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Poster un nouveau sujet   Répondre au sujet    Worldedit Index du Forum -> Anciens projets -> Animal Life II ORPG
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 Rommstein60
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MessagePosté le: 08/07/08 17:21    Sujet du message: Citer

Merci pour vos commentaires (et discours >> Kei xD) Smile
Pour ce qui est de la traduction de Profet je vais voir si ça va pas Wink

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MessagePosté le: 05/08/08 21:45    Sujet du message: Citer

Salut à tous, je vous demande une fois de plus votre aide Smile
Rhadamante m'a beaucoup aidé en me traduisant mon sujet de présentation générale entièrement en anglais Very Happy
Un gros gros merci à lui pour ses gros efforts Wink

Il a traduit, j'ai relu et corrigé mais nous ne sommes pas à l'abri de fautes, c'est pour quoi je demande aux plus courageux de relire le texte et de me dire si vous trouvez des erreurs Smile
Un grand merci ! Very Happy


Secret:

I - An ORPG




a - Introduction of RPG


₪ - Animals' Life is a Warcraft 3 map based on an RPG concept (NB : Role Playing Game). You probably know famous Warcraft RPG like Defi4nc3's ORPG or The Black Road, both played a lot on BNet.
At the beginning of my Warcraft TFT experience, I've had the luck to quickly discover Defi4anc3's ORPG : a very well-made and well-conceived map.
This map greatly inspired me when it came to create Animals' Life, and if you play it you will find a lot of systems present in my RPG Wink

₪ - Well, it's good to know all that, but : what is an RPG ?
An RPG is a game where you control units originally very weak. You then have to improve them by training : either by engaging them in multiple fights, or by making them acquire items, etc... However, that might pose a problem : spend hours to train his hero is good but, not being able to retrieve it for the next game is very bad Sad
Well hopefully the Warcratian mappers have been intelligent enough to devise an ingenious system allowing players to save their characters. I invite you to read below for a better description of this system Wink


b - Animals' Life Features


₪ - To begin with, Animals' Life is possessed of one of the best system for an RPG : the save/load system. Like said before, this system allows to keep the same hero through different games. You can thereby save your character by typing -save. This command is available at any moment during the game. Therefore, if you have to quit Warcraft for any reason, you just have to enter the command and take your code (NB : it is spelt this way : XXXXX-XXXXX-XXXXX-XXXXX-XXXXX-etc...). But, how to take this code ? Well there's two ways. The first one consist in taking a screenshot (NB : press the Print Screen key located above the Inser. key), and then copying the code by opening the corresponding file, located in the Screenshots folder, in the Warcraft III directory. The other method, reliable, consists in writing out the the code on a sheet of paper. This way is faster, but if you ever make a mistake while copying, you won't be able to retrieve it. I advise you to use the screenshot technique. Of course you can use both Smile
Then, during another game, you'll have to type -load [you code] to retrieve your code.
The save allows you to record all of the features of both you and your Animal :


  • Your Animal experience (and not its level !) ;
  • The number of children ;
  • Your Animal's strength ;
  • Your Animal's speed (NB : agility has been replaced by movement speed) ;
  • Your Animal's Power (NB : intelligence has been replaced by power) ;
  • All of your Animal items and their place in the inventory ;
  • The amount of gold ;
  • The number of crystals (NB : the lumber has been replaced by crystals) ;
  • All of your plants (NB : the "potions" in this game) ;
  • The player name, so that no one can steal your code or cheat ;


₪ - Animals' Life features ten different heroes. However, for each of those Animals, you can choose its gender. Thus we can say that up to twenty heroes are available at the beginning of the game. Every Animal possess eight spells. Most of them are specific, but some Animals share a few skills, which decreases the total number of unique spells.

₪ - The map contains several levels of hostiles Animals. Each level is more and more difficult so that your Animal can adapt to its level. You thus begin with the Scorpions.Then come the Spiders, the Crabs, the Wolfs, etc... Each level possess its own peculiarity, hiding-places, and other features. In each level there is a Boss. It is an Animal extremely hard to beat. You have to be severals to stand a chance. Each Boss goes with two mini-Boss (NB : the mini-Boss are also present outside the Boss rooms, but are fewer than the other hostiles Animals) and possess its own skill.

