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Ayumiaou
Membre

Nombre de messages : 19
Age : 24
Localisation : Va savoir :3
Distinction : aucune
Date d'inscription : 26/01/2013

Comment mettre une image devant le texte

le Dim 17 Mar 2013 - 14:58
    J'aimerais savoir comment on pourrait avoir ce résultat. (soit devant les écrit, sois derrière cela me va très bien aussi ^^)

    Type de script: RGSS3
    Explication complete: Je cherche à mettre un grand "faceset" devant ou derrière les paroles du personnage.
    Spécificités: Aucune.
    Schéma très clair: http://rpgmaker.net/media/content/games/3827/screenshots/OhCitrus.png
    Ressources supplémentaires: Aucune
    Exemples dans un jeu video: Aucun
    Scripts déjà possédés: Aucun

    Merci pour votre aide :3
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Olowynd
Membre

Nombre de messages : 60
Age : 22
Localisation : Nord-Pas-de-Calais
Distinction : aucune
Date d'inscription : 12/03/2013

Re: Comment mettre une image devant le texte

le Dim 17 Mar 2013 - 15:23
Il me semble avoir déjà vu un script pour ça, sinon tu peut toujours jouer avec la commande "afficher image" et "effacer image" avant et après chaque dialogue. Ah, en fait je crois avoir trouvé le script, c'est peut-être celui-ci:
Neo Save System:
Code:

===============================================================
# + [VX] [ NMS - Neo Message System 3.0 Beta ] +
#--------------------------------------------------------------
# >> by Woratana [woratana@hotmail.com]
# >> Thaiware RPG Maker Community
# >> Special Thanks: Mako, Yatzumo, Straycat, Erzengel, RPG,
# Dubalex, Modern Algebra, Equilibrium Keeper
#--------------------------------------------------------------
# Released on: 07/06/2008 (D-M-Y)
#--------------------------------------------------------------
# Include: NEO-FACE SYSTEM ADVANCE (Version 3.0) by Woratana
#===============================================================
# Note:
# - This script started when VX English is not coming out yet,
# so some of comments here are still be Japanese :)
# - This script is included newest version of Neo-Face System,
# so you have to remove old Neo-Face System if you have it.

=begin
=============================================
+ NMS 3 Beta + [07/06/2008]
- Add 'Text Remove List'
- Change window size & position temporarily
- You can now call script:
$game_message.create_nms_data
to reset NMS data or create NMS data for old save file
- Fixed bug for write actor's class name
- Fixed bug for out-of-screen name box
- Add NAMEBOX_Y_PLUS_TOP to fix out-of-screen name box when show message on Top
- Set name box's opacity for different types of message background
- Auto fix if message window is out of screen
- You can draw new face while message is running, and also set new face size
=============================================
=============================================
+ NMS 2.3 + [11/03/2008 - 06/04/2008]
- Remove Color for [WRITE TEXT] features
- 'Quick Text' feature
- Animated Face
- Play SE/ME
- Typing Sound
- Scroll Text Vertically and Horizontally
- Auto-cut text (Not work perfectly)
- Hex Color (Special Thanks: RPG & Erzengel)
- Pop Message (Work in Progress)
- Add the script code in comment of some settings,
so user can change it in game by call script.
=============================================
=============================================
+ NMS 2.1 + [11/03/2008]: Fixed Name Box Bug
=============================================
=====================================
    + NMS 2.0 FEATURES LIST +
=====================================
Use these features in message box
----------------------------------
>> NMS MESSAGE FEATURES
----------------------------------
--------------------------
>> [SPECIAL CALL] PART
--------------------------
\ce[Common Event ID] << Run Common Event immediately

\ani[Animation ID] << Show Animation on 'This Event'
\bal[Balloon ID] << Show Ballon on 'This Event'

* Note: This Event = Event that show this message

--------------------------
>> [MESSAGE WINDOW] PART
--------------------------
* temporary properties will be using only one time
\wx[x]        << Set temporary X to x
\wy[y]        << Set temporary Y to y
\ww[width]    << Set temporary Width to width
\wh[height]  << Set temporary Height to height

----------------------------------------
>> +[ POP TEXT ]+
----------------------------------------
Pop text is the message box that will show over character
and has size equal to message size

You can call pop text by put this in message
\p[character]

