Gold and Item Bank

Gold and Item Bank


Pengenalan

script banknya salah satu anak RMID, tapi gw cuma ngopi threadnya


Fitur

  • Nyimpen uang ma barang
  • dapet bunga dari uang yang disimpen
  • barang yang di sempen bisa lebih banyak dari di tas... (max 999 bukan 99)




Demo

liat aja di thread gw yang atu lagi... demonya sama kok...

liat di thread ini, demonya sama



Scripts
cuma tinggal copi aja text di spoiler di bawah ini
trus paste deh di tempat script
jangan lupa di atas main... di bawah default script
Spoiler:
Code:
class Game_Bank
  attr_reader  :gold                    # amount of gold
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    @gold = 0
    @items = {}
    @weapons = {}
    @armors = {}
  end
  def get_interest
    i = rand(5000)
    if i == 0
      j = ($game_bank.gold * 0.025).to_i
      $game_bank.gain_gold(j)
    end
  end
  def item_number(item_id)
    return @items.include?(item_id) ? @items[item_id] : 0
  end
  def weapon_number(weapon_id)
    return @weapons.include?(weapon_id) ? @weapons[weapon_id] : 0
  end
  def armor_number(armor_id)
    return @armors.include?(armor_id) ? @armors[armor_id] : 0
  end
  def gain_gold(n)
    @gold = [[@gold + n, 0].max, 99999999].min
  end
  def lose_gold(n)
    gain_gold(-n)
  end
  def gain_item(item_id, n)
    if item_id > 0
      @items[item_id] = [[item_number(item_id) + n, 0].max, 999].min
    end
  end
  def gain_weapon(weapon_id, n)
    if weapon_id > 0
      @weapons[weapon_id] = [[weapon_number(weapon_id) + n, 0].max, 999].min
    end
  end
  def gain_armor(armor_id, n)
    if armor_id > 0
      @armors[armor_id] = [[armor_number(armor_id) + n, 0].max, 999].min
    end
  end
  def lose_item(item_id, n)
    gain_item(item_id, -n)
  end
  def lose_weapon(weapon_id, n)
    gain_weapon(weapon_id, -n)
  end
  def lose_armor(armor_id, n)
    gain_armor(armor_id, -n)
  end
end
class Window_UserGold < Window_Base
  def initialize
    super(440, 320, 200, 96)
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    cx = contents.text_size($data_system.words.gold).width
    self.contents.font.color = normal_color
    self.contents.draw_text(4, 0, 158, 32, "User Gold :", 1)
    self.contents.draw_text(4, 32, 158-cx-2, 32, $game_party.gold.to_s, 2)
    self.contents.font.color = system_color
    self.contents.draw_text(162-cx, 32, cx, 32, $data_system.words.gold, 2)
  end
end
class Window_BankGold < Window_Base
  def initialize
    super(240, 320, 200, 96)
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    cx = contents.text_size($data_system.words.gold).width
    self.contents.font.color = normal_color
    self.contents.draw_text(4, 0, 158, 32, "Bank Gold :", 1)
    self.contents.draw_text(4, 32, 158-cx-2, 32, $game_bank.gold.to_s, 2)
    self.contents.font.color = system_color
    self.contents.draw_text(162-cx, 32, cx, 32, $data_system.words.gold, 2)
  end
end
class Window_BankNumber < Window_Base
  def initialize
    dummy_bitmap = Bitmap.new(32, 32)
    @cursor_width = dummy_bitmap.text_size("0").width
    @huh = 200 - @cursor_width
    dummy_bitmap.dispose
    super(0, 0, 240, 96)
    self.contents = Bitmap.new(width - 32, height - 32)
  end
  def digits_max(gold)
    @number = 0
    @index = 0
    case gold
    when 1000000..9999999
      @digits_max = 7
    when 100000..999999
      @digits_max = 6
    when 10000..99999
      @digits_max = 5
    when 1000..9999
      @digits_max = 4
    when 100..999
      @digits_max = 3
    when 10..99
      @digits_max = 2
    when 0..9
      @digits_max = 1
    end
    @max = gold
    refresh
    update_cursor_rect
  end
  def number
    return @number
  end
  def update_cursor_rect
    self.cursor_rect.set(193 - (@index * @cursor_width), 32, @cursor_width, 32)
  end
  def update
    super
    if self.active
      if Input.repeat?(Input::RIGHT) and @index > 0
        $game_system.se_play($data_system.cursor_se)
        @index -= 1
        refresh
      end
      if Input.repeat?(Input::LEFT) and @index < @digits_max - 1
        $game_system.se_play($data_system.cursor_se)
        @index += 1
        refresh
      end
      if Input.repeat?(Input::UP) and @number < @max
        $game_system.se_play($data_system.cursor_se)
