Ogłoszenie 

Uwaga! To forum jest w trybie offline.
Wszelką pomoc uzyskasz pod adresem
forum.ultimateam.pl


Administracja Forum


Poprzedni temat «» Następny temat
NetPlay,myszka i skrypty
Autor Wiadomość
batista1230 




Preferowany:
RPG Maker XP

Dołączył: 15 Wrz 2011
Posty: 76
Wysłany: Wto 09 Kwi, 2013 18:53
NetPlay,myszka i skrypty
Więc mój problem polega na tym że w netplay jest wgrany skrypt autorstwa "Cybersam''
wszystko działa ładnie ale jak dogram skrypt np. dozorca lub coś w tym stylu to myszka automatycznie działa w dogranych skryptach lecz jest nie wy kalibrowana i przez to nie można obsługiwać innych skryptów,więc szukam pomocy osób znających się na ruby który mogły by pomóc wyłączyć myszkę w innych skryptach lub wy kalibrować ją.
Niżej podaje dwa skrypty

Mouse

Kod:
#===============================================================================
# ** Mouse Script v1 - Thank you to Cybersam who decoded Windows in order to make
#                      this work. of the credit, all I did was add a few functions.
#                      Without this script my entire system would not work. Thank you!
#                      I would not edit this, because it could easily be messed up. (Astro_Mech says)
#-------------------------------------------------------------------------------
# Author    Cybersam
# Modified  Valentine
# Version   2.0
# Date      11-04-06
# Edit      Astro_mech
#===============================================================================

SDK.log("MouseInput", "Astro_mech", "1.0", " 13-04-06")

#-------------------------------------------------------------------------------
# Begin SDK Enabled Check
#-------------------------------------------------------------------------------
if SDK.state('MouseInput') == true
module Mouse
  #--------------------------------------------------------------------------
  # * Variable Setup
  #--------------------------------------------------------------------------
  gsm = Win32API.new('user32', 'GetSystemMetrics', 'i', 'i')
  @cursor_pos = Win32API.new('user32', 'GetCursorPos', 'p', 'i')
  module_function
  #--------------------------------------------------------------------------
  # * Mouse Global Position
  #--------------------------------------------------------------------------
  def mouse_global_pos
    pos = [0, 0].pack('ll')
    if @cursor_pos.call(pos) != 0
      return pos.unpack('ll')
    else
      return nil
    end
  end
  #--------------------------------------------------------------------------
  # * Mouse Position
  #--------------------------------------------------------------------------
  def mouse_pos(catch_anywhere = false)
    Input.mouse_update# Rataime's edit
    width, height = client_size
    x, y = screen_to_client(*mouse_global_pos)
    if Input.Anykey == false
      if catch_anywhere or (x >= 0 and y >= 0 and $Mouse.x < width and $Mouse.y < height)
        return x, y
      else
        return $Mouse.x, $Mouse.y
      end
    else
      return x, y
      return $Mouse.x, $Mouse.y
    end
  end
  #--------------------------------------------------------------------------
  # * Delete
  #--------------------------------------------------------------------------
  def del
    if @oldcursor == nil
      return
    else
      @SetClassLong.call(handel ,-12, @oldcursor)
      @oldcursor = nil
    end
  end
end

#--------------------------------------------------------------------------
# * Variable Setup
#--------------------------------------------------------------------------
$scr2cli = Win32API.new('user32', 'ScreenToClient', %w(l p), 'i')
$client_rect = Win32API.new('user32', 'GetClientRect', %w(l p), 'i')
$readini = Win32API.new('kernel32', 'GetPrivateProfileStringA', %w(p p p p l p), 'l')
$findwindow = Win32API.new('user32', 'FindWindowA', %w(p p), 'l')