* character: Character you want to show message box over~
0 for Player
-1 for This Event
1 or more for that event ID

----------------------------------------
>> +[ QUICK TEXT ]+ a.k.a. Shortcut
----------------------------------------
Add & Call your very long text (or) text that you use many times by shortcut.
You can put special syntax in it, e.g. 'Welcome to \c[10]Syria Village\c[0]

$nms.qt[Quick Text ID] = 'Text you want' << Add Quick Text

\qt[Quick Text ID] << Call Quick Text from message box

--------------------------
>> [DRAW IMAGE] PART
--------------------------
\dw[weapon ID] << Draw Weapon Icon + Weapon Name
\da[armor ID]  << Draw Armor Icon + Armor Name
\di[item ID]  << Draw Item Icon + Item Name
\ds[skill ID]  << Draw Skill Icon + Skill Name

\ic[icon ID]  << Draw Icon

\dp[image_name] << Draw Image from folder 'System'

--------------------------
>> [WRITE TEXT] PART
--------------------------
\map                        << Write Map Name

\nc[actor ID]                << Write Class of Actor
\np[1 to 4 (order in party)] << Write Name of actor in that order
\nm[monster ID]              << Write Monster Name
\nt[troop ID]                << Write Troop Name

\nw[weapon ID]              << Write Weapon Name
\na[armor ID]                << Write Armor Name
\ns[skill ID]                << Write Skill Name
\ni[item ID]                << Write Item Name
\price[item ID]              << Write Item Price

--------------------------
>> [TEXT EFFECT] PART
--------------------------
\fn[Font Name] (or) << Change Font Name
\fs[Font Size] << Change Font Size
\delay[Delay]  << Change text Delay per letter (in frame, 60 frames = about 1 sec)

\ref          << Reset Font Name
\res          << Reset Font Size
\red          << Reset text Delay

\b            << Turn on/off BOLD text
\i            << Turn on/off ITALIC text
\sh            << Turn on/off SHADOW text
\lbl          << Turn on/off LETTER-BY-LETTER Mode (default is ON)

--------------------------
>> [NAME BOX & FACE] PART
--------------------------
\nb[Name]  << Show Name Box in current message window

\rnb[Name] (or) $nms._name = 'Name' << Repeat Name Box:
Name Box with this name will show again and again in next messages
unless there is \nb[Name] in that message, or you've stop this option by type \rnb[]

\sd[side] (or) $nms.side = side << Change Face Side:
(0: Left Side Normal Face | -1: Right Side Normal Face)
(1: Left Side Neo Face | 2: Right Side Neo Face)

$nms.color = [Red,Green,Blue] << Change Name Text Color:
Put RGB Color in, e.g. [255,100,200]

\fa[face_file_name, face_index] (or) \fa[face_file_name, face_index, new_side]
<< Draw new face while message is running~
face_file_name: Face image's name
face_index:    Index of the face in image (0 - 7)
new_side:      Face side you want to change to

--------------------------
>> [SOUND] PART
--------------------------
\se[filename]  << Play SE
\me[filename]  << Play ME
\bgm[filename]  << Play BGM

\typ            << Turn on/off typing sound

--------------------------
>> [Misc.] PART
--------------------------
\cb          << Turn on/off cancel skip text feature (Player can/can't press [Enter] to skip text)
\nl          << Start new line
\sc[x]        << Create blank space x pixel
\w[x]        << Wait x frames
\c[#XXXXXX]  << Use Hex Color for text

----------------------------------
>> VX DEFAULT MESSAGE FEATURES
----------------------------------
\v[variable ID] << Write value from variable
\n[actor ID]    << Write actor's name
\c[color ID]    << Change text color (Color ID is from Down-right corner in Windowskin)
\g              << Show gold window
\.              << Wait 15 frames (about 1/4 sec)
\|              << Wait 60 frames (about 1 sec)
\!              << Wait for player to press button to continue message
\>              << Skip letter-by-letter in current line
\<              << Stop 'skip letter-by-letter' in current line
\^              << Close message box immediately
\\              << Write '\'

=end
class Window_Base
 
  #---------------------------------
  # [START] SETUP SCRIPT PART
  #-------------------------------
  #---------------------------------
  # ? MESSAGE SYSTEM
  #-------------------------------
  NMS_FONT_NAME = Font.default_name # Default Font Name
  NMS_FONT_SIZE = 20 # Default Font Size
 