        @number = [@number + (10**(@index)), @max].min
        refresh
      end
      if Input.repeat?(Input::DOWN) and @number > 0
        $game_system.se_play($data_system.cursor_se)
        @number = [@number - (10**(@index)), 0].max
        refresh
      end
    end
  end
  def refresh
    self.contents.clear
    self.contents.font.color = normal_color
    self.contents.draw_text(4,0,200,32,"Masukkan jumlahnya :", 1)
    self.contents.draw_text(4,32,200,32,@number.to_s,2)
    update_cursor_rect
  end
end
class Window_ItemCommand < Window_Selectable
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(0, 64, 640, 64)
    self.contents = Bitmap.new(width - 32, height - 32)
    @item_max = 3
    @column_max = 3
    @commands = ["Simpan", "Ambil", "Kembali"]
    refresh
    self.index = 0
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    for i in 0...@item_max
      draw_item(i)
    end
  end
  #--------------------------------------------------------------------------
  # * Draw Item
  #    index : item number
  #--------------------------------------------------------------------------
  def draw_item(index)
    x = 4 + index * 215
    self.contents.draw_text(x, 0, 128, 32, @commands[index])
  end
end
class Window_ItemBank < Window_Selectable
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(0, 128, 640, 352)
    @column_max = 2
    self.index = 0
  end
  def set(id)
    @id = id
    refresh
  end
  #--------------------------------------------------------------------------
  # * Getting Items
  #--------------------------------------------------------------------------
  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 @id == "deposit"
        if $game_party.item_number(i) > 0
          @data.push($data_items[i])
        end
      elsif @id == "collect"
        if $game_bank.item_number(i) > 0
          @data.push($data_items[i])
        end
      end
    end
    for i in 1...$data_weapons.size
      if @id == "deposit"
        if $game_party.weapon_number(i) > 0
          @data.push($data_weapons[i])
        end
      elsif @id == "collect"
        if $game_bank.weapon_number(i) > 0
          @data.push($data_weapons[i])
        end
      end
    end
    for i in 1...$data_armors.size
      if @id == "deposit"
        if $game_party.armor_number(i) > 0
          @data.push($data_armors[i])
        end
      elsif @id == "collect"
        if $game_bank.armor_number(i) > 0
          @data.push($data_armors[i])
        end
      end
    end
    # If item count is not 0, make a bitmap and draw all items
    @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
  #    index : item number
  #--------------------------------------------------------------------------
  def draw_item(index)
    item = @data[index]
    case item
    when RPG::Item
      if @id == "deposit"
        number = $game_party.item_number(item.id)
      elsif @id == "collect"
        number = $game_bank.item_number(item.id)
      end
    when RPG::Weapon
      if @id == "deposit"
        number = $game_party.weapon_number(item.id)
      elsif @id == "collect"
        number = $game_bank.weapon_number(item.id)
      end
    when RPG::Armor
      if @id == "deposit"
        number = $game_party.armor_number(item.id)
      elsif @id == "collect"
        number = $game_bank.armor_number(item.id)
      end
    end
    x = 4 + index % 2 * (288 + 32)
    y = index / 2 * 32
    rect = Rect.new(x, y, self.width / @column_max - 32, 32)
    self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
    bitmap = RPG::Cache.icon(item.icon_name)
    self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), 255)
    self.contents.draw_text(x + 28, y, 212, 32, item.name, 0)
    self.contents.draw_text(x + 232, y, 48, 32, number.to_s, 2)
  end
  #--------------------------------------------------------------------------
  # * Help Text Update
  #--------------------------------------------------------------------------
  def update_help
    @help_window.set_text(self.item == nil ? "" : self.item.description)
  end
end
class Scene_Bank
  def main
    @spritesetmap = Spriteset_Map.new
    @help_window = Window_Help.new
    @help_window.visible = false
    s1 = "Bank"
    s2 = "Simpan Barang"
