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View previous topic View next topic Go down Message [Page 1 of 1]

The only one
The only one
#1 Karma Script Empty Karma Script
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NuKa_BuBble

NuKa_BuBble
The only one
The only one
profile
Remember my work on a karma script? Finally updated it!

Demo:
Demo

Version: 4.0
~ Version 2.0: Working version
~ Version 3.0: Karma HUD added
~ Version 4.0: A new weapon conditon and some little things was rewrote

Features:
~ A karma system

Features to do:
~ I don't actually know what I want to make for...

Scripts:

NuKa - Drawing Methods
Code:
class Window_Base < Window
  #--------------------------------------------------------------------------
  # * draw_numbers (x, y, value, file_name, align, space, lines, line_index)
  #--------------------------------------------------------------------------
  # X - horizontal position
  # Y - Vertical Position
  # VALUE - The variable or the value wanted to be display
  # FILE_NAME - File name of the number picture
  # ALIGN - Center 0 - 1 Left - 2 Center - Right
  # SPACE - Space between numbers.
  # LINES - Quantity of lines in the image.
  # LINE_INDEX - The line you want to use.
  #--------------------------------------------------------------------------
  def draw_numbers(x, y, value, file_name, align, space, lines, line_index)
    # Some variable for the computation
    numbers_picture = RPG::Cache.windowskin(file_name)
    cw = numbers_picture.width / 10
    ch = numbers_picture.height / lines
    h = ch * line_index
    number = value.abs.to_s.split(//)
    # If the lines is equal or less than 0
    if lines <= 0
      # lines is set to 1
      lines = 1
    end
    # If the line_index is up to lines -1
    if line_index > lines -1
      line_index = lines -1 # Set it to lines -1
    end
    # If the aligment is up to 2
    if align > 2
      align = 2 #Set the alignment to 2
    elsif align < 0 # If the aligment is lower than 0
      align = 0 #Set it to 0
    end
    case align
      when 0 # If the alignment is equal to 0
        align_x = (-cw + space) * number.size # Change the numbers positions
      when 1
        align_x = (-cw + space) * number.size
        align_x /= 2
      when 2 
        align_x = 0
    end
    for r in 0..number.size - 1     
        number_string = number[r].to_i
      number_rect = Rect.new(cw * number_string, h, cw, ch)
      self.contents.blt(align_x + x + ((cw - space) * r), y , numbers_picture, number_rect)       
    end   
    numbers_picture.dispose
  end

  #--------------------------------------------------------------------------
  # * draw_picture (x, y, fx, fy, hframes, vframes, file_name)
  #--------------------------------------------------------------------------
  # X - Horizontal position
  # Y - Vertical Position
  # HFRAMES - Amount of frames in the horizontal (in the picture)
  # VFRAMES - Amount of frames in the verical (in the picture)
  # FX - The frame desired on the X position
  # FY - The frame desired on the Y position
  # FILE_NAME - The picture file name
  #--------------------------------------------------------------------------
  def draw_picture(x, y, fx, fy, hframes, vframes, file_name)
    picture = RPG::Cache.windowskin(file_name)
    cw = picture.width / hframes
    ch = picture.height / vframes
    src_rect = Rect.new(fx, fy, cw, ch)
    self.contents.blt(x, y, picture, src_rect)
  end
end

Karma Script
Code:
################################################################################
#                                                                              #
#                            Karma points system                              #
#                                                                              #
#                                                                              #
#    By: NuKa_BuBble                                                          #
#    Version: 4.0                                                              #
#    Started: 24/08/2011                                                      #
#    http://gameface101.playogame.com/                                        #
#                                                                              #
################################################################################
#                                                                              #
#                            Graphics are needed                              #
#                                                                              #
#  One of the graphics must be a number picture, the others must be an evil  #
#  karma picture, good karma picture and a neutral karma picture.            #
#                                                                              #
################################################################################


module NuKaBuBbles_Karma

#------ Karma variables ------#
KPVAR = 25
KPSWITCH = 25
Evil = -1 # Change the Karma color for a red one
Good = 100 # Change the Karma color for a yellow one
#--------- Karma HUD ---------#
Number_Pic  = "karma_numbers"
Good_Pic    = "good_karma"
Evil_Pic    = "evil_karma"
Neutral_Pic = "karma"
HUDX = 5  # The X position of the HUD on the screen
HUDY = 320 # The Y position of the HUD on the screen
#-----------------------------#
 
