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ThyroDree

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Posts posted by ThyroDree


  1. 
    [Warning]: npc_parse_mapflag: You can't set PvP and BattleGround flags for the s                              ame map! Removing PvP flag from ebg_ctf in file 'npc/eBG/bg_flavius_ctf.txt', li                              ne '391'.
    [Warning]: npc_parse_mapflag: You can't set PvP and BattleGround flags for the s                              ame map! Removing PvP flag from ebg_td in file 'npc/eBG/bg_flavius_td.txt', line                               '157'.
    [Warning]: npc_parse_mapflag: You can't set PvP and BattleGround flags for the s                              ame map! Removing PvP flag from ebg_sc in file 'npc/eBG/bg_flavius_sc.txt', line                               '375'.
    [Warning]: npc_parse_mapflag: You can't set PvP and BattleGround flags for the s                              ame map! Removing PvP flag from ebg_boss in file 'npc/eBG/bg_tierra_boss.txt', l                              ine '220'.
    [Warning]: npc_parse_mapflag: You can't set PvP and BattleGround flags for the s                              ame map! Removing PvP flag from ebg_tti in file 'npc/eBG/bg_tierra_ti.txt', line                               '196'.
    [Warning]: npc_parse_mapflag: You can't set PvP and BattleGround flags for the s                              ame map! Removing PvP flag from ebg_eos in file 'npc/eBG/bg_tierra_eos.txt', lin                              e '450'.
    [Warning]: npc_parse_mapflag: You can't set PvP and BattleGround flags for the s                              ame map! Removing PvP flag from ebg_dom in file 'npc/eBG/bg_tierra_dom.txt', lin                              e '182'.
    [Warning]: npc_parse_mapflag: You can't set PvP and BattleGround flags for the s                              ame map! Removing PvP flag from ebg_conq01 in file 'npc/eBG/bg_conquest.txt', li                              ne '953'.
    [Warning]: npc_parse_mapflag: You can't set PvP and BattleGround flags for the s                              ame map! Removing PvP flag from ebg_conq02 in file 'npc/eBG/bg_conquest.txt', li                              ne '965'.
    [Warning]: npc_parse_mapflag: You can't set PvP and BattleGround flags for the s                              ame map! Removing PvP flag from ebg_conq03 in file 'npc/eBG/bg_conquest.txt', li                              ne '977'.
    [Warning]: npc_parse_mapflag: You can't set PvP and BattleGround flags for the s                              ame map! Removing PvP flag from ebg_conq04 in file 'npc/eBG/bg_conquest.txt', li                              ne '989'.
    [Warning]: npc_parse_mapflag: You can't set PvP and BattleGround flags for the s                              ame map! Removing PvP flag from ebg_conq05 in file 'npc/eBG/bg_conquest.txt', li                              ne '1001'.
    [Warning]: npc_parse_mapflag: You can't set PvP and BattleGround flags for the s                              ame map! Removing PvP flag from ebg_conq06 in file 'npc/eBG/bg_conquest.txt', li                              ne '1013'.
    [Warning]: npc_parse_mapflag: You can't set PvP and BattleGround flags for the s                              ame map! Removing PvP flag from ebg_rush01 in file 'npc/eBG/bg_rush.txt', line '                              249'.
    [Warning]: npc_parse_mapflag: You can't set PvP and BattleGround flags for the s                              ame map! Removing PvP flag from ebg_rush02 in file 'npc/eBG/bg_rush.txt', line '                              260'.
    [Warning]: npc_parse_mapflag: You can't set PvP and BattleGround flags for the s                              ame map! Removing PvP flag from ebg_rush03 in file 'npc/eBG/bg_rush.txt', line '                              271'.
    [Warning]: npc_parse_mapflag: You can't set PvP and BattleGround flags for the s                              ame map! Removing PvP flag from ebg_rush04 in file 'npc/eBG/bg_rush.txt', line '                              282'.

    Anyone? I can't the pvp mapflag o-o


  2. Found this script in rathena, it a bit similar.

    prontera,117,165,5 script thanatos 757,{
     
    mes "Summon Thanatos ?";
    mes " ";
    mes "You need:";
    for ( .@i = 0; .@i < .required_item_size; .@i++ ) {
    mes " > "+getitemname( .required_item[.@i] );
    if ( !countitem( .required_item[.@i] ) )
    .@fail++;
    }
    if ( select( "Take it","Cancel" ) == 1 ) {
    if ( getmapusers( .map$ ) ) {
    mes "Someone already inside it.";
    }
    else if ( !.@fail ) {
    for ( .@i = 0; .@i < .required_item_size; .@i++ )
    delitem .required_item[.@i],1;
    warp .map$,0,0;
    killmonsterall .map$;
    }
    else {
    mes "You didnt meet the requirement.";
    }
    }
    close;
     