    s3 = "Exit"
    @command_window = Window_Command.new(192, [s1, s2, s3])
    @command_window.x = 320 - @command_window.width / 2
    @command_window.y = 240 - @command_window.height / 2
    g1 = "Simpan"
    g2 = "Ambil"
    g3 = "Kembali"
    @goldcommand_window = Window_Command.new(240, [g1, g2, g3])
    @goldcommand_window.y = 288
    @goldcommand_window.active = false
    @goldcommand_window.visible = false
    @itemcommand_window = Window_ItemCommand.new
    @itemcommand_window.active = false
    @itemcommand_window.visible = false
    @itembank_window = Window_ItemBank.new
    @itembank_window.visible = false
    @itembank_window.active = false
    @itembank_window.help_window = @help_window
    @dummy_window = Window_Base.new(0, 128, 640, 352)
    @dummy_window.visible = false
    @usergold_window = Window_UserGold.new
    @usergold_window.visible = false
    @bankgold_window = Window_BankGold.new
    @bankgold_window.visible = false
    @number_window = Window_BankNumber.new
    @number_window.active = false
    @number_window.visible = false
    # Execute transition
    Graphics.transition
    # Main loop
    loop do
      # Update game screen
      Graphics.update
      # Update input information
      Input.update
      # Frame update
      update
      # Abort loop if screen is changed
      if $scene != self
        break
      end
    end
    # Prepare for transition
    Graphics.freeze
    # Dispose of windows
    @spritesetmap.dispose
    @help_window.dispose
    @itembank_window.dispose
    @dummy_window.dispose
    @command_window.dispose
    @itemcommand_window.dispose
    @goldcommand_window.dispose
    @usergold_window.dispose
    @bankgold_window.dispose
    @number_window.dispose
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # Update windows
    @help_window.update
    @command_window.update
    @itemcommand_window.update
    @goldcommand_window.update
    @usergold_window.update
    @itembank_window.update
    @dummy_window.update
    @bankgold_window.update
    @number_window.update
    if @command_window.active
      update_command
      return
    end
    if @goldcommand_window.active
      update_gold
      return
    end
    if @itemcommand_window.active
      update_item
      return
    end
    if @number_window.active
      update_number
      return
    end
    if @itembank_window.active
      update_itembank
      return
    end
  end
  def update_help(id)
    case id
    when 1
      i = rand(3)
      case i
      when 0
        text = "Ada biaya administrasi 10% setiap kali kamu menyimpan uang."
      when 1
        text = "Kamu akan mendapat bunga 2,5%, seiringnya berjalannya waktu"
      when 2
        text = "Bank ini adalah bank paling aman di dunia, uang kamu ga akan ilang"
      end
    when 2
      text = "Mau nyimpen berapa duit?"
    when 3
      text = "Masukin jumlah yang mau di ambil."
    when 4
      text = "Kami bisa bantu menyimpan barang-barang kamu..."
    end
    @help_window.set_text(text,1)
  end
  def update_command
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      $scene = Scene_Map.new
      return
    end
    if Input.trigger?(Input::C)
      case @command_window.index
      when 0  # gold
        $game_system.se_play($data_system.decision_se)
        @command_window.active = false
        @command_window.visible = false
        @goldcommand_window.visible = true
        @goldcommand_window.active = true
        @usergold_window.visible = true
        @bankgold_window.visible = true
        update_help(1)
        @help_window.x = 0
        @help_window.y = 416
        @help_window.visible = true
      when 1 # item
        $game_system.se_play($data_system.decision_se)
        @command_window.active = false
        @command_window.visible = false
        @itemcommand_window.active = true
        @itemcommand_window.visible = true
        @dummy_window.visible = true
        update_help(4)
        @help_window.x = 0
        @help_window.y = 0
        @help_window.visible = true
      when 2  # Exit
        $game_system.se_play($data_system.decision_se)
        $scene = Scene_Map.new
      end
      return
    end
  end
  def update_gold