₪ - A game would be very monotonous without items. Thus, Animals' Life dozens of different items. The greater part of those items are given after killing hostiles Animals, but you can also buy plants (NB : the "potions" of the game) by means of merchants scattered on the map. The items require some conditions before they can be used, for more details read below.

₪ - Another distinctive feature of Animals' Life is its great PvP area (NB : Player Versus Player) where the players can fight each other without encountering hostiles Animals. It's a good way to test your abilities and to have fun ! There are a fountain, insects and plants to eat, everything an Animal needs ^.^


c - Original Systems


₪ - Animals' Life differs from the classical RPG because it contains several original and very ingenious systems.

₪ - The first one, responsible of the creation of the Map, is the system allowing the players to couple their Animals. Thus, "players couple" can be created, and the adventure can be done in pack. Obviously, those couplings give birth to children, who accompany you and becomes stronger with their parents training. If a child dies, it cannot be resurrected, you therefore have to be vigilant not to let them be killed.

₪ - Another very convenient system which I am proud of, is the management of the alliances through a menu. To enter this menu, you just have to click the alliance button of your Animal. You can then browse your menu and use the following commands :


  • Create a clan : create a clan of which you'll be the leader ;
  • Ask to enter a clan : ask the leader of the selected clan if you can join his clan ;
  • Leave a clan : leave your current clan ;
  • Dissolve a clan [leader only] : dissolve your current clan ;
  • Invite a player [leader only] : ask the selected player if he wishes to enter your clan ;
  • Withdraw a player [leader only] : withdraws the selected player from your clan
  • Lock/Unlock your alliance parameters : the locked alliance options allows you to tell other players you don't want to modify your current alliance state. This way, if you are a clan leader, players won't be able to ask you to enter your clan. If you do not belong to a clan, leaders won't be able to ask you to enter their clan. This system prevents some players to annoy (to stay polite :p) the other players by sending them requests permanently.


₪ - The resurrection point is a very convenient system allowing two main things :


  1. First, as its name says, that point allows to save the location where your Animal will resurrect after it died. To change the location of your resurrection point, you'll have to click on the icon with a flag on your Animal. You cannot use this skill in "illogical" places like Boss rooms, or in your warehouse. It is obviously advised to save your resurrection point in isolated places, where you know there won't be any hostiles Animals "repop". That's why hiding-places are at your disposal all over the map.


  2. Then, that point will be useful to you if you want to go either in your warehouse or in the PvP area. Indeed, you must be near the resurrection point to use those commands.


₪ - Like said earlier, the items have to meet two requirements before they can be equipped :


  1. The Animal level must be greater than or equal to that of the item : it avoids a level 1 Animal to wear a +50 attack item :hohum:


  2. The Animal must not already wear an item of the same type. You can only wear one item of each type, namely weapon, armor, spell, etc...


If an item does not meet those two requirements, il will be automatically send to your warehouse. This place is useful for stocking unused items, which you could take back later if you want. It should be pointed out that the warehouse only possess six slots in its inventory. So, if you send it an item while the six slots are taken , the item in slot 1 will be removed, the next time it'll be the item in slot 2, and so on. An item dropped somewhere on the map will disappear if it is not taken back before a given time.

₪ - All of those systems allow to create the ideal Animals' Life, through a role playing game where everyone can participate. You will then have fun while making your Animal gain levels Smile



II - Uniques Units




a - The parents


₪ - Animals' Life features uniques heroes, never created in other maps (w00t >_<).

₪ - You begin the game with a very pleasant menu to choose your Animal. This menu provides you with informations regarding your Animal and its statistics (its strength, speed, skills, etc...)

₪ - The parent is very important, because he possess a lot of skill allowing the map systems management like alliances, resurrection points, etc...

₪ - Something to note about parents skills : they are acquired through leveling. You gain a spell every seven levels. You begin at level 1 with one starting spell, then you obtain your second spell at level 8, the third at level 15, etc...

₪ - As I said previously, the power replaces intelligence. Each Animal possess exactly the same amount of power, namely 15 at level 1, then 1.50 more for each level. This way, the Animals aren't at a disadvantage concerning the strength of their spells. Indeed, the strength of most of the spells depends of the power of your Animal. Actually, only the spells that cause damage to ennemies and those that give hit points back to heal your allies have their strength modified. The other types of spells will always stay the same.