EKP = {
#A = ENEMY ID, B = NUMBER OF KARMA POINTS GAINED
#Here, it's a slime. You gain 2 karma points when you kill it.
1 => 150,
2 => -150
}
#----------------------------------#
Weapon_Karma = {
# If the weapon is neutral, set the value to 0
# Item ID => Karma required
2 => 150,
3 => -150,
4 => 0
}

Armor_Karma = {
# If the armor is neutral, set the value to 0
# Item ID => Karma required
2 => 150,
3 => -150,
4 => 0
}
#----------------------------------#
# The amount of time the unequip window is displayed in seconds
Window_Time = 10
end

if $xrxs_xas == true
  #==============================================================================
  # ** Game_Event
  #------------------------------------------------------------------------------
  #  This class deals with events. It handles functions including event page
  #  switching via condition determinants, and running parallel process events.
  #  It's used within the Game_Map class.
  #==============================================================================
  class Game_Event < Game_Character
    #--------------------------------------------------------------------------
    # Enemy Defeat Process
    #--------------------------------------------------------------------------
    alias kp_parameter_enemy_defeat_process enemy_defeat_process
    def enemy_defeat_process(enemy)
      $game_party.gain_karma(NuKaBuBbles_Karma::EKP[enemy.id])
      $game_party.keep_equip
      kp_parameter_enemy_defeat_process(enemy)
    end
  end
else
  #==============================================================================
  # ** Scene_Battle (part 2)
  #------------------------------------------------------------------------------
  #  This class performs battle screen processing.
  #==============================================================================
  class Scene_Battle
    #--------------------------------------------------------------------------
    # * Defeat Process                                       
    #--------------------------------------------------------------------------
    alias kp_defeat_process start_phase5
    def start_phase5
      for enemy in $game_troop.enemies
        # If enemy is not hidden
        unless enemy.hidden
          $game_party.gain_karma(NuKaBuBbles_Karma::EKP[enemy.id])
          $game_party.keep_equip
        end
      end
      kp_defeat_process
    end
  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 :unequip_window
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  alias nukabubble_karma_gametemp_initialize initialize
  def initialize
    @unequip_window = false
    nukabubble_karma_gametemp_initialize
  end
end