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      @goldcommand_window.visible = false
      @goldcommand_window.active = false
      @command_window.visible = true
      @command_window.active = true
      @help_window.visible = false
      @usergold_window.visible = false
      @bankgold_window.visible = false
      return
    end
    if Input.trigger?(Input::C)
      case @goldcommand_window.index
      when 0  # deposit
        $game_system.se_play($data_system.decision_se)
        @goldcommand_window.visible = false
        @goldcommand_window.active = false
        @number_window.digits_max($game_party.gold.to_i)
        @number_window.visible = true
        @number_window.active = true
        @number_window.x = 0
        @number_window.y = 320
        @item_id = false
        update_help(2)
      when 1  #collect
        $game_system.se_play($data_system.decision_se)
        @goldcommand_window.visible = false
        @goldcommand_window.active = false
        @number_window.digits_max($game_bank.gold.to_i)
        @number_window.visible = true
        @number_window.active = true
        @number_window.x = 0
        @number_window.y = 320
        @item_id = false
        update_help(3)
      when 2  # back
        $game_system.se_play($data_system.decision_se)
        @goldcommand_window.visible = false
        @goldcommand_window.active = false
        @command_window.visible = true
        @command_window.active = true
        @help_window.visible = false
        @usergold_window.visible = false
        @bankgold_window.visible = false
      end
      return
    end
  end
  def update_number
    if @item_id == true
      if Input.trigger?(Input::B)
        $game_system.se_play($data_system.cancel_se)
        @itemcommand_window.active = true
        @itembank_window.active = false
        @itembank_window.visible = false
        @number_window.visible = false
        @number_window.active = false
        @dummy_window.visible = true
        update_help(4)
        return
      end
      if Input.trigger?(Input::C)
        case @itemcommand_window.index
        when 0  # deposit
          $game_system.se_play($data_system.shop_se)
          @itembank_window.active = true
          @itembank_window.visible = true
          case @item
          when RPG::Item
            if $game_bank.item_number(@item.id) + @number_window.number < 999
              $game_bank.gain_item(@item.id, @number_window.number)
              $game_party.lose_item(@item.id, @number_window.number)
            else
              i = $game_bank.item_number(@item.id) + @number_window.number - 999
              $game_bank.gain_item(@item.id, @number_window.number)
              $game_party.lose_item(@item.id, @number_window.number)
              $game_party.gain_item(@item.id, i)
            end
          when RPG::Weapon
            if $game_bank.weapon_number(@item.id) + @number_window.number < 999
              $game_bank.gain_weapon(@item.id, @number_window.number)
              $game_party.lose_weapon(@item.id, @number_window.number)
            else
              i = $game_bank.weapon_number(@item.id) + @number_window.number - 999
              $game_bank.gain_weapon(@item.id, @number_window.number)
              $game_party.lose_weapon(@item.id, @number_window.number)
              $game_party.gain_weapon(@item.id, i)
            end
          when RPG::Armor
            if $game_bank.armor_number(@item.id) + @number_window.number < 999
              $game_bank.gain_armor(@item.id, @number_window.number)
              $game_party.lose_armor(@item.id, @number_window.number)
            else
              i = $game_bank.armor_number(@item.id) + @number_window.number - 999
              $game_bank.gain_armor(@item.id, @number_window.number)
              $game_party.lose_armor(@item.id, @number_window.number)
              $game_party.gain_armor(@item.id, i)
            end
          end
          @itembank_window.refresh
          @number_window.visible = false
          @number_window.active = false
          update_help(4)
        when 1  #collect
          $game_system.se_play($data_system.shop_se)
          @itembank_window.active = true
          @itembank_window.visible = true
