MOG Scene Item Laura V1.2

7 de julho de 2014

MOG Scene Equip Laura é um script de Scene Item com layout em pictures e movimento, desenvolvido pelo Moghunter, compatível com o RPG Maker XP.

Screenshot

Mog Scene Item Laura

Utilização

Para dar nome as imagens dos personagens, renomeie os arquivos das figuras da seguinte forma: Aluxes_FC.png .

Ou seja, coloque o nome do personagem mais o sufixo _FC. Caso você não tiver essa imagem o script automaticamente vai colocar a imagem do battler padrão.

Baixe a demo que já possui todas as imagens exemplos e o script, fica mais fácil para entender como funciona e tal.

Código

Adicione o código abaixo acima do Main:

#_______________________________________________________________________________
# MOG_Scene_Item V1.5            
#_______________________________________________________________________________
# By Moghunter  
# http://www.atelier-rgss.com
#_______________________________________________________________________________
module MOG
  #Transition Time.
  MNIT = 10
  #Transition Type(Name).
  MNITT = "004-Blind04"  
end

#===============================================================================
# Window_Base
#===============================================================================
class Window_Base < Window
#--------------------------------------------------------------------------
# Nada
#--------------------------------------------------------------------------
def nada
  face = RPG::Cache.picture("")
end   
#--------------------------------------------------------------------------
# Drw Face
#--------------------------------------------------------------------------
def drw_face(actor,x,y)
  face = RPG::Cache.picture(actor.name + "_fc") rescue nada
  cw = face.width 
  ch = face.height 
  src_rect = Rect.new(0, 0, cw, ch)
  self.contents.blt(x , y - ch, face, src_rect)    
end   
#--------------------------------------------------------------------------
# Draw_Maphp3
#--------------------------------------------------------------------------
def draw_maphp3(actor, x, y)
  back = RPG::Cache.picture("BAR0")    
  cw = back.width  
  ch = back.height 
  src_rect = Rect.new(0, 0, cw, ch)    
  self.contents.blt(x + 65, y - ch + 30, back, src_rect)
  meter = RPG::Cache.picture("HP_Bar")    
  cw = meter.width  * actor.hp / actor.maxhp
  ch = meter.height 
  src_rect = Rect.new(0, 0, cw, ch)
  self.contents.blt(x + 65, y - ch + 30, meter, src_rect)
  text = RPG::Cache.picture("HP_Tx")    
  cw = text.width  
  ch = text.height 
  src_rect = Rect.new(0, 0, cw, ch)
  self.contents.blt(x + 35, y - ch + 30, text, src_rect)
  self.contents.font.color = Color.new(0,0,0,255)
  self.contents.draw_text(x + 81, y - 1, 48, 32, actor.hp.to_s, 2)
  self.contents.font.color = Color.new(255,255,255,255)
  self.contents.draw_text(x + 80, y - 2, 48, 32, actor.hp.to_s, 2)    
end  
#--------------------------------------------------------------------------
# Draw_Mapsp3
#--------------------------------------------------------------------------
def draw_mapsp3(actor, x, y)
  back = RPG::Cache.picture("BAR0")    
  cw = back.width  
  ch = back.height 
  src_rect = Rect.new(0, 0, cw, ch)    
  self.contents.blt(x + 65, y - ch + 30, back, src_rect)
  meter = RPG::Cache.picture("SP_Bar")    
  cw = meter.width  * actor.sp / actor.maxsp
  ch = meter.height 
  src_rect = Rect.new(0, 0, cw, ch)
  self.contents.blt(x + 65, y - ch + 30, meter, src_rect)
  text = RPG::Cache.picture("SP_Tx")    
  cw = text.width  
  ch = text.height 
  src_rect = Rect.new(0, 0, cw, ch)
  self.contents.blt(x + 35, y - ch + 30, text, src_rect)
  self.contents.font.color = Color.new(0,0,0,255)
  self.contents.draw_text(x + 81, y - 1, 48, 32, actor.sp.to_s, 2)
  self.contents.font.color = Color.new(255,255,255,255)
  self.contents.draw_text(x + 80, y - 2, 48, 32, actor.sp.to_s, 2)    
end  
#--------------------------------------------------------------------------
# Draw_Mexp_it
#--------------------------------------------------------------------------
def draw_mexp_it(actor, x, y)
  lv_tx = RPG::Cache.picture("LV_tx")
  cw = lv_tx.width 
  ch = lv_tx.height 
  src_rect = Rect.new(0, 0, cw, ch)
  self.contents.blt(x + 60 , y - ch + 32, lv_tx, src_rect)
  self.contents.font.color = Color.new(0,0,0,255)
  self.contents.draw_text(x + 101, y + 5, 24, 32, actor.level.to_s, 1)
  self.contents.font.color = Color.new(255,255,255,255)
  self.contents.draw_text(x + 100, y + 4, 24, 32, actor.level.to_s, 1)
end
#--------------------------------------------------------------------------
# Draw_Actor_State_it
#--------------------------------------------------------------------------
def draw_actor_state_it(actor, x, y, width = 80)
  text = make_battler_state_text(actor, width, true)
  self.contents.font.color = actor.hp == 0 ? knockout_color : normal_color
  self.contents.draw_text(x, y, width, 32, text,1)
end
end