  # COLOR_ID is from Windowskin image in down-right corder
  NMS_ITEM_NAME_COLOR_ID = 5
  NMS_WEAPON_NAME_COLOR_ID = 10
  NMS_ARMOR_NAME_COLOR_ID = 4
  NMS_SKILL_NAME_COLOR_ID = 2
 
  NMS_DELAY_PER_LETTER = 0 # Delay between letter when showing text letter-by-letter
  # Delay is in frame, 60 frames = 1 second
  # $nms.text_delay = (number)
 
  TEXT_X_PLUS = 0 # Move Text Horizontally
  CHOICE_INPUT_X_PLUS = 0
  # Move Choices Text and Input Number Text Horizontally
 
  # [NEW SETTING] #
  NMS_MSGWIN_X = 0 # Default Message Window X
  # $nms.msg_x = (number)
 
  NMS_MSGWIN_WIDTH = 544 # Default Message Window Width
  # $nms.msg_w = (number)
  NMS_MSGWIN_MIN_HEIGHT = 128 # Default & Minimum Message Window Height
  # $nms.msg_h_user = (number)
 
  NMS_MAX_LINE = 4 # Max Message Lines to display per page
  # $nms.max_line = (number)
  NMS_GET_NEXT_LINE = false # Get messages from next message command, if box is not full
  # $nms.next_msg = true/false
 
  NMS_MSG_BACK = "MessageBack" # Message Back Image File Name (For 'Dim Background' Message)
  # (Must be in folder 'System')
  # $nms.mback = 'Image Name'
  NMS_MSG_BACK_OPACITY = 255 # message Back's Opacity
  # $nms.mback_opac = (0 - 255)
 
  NMS_TEXT_SCROLL = false # Use Vertical Text Scroll?
  # $nms.txt_scrl = true/false
 
  NMS_TEXT_AUTO_CUT = false # Text will automatically start new line if that line is full
  # (Some bug, it may cut in the middle of word..)
  # $nms.txt_cut = true/false
 
  NMS_TEXT_AUTO_SCROLL_HORIZONTAL = false # Text will automatically scroll to the left if line is full
  # This will not work if NMS_TEXT_AUTO_CUT is true
  # $nms.txt_scrl_hori = true/false
  NMS_TEXT_AUTO_SCROLL_HORIZONTAL_DELAY = 1 # Scroll Delay (in frame)
  # $nms.txt_scrl_hori_delay = (number)
 
  NMS_USER_NEW_LINE = false # Text will goes in new line ONLY when type \nl
  # (Good for Text Auto Cut)
  # $nms.txt_unl = true/false
 
  NMS_REMOVE_LIST = [] # List of text that you want to remove from message
  # for example, NMS_REMOVE_LIST = ['test', '[MS]']
  # will remove text 'test' and '[MS]' before show message
  # Note that this is NOT case sensitive
 
  #---------------------------------
  # ? FACE SYSTEM
  #-------------------------------
  #------------------------------------------------
  # ** BOTH FACE SYSTEMS SETUP
  #----------------------------------------------
  DEFAULT_FACE_SIDE = 1 # Default Face Side when game start~
  # (0: Left Side Normal Face | -1: Right Side Normal Face)
  # (1: Left Side Neo Face | 2: Right Side Neo Face)
  # $nms.side = (side no.)
 
  FACE_X_PLUS = 0 # Move Face Horizontally (Left: -, Right: +)
  FACE_Y_PLUS = -122 # Move Face Vertically (Up: -, Down: +)
 
  MOVE_TEXT = true # (true/false)
  # Move text to right side of face, when showing face in left side.
 
  #-------------------------------------
  # **SHOW FACE EFFECT
  # * For both Face Systems *
  #----------------------------------
  FADE_EFFECT = true # Turn on/off fade effect (true/false)
  # $nms.face_fade = true/false
  FADE_SPEED = 20 # Speed up face's fade effect by increase this number
  FADE_ONLY_FIRST = true # Use Fade Effect only in first message window?
 
  MOVE_EFFECT = true # Turn on/off "move in" effect (true/false)
  # $nms.face_move = true/false
  MOVE_SPEED = 10 # Speed up face's "move in" effect by increase this number
  MOVE_ONLY_FIRST = true # Use Move Effect only in first message window?
 