    OnInit:
    .map$ = "thana_boss";
    setarray .required_item,
    7436,
    7437,
    7438,
    7439;
    .required_item_size = getarraysize( .required_item );
     
    getmapxy( .@npc_map$,.@npc_x,.@npc_y,1 );
    setmapflagnosave( .map$,.@npc_map$,.@npc_x,.@npc_y );
    end;
    OnClock0000:
    OnClock0300:
    OnClock0600:
    announce "Thanatos NPC has spawn",bc_all,0xFFFF00;
     
        disablenpc strnpcinfo(0);
        end;
    }

     


  3. Hello! Anyone can share thanatos warper script? Not the ordinary warper that warps you to thana_boss

    This NPC will announce if thanatos can be summoned, by talking to the npc you will be warped to thana_boss map

    But only 1 player or 1 party can enter inside the thana_boss.  If party.. (Only party leader can talk because the NPC will check if you have all the fragments to summon the thanatos before you enter, same goes to solo player or non party)

    Who ever click first to talk to the npc will be warped. (then NPC Hides), others will be cancelled.

     

    --- If players successfully killed thanatos.

    the NPC will announce that the player successfully killed thanatos and will be warped out in 3 minutes

    then NPC will trigger 1 hr countdown to re-open again.

     

    --- If player/s inside the map died

    the NPC will kick the players to map and kill the thanatos without the drop.

    and announce that the player didnt manage to kill thanatos

    then NPC will trigger 1 hr countdown to re-open again.

     

    Example:

    Thanatos can be re-summon after 1 hr, then if 50mins past. The npc will announce Thanatos Summon will open in 10mins. So players will standby beside the npc to get till npc opens to summon thanatos.

     

    Just to remove the time holding when summoning thanatos. Also to make anyone can kill thanatos


  4. On 3/27/2020 at 12:02 PM, Zarbony said:

    Hey, i think this will work like that...
    Just an Freestyle Script in this Forum Code snippet :D
    I hope it will work, this is my Fast Solution,

    you can Improve this by Callfuncs to Config everything by typing the command once.

    so you can Configure the Itemshower with the command itmshoconf

    and let it rain with the command itemshower

     

    the Items will Rain Around the Player Who use the command, so it isnt bind on an map.

     

    The Command is only useable for GroupId 99 and Above so normal players wont see this in their command list :D

     

    and in the Itemshower theres everytime an 1,7 random chance on whish place around the player who use the command the item will appear.

     

    Please Test it before u use it and fix some errors :D
     

    - script Sample -1,{ OnInit: bindatcmd "itemshower",strnpcinfo(0)+"::OnShower",99; //Fires The Configurated ItemShower bindatcmd "itmshoconf",strnpcinfo(0)+"::OnShowerC",99; //For Configurating the ItemShower end; OnShowerC: mes("Hey There, What would you do?"); switch(select("Change Item ID","Change Shower amount","Change Item Quantity","Nothing, Boy!")){ case 1: mes("Type in the Item ID!"); input .itemidIS; next; mes("The Item with the ID "+.itemidIS+" would "+getitemname(.itemidIS)+" is this correct?"); if(select("Yep!","Nope!")==1)close(); set .itemidIS,0; close(); case 2: mes("Type in the Shower amount!"); input .amount; next; mes("The Item Shower will rain about "+.amount+" is this correct?"); if(select("Yep!","Nope!")==2)close(); set .amount,.amount+1; close(); case 3: mes("Type in the Item Quantity every Item will Appear!"); input .quantityIS; next; mes("The Item Shower will drop every time "+.quantityIS+" items is this correct?"); if(select("Yep!","Nope!")==1)close(); set .quantityIS,0; close(); case 4: mes("Come back again if you need my help!Boy!"); close(); } end; OnShower: getmapxy(.@map$,.@mapx,.@mapy, UNITTYPE_PC, strcharinfo(0)); for(set .@i,0; .@i<.amount; .@i++){ .@r = rand (1,7); if(.@r == 1){ makeitem .itemidIS,.quantityIS,.@mapname$,.@mapx,.@mapy; sleep2 50; } else if(.@r == 2){ makeitem .itemidIS,.quantityIS,.@mapname$,.@mapx-1,.@mapy; sleep2 50; } else if(.@r == 3){ makeitem .itemidIS,.quantityIS,.@mapname$,.@mapx-1,.@mapy-1; sleep2 50; } else if(.@r == 4){ makeitem .itemidIS,.quantityIS,.@mapname$,.@mapx,.@mapy+1; sleep2 50; } else if(.@r == 5){ makeitem .itemidIS,.quantityIS,.@mapname$,.@mapx+1,.@mapy; sleep2 50; } else if(.@r == 6){ makeitem .itemidIS,.quantityIS,.@mapname$,.@mapx+1,.@mapy+1; sleep2 50; } else if(.@r == 7){ makeitem .itemidIS,.quantityIS,.@mapname$,.@mapx,.@mapy+1; sleep2 50; } end; } end; }