#===============================================================================
# Window_Target_Item
#===============================================================================
class Window_Target_Item < Window_Selectable
#--------------------------------------------------------------------------
# Initialize
#--------------------------------------------------------------------------  
  def initialize
    super(0, 130, 280, 300)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.contents.font.name = "Georgia"
    self.z += 10
    @item_max = $game_party.actors.size
    refresh
  end
#--------------------------------------------------------------------------
# Refresh
#--------------------------------------------------------------------------  
  def refresh
    self.contents.clear
    for i in 0...$game_party.actors.size
      x = 4
      y = i * 65
      actor = $game_party.actors[i]
      drw_face(actor,x,y + 55)
      if $mog_rgss_TP_System != nil
        draw_actor_tp(actor, x + 168, y + 27 ,4)
      else  
        draw_mexp_it(actor, x + 110, y + 25 )
      end
      draw_actor_state_it(actor, x + 165, y )
      draw_maphp3(actor, x + 20, y + 0)
      draw_mapsp3(actor, x + 20, y + 32)
    end
  end
#--------------------------------------------------------------------------
# Update_Currsor_Rect
#--------------------------------------------------------------------------  
  def update_cursor_rect
    if @index <= -2
      self.cursor_rect.set(0, (@index + 10) * 65, self.width - 32, 60)
    elsif @index == -1
      self.cursor_rect.set(0, 0, self.width - 32, @item_max * 64 )
    else
      self.cursor_rect.set(0, @index * 65, self.width - 32, 60)
    end
  end
end