  FADE_MOVE_WHEN_USE_NEW_FACE = true
  # Use Fade and Move effect when change Face graphic
  # (In case using FADE_ONLY_FIRST and MOVE_ONLY_FIRST)
 
  #-------------------------------
  # ** NEO FACE SYSTEM
  #----------------------------
  EightFaces_File = false
  # Use 8 Faces per file (or) 1 Face per file (true/false)
 
  #-------------------------------
  # ** ANIMATED FACE SYSTEM
  #----------------------------
  ANIMATE_FACE_DELAY = 6 # Face animate every _ frame
  # $nms.animf_delay = (number)
 
  ANIMATE_FACE_CONTINUE = false # Face continue to animate after text stop writing?
  # $nms.animf_cont = (true/false)
 
  #------------------------------------
  # ? NAME BOX SYSTEM
  #----------------------------------
  NAMEBOX_SKIN = 'Window' # Windowskin of Name Box (In folder 'Graphics/System')
  NAMEBOX_OPACITY = 255 # Name Box Opacity when using 'Normal Background' message
  # (Lowest 0 - 255 Highest)
  NAMEBOX_OPACITY_DIM_BG = 0 # Name Box Opacity when using 'Dim Background'
  NAMEBOX_OPACITY_NO_BG = 0 # Name Box Opacity when using 'Transparent' Background
  NAMEBOX_BACK_OPACITY = 180 # Name Box Background Opacity
 
  NAMEBOX_X_PLUS_NOR = 100 # Additional Name Box X [Horizontal] for Normal Face Name Box
  NAMEBOX_X_PLUS_NEO = 160 # Additional Name Box X for Neo Face Name Box
  NAMEBOX_Y_PLUS = 0 # Move Name Box & Text Vertically
  NAMEBOX_Y_PLUS_TOP = 140
  # Move Name Box & Text Vertically if message box is on Top
 
  NAMEBOX_TEXT_FONT = Font.default_name # Name Text Font's Name
  NAMEBOX_TEXT_SIZE = Font.default_size # Name Text Font's Size
  NAMEBOX_TEXT_HEIGHT_PLUS = 2 # Increase Name Text Height (For Big Size Text)

  NAMEBOX_TEXT_BOLD = false # Make Text in Name Box Bold
  NAMEBOX_TEXT_OUTLINE = false # Make Black Outline around Text (Good with Opacity = 0)
  NAMEBOX_TEXT_DEFAULT_COLOR = [255,255,255]#[255,255,255] # [Red,Green,Blue]: Name Text Color (RGB)
  # You can easily find color code for RGB (Red Green Blue) color in Google :)
  # You are allow to change color in game by call script:
  # $nms.color = [Red,Green,Blue]
 
  NAMEBOX_TEXT_AFTER_NAME = ":" # Add Text after Name, leave "" to disable.
 
  NAMEBOX_BOX_WIDTH_PLUS = 6 # Increase Name Box Width
  NAMEBOX_BOX_HEIGHT_PLUS = 7 # Increase Name Box Height
 
  MOVE_NAMEBOX = true
  # (true/false) Move Text Box to Right Side if showing Face in Right side.

  #---------------------------------
  # ? TEXT TYPING SOUND SYSTEM
  #-------------------------------
  TYPING_SOUND = true # Use Typing Sound?
  # $nms.typ_se = true/false
  TYPING_SOUND_FILE = 'Open1'
  # Sound File Name for Typing Sound (Must be in Folder 'Audio/SE')
  # $nms.typ_file = 'filename'
  TYPING_SOUND_VOLUME = 0 # Typing Sound's Volume
  # $nms.typ_vol = 0 - 100
  TYPING_SOUND_SKIP = 4
  # How many frames you want to skip before play typing sound again?
  # $nms.typ_skip = (no. of frames)
  #---------------------------------
  # [END] SETUP SCRIPT PART
  #-------------------------------
end
  $worale = {} if $worale == nil
  $worale["NMS"] = true
 
class Window_Message < Window_Selectable
  #--------------------------------------------------------------------------
  # ? ALIAS
  #--------------------------------------------------------------------------
    alias wor_nms_winmsg_ini initialize
    def initialize
      wor_nms_winmsg_ini
      $nms = $game_message
      contents.font.name = $nms.nms_fontname
      contents.font.size = $nms.nms_fontsize
      @face = Sprite.new
      @face.z = self.z + 5
      @nametxt = Sprite.new
      @nametxt.z = self.z + 15
      @namebox = nil
      @ori_x = 0
      @name_text = nil
      @showtime = 0 # To check if this is first time it shows message (For face)
      @face_data = Array.new(3)
      @face_data_old = Array.new(3)
     