#--------------------------------------------------------------------------
# * Screen to Client
#--------------------------------------------------------------------------
def screen_to_client(x, y)
  return nil unless x and y
  pos = [x, y].pack('ll')
  if $scr2cli.call(hwnd, pos) != 0
    return pos.unpack('ll')
  else
    return nil
  end
end
#--------------------------------------------------------------------------
# * H Windowed
#--------------------------------------------------------------------------
def hwnd
  game_name = "\0" * 256
  $readini.call('Game','Title','',game_name,255,".\\Game.ini")
  game_name.delete!("\0")
  return $findwindow.call('RGSS Player',game_name)
end
#--------------------------------------------------------------------------
# * Client Size
#--------------------------------------------------------------------------
def client_size
  rect = [0, 0, 0, 0].pack('l4')
  $client_rect.call(hwnd, rect)
  right, bottom = rect.unpack('l4')[2..3]
  return right, bottom
end

end
class Game_Temp
  attr_accessor :atualizar_mouse 
  alias mouse_mmo initialize
  def initialize
    mouse_mmo
    @atualizar_mouse = false
  end
end 
#-------------------------------------------------------------------------------
# End SDK Enabled Check
#-------------------------------------------------------------------------------
#===============================================================================
# ** Mouse Script v1 - Controlls the Mouse's functions, inlcuding drawing.
#                       + Event Map Interaction by MrMo, Merged by trebor777
#-------------------------------------------------------------------------------
# Author    Astro_mech
# Version   1.3
# Date      15-11-06
# Edit      Me&#8482;, Mr.Mo and trebor777
#===============================================================================
SDK.log("Mouse", "Astro_mech", "1.3", " 13-04-06")

#-------------------------------------------------------------------------------
# Begin SDK Enabled Check
#-------------------------------------------------------------------------------
if SDK.state('Mouse')
  cursor = Win32API.new("user32", "ShowCursor", "i", "i" )
  cursor.call(0)
 
class Game_Mouse
  MOUSE_ICON = {}
  MOUSE_ICON["Default"] = "Arrow"         #The default mouse icon.
  #Setting up mouse Icons are easy
  MOUSE_ICON["NPC"] = "Arrow-Event2"
  MOUSE_ICON["Item"] = "Arrow-Event2"
  MOUSE_ICON["Event"] = "Arrow-Event2"
  MOUSE_ICON["Enemy"] = "001-Weapon01"
  MOUSE_ICON["NETPLAYER"] = "Arrow-Event2"
 
  #--------------------------------------------------------------------------
  # * Attributes
  #--------------------------------------------------------------------------
  attr_accessor :icon
  attr_accessor :x
  attr_accessor :y
  #--------------------------------------------------------------------------
  # * Starts up the class, and creates the cursor icon
  #--------------------------------------------------------------------------
  def initialize
    @x = 0
    @y = 0
    $icon = RPG::Cache.icon(MOUSE_ICON["Default"])
    @icon_name = MOUSE_ICON["Default"]
    @sprite = Sprite.new
    #@sprite.bitmap = $icon
    @sprite.opacity = 0
    @sprite.z = 999999999
    @draw = false
  end
  #--------------------------------------------------------------------------
  # * Reset
  #--------------------------------------------------------------------------
  def reset
    $icon = RPG::Cache.icon(MOUSE_ICON["Default"])
    @icon_name = MOUSE_ICON["Default"]
    @sprite.dispose if @sprite.bitmap != nil
    @sprite = Sprite.new
    @sprite.bitmap = $icon
    @draw = false
    # Updates the co-ordinates of the icon
    @x, @y = Mouse.mouse_pos
    @sprite.x = @x
    @sprite.y = @y
    @sprite.z = 999999999
  end
  #--------------------------------------------------------------------------
  # * Reset 2
  #--------------------------------------------------------------------------
  def reset2
    $icon = RPG::Cache.icon($mouse_iconfor)
    @icon_name = MOUSE_ICON["Default"]
    @sprite.dispose if @sprite.bitmap != nil
    @sprite = Sprite.new
    @sprite.bitmap = $icon
    @draw = false
    # Updates the co-ordinates of the icon
    @old_x = @x # prevent the F2 bug
    @old_y = @y # prevent the F2 bug
    @x, @y = Mouse.mouse_pos
    @x = @old_x if @x==nil # prevent the F2 bug
    @y = @old_y if @y==nil # Prevent the F2 Bug
    @sprite.x = @x
    @sprite.y = @y
    @sprite.z = 999999999
  end
  #--------------------------------------------------------------------------
  # * Update
  #--------------------------------------------------------------------------
  def update
    # Updates the co-ordinates of the icon
    @old_x = @x # prevent the F2 bug
    @old_y = @y # prevent the F2 bug
    @x, @y = Mouse.mouse_pos
    @x = @old_x if @x==nil # prevent the F2 bug
    @y = @old_y if @y==nil # Prevent the F2 Bug
    @sprite.x = @x
    @sprite.y = @y
   