          case @item
          when RPG::Item
            if $game_party.item_number(@item.id) + @number_window.number < 99
              $game_bank.lose_item(@item.id, @number_window.number)
              $game_party.gain_item(@item.id, @number_window.number)
            else
              i = $game_party.item_number(@item.id) + @number_window.number - 99
              $game_bank.lose_item(@item.id, @number_window.number)
              $game_bank.gain_item(@item.id, i)
              $game_party.gain_item(@item.id, @number_window.number)
            end
          when RPG::Weapon
            if $game_party.weapon_number(@item.id) + @number_window.number < 99
              $game_bank.lose_weapon(@item.id, @number_window.number)
              $game_party.gain_weapon(@item.id, @number_window.number)
            else
              i = $game_party.weapon_number(@item.id) + @number_window.number - 99
              $game_bank.lose_weapon(@item.id, @number_window.number)
              $game_bank.gain_weapon(@item.id, i)
              $game_party.gain_weapon(@item.id, @number_window.number)
            end
          when RPG::Armor
            if $game_party.armor_number(@item.id) + @number_window.number < 99
              $game_bank.lose_armor(@item.id, @number_window.number)
              $game_party.gain_armor(@item.id, @number_window.number)
            else
              i = $game_party.armor_number(@item.id) + @number_window.number - 99
              $game_bank.lose_armor(@item.id, @number_window.number)
              $game_bank.gain_armor(@item.id, i)
              $game_party.gain_armor(@item.id, @number_window.number)
            end
          end
          @itembank_window.refresh
          @number_window.visible = false
          @number_window.active = false
          update_help(4)
        when 2  # Exit
          $game_system.se_play($data_system.decision_se)
          @itemcommand_window.active = true
          @itembank_window.active = false
          @itembank_window.visible = false
          @dummy_window.visible = true
          @number_window.visible = false
          @number_window.active = false
          update_help(4)
        end
        return
      end
    else
      if Input.trigger?(Input::B)
        $game_system.se_play($data_system.cancel_se)
        @goldcommand_window.visible = true
        @goldcommand_window.active = true
        @number_window.visible = false
        @number_window.active = false
        update_help(1)
        return
      end
      if Input.trigger?(Input::C)
        case @goldcommand_window.index
        when 0  # deposit
          $game_system.se_play($data_system.shop_se)
          j = (@number_window.number * 0.9).to_i
          @goldcommand_window.visible = true
          @goldcommand_window.active = true
          if $game_bank.gold + j < 99999999
            $game_bank.gain_gold(j)
            $game_party.lose_gold(@number_window.number)
          else
            i = $game_bank.gold + @number_window.number - 99999999
            $game_bank.gain_gold(j)
            $game_party.lose_gold(@number_window.number)
            $game_party.gain_gold(i)
          end
          @usergold_window.refresh
          @bankgold_window.refresh
          @number_window.visible = false
          @number_window.active = false
          update_help(1)
        when 1  #collect
          $game_system.se_play($data_system.shop_se)
          @goldcommand_window.visible = true
          @goldcommand_window.active = true
          if $game_party.gold + @number_window.number < 9999999
            $game_bank.lose_gold(@number_window.number)
            $game_party.gain_gold(@number_window.number)
          else
            i = $game_party.gold + @number_window.number - 9999999
            $game_party.gain_gold(@number_window.number)
            $game_bank.lose_gold(@number_window.number)
            $game_bank.gain_gold(i)
          end
          @usergold_window.refresh
          @bankgold_window.refresh
          @number_window.visible = false
          @number_window.active = false
          update_help(1)
        when 2  # Exit
          $game_system.se_play($data_system.decision_se)
          @goldcommand_window.visible = true