₪ - In the map, there is two classes of Animals when it comes to couple : the oviparous and the mammals. For those who don't know what it means (:con:), the oviparous lay eggs while mammals carry their youngs in their belly. The eggs hatch after one hundred and eigthy seconds. The wait before a female drops is the same. When a mammalian female is pregnant, she can do less things than an oviparous female that has just laid her eggs. She can't go fight a Boss, and cannot eat until her babies are born (NB : the fact that she can't eat is due to a very inconvenient bug that would appear).


b - The children


₪ - Each Animal possess its own child limit. Which means you can't have an unlimited number of child. For example, the Boar has a limit of two children, while the Spider has a limit of nine. This limit, due to the difference in strength between some Animals, allows the balancing of the game. The children power shouldn't be ignored, as they will probably allow you to defeat some Boss and units. So try to couple as much as you can to get as many child as possible.

₪ - A very interesting system will enable your children to fit on your Animal's levels up, during fights in hostiles areas where Animals are powerful. Indeed, the children will be stronger and stronger according to their parents level. It turns into an increase in damage, in armor, as well as in hit points. As the game progress the increases will be less and less flagrant. However, they will help your children to survive. The increase in hit points depends on the Animal : a young Boar will gain more points than a young Spider. The increases in damage and armor aren't influenced by the Animal's race.

₪ - In order to be more interesting, all the children possess a skill. Most of the time, the skill is based on the Animal "specialty". For example, the Turtle has a defence bonus and sends back damage, the Rabbit has a speed bonus, the Wolf can jump, etc... Most of the time, the children of which the maximum number is low (2, 3, 5) possess an active type of spell, whereas others have a passive skill. (NB : active = a spell that can be "used", like Blizzard | passive = a spell that works automatically, like aura , Dodge, etc...).



III - An interesting multiplayer game




₪ - The great feature of Animals' Life, is that players can complete each other with the race of their Animals. It's interesting to play with people possessing the same Animal than you but of the other sex, in order to couple, have children and why not, start a little family >_<. You can also organize packs of Animals, with only one race for the whole group Wink. Maybe it will lead, in the futur, to the creation of communities of players who will be able to meet in the same game Wink

₪ - It is advised to have a maximum number of Animals class during a game. We find the "warriors", the healers, the poisoners/slowers, and others. A fight becomes more interesting when it regroups several classes : one or two players in melee, one behind ready to heal his partners, and another one who poisons and slows the weakened units; it could be a good combination.

₪ - We notably realize how important a good multiplayer game is during the Boss fights. The Boss are very resistant and powerful Animals that you have to face with a maximum number of players. A good gameplay and a good use of skills are required to be able to win. All you need is to save as many units as possible by always having one or two healers nearby. It's also important to coordinate your mouvements : it's better to kill units one by one to weaken the enemy.

₪ - With time you'll propably find the fights against hostiles boring. Indeed, to fight against computers isn't very funny. It's therefore advised to occasionally go to the PvP zone to fight against other players. The more, the merrier, so try to be many players ! Try to form two fair teams, or even three if you are many. Then, establish HQs among the hiding-places and go slaughter your enemies Very Happy



IV - Other Informations




₪ - All the Animals have the ability to eat. There is two classes of Animals regarding their diet : the carnivorous and the herbivorous. The carnivorous can eat little insects like worms, beetles and butterflies, etc... The herbivorous can eat several kinds of flowers, mushrooms as well as seaweeds. Eating allows the recovery of a few hitpoints. The amount of hitpoints recovered depends on the maximum number of hitpoints of the insect/plant eaten as well as the Animal's power (NB : children can eat too, in this case, the amount of hitpoints recovered doesn't depend on the child's power). Eating allows the Animals to survive when they are far from a fountain.
Here are the two equations for the hitpoints recovered :


  • Parents : you recover (life of the insect/6)*(hero's power) hitpoints ;
  • Children : you recover (life of the insect/200)(child's maximum life) hitpoints.