#==============================================================================
# ** Game_Party
#------------------------------------------------------------------------------
#  This class handles the party. It includes information on amount of gold
#  and items. Refer to "$game_party" for the instance of this class.
#==============================================================================
class Game_Party
  include NuKaBuBbles_Karma
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_reader :karma                # The player karma
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  alias nukabubbles_karmapoints_party_initialize initialize
  def initialize
    @karma = 0
    nukabubbles_karmapoints_party_initialize
  end
  #--------------------------------------------------------------------------
  # * Gain Karma                           
  #--------------------------------------------------------------------------
  def gain_karma(karma)
    @karma += karma if karma != nil
  end
  #--------------------------------------------------------------------------
  # * Lose Karma       
  #--------------------------------------------------------------------------
  def lose_karma(karma)
    gain_karma(-karma)
  end
  #--------------------------------------------------------------------------
  # * If the player can still equip the equipments   
  #--------------------------------------------------------------------------
  def keep_equip
    for actor in @actors
      weapon    = $game_actors[actor.id].weapon_id # Weapon
      shield    = $game_actors[actor.id].armor1_id # Shield
      helmet    = $game_actors[actor.id].armor2_id # Helmet
      armor    = $game_actors[actor.id].armor3_id # Armor
      accessory = $game_actors[actor.id].armor4_id # Accessory
      unequip_weapon = false
      unequip_shield = false
      unequip_helmet = false
      unequip_armor = false
      unequip_accessory = false
      # Weapon
      if Weapon_Karma[weapon] != nil
        return if actor.weapon_id == 0
        weapon_karma = Armor_Karma[weapon]
        if weapon_karma <= Evil
          if $game_party.karma <= weapon_karma
            unequip_weapon = false
          else
            unequip_weapon = true
          end
        elsif weapon_karma >= Good
          if $game_party.karma >= unequip_weapon_karma
            unequip_weapon = false
          else
            unequip_weapon = true
          end
        elsif weapon_karma >= Evil and weapon_karma <= Good
          if $game_party.karma <= Good and $game_party.karma >= Evil
            unequip_weapon = false
          else
            unequip_weapon = true
          end
        end
      end
      # Shield
      if Armor_Karma[shield] != nil
        return if actor.armor1_id == 0
        shield_karma = Armor_Karma[shield]
        if shield_karma <= Evil
          if $game_party.karma <= shield_karma
            unequip_shield = false
          else
            unequip_shield = true
          end
        elsif shield_karma >= Good
          if $game_party.karma >= shield_karma
            unequip_shield = false
          else
            unequip_shield = true
          end
        elsif shield_karma >= Evil and shield_karma <= Good
          if $game_party.karma <= Good and $game_party.karma >= Evil
            unequip_shield = false
          else
            unequip_shield = true
          end
        end
      end
      # Helmet
      if Armor_Karma[helmet] != nil
        return if actor.armor2_id == 0
        helmet_karma = Armor_Karma[helmet]
        if shield_karma <= Evil
          if $game_party.karma <= helmet_karma
            unequip_helmet = false
          else
            unequip_helmet = true
          end
        elsif helmet_karma >= Good
          if $game_party.karma >= helmet_karma
            return
          else
            unequip_helmet = true
          end
        elsif helmet_karma >= Evil and helmet_karma <= Good
          if $game_party.karma <= Good and $game_party.karma >= Evil
            unequip_helmet = false
          else
            unequip_helmet = true
          end
        end
      end
      # Body Armor
      if Armor_Karma[armor] != nil
        return if actor.armor3_id == 0
        armor_karma = Armor_Karma[armor]
        if armor_karma <= Evil
          if $game_party.karma <= armor_karma
            unequip_armor = false
          else
            unequip_armor = true
          end
        elsif armor_karma >= Good
          if $game_party.karma >= armor_karma
            unequip_armor = false
          else
            unequip_armor = true
          end
        elsif armor_karma >= Evil and armor_karma <= Good
          if $game_party.karma <= Good and $game_party.karma >= Evil
            unequip_armor = false
          else
            unequip_armor = true
          end
        end
      end
      # Accessories
      if Armor_Karma[accessory] != nil
        return if actor.armor3_id == 0
        accessory_karma = Armor_Karma[accessory]
        if accessory_karma <= Evil
          if $game_party.karma <= accessory_karma
            unequip_accessory = false
          else
            unequip_accessory = true
          end
        elsif accessory_karma >= Good
          if $game_party.karma >= accessory_karma
            unequip_accessory = false
          else
            unequip_accessory = true
          end
        elsif accessory_karma >= Evil and accessory_karma <= Good
          if $game_party.karma <= Good and $game_party.karma >= Evil
            unequip_accessory = false
          else
            unequip_accessory = true
          end
        end
      end
      if unequip_weapon or unequip_shield or unequip_helmet or unequip_armor or unequip_accessory
        unequip = true
      end
      if unequip == true
        if unequip_weapon == true
          actor.equip(0, 0)
        end
        if unequip_shield == true
          actor.equip(1, 0)
        end
        if unequip_helmet == true
          actor.equip(2, 0)
        end
        if unequip_armor == true
          actor.equip(3, 0)
        end
        if unequip_accessory == true
          actor.equip(4, 0)
        end
        $game_temp.unequip_window = true
      end
    end # For
  end # Keep_Weapon
end # Class