    if $scene.is_a?(Scene_Map)
      #Check if the mouse is clicked
      if Input.pressed?(Input::Mouse_Left)
      mouse_interactive
      end
      mouse_netinteractive if Input.pressed?(Input::Mouse_Right)
      #$game_player.clear_path if Input.trigger(Input::Mouse_Right) or $game_temp.message_window_showing or $game_netplay.chat_active
      #Check for mouse over
      check_icon_to_icon
    end
   
    if $game_temp.atualizar_mouse == true
      $game_temp.atualizar_mouse = false
      reset2     
    end
  end
  #--------------------------------------------------------------------------
  # * Change Icon according to the Icon List
  #--------------------------------------------------------------------------
  def check_icon_to_icon
    object = get_allobject
    if object[0]
    if object[1].is_a?(Game_Event)
      list = comment_include(object[1], "Mouse")     
      return if list == nil
      #Check what the list is
      for key in MOUSE_ICON.keys
        next if !list.include?(key)
        next if @icon_name == MOUSE_ICON[key]
        return if can_mouse_pos? == false
        $icon = RPG::Cache.icon(MOUSE_ICON[key])
        @icon_name = MOUSE_ICON[key]
        @sprite.bitmap.dispose if @sprite.bitmap != nil or @sprite.bitmap.disposed?
        @sprite.bitmap = $icon
      end
    elsif object[1].is_a?(Game_NetPlayer)
      #Check what the list is
     if @icon_name != MOUSE_ICON["NETPLAYER"]
        $icon = RPG::Cache.icon(MOUSE_ICON["NETPLAYER"])
        @icon_name = MOUSE_ICON["NETPLAYER"]
        @sprite.bitmap.dispose if @sprite.bitmap != nil or @sprite.bitmap.disposed?
        @sprite.bitmap = $icon
      end     
    end
    elsif @icon_name != MOUSE_ICON["Default"]
      $icon = RPG::Cache.icon(MOUSE_ICON["Default"])
      @icon_name = MOUSE_ICON["Default"]
      @sprite.bitmap.dispose if @sprite.bitmap != nil or @sprite.bitmap.disposed?
      @sprite.bitmap = $icon
    end
  end
  #--------------------------------------------------------------------------
  # * Can Mouse Position
  #--------------------------------------------------------------------------
  def can_mouse_pos?
    return false if $pegando_item == true
    return false if $pegando_item_loja == true
    return false if $pegando_skill == true
    return false if $pegando_item_trade == true
    return false if $desequipar_arma == true
    return false if $desequipar_armadura== true
    return false if $desequipar_escudo == true
    return false if $desequipar_helmet== true
    return false if $desequipar_acessorio == true
    return false if $desequipar_capa == true
    return false if $desequipar_luva == true
    return false if $desequipar_bota == true
    return false if $desequipar_amuleto == true
    return true
  end
  #--------------------------------------------------------------------------
  # * Interactive System
  #--------------------------------------------------------------------------
  def mouse_interactive
    #Check if there is something on that pos.
    object = get_object
    if object[0] and object[1].is_a?(Game_Event)
      #Get the correct pos
      pos = get_pos(object[1])
      #return if there is no pos
      return if pos == nil
      #Move to pos
      return if can_mouse_pos? == false
      return if $equip_w.in_area? and $equip_w.visible
      return if $member_list.in_area? and $member_list.visible
      return if $item_w.in_area? and $item_w.visible
      return if $painel_adm.in_area? and $painel_adm.visible
      return if $teleport.in_area? and $teleport.visible
      return if $skill.in_area? and $skill.visible
      return if $guild_w.in_area? and $guild_w.visible
      return if $guild_created.in_area? and $guild_created.visible
      return if $janela_base.in_area?
     