          @goldcommand_window.active = true
          @number_window.visible = false
          @number_window.active = false
          update_help(1)
        end
        return
      end
    end
  end
  def update_item
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      @itemcommand_window.visible = false
      @itemcommand_window.active = false
      @command_window.visible = true
      @command_window.active = true
      @help_window.visible = false
      @dummy_window.visible = false
      return
    end
    if Input.trigger?(Input::C)
      case @itemcommand_window.index
      when 0  # deposit
        $game_system.se_play($data_system.decision_se)
        @itemcommand_window.active = false
        @dummy_window.visible = false
        @itembank_window.visible = true
        @itembank_window.set("deposit")
        @itembank_window.active = true
      when 1  #collect
        $game_system.se_play($data_system.decision_se)
        @itemcommand_window.active = false
        @dummy_window.visible = false
        @itembank_window.visible = true
        @itembank_window.set("collect")
        @itembank_window.active = true
      when 2  # Exit
        $game_system.se_play($data_system.decision_se)
        @itemcommand_window.visible = false
        @itemcommand_window.active = false
        @command_window.visible = true
        @command_window.active = true
        @help_window.visible = false
        @dummy_window.visible = false
      end
    end
  end
  def update_itembank
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      @itemcommand_window.active = true
      @itembank_window.active = false
      @itembank_window.visible = false
      @dummy_window.visible = true
      update_help(4)
      return
    end
    if Input.trigger?(Input::C)
      case @itemcommand_window.index
      when 0  # deposit
        $game_system.se_play($data_system.decision_se)
        @itembank_window.visible = false
        @itembank_window.active = false
        @dummy_window.visible = true
        @item = @itembank_window.item
        case @item
        when RPG::Item
          @number_window.digits_max($game_party.item_number(@item.id))
        when RPG::Weapon
          @number_window.digits_max($game_party.weapon_number(@item.id))
        when RPG::Armor
          @number_window.digits_max($game_party.armor_number(@item.id))
        end
        @number_window.visible = true
        @number_window.x = 320 - @number_window.width / 2
        @number_window.y = 240 - @number_window.height / 2
        @number_window.active = true
        @item_id = true
      when 1  #collect
        $game_system.se_play($data_system.decision_se)
        @itembank_window.active = false
        @itembank_window.visible = false
        @dummy_window.visible = true
        @item = @itembank_window.item
        case @item
        when RPG::Item
          @number_window.digits_max($game_bank.item_number(@item.id))
        when RPG::Weapon
          @number_window.digits_max($game_bank.weapon_number(@item.id))
        when RPG::Armor
          @number_window.digits_max($game_bank.armor_number(@item.id))
        end
        @number_window.visible = true
        @number_window.active = true
        @number_window.x = 320 - @number_window.width / 2
        @number_window.y = 240 - @number_window.height / 2
        @item_id = true
      end
    end
  end
end
class Scene_Title
  alias origi_new_game command_new_game
  def command_new_game
    origi_new_game
    $game_bank = Game_Bank.new
  end
end
class Scene_Save < Scene_File
  alias origi_write write_save_data
  def write_save_data(file)
    origi_write(file)
    Marshal.dump($game_bank, file)
  end
end
class Scene_Load < Scene_File
  alias origi_read read_save_data
  def read_save_data(file)
    origi_read(file)
    $game_bank = Marshal.load(file)
  end
end



Penulis : Irgi Kusuma ~ Sebuah blog yang menyediakan berbagai macam informasi

Artikel Gold and Item Bank ini dipublish oleh Irgi Kusuma pada hari Minggu, 26 Februari 2012. Semoga artikel ini dapat bermanfaat.Terimakasih atas kunjungan Anda silahkan tinggalkan komentar.sudah ada 0 komentar: di postingan Gold and Item Bank
 

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