    
    -	script	Sample	-1,{
    	OnInit:
    	bindatcmd "itemshower",strnpcinfo(0)+"::OnShower",99; //Fires The Configurated ItemShower
    	bindatcmd "itmshoconf",strnpcinfo(0)+"::OnShowerC",99; //For Configurating the ItemShower
    		end;
    
    	OnShowerC:
    		mes("Hey There, What would you do?");
    		switch(select("Change Item ID","Change Shower amount","Change Item Quantity","Nothing, Boy!")){
    			case 1:
    					mes("Type in the Item ID!");
    					input .itemidIS;
    					next;
    					mes("The Item with the ID "+.itemidIS+" would "+getitemname(.itemidIS)+" is this correct?");
    					if(select("Yep!","Nope!")==1)close();
    						set .itemidIS,0;
    						close();
    			case 2:
    					mes("Type in the Shower amount!");
    					input .amount;
    					next;
    					mes("The Item Shower will rain about "+.amount+" is this correct?");
    					if(select("Yep!","Nope!")==2)close();
    						set .amount,.amount+1;
    						close();
    			case 3:
    					mes("Type in the Item Quantity every Item will Appear!");
    					input .quantityIS;
    					next;
    					mes("The Item Shower will drop every time "+.quantityIS+" items is this correct?");
    					if(select("Yep!","Nope!")==1)close();
    						set .quantityIS,0;
    						close();
    			case 4:
    				mes("Come back again if you need my help!Boy!");
    				close();
    				}
    		end;
    
    	OnShower:
    	getmapxy(.@map$,.@mapx,.@mapy, UNITTYPE_PC, strcharinfo(0));
               	for(set .@i,0; .@i<.amount; .@i++){
                    .@r = rand (1,7);
    				if(.@r == 1){
    						makeitem .itemidIS,.quantityIS,.@mapname$,.@mapx,.@mapy;
    						sleep2 50;
                   } else if(.@r == 2){             
    						makeitem .itemidIS,.quantityIS,.@mapname$,.@mapx-1,.@mapy;
    						sleep2 50;
                   } else if(.@r == 3){
    						makeitem .itemidIS,.quantityIS,.@mapname$,.@mapx-1,.@mapy-1;
    						sleep2 50;
                  } else if(.@r == 4){
    						makeitem .itemidIS,.quantityIS,.@mapname$,.@mapx,.@mapy+1;
    						sleep2 50;
                  } else if(.@r == 5){
    						makeitem .itemidIS,.quantityIS,.@mapname$,.@mapx+1,.@mapy;
    						sleep2 50;
                  } else if(.@r == 6){
    						makeitem .itemidIS,.quantityIS,.@mapname$,.@mapx+1,.@mapy+1;
    						sleep2 50;
                  } else if(.@r == 7){
    						makeitem .itemidIS,.quantityIS,.@mapname$,.@mapx,.@mapy+1;
    						sleep2 50;
                        }
                  end;
    		}
    		end;
                                            
    }

     

    Hi! I just tried this~ itemshower configure works

    but itemshower trigger isn't

    I got this error

     

    
    [Debug]: mapindex_name2id: Map "" not found in index list!
    [Error]: makeitem: creating map on unexistent map ''!
    [Debug]: Source (NPC): showerdrop (invisible/not on a map)

     


  5. 9 hours ago, Kenpachi said:

    Hi.

     

    Add this:

    // Required item ID/amount for morphing. .morpho_req_id = 501; .morpho_req_amount = 1;

    
    // Required item ID/amount for morphing.
    .morpho_req_id = 501;
    .morpho_req_amount = 1;

    Below:

    // Equip IDs - Change these to the ID numbers of the hat you wish to designate as the Morphing hat .top_morpho = 25092; .mid_morpho = 25093; .low_morpho = 25094;

    
    // Equip IDs - Change these to the ID numbers of the hat you wish to designate as the Morphing hat
    .top_morpho = 25092;
    .mid_morpho = 25093;
    .low_morpho = 25094;

     

    And replace:

    if (.@keyword$ == "upper" || .@keyword$ == "middle" || .@keyword$ == "lower") { if (.@keyword$ == "upper") { morpho_id_top = .@item_id; setlook(LOOK_HEAD_TOP, .@view_id); }

    
    	if (.@keyword$ == "upper" || .@keyword$ == "middle" || .@keyword$ == "lower") {
    		if (.@keyword$ == "upper") {
    			morpho_id_top = .@item_id;
    			setlook(LOOK_HEAD_TOP, .@view_id);
    		}