#===============================================================================
# Type_Sel
#===============================================================================
class Type_Sel < Window_Base
  attr_reader   :index                    
  attr_reader   :help_window      
#--------------------------------------------------------------------------
# Initialize
#--------------------------------------------------------------------------  
  def initialize(x, y, width, height)
    super(x, y, width, height)
    @item_max = 1
    @column_max = 1
    @index = -1
  end
#--------------------------------------------------------------------------
# Index
#--------------------------------------------------------------------------    
  def index=(index)
    @index = index
  end
#--------------------------------------------------------------------------
# Row_Max
#--------------------------------------------------------------------------  
  def row_max
    return (@item_max + @column_max - 1) / @column_max
  end
#--------------------------------------------------------------------------
# Top Row
#--------------------------------------------------------------------------  
  def top_row
    return self.oy / 32
  end
#--------------------------------------------------------------------------
# Top_row=(row)
#--------------------------------------------------------------------------  
  def top_row=(row)
    if row < 0
      row = 0
    end
    if row > row_max - 1
      row = row_max - 1
    end
    self.oy = row * 32
  end
#--------------------------------------------------------------------------
# Page_Row
#--------------------------------------------------------------------------  
  def page_row_max
    return (self.height - 32) / 32
  end
#--------------------------------------------------------------------------
# Page_Item_Max
#--------------------------------------------------------------------------  
  def page_item_max
    return page_row_max * @column_max
  end
#--------------------------------------------------------------------------
# Update
#--------------------------------------------------------------------------  
  def update
    super
    if self.active and @item_max > 0 and @index >= 0
      if Input.repeat?(Input::RIGHT)
        if (@column_max == 1 and Input.trigger?(Input::RIGHT)) or
           @index < @item_max - @column_max
          $game_system.se_play($data_system.cursor_se)
          @index = (@index + @column_max) % @item_max
        end
      end
      if Input.repeat?(Input::LEFT)
        if (@column_max == 1 and Input.trigger?(Input::LEFT)) or
           @index >= @column_max
          $game_system.se_play($data_system.cursor_se)
          @index = (@index - @column_max + @item_max) % @item_max
        end
      end
    end 
  end
end
#===============================================================================
# Type_Sel
#===============================================================================
class Window_Type < Type_Sel
  def initialize
    super(0, 0, 0, 0)
    @item_max = 3
    self.index = 0
  end
end
#===============================================================================
# Window_Item_Ex
#===============================================================================
class Window_Item_Ex < Window_Selectable 
#--------------------------------------------------------------------------
# Initialzie
#--------------------------------------------------------------------------    
  def initialize
    super(250, 50, 295, 350)
    @column_max = 1
    refresh
    self.index = 0
    if $game_temp.in_battle
      self.y = 64
      self.height = 256
      self.back_opacity = 160
    end
  end
#--------------------------------------------------------------------------
# Item
#--------------------------------------------------------------------------    
  def item
    return @data[self.index]
  end
#--------------------------------------------------------------------------
# Refresh
#--------------------------------------------------------------------------      
  def refresh
    if self.contents != nil
      self.contents.dispose
      self.contents = nil
    end
    @data = []
    for i in 1...$data_items.size
      if $game_party.item_number(i) > 0
        @data.push($data_items[i])
      end
    end
    @item_max = @data.size
    if @item_max > 0
      self.contents = Bitmap.new(width - 32, row_max * 32)
      for i in 0...@item_max
        draw_item(i)
      end
    end
  end
#--------------------------------------------------------------------------
# Draw_Item
#--------------------------------------------------------------------------      
  def draw_item(index)
    item = @data[index]
    case item
    when RPG::Item
      number = $game_party.item_number(item.id)
    end
    if item.is_a?(RPG::Item) and
       $game_party.item_can_use?(item.id)
      self.contents.font.color = normal_color
    else
      self.contents.font.color = disabled_color
    end
    x = 4 + index % 1 * (288 + 32)
    y = index / 1 * 32
    rect = Rect.new(x, y, self.width / @column_max - 32, 32)
    self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
    self.contents.font.name = "Georgia"    
    bitmap = RPG::Cache.icon(item.icon_name)
    opacity = self.contents.font.color == normal_color ? 255 : 128    
    self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
    self.contents.draw_text(x + 28, y, 190, 32, item.name, 0)
    self.contents.draw_text(x + 215, y, 16, 32, ":", 1)
    self.contents.draw_text(x + 230, y, 24, 32, number.to_s, 2)
  end
#--------------------------------------------------------------------------
# Update Help
#--------------------------------------------------------------------------      
  def update_help
    @help_window.set_text(self.item == nil ? "" : self.item.description)
  end
end