      #NMS 2++
      self.width = $nms.msg_w
      self.height = $nms.msg_h
      update_window_size(true)
      self.x = $nms.msg_x
     
      @typse_count = 0
      @delay_text = 0
      @no_press_input = false
      @biggest_text_height = 0
      @all_text_width = 0
      @animf_dl = 0 # Animation Face Delay
      @animf = false # Using Animation Face?
      @animf_ind = 0 # Animation Face Index
      @pop = nil # Pop ID
    end
  #--------------------------------------------------------------------------
  # ? ??
  #--------------------------------------------------------------------------
  def dispose
    super
    dispose_gold_window
    dispose_number_input_window
    dispose_back_sprite
  end
  #--------------------------------------------------------------------------
  # ? EDITED
  #--------------------------------------------------------------------------
  def update
    super
  if self.visible == true
    update_back_sprite
    update_gold_window
    update_number_input_window
    update_show_fast
    update_window_size
    update_animate_face if @animf
   
    @typse_count -= 1 if @typse_count > 0
   
    if @name_text != nil
      draw_name(@name_text,self.x,self.y)
    end
    if @face.bitmap != nil
      # UPDATE FADE IN EFFECT
      if @face.opacity < 255
        @face.opacity += FADE_SPEED
      end
      # UPDATE MOVE IN EFFECT
      if $nms.face_move and @ori_x != @face.x
        if (@ori_x > @face.x and @face.x + MOVE_SPEED < @ori_x) or (@ori_x < @face.x and @face.x - MOVE_SPEED > @ori_x)
          @face.x += MOVE_SPEED if @ori_x > @face.x
          @face.x -= MOVE_SPEED if @ori_x < @face.x
        else
          @face.x = @ori_x
        end
      end
    end
  end
    unless @opening or @closing
      if @wait_count > 0
        @wait_count -= 1
      elsif self.pause
        input_pause
      elsif self.active
        input_choice
      elsif @number_input_window.visible
        input_number
      elsif @text != nil
        if @delay_text > 0
          @delay_text -= 1
        else
          update_message
        end
      elsif continue?
        @showtime += 1
        start_message
        open
        $game_message.visible = true
      else
        close
        @showtime = 0
        if @face.bitmap != nil
        @face.bitmap.dispose
        end
        clear_namebox if @namebox != nil
        $game_message.visible = @closing
      end
    end
  end
  #--------------------------------------------------------------------------
  # ? NEW
  #--------------------------------------------------------------------------
  def update_window_size(direct = false, create_bitmap = true)
    if (self.width != $nms.msg_w or self.height != $nms.msg_h) or direct
      self.width = $nms.msg_w if $nms.msg_w > 32
      self.height = $nms.msg_h if $nms.msg_h > 32
      create_contents if create_bitmap
    end
  end
  #--------------------------------------------------------------------------
  # ? ???????????
  #--------------------------------------------------------------------------
  def create_gold_window
    @gold_window = Window_Gold.new(384, 0)
    @gold_window.openness = 0
  end
  #--------------------------------------------------------------------------
  # ? ????????????
  #--------------------------------------------------------------------------
  def create_number_input_window
    @number_input_window = Window_NumberInput.new
    @number_input_window.visible = false
  end
  #--------------------------------------------------------------------------
  # ? ??????????
  #--------------------------------------------------------------------------
  def create_back_sprite
    @back_sprite = Sprite.new
    @back_sprite.bitmap = @old_mback = Cache.system($game_message.mback)
    @back_sprite.opacity = @old_mback_opac = $game_message.mback_opac
    @back_sprite.visible = (@background == 1)
    @back_sprite.z = 190
  end
  #--------------------------------------------------------------------------
  # ? ???????????
  #--------------------------------------------------------------------------
  def dispose_gold_window
    @gold_window.dispose
  end
  #--------------------------------------------------------------------------
  # ? ????????????
  #--------------------------------------------------------------------------
  def dispose_number_input_window
    @number_input_window.dispose
  end
  #--------------------------------------------------------------------------
  # ? ??????????
  #--------------------------------------------------------------------------
  def dispose_back_sprite
    @back_sprite.dispose
  end
  #--------------------------------------------------------------------------
  # ? ???????????
  #--------------------------------------------------------------------------
  def update_gold_window
    @gold_window.update
  end
  #--------------------------------------------------------------------------
  # ? ????????????
  #--------------------------------------------------------------------------
  def update_number_input_window
    @number_input_window.update
  end
  #--------------------------------------------------------------------------
  # ? ??????????
  #--------------------------------------------------------------------------
  def update_back_sprite
    @back_sprite.visible = (@background == 1)
    @back_sprite.y = y - 16
    @back_sprite.opacity = $nms.mback_opac > openness ? openness : $nms.mback_opac
    @back_sprite.update
  end
  #--------------------------------------------------------------------------
  # ? ?????????
  #--------------------------------------------------------------------------
  def update_show_fast
    if self.pause or self.openness < 255
      @show_fast = false
    elsif Input.trigger?(Input::C) and @wait_count < 2 and !@no_press_input
      @show_fast = true
    elsif not Input.press?(Input::C)
      @show_fast = false
    end
    if @show_fast and @wait_count > 0
      @wait_count -= 1
    end
  end
  #--------------------------------------------------------------------------
  # ? ????????????????????
  #--------------------------------------------------------------------------
  def continue?
    return true if $game_message.num_input_variable_id > 0
    return false if $game_message.texts.empty?
    if self.openness > 0 and not $game_temp.in_battle
      return false if @background != $game_message.background
      return false if @position != $game_message.position
    end
    return true
  end
  #--------------------------------------------------------------------------
  # ? EDITED: NMS 2.2+
  #--------------------------------------------------------------------------
  def start_message
    @all_text_width = 0
    @pop = nil
   