#==============================================================================
# ** Window_EquipItem
#------------------------------------------------------------------------------
#  This window displays choices when opting to change equipment on the
#  equipment screen.
#==============================================================================
class Window_EquipItem < Window_Selectable
  include NuKaBuBbles_Karma
  #--------------------------------------------------------------------------
  # * Draw Item
  #    index : item number
  #--------------------------------------------------------------------------
  def draw_item(index)
    item = @data[index]
    x = 4 + index % 2 * (288 + 32)
    y = index / 2 * 32
    case item
    when RPG::Weapon
      number = $game_party.weapon_number(item.id)
      item_karma = Weapon_Karma[item.id]
    when RPG::Armor
      number = $game_party.armor_number(item.id)
      item_karma = Armor_Karma[item.id]
    end
    if item_karma != nil
      if item_karma <= Evil
        if $game_party.karma <= Evil
          self.contents.font.color = normal_color
        else
          self.contents.font.color = disabled_color
        end
      elsif item_karma >= Good
        if $game_party.karma >= Good
          self.contents.font.color = normal_color
        else
          self.contents.font.color = disabled_color
        end
      elsif item_karma >= Evil and item_karma <= Good
        if $game_party.karma >= Evil and $game_party.karma <= Good
          self.contents.font.color = normal_color
        else
          self.contents.font.color = disabled_color
        end
      else
        self.contents.font.color = normal_color
      end
    else
      self.contents.font.color = normal_color
    end
    bitmap = RPG::Cache.icon(item.icon_name)
    self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
    self.contents.draw_text(x + 28, y, 212, 32, item.name, 0)
    self.contents.draw_text(x + 240, y, 16, 32, ":", 1)
    self.contents.draw_text(x + 256, y, 24, 32, number.to_s, 2)
  end
end

#==============================================================================
# ** Scene_Equip
#------------------------------------------------------------------------------
#  This class performs equipment screen processing.
#==============================================================================
class Scene_Equip
  include NuKaBuBbles_Karma
  #--------------------------------------------------------------------------
  # * Frame Update (when item window is active)
  #--------------------------------------------------------------------------
  def update_item
    # If B button was pressed
    if Input.trigger?(Input::B)
      # Play cancel SE
      $game_system.se_play($data_system.cancel_se)
      # Activate right window
      @right_window.active = true
      @item_window.active = false
      @item_window.index = -1
      return
    end
    # If C button was pressed
    if Input.trigger?(Input::C)
      # Get currently selected data on the item window
      item = @item_window.item
      case item
      when RPG::Weapon
        number = $game_party.weapon_number(item.id)
        item_karma = Weapon_Karma[item.id]
      when RPG::Armor
        number = $game_party.armor_number(item.id)
        item_karma = Armor_Karma[item.id]
      end
      if item_karma != nil
        if item_karma <= Evil
          if $game_party.karma <= Evil
            equip = true
          else
            equip = false
          end
        elsif item_karma >= Good
          if $game_party.karma >= Good
            equip = true
          else
            equip = false
          end
        elsif item_karma >= Evil and item_karma <= Good
          if $game_party.karma >= Evil and $game_party.karma <= Good
            equip = true
          else
            equip = false
          end
        else
          equip = true
        end
      else
        equip = true
      end
      if equip == true
        # Play SE
        $game_system.se_play($data_system.equip_se)
        # Change equipment
        @actor.equip(@right_window.index, item == nil ? 0 : item.id)
        # Activate right window
        @right_window.active = true
        @item_window.active = false
        @item_window.index = -1
        # Remake right window and item window contents
        @right_window.refresh
        @item_window.refresh
        return
      else
        # Play SE
        $game_system.se_play($data_system.buzzer_se)
        return
      end
    end
  end
end

#==============================================================================
# ** Karma_Hud
#------------------------------------------------------------------------------
#  This class handles the karma HUD.
#==============================================================================
class Karma_Hud < Window_Base
  include NuKaBuBbles_Karma
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(HUDX, HUDY, 640, 64)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.opacity = 0
    refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    self.contents.font.size = 24
    length = 1
    length = 0 if $game_party.karma.abs.to_s.size == 1
    length = ($game_party.karma.abs.to_s.size * 15) - (48 / 2) if $game_party.karma.to_s.size > 2
    if $game_party.karma >= Good
      draw_picture(-4, 2, 0, 0, 1, 1, Good_Pic)
      draw_numbers(16+48+length, 0, $game_party.karma, Number_Pic, 0, 0, 3, 0)
    elsif $game_party.karma <= Evil
      draw_picture(-4, 2, 0, 0, 1, 1, Evil_Pic)
      draw_numbers(16+48+length, 0, $game_party.karma, Number_Pic, 0, 0, 3, 2)
    else
      draw_picture(-4, 2, 0, 0, 1, 1, Neutral_Pic)
      draw_numbers(16+48+length, 0, $game_party.karma, Number_Pic, 0, 0, 3, 1)
    end
    if $game_switches[KPSWITCH] == true
      self.visible = true
    else
      self.visible = false
    end
  end
end