₪ - The map has been created so that a maximum number of players can play it. That's why I insisted to do it at least in english. Quickly I thought to do it in french too. So I devised a system enabling the player to choose his language. At the beginning of the game, you are asked to choose between english or french. If you want to change the language during the game, you'll have to type -english or -french. This command only changes the messages send during the game; the descriptions of the skills and other texts will always be written in the two languages. There's a way to differentiate the languages : french is written in blue while english is written in red.

₪ - The terrain is based on a forest environment. Most of the time you'll find yourself surrounded by trees, but there are also water environments, for example, the Crabs' level. The terrains were designed to look as natural as possible but, let's say I'm not a terrain specialist :con:

₪ - In the map, you can buy several types of plants. In fact, the plants act as "potions". The difference is that when you buy one it is put in a separated inventory (NB : a "spellbook"). You cannot have more than a certain number of plants of each type. You can notably buy plants that heal, increase armor or make invulnerable, etc... You can buy them to the merchants located near fountains. Something very handy is that the number of plants is recorded in your save code.

₪ - The amount of experience earned by killing hostiles varies according to the level. First thing to know about the experience is that I've copied the anti-kevins system from Defi4nc3's ORPG, that is you gain experience by killing hostiles only if their levels is not 10 more than yours (NB : for instance, if you are level 15 and you kill a level 23 hostile, you will earn experience | if you are level 15 and you kill a level 40 hostile, you won't). Besides, there are three steps in acquiring experience depending on the levels :


  • From level 1 to level 20 : you earn 8*level of hostile killed experience points
  • From level 21 to level 35 : you earn 6*level of hostile killed experience points
  • From level 36 to level 50 : you earn 4*level of hostile killed experience points


This system avoids level 1 Animal stealing level 50 experience Wink

₪ - Agility has been replaced by movement speed. Each Animal has its own speed. The Wolf is fast (speed of 250) while the Turtle is slower (speed of 170).

₪ - For now, the maximum level your Animal can reach is 50. Perhaps this level cap will change in the future Smile

₪ - Here is the complete list of usable commands :


  • -repick
    Allows you to choose another Animal.


  • -warehouse
    Sends your Animals in your warehouse.


  • -d #
    Asks to delete the item in slot #. Type -ok to destroy it, or -cancel to cancel.


  • -leave
    Left your items' area.


  • -aeon
    Activates auto engagement.


  • -aeoff
    Deactivates auto engagement.


  • -boss
    Pings Boss rooms' positions.


  • -rp
    Shows your resurrection point.


  • -clear
    Clears your screen from all the messages.


  • -speed
    Shows you the current movement speed of your Animal.


  • -items
    Shows you the items in your Warehouse.











Voila, I hope you enjoyed this presentation.
Of course, if you want to learn more, I invite you to test my map as soon as possible.




Here are some ScreenShots of the game :thumbs_up:


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 The Shadow of Death
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MessagePosté le: 06/08/08 11:04    Sujet du message: Citer

J'en ai déjà trouvée une, première ligne :

... is an RPG concept...

On ne met un "n" que lorsque ce qui est désigné commence par une voyelle !
(An apple, a RPG)

+₪ - Well, it's good to know all that, but : what is an RPG ? (ça a été un peu françisé sa ^^ et en anglais il n'y a pas besoin de virgule)

=>₪ - Well, all that is good to know but : what is an RPG ?

+Partout où il y a des An RPG, enlever les "n"

+...is a game where you control units originally very weak.
=>...is a game where you are controlling units originally very weak.

+You then have to improve them by training
=>You have then...

+spend hours to train his hero is good but,
=>spending hours to train his hero is good but (pas de virgule !)

+Well hopefully the Warcratian mappers have been intelligent
=>Well, (là il en faut une ^^) the Warcratian mappers have hopfully been intelligent...

Voilà pour le paragraphe a) Wink
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 Rhadamante
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MessagePosté le: 06/08/08 16:17    Sujet du message: Citer

The Shadow of Death a écrit:
J'en ai déjà trouvée une, première ligne :

... is an RPG concept...

On ne met un "n" que lorsque ce qui est désigné commence par une voyelle !
(An apple, a RPG)


Quand tu fais de l'anglais au collège, c'est ce qu'on t'apprend. Dans la pratique c'est plus complexe, ça dépend de comment tu prononces le mot qui suit, et c'est particulièrement vrai avec les sigles.
On dit A Role Playing Game mais AN RPG. Dans le premier cas, Role commence par le son [r] qui est un consonant sound, dans le second RPG commence par le son [α:] qui est un vowel sound.