    @text = ""
    @text_line = $game_message.texts.size < $game_message.max_line ? $game_message.texts.size + 1 : MAX_LINE + 1
    for i in 0...$game_message.texts.size
      # Change "    " to "" (Spacing for choice)
      @text += "" if i >= $game_message.choice_start
      @text += $game_message.texts[i].clone + "\x00"
    end
   
    @item_max = $game_message.choice_max
    convert_special_characters
    reset_window
    update_window_size
    new_page
  end
  #--------------------------------------------------------------------------
  # ? EDITED
  #--------------------------------------------------------------------------
  def new_page
    @animf = false
    contents.clear
   
    if @face.bitmap != nil
    @face.bitmap.dispose
    end
    if $game_message.face_name.empty?
    @contents_x = TEXT_X_PLUS
    else
      nms_draw_new_face
      # CHECK FOR MOVE EFFECT
      @ori_x = @face.x
      if $nms.face_move and ((MOVE_ONLY_FIRST and @showtime <= 1) or (MOVE_ONLY_FIRST == false))
        if $game_message.side == 0 or $game_message.side == 1
          @face.x = 0 - @face.width
        else
          @face.x = Graphics.width
        end
      end
      @contents_x = get_x_face
    end
    @main_contents_x = @contents_x
    @contents_y = 0
    @line_count = 0
    @typse_count = 0
    @show_fast = false
    @line_show_fast = false
    @pause_skip = false
    contents.font.color = text_color(0)
    @contents_x += CHOICE_INPUT_X_PLUS if $game_message.choice_max > 00
   
    if @old_mback != Cache.system($nms.mback) or @old_mback_opac != $nms.mback_opac
      dispose_back_sprite; create_back_sprite
    end
   
    @no_press_input = false
    self.oy = 0
  end
Heu... désolé mais je peut pas le mettre complet en fait, ni faire de double post, alors ne le copie pas car il manque un bout :/
avatar
Chaos17
Membre

Nombre de messages : 223
Localisation : France
Distinction : aucune
Date d'inscription : 11/04/2012
http://blogofchaos17.wordpress.com/

Re: Comment mettre une image devant le texte

le Dim 17 Mar 2013 - 16:28
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Re: Comment mettre une image devant le texte

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