      $game_player.turn_to(object[1]) if !in_direction?($game_player,object[1])
      #Activate event if facing event and next to event.
      #start event
      list = comment_include(object[1], "ABS")
      if $game_map.events[object[1].id].opacity == 150
        return if $fechando_ativar == true
        $game_map.events[object[1].id].opacity = 255
        $fechando_ativar = true
      else
        return if $fechando_ativar == true
        $game_map.events[object[1].id].opacity = 150
        #if $event_opa != $game_map.events[object[1].id] and $event_opa != nil
          #$game_map.events[$event_opa].opacity = 255
        #end
        $player_opa = nil
        $player_leva = nil
        $event_opa = object[1].id
        $event_leva = object[1]
        if $ABS.enemies[$event_leva.id] != nil
        else
        $event_leva = nil
        end
        $fechando_ativar = true
      end
      if list != nil
      #Network::Main.socket.send("5|@pvp_target = 'NPC'|<->")
#      $game_party.actors[0].pvp_target = [$game_map.events[object[1].id],$ABS.enemies[object[1].id]]
      return
      end
    end
   
     #Check if there is something on that pos.
    object = get_netobj
    if object[0] and object[1].is_a?(Game_NetPlayer)
      #Get the correct pos
      pos = get_pos(object[1])
      #return if there is no pos
      return if pos == nil
      #Move to pos
      $game_player.turn_to(object[1]) if !in_direction?($game_player,object[1])
      #Activate event if facing event and next to event.
      return if !in_range?($game_player, object[1], 20)
      return if $fechando_ativar == true
      if object[1].opacity == 150
        return if $fechando_ativar == true
        object[1].opacity = 255
        $fechando_ativar = true
      else
        return if $fechando_ativar == true
        object[1].opacity = 150
        $event_opa = nil
        $event_leva = nil
        $player_opa = object[1].id
        $player_leva = object[1]
        $fechando_ativar = true
      end
     
      #start event
#      Network::Main.socket.send("5|@pvp_target = '#{object[1].name}'|<->")
#      $game_party.actors[0].pvp_target = object[1]
      return
    else
#      $game_party.actors[0].pvp_target = nil
    end
   
    if object[0] and object[1].is_a?(Game_Event)
      list = comment_include(object[1], "Mouse")
      return if list == nil
      #Get the correct pos
      pos = get_pos(object[1])
      #return if there is no pos
      return if pos == nil
      #if list.include?("Start") and !in_range?($game_player, object[1], 1)
      #Move to pos
      return $game_player.find_path(pos[0], pos[1]) if list.include?("Cursor") and !in_range?($game_player, object[1], 1)
      $game_player.turn_to(object[1]) if !in_direction?($game_player,object[1])
      #Activate event if facing event and next to event.
      return if !in_direction?($game_player,object[1]) or !in_range?($game_player, object[1], 1)
      #start event
      object[1].start if list.include?("Cursor")
      return
    end
   
    #If there is nothing than move
    return if !$game_map.passable?(tile_x, tile_y, 0, $game_player)
   
    if $item_w.in_area? or $equip_w.in_area? and $item_w.visible == true
   
    elsif $skill.in_area? and $skill.visible == true
     
    elsif $trade_a == true
      if $trade_w.in_area? and $trade_w.visible == true or $trade_w_2.in_area? and $trade_w_2.visible == true or $trade_w_3.in_area? and $trade_w_3.visible == true
      else
        if $pegando_item == false and $pegando_item_trade == false and $pegando_item_loja == false
          $game_player.find_path(tile_x, tile_y) if User_Edit::PATHFIND_ACTIVE
        end
      end
    elsif $loja == true
      if $loja_w.in_area? and $loja_w.visible == true
      else
        if $pegando_item == false and $pegando_item_trade == false and $pegando_item_loja == false
        $game_player.find_path(tile_x, tile_y) if User_Edit::PATHFIND_ACTIVE
        end
      end
     
    elsif $status.in_area? and $status.visible == true
     
    elsif $member_list.in_area? and $member_list.visible == true
     
    elsif $guild_created.in_area? and $guild_created.visible == true
     
    elsif $msg.in_area? and $msg.visible == true
     
    elsif $janela_base.in_area? and $janela_base.visible == true
     
    elsif $chat.in_area? and $chat.visible == true
     
    elsif $painel_adm.in_area? and $painel_adm.visible == true
     
    elsif $pegando_item_trade == true 
     
    elsif $pegando_item_loja == true
     
    elsif $fechando_ativar == true
     
    elsif $pegando_skill == true
   
    elsif $pegando_item == true
     
    elsif $arrastando_poxa == true
     
    elsif $desequipar_arma == true
     
    elsif $desequipar_armadura== true
     
    elsif $desequipar_escudo == true
     
    elsif $desequipar_helmet== true
     
    elsif $desequipar_acessorio == true
     
    elsif $desequipar_capa == true
     
    elsif $desequipar_luva == true
     
    elsif $desequipar_bota == true
     
    elsif $desequipar_amuleto == true
     
    elsif $chat_textinho.in_area? and $chat_textinho.visible == true
     
    elsif $teleport.in_area? and $teleport.visible == true
     
    elsif $guild_w.in_area? and $guild_w.visible == true
     
    elsif $quest_list.in_area? and $quest_list.visible == true
     
    elsif $quest_w.in_area? and $quest_w.visible == true
   
    else
      $game_player.find_path(tile_x, tile_y) if User_Edit::PATHFIND_ACTIVE
    end

