new
$game_player2.create(x, y, id, true/false) sur ta 1ERE map, tu met un event avec le code. Sur ta 2 eme map, tu fais pareil. sut ta 3eme, pareil, et caetera. Et si jamais ca se voit que le 2 eme joueur est pas là et apparais, au lieu de faire : -Téléporter l'équipe. -Ton code tu fais : -Effacer l'écran -Téléporter l'équipe -Ton code -Afficher l'écran. Et on verra pas l'apparition du 2eme joueur. |
|
Mage Lv.11
Age : 26 Avertissements : 3 Inscrit le : 03/04/2010 Messages : 512
| Sujet: Re: [VX] Mode deux joueurs Ven 28 Mai 2010 - 20:06 | |
| Désolé de réveiller le sujet, mais on ne peut avoir que 2 joueurs contrôlables ? Parce que j'ai bien vu un jeu où il y a trois personnes qui suivent le héros quand elles rejoignent le groupe... Quand tu dis contrôlables, c'est à dire qu'en appuyant sur une touche on peut alterner un autre personnage, ou c'est à dire que le gars te suit ? |
|
Age : 28 Inscrit le : 30/12/2009 Messages : 1067
| Sujet: Re: [VX] Mode deux joueurs Ven 28 Mai 2010 - 20:33 | |
| Ce n'est ni l'un ni l'autre... On peut le diriger avec les touches SDZQ je crois...
Biward |
|
Maire Lv.9
Age : 28 Avertissements : 1 Inscrit le : 18/04/2010 Messages : 332
| Sujet: Re: [VX] Mode deux joueurs Ven 28 Mai 2010 - 20:44 | |
| Mais si tu cherche un script ou les membres du groupe te suivent sa existe il y a méme un script pour alterné le personage principale |
|
Age : 28 Inscrit le : 30/12/2009 Messages : 1067
| Sujet: Re: [VX] Mode deux joueurs Ven 28 Mai 2010 - 21:04 | |
| Alors, le truc où les héros se suivent, c'est le script de "Chenille" ou "Train Actor". gelamine → J'essaie pour les persos secondaires...Mais... 0•0 On verra Biward |
|
Mage Lv.11
Age : 26 Avertissements : 3 Inscrit le : 03/04/2010 Messages : 512
| Sujet: Re: [VX] Mode deux joueurs Ven 28 Mai 2010 - 21:14 | |
| OK. Normalement on doit pouvoir les voir attaquer sur la carte tous seuls. |
|
Poulet trizo Lv.3
Age : 25 Avertissements : Banni ! Inscrit le : 09/01/2011 Messages : 32
| Sujet: Re: [VX] Mode deux joueurs Ven 21 Jan 2011 - 22:20 | |
| Il est cool ! je l'ai testé et c'est super ! je vais peut etre le metre dans mon jeu! |
|
Age : 134 Inscrit le : 14/04/2009 Messages : 1321
| Sujet: Re: [VX] Mode deux joueurs Ven 21 Jan 2011 - 22:30 | |
| Mais ... Sérieux, là.Tu veux vraiment te faire bannir toi. T'as pas lu le réglement. C'est interdit de répondre à un topic n'ayant donné aucun signe d'activité depuis plus d'un mois ... sauf si tu as une question à poser. Là, tu flood. Sûrement pour augmenter ton grade ... SIon, quelle utilité ? 'Faudra qu'on m'explique.
Enfin bref, tu vas bientôt avoir une petite surprise.
Arty' |
|
Age : 33 Inscrit le : 27/06/2008 Messages : 10881
| Sujet: Re: [VX] Mode deux joueurs Sam 22 Jan 2011 - 9:30 | |
| "Bonjour, je suis un troll et je voudrais être banni =3"
"Voilà, c'est fait ! Et bien le bonjour chez vous !" |
|
| Sujet: Re: [VX] Mode deux joueurs | |
| |
|