#===============================================================================
# Window_Weapon
#===============================================================================
class Window_Weapon < Window_Selectable 
#--------------------------------------------------------------------------
# Initialize
#--------------------------------------------------------------------------        
  def initialize
    super(250, 50, 295, 350)
    @column_max = 1
    refresh
    self.index = 0
     if $game_temp.in_battle
      self.y = 64
      self.height = 256
      self.back_opacity = 160
    end
  end
#--------------------------------------------------------------------------
# Item
#--------------------------------------------------------------------------        
  def item
    return @data[self.index]
  end
#--------------------------------------------------------------------------
# Refresh
#--------------------------------------------------------------------------        
  def refresh
    if self.contents != nil
      self.contents.dispose
      self.contents = nil
    end
    @data = []
      for i in 1...$data_weapons.size
        if $game_party.weapon_number(i) > 0
          @data.push($data_weapons[i])
        end
      end
    @item_max = @data.size
    if @item_max > 0
      self.contents = Bitmap.new(width - 32, row_max * 32)
      for i in 0...@item_max
        draw_item(i)
      end
    end
  end
#--------------------------------------------------------------------------
# Draw_Item
#--------------------------------------------------------------------------        
  def draw_item(index)
    item = @data[index]
    case item
    when RPG::Weapon
      number = $game_party.weapon_number(item.id)
    end
    if item.is_a?(RPG::Item) and
       $game_party.item_can_use?(item.id)
      self.contents.font.color = normal_color
    else
      self.contents.font.color = disabled_color
    end
    x = 4 + index % 1 * (288 + 32)
    y = index / 1 * 32
    rect = Rect.new(x, y, self.width / @column_max - 32, 32)
    self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
    self.contents.font.name = "Georgia"    
    bitmap = RPG::Cache.icon(item.icon_name)
    opacity = self.contents.font.color == normal_color ? 255 : 128    
    self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
    self.contents.draw_text(x + 28, y, 190, 32, item.name, 0)
    self.contents.draw_text(x + 215, y, 16, 32, ":", 1)
    self.contents.draw_text(x + 230, y, 24, 32, number.to_s, 2)
  end
#--------------------------------------------------------------------------
# Update Help
#--------------------------------------------------------------------------        
  def update_help
    @help_window.set_text(self.item == nil ? "" : self.item.description)
  end
end

#===============================================================================
# Window_Armor
#===============================================================================
class Window_Armor < Window_Selectable
#--------------------------------------------------------------------------
# Initialize
#--------------------------------------------------------------------------        
  def initialize
    super(250, 50, 295, 350)
    @column_max = 1
    refresh
    self.index = 0
    if $game_temp.in_battle
      self.y = 64
      self.height = 256
      self.back_opacity = 160
    end
  end
#--------------------------------------------------------------------------
# Item
#--------------------------------------------------------------------------          
  def item
    return @data[self.index]
  end
#--------------------------------------------------------------------------
# Refresh
#--------------------------------------------------------------------------          
  def refresh
    if self.contents != nil
      self.contents.dispose
      self.contents = nil
    end
    @data = []
      for i in 1...$data_armors.size
        if $game_party.armor_number(i) > 0
          @data.push($data_armors[i])
        end
      end
    @item_max = @data.size
    if @item_max > 0
      self.contents = Bitmap.new(width - 32, row_max * 32)
      for i in 0...@item_max
        draw_item(i)
      end
    end
  end
#--------------------------------------------------------------------------
# Draw_Item
#--------------------------------------------------------------------------          
  def draw_item(index)
    item = @data[index]
    case item
    when RPG::Armor
      number = $game_party.armor_number(item.id)
    end
    if item.is_a?(RPG::Item) and
       $game_party.item_can_use?(item.id)
      self.contents.font.color = normal_color
    else
      self.contents.font.color = disabled_color
    end
    x = 4 + index % 1 * (288 + 32)
    y = index / 1 * 32
    rect = Rect.new(x, y, self.width / @column_max - 32, 32)
    self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
    self.contents.font.name = "Georgia"    
    bitmap = RPG::Cache.icon(item.icon_name)
    opacity = self.contents.font.color == normal_color ? 255 : 128    
    self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
    self.contents.draw_text(x + 28, y, 190, 32, item.name, 0)
    self.contents.draw_text(x + 215, y, 16, 32, ":", 1)
    self.contents.draw_text(x + 230, y, 24, 32, number.to_s, 2)
  end
#--------------------------------------------------------------------------
# Update Help
#--------------------------------------------------------------------------          
  def update_help
    @help_window.set_text(self.item == nil ? "" : self.item.description)
  end
end