  end
 
  def mouse_netinteractive
    #Check if there is something on that pos.
    object = get_netobj
    if object[0] and object[1].is_a?(Game_NetPlayer)
      #Get the correct pos
      pos = get_pos(object[1])
      #return if there is no pos
      return if pos == nil
      #Move to pos
      $game_player.turn_to(object[1]) if !in_direction?($game_player,object[1])
      #Activate event if facing event and next to event.
      return if !in_range?($game_player, object[1], 20)
      #start event
      $scene.active_netcommand(@x,@y,object[1].netid)
      return
    end
#    $game_player.find_path(tile_x, tile_y)
  end
  #--------------------------------------------------------------------------
  # * Get Pos
  #--------------------------------------------------------------------------
  def get_pos(object)
    return [tile_x-1,tile_y] if $game_map.passable?(tile_x-1, tile_y, 0, object)
    return [tile_x,tile_y-1] if $game_map.passable?(tile_x, tile_y-1, 0, object)
    return [tile_x+1,tile_y] if $game_map.passable?(tile_x+1, tile_y, 0, object)
    return [tile_x,tile_y+1] if $game_map.passable?(tile_x, tile_y+1, 0, object)
    return nil
  end
  #--------------------------------------------------------------------------
  # * Get Object
  #--------------------------------------------------------------------------
  def get_object
    for event in $game_map.events.values
      return [true,event] if event.x == tile_x and event.y == tile_y
    end
    return [false,nil]
  end
 
  def get_netobj
    for player in Network::Main.mapplayers.values
      return [true,player] if player.x == tile_x and player.y == tile_y
    end
    return [false,nil]
  end
 
  def get_allobject
    for player in Network::Main.mapplayers.values
      return [true,player] if player.x == tile_x and player.y == tile_y
    end
    for event in $game_map.events.values
      return [true,event] if event.x == tile_x and event.y == tile_y
    end
    return [false,nil]
  end
  #--------------------------------------------------------------------------
  # * Get Comments
  #--------------------------------------------------------------------------
  def comment_include(*args)
    list = *args[0].list
    trigger = *args[1]
    return nil if list == nil
    return nil unless list.is_a?(Array)
    for item in list
      next if item.code != 108
      par = item.parameters[0].split(' ')
      return item.parameters[0] if par[0] == trigger
    end
    return nil
  end
  #--------------------------------------------------------------------------
  # * In Range?(Element, Object, Range) - Near Fantastica
  #--------------------------------------------------------------------------
  def in_range?(element, object, range)
    x = (element.x - object.x) * (element.x - object.x)
    y = (element.y - object.y) * (element.y - object.y)
    r = x + y
    return true if r <= (range * range)
    return false
  end
  #--------------------------------------------------------------------------
  # * In Direction?(Element, Object) - Near Fantastica
  #--------------------------------------------------------------------------
  def in_direction?(element, object)
    return true if element.direction == 2 and object.y >= element.y and object.x == element.x
    return true if element.direction == 4 and object.x <= element.x and object.y == element.y
    return true if element.direction == 6 and object.x >= element.x and object.y == element.y
    return true if element.direction == 8 and object.y <= element.y and object.x == element.x
    return false
  end
  #--------------------------------------------------------------------------
  # * Returns the current x-coordinate of the tile the mouse is over on the map
  #--------------------------------------------------------------------------
  def tile_x
    return ((($game_map.display_x.to_f/4.0).floor + @x.to_f)/32.0).floor
  end
  #--------------------------------------------------------------------------
  # * Returns the current y-coordinate of the tile the mouse is over on the map
  #--------------------------------------------------------------------------
  def tile_y
    return ((($game_map.display_y.to_f/4.0).floor + @y.to_f)/32.0).floor
  end
  #--------------------------------------------------------------------------
  # * Makes the mouse sprite disappear
  #--------------------------------------------------------------------------
  def invisible
    @sprite.opacity = 0
    #Win32API.new('user32', 'ShowCursor', 'l', 'l').call(1)
  end
  #--------------------------------------------------------------------------
  # * Makes the mouse sprite visible
  #--------------------------------------------------------------------------
  def visible
    @sprite.opacity = 255
    #Win32API.new('user32', 'ShowCursor', 'l', 'l').call(0)
  end
  #--------------------------------------------------------------------------
  # * Disposes the sprite
  #--------------------------------------------------------------------------
  def dispose
    @sprite.dispose
  end
end
end
#-------------------------------------------------------------------------------
# End SDK Enabled Check
#-------------------------------------------------------------------------------