The Shadow of Death a écrit:
+₪ - Well, it's good to know all that, but : what is an RPG ? (ça a été un peu françisé sa ^^ et en anglais il n'y a pas besoin de virgule)


Pourquoi en anglais il n'est pas besoin de virgule ? D'une part une virgule est nécessaire si je décide d'en mettre une comme un effet de style, d'autre part elle a à peu près le même usage qu'en français et est donc aussi utile pour ça.

The Shadow of Death a écrit:
=>₪ - Well, all that is good to know but : what is an RPG ?


Faudrait quelqu'un de calé pour me dire si ma solution est juste, si c'est le cas, je trouve qu'elle sonne mieux (à mes oreilles de francophone en tout cas) que la tienne.

The Shadow of Death a écrit:
+Partout où il y a des An RPG, enlever les "n"


Non et j'ai déjà expliqué pourquoi.

The Shadow of Death a écrit:
+...is a game where you control units originally very weak.
=>...is a game where you are controlling units originally very weak.


La forme "progressive" que tu emploies signifierait plutôt que c'est au moment où tu lis que tu contrôles les unités, donc ce n'est pas bon.

The Shadow of Death a écrit:
+You then have to improve them by training
=>You have then...


Les deux se valent, je trouve que ma solution sonne mieux.

The Shadow of Death a écrit:
+spend hours to train his hero is good but,
=>spending hours to train his hero is good but (pas de virgule !)


+1 pour toi (sauf pour ce qui est de la virgule... Rolling Eyes )

The Shadow of Death a écrit:
+Well hopefully the Warcratian mappers have been intelligent
=>Well, (là il en faut une ^^) the Warcratian mappers have hopfully been intelligent...


Non, c'est Hopefully, vérifie.
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 Rommstein60
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MessagePosté le: 13/08/08 17:00    Sujet du message: Citer

Merci à vous Smile
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MessagePosté le: 17/08/08 12:30    Sujet du message: Citer

Rhad (ou quelqu'un d'autre) need help :

₪ - Les enfants naissent bébés, puis grandissent en jeunes et enfin en adultes. Il y a une attente de 5 minutes entre chaque croissance. Vous pouvez voir quand vos bébés évolueront grâce à leur mana, qui indique le temps qu'il reste avant qu'ils grandissent.

₪ - Lorsque vous battez un Boss, vous gagnez un certains nombre de cristaux (qui dépend du Boss). Les cristaux vous permettent d'améliorer vos statistiques (Force, Vitesse et Pouvoir). Vous pouvez augmenter de 1 chaque caractéristique pour 1 cristal aux marchands.

Merci Smile

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 lepr
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MessagePosté le: 18/08/08 09:59    Sujet du message: Citer

Citation:
₪ - Lorsque vous battez un Boss, vous gagnez un certains nombre de cristaux (qui dépend du Boss). Les cristaux vous permettent d'améliorer vos statistiques (Force, Vitesse et Pouvoir). Vous pouvez augmenter de 1 chaque caractéristique pour 1 cristal aux marchands.

pas sur mais je vais essayer

₪ - When you beat a boss, you gain a certain amount of crystals (which depends on the boss) the crystals will allow you to upgrade your stats (strength, speed and power).You may upgrade each stats by one per crystals by the merchants.

Citation:
₪ - Les enfants naissent bébés, puis grandissent en jeunes et enfin en adultes. Il y a une attente de 5 minutes entre chaque croissance. Vous pouvez voir quand vos bébés évolueront grâce à leur mana, qui indique le temps qu'il reste avant qu'ils grandissent.

₪ - Childrens born as babies then they will grow up as young and finally as adults. there is a wait of 5 minuts between each growth. You may see when your babies will evolve trought their mana,which indicate the time remaining before they grow up.


Bon cay pas sur tout ça mais j'ai fait ce que je peut
ps:need la version publique ^^

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MessagePosté le: 18/08/08 10:01    Sujet du message: Citer

Merci de participer Smile

Y'a quelques trucs que je vais changer mais sinon c'est pas mal =)

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