#===============================================================================
# Scene_Item
#===============================================================================
class Scene_Item
#--------------------------------------------------------------------------
# Main
#--------------------------------------------------------------------------            
  def main
    @back = Plane.new
    @back.bitmap = RPG::Cache.picture("MN_BK")
    @back.z = 100
    @item_lay = Sprite.new
    @item_lay.bitmap = RPG::Cache.picture("Item_lay")
    @item_lay.z = 100
    @item_com = Sprite.new
    @item_com.bitmap = RPG::Cache.picture("Item_com01")
    @item_com.z = 100
    @type = Window_Type.new
    @type.opacity = 0
    @type.visible = false    
    @help_window = Window_Help.new
    @help_window.y = 405
    @item_window = Window_Item_Ex.new
    @item_window.help_window = @help_window
    @item_window.visible = true
    @item_window.active = true
    @weapon_window = Window_Weapon.new
    @weapon_window.help_window = @help_window
    @weapon_window.visible = false 
    @weapon_window.active = true
    @armor_window = Window_Armor.new
    @armor_window.help_window = @help_window
    @armor_window.visible = false 
    @armor_window.active = true    
    @target_window = Window_Target_Item.new
    @target_window.x = -300
    @target_window.active = false
    @help_window.opacity = 0
    @help_window.x = -200
    @help_window.contents_opacity = 0    
    @item_window.opacity = 0
    @weapon_window.opacity = 0
    @armor_window.opacity = 0
    @target_window.opacity = 0    
    @weapon_window.x = 640
    @armor_window.x = 640
    @item_window.x = 640   
    @weapon_window.contents_opacity = 0
    @armor_window.contents_opacity = 0
    @item_window.contents_opacity = 0      
    Graphics.transition(MOG::MNIT, "Graphics/Transitions/" + MOG::MNITT)
    loop do
      Graphics.update
      Input.update
      update
      if $scene != self
        break
      end
    end
    for i in 0..10
      @weapon_window.x += 25
      @armor_window.x += 25
      @item_window.x += 25   
      @weapon_window.contents_opacity -= 25
      @armor_window.contents_opacity -= 25
      @item_window.contents_opacity -= 25     
      @item_lay.zoom_x += 0.2
      @item_lay.opacity -= 25
      @item_com.zoom_y += 0.2
      @item_com.opacity -= 25
      @target_window.x -= 25
      @help_window.contents_opacity -= 25
      @back.ox += 2
      Graphics.update  
    end  
    Graphics.freeze
    @help_window.dispose
    @item_window.dispose
    @weapon_window.dispose
    @armor_window.dispose
    @target_window.dispose
    @item_lay.dispose
    @back.dispose
    @item_com.dispose
    @type.dispose
  end
#--------------------------------------------------------------------------
# Update
#--------------------------------------------------------------------------            
  def update
    if @target_window.active == true
       @target_window.visible = true
      if @target_window.x < 0
         @target_window.x += 30
      elsif @target_window.x >= 0
         @target_window.x = 0      
      end  
      else
      if @target_window.x > -300
         @target_window.x -= 30
      elsif @target_window.x >= -300
         @target_window.x = -300
         @target_window.visible = false
      end 
    end    
    if @help_window.x < 0
      @help_window.x += 15
      @help_window.contents_opacity += 20    
    elsif @help_window.x >= 0
      @help_window.x = 0
      @help_window.contents_opacity = 255    
    end
    if @item_window.x > 250
      @weapon_window.x -= 30
      @armor_window.x -= 30
      @item_window.x -= 30   
      @weapon_window.contents_opacity += 20
      @armor_window.contents_opacity += 20
      @item_window.contents_opacity += 20    
    elsif  @item_window.x <= 250
      @weapon_window.x = 250
      @armor_window.x = 250
      @item_window.x = 250   
      @weapon_window.contents_opacity = 250
      @armor_window.contents_opacity = 250
      @item_window.contents_opacity = 250      
    end 
    if @target_window.active == false
      if Input.trigger?(Input::RIGHT) or Input.trigger?(Input::LEFT) or
         Input.press?(Input::RIGHT) or  Input.press?(Input::LEFT)
        @weapon_window.x = 640
        @armor_window.x = 640
        @item_window.x = 640       
        @weapon_window.contents_opacity = 0
        @armor_window.contents_opacity = 0
        @item_window.contents_opacity = 0       
      end
      if Input.trigger?(Input.dir4) or Input.trigger?(Input.dir4) or
         Input.trigger?(Input::L) or Input.trigger?(Input::R)      
         @help_window.x = -200
         @help_window.contents_opacity = 0
      end  
    end
    @back.ox += 1
    @help_window.update
    @item_window.update
    @weapon_window.update
    @armor_window.update
    @target_window.update
    @type.update
    case @type.index
    when 0