Game Mouse

Kod:
#============================================================================
# * Window Message
#============================================================================

class Window_Message
  #--------------------------------------------------------------------------
  alias mrmo_mouse_window_message_initialize initialize
  #--------------------------------------------------------------------------
  def initialize
    mrmo_mouse_window_message_initialize
    @closable = true
  end
  #--------------------------------------------------------------------------
  # * On Close Event.
  #--------------------------------------------------------------------------
  def on_close
    self.active=true
    self.visible=true
    if $game_temp.message_window_showing
      if $game_temp.choice_max > 0
        $game_system.se_play($data_system.decision_se)
        $game_temp.choice_proc.call(self.index)
      end
      terminate_message
    end
  end 
end
#==============================================================================
# ** Game_Character (part 1)
#------------------------------------------------------------------------------
#  This class deals with characters. It's used as a superclass for the
#  Game_Player and Game_Event classes.
#==============================================================================
class Game_Character
  #--------------------------------------------------------------------------
  # * Turn Towards B
  #--------------------------------------------------------------------------
  def turn_to(b)
    # Get difference in player coordinates
    sx = @x - b.x
    sy = @y - b.y
    # If coordinates are equal
    if sx == 0 and sy == 0
      return
    end
  end
end
[/code]
________________________
SzamanŻycia
 
 
PaKiTos 




Preferowany:
RPG Maker 2003

Ranga RM:
2 gry

Pomógł: 16 razy
Dołączył: 05 Lis 2009
Posty: 359
Skąd: spytaj innych
Wysłany: Sro 10 Kwi, 2013 09:48
Wydaje mi się że to chyba przez SDK(może być niekompatybilny z innymi skryptami np z netplayem) ale wtedy myszka nie bedzie działać.
________________________
po co to kopiujesz? ;d
Spoiler:

Fakty:
1.Widzisz mój podpis
2.Jesteś w internecie
3.Czytasz
4.Siedzisz przy komputerze
5.Jesteś na UltimaForum
6.Twój nick to Gość


kiedys tu bylo fajniej... coz gospoda rma forever
chwala tym ktorzy nadal robia w 2k
 
 
batista1230 




Preferowany:
RPG Maker XP

Dołączył: 15 Wrz 2011
Posty: 76
Wysłany: Sro 10 Kwi, 2013 12:08
jak SDK nie kompatybilny z neplayem jak standardowo jest SDK w netplay
________________________
SzamanŻycia
 
 
PaKiTos 




Preferowany:
RPG Maker 2003

Ranga RM:
2 gry

Pomógł: 16 razy
Dołączył: 05 Lis 2009
Posty: 359
Skąd: spytaj innych
Wysłany: Sro 10 Kwi, 2013 13:35
Nie mam netplaya więc nie jestem pewien w 100%...
________________________
po co to kopiujesz? ;d
Spoiler:

Fakty:
1.Widzisz mój podpis
2.Jesteś w internecie
3.Czytasz
4.Siedzisz przy komputerze
5.Jesteś na UltimaForum
6.Twój nick to Gość


kiedys tu bylo fajniej... coz gospoda rma forever
chwala tym ktorzy nadal robia w 2k
 
 
Wyświetl posty z ostatnich:   
Odpowiedz do tematu
Nie możesz pisać nowych tematów
Nie możesz odpowiadać w tematach
Nie możesz zmieniać swoich postów
Nie możesz usuwać swoich postów
Nie możesz głosować w ankietach
Nie możesz załączać plików na tym forum
Możesz ściągać załączniki na tym forum
Dodaj temat do Ulubionych
Wersja do druku

Skocz do:  

Powered by phpBB modified by Przemo © 2003 phpBB Group | Template Klam by Ayene