#==============================================================================
# ** Unequip_Window
#------------------------------------------------------------------------------
#  This class is the window displayed when the player is unequip
#  because the karma don't fit with the equipments
#==============================================================================
class Unequip_Window < Window_Base
  include NuKaBuBbles_Karma
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(0, 0, 640, 480)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.opacity = 0
    @frame_count = Graphics.frame_count
    refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    self.contents.draw_text(0, 0, 640, 480, "One or many party member(s) unequipped something due to the karma", 0)
    time = (Graphics.frame_count - @frame_count) / 40
    if time >= Window_Time
      $game_temp.unequip_window = false
      @frame_count = Graphics.frame_count
      self.visible = false
    end
  end
end

#==============================================================================
# ** Scene_Map
#------------------------------------------------------------------------------
#  This class performs map screen processing.
#==============================================================================
class Scene_Map
  include NuKaBuBbles_Karma
  #--------------------------------------------------------------------------
  # * Main
  #--------------------------------------------------------------------------
  alias karma_hud_main main
  def main
    @karma_hud = Karma_Hud.new
    @unequip_window = Unequip_Window.new
    @unequip_window.visible = false
    karma_hud_main
    @karma_hud.dispose
    @unequip_window.dispose
  end
  #--------------------------------------------------------------------------
  # * Update
  #--------------------------------------------------------------------------
  alias karma_hud_update update
  def update
    karma_hud_update
    @karma_hud.refresh
    if $game_temp.unequip_window
      @unequip_window.visible
    end
    @unequip_window.refresh
  end
end

Graphics:
They all must be place in windowskin
Spoiler:
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mr_wiggles

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Nice, you can improve this by changing this line.
$game_party.gain_karma(enemy.karma)

To this line.
$game_party.gain_karma(EKP[enemy.id])

And you can shrink the class and make it more efficient.

Great work, your showing lots of improvements and learning fast.
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NuKa_BuBble

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Thank you for the tip mr_wiggles. I'll see for it in the next update.
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G@MeF@Ce

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at a boy Nuka! You now have 50000000000235258762352 karma points! :~P

see this is why you have Karma Script Oie_oi17 in your profile

your effort shows in your play on programming.

will you be adding to the hud? graphic?? counter??? bar????

I can see this system playing yet another condition as to how the NPC's will interact with the Hero ~ Villain based upon Karma.


thanks for sharing!
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NuKa_BuBble

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@G@MeF@Ce: The hud actually exist. I'll add graphics for it and see for more add-ons. Like a weapon that can't be hold if your karma is under a X number.
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mr_wiggles

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If you wanted too you could update it to have a new feature.

What about divided karma, like in "Fallout: New Vegas".

Where not only can be a karma keeper, it can hold a towns individual thought of you. For dynamic conversations with Npcs.

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NuKa_BuBble

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I don't understand what you mean by divided karma but, it was updated. Look at the new HUD. Smile
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G@MeF@Ce

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@nuka - good job I like how you incorporated a graphic counter for your HUD ~ well done!

I took a peep at the graphics folder and noticed the evil KP

what's that!? do I have to battle enough in the demo for that to appear?
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NuKa_BuBble

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@G@MeF@Ce: Fight against the ghost in the demo. I think it's two times. After, the ghosts will be replace by another enemy type and fight two times again to low the karma. Will try to make nicer numbers later.
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NuKa_BuBble

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WAZUP? This script was updated. I know, there's more complicated way to do it but, I choosed the easiest. Laughing

Anyway, that work. Isn't the most important?

EDIT: The demo have a leak with XAS. The script is the most recent version. Should fix that later. DONE!
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