    @item_com.bitmap = RPG::Cache.picture("Item_com01")
    if @target_window.active == true
      update_target
      @item_window.active = false  
      @type.active = false
      return
    else   
      @item_window.active = true
      @type.active = true
    end    
      @weapon_window.active = false
      @armor_window.active = false
      @item_window.visible = true
      @weapon_window.visible = false
      @armor_window.visible = false    
    when 1 
      @item_com.bitmap = RPG::Cache.picture("Item_com02")
      @item_window.active = false
      @weapon_window.active = true
      @armor_window.active = false
      @item_window.visible = false
      @weapon_window.visible = true
      @armor_window.visible = false    
    when 2
      @item_com.bitmap = RPG::Cache.picture("Item_com03")   
      @item_window.active = false
      @weapon_window.active = false
      @armor_window.active = true
      @item_window.visible = false
      @weapon_window.visible = false
      @armor_window.visible = true
    end
    if @item_window.active
      update_item
      return
    end
    if @weapon_window.active
      update_weapon
      return
    end
    if @armor_window.active
      update_armor
      return
    end
  end
#--------------------------------------------------------------------------
# Update Weapon
#--------------------------------------------------------------------------          
  def update_weapon
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      $scene = Scene_Menu.new(0)
      return
    end
  end
#--------------------------------------------------------------------------
# Update Armor
#--------------------------------------------------------------------------            
  def update_armor
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      $scene = Scene_Menu.new(0)
      return
    end
  end
#--------------------------------------------------------------------------
# Update Item
#--------------------------------------------------------------------------            
  def update_item
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      $scene = Scene_Menu.new(0)
      return
    end
    if Input.trigger?(Input::C)
      @item = @item_window.item
      unless @item.is_a?(RPG::Item)
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      unless $game_party.item_can_use?(@item.id)
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      $game_system.se_play($data_system.decision_se)
      if @item.scope >= 3
        @item_window.active = false
        @target_window.x = (@item_window.index + 1) % 1 * 304
        @target_window.active = true
        @target_window.x = -350              
        if @item.scope == 4 || @item.scope == 6
          @target_window.index = -1
        else
          @target_window.index = 0
        end
      else
        if @item.common_event_id > 0
          $game_temp.common_event_id = @item.common_event_id
          $game_system.se_play(@item.menu_se)
          if @item.consumable
            $game_party.lose_item(@item.id, 1)
            @item_window.draw_item(@item_window.index)
          end
          $scene = Scene_Map.new
          return
        end
      end
      return
    end
  end
#--------------------------------------------------------------------------
# Update Target
#--------------------------------------------------------------------------            
  def update_target
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      unless $game_party.item_can_use?(@item.id)
        @item_window.refresh
      end
      @item_window.active = true
      @target_window.active = false
      return
    end
    if Input.trigger?(Input::C)
      if $game_party.item_number(@item.id) == 0
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      if @target_window.index == -1
        used = false
        for i in $game_party.actors
          used |= i.item_effect(@item)
        end
      end
      if @target_window.index >= 0
        target = $game_party.actors[@target_window.index]
        used = target.item_effect(@item)
      end
      if used
        $game_system.se_play(@item.menu_se)
        if @item.consumable
          $game_party.lose_item(@item.id, 1)
          @item_window.draw_item(@item_window.index)
        end
        @target_window.refresh
        if $game_party.all_dead?
          $scene = Scene_Gameover.new
          return
        end
        if @item.common_event_id > 0
          $game_temp.common_event_id = @item.common_event_id
          $scene = Scene_Map.new
          return
        end
      end
      unless used
        $game_system.se_play($data_system.buzzer_se)
      end
      return
    end
  end
end

$mog_rgss_Scene_Item = true

autor, site, canal ou publisher Moghunter tamanho 405KB licençaGrátis sistemas operacionais compativeisWindows 98/98SE/Me/2000/XP/Vista/7 download link DOWNLOAD

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