    With:

    if (.@keyword$ == "upper" || .@keyword$ == "middle" || .@keyword$ == "lower") { if (countitem(.morpho_req_id) < .morpho_req_amount) { dispbottom("---------------[Morpho Helper]---------------"); dispbottom(" "); dispbottom("You need " + .morpho_req_amount + "x " + getitemname(.morpho_req_id) + " for morphing."); dispbottom(" "); end; } delitem(.morpho_req_id, .morpho_req_amount); if (.@keyword$ == "upper") { morpho_id_top = .@item_id; setlook(LOOK_HEAD_TOP, .@view_id); }

    
    	if (.@keyword$ == "upper" || .@keyword$ == "middle" || .@keyword$ == "lower") {
    		if (countitem(.morpho_req_id) < .morpho_req_amount) {
    			dispbottom("---------------[Morpho Helper]---------------");
    			dispbottom(" ");
    			dispbottom("You need " + .morpho_req_amount + "x " + getitemname(.morpho_req_id) + " for morphing.");
    			dispbottom(" ");
    			end;
    		}
    
    		delitem(.morpho_req_id, .morpho_req_amount);
    
    		if (.@keyword$ == "upper") {
    			morpho_id_top = .@item_id;
    			setlook(LOOK_HEAD_TOP, .@view_id);
    		}

     

     

    ~Kenpachi

    This really works! can we also put like range? Like on old script

    if((.@var1 >= 5001 && .@var1 <= 5859) || (.@var1 >= 60000 && .@var1 <= 61196)){

    if((.@var1 >= 5001 && .@var1 <= 5859) || (.@var1 >= 30000 && .@var1 <= 31000)){

    --I think 5001 to 5859 are Allowed Official Headgear ----- 30000 to 31000 are Allowed Custom Headgear-------

    Any headgear you will morph within the range will be morphed. but if you morph 5860 or 31001 it will say

    Sorry, this headgear was not designed for this headgear slot.


  6. 3 hours ago, Kenpachi said:

    Hi.

    The ViewData-block in mob_db(2).conf is used to diguise a monser. (Former mob_avail.txt functionality.)

    Remove that block and use the monster's ID in npcidentity.lub. For example:

    JT_SKOLL = 3067

    
    JT_SKOLL = 3067

     

     

    ~Kenpachi

    Thanks! didn't know that~ Do you know how can i increase maximum id for mobs? I tried using 7000+ ID it shows poring. I had to replace existing useless id below 4000 to make it work 😕

    tried changing the mob.h

    // Change this to increase the table size in your mob_db to accommodate a larger mob database.
    // Be sure to note that IDs 4001 to 4048 are reserved for advanced/baby/expanded classes.
    // Notice that the last 1000 entries are used for player clones, so always set this to desired value +1000
    #define MAX_MOB_DB 20000

     


  7. Anyone can help me make custom mob work?

    When I tried to spawn the custom monster, the monster show only as poring with custom mob name..

    I followed - https://herc.ws/wiki/Custom_Items#Item_Placement_on_Data_Folder_.28For_New_Clients.29

    My Client Side Files

    jobname.lub

    	[jobtbl.JT_ADDAX] = "addax",
    	[jobtbl.JT_HOLLOW_PORING] = "Hollow_poring",
    	[jobtbl.JT_KING_PORING] = "king_poring",
    	[jobtbl.JT_PORING_ASSASSIN] = "poring_assassin",
    	[jobtbl.JT_PORING_BLACKSMITH] = "poring_blacksmith",
    	[jobtbl.JT_PORING_GM] = "poring_gm",
    	[jobtbl.JT_PORING_HUNTER] = "poring_hunter",
    	[jobtbl.JT_PORING_KNIGHT] = "poring_knight",
    	[jobtbl.JT_PORING_PRIEST] = "poring_priest",
    	[jobtbl.JT_PORING_WIZARD] = "poring_wizard",
    	[jobtbl.JT_SKOLL] = "skoll",
    	[jobtbl.JT_SKOLL_BABY] = "skoll_baby",

    npcidentity.lub

    	JT_ADDAX = 7000,
    	JT_HOLLOW_PORING = 7001,
    	JT_KING_PORING = 7002,
    	JT_PORING_ASSASSIN = 7003,
    	JT_PORING_BLACKSMITH = 7004,
    	JT_PORING_GM = 7005,
    	JT_PORING_HUNTER = 7006,
    	JT_PORING_KNIGHT = 7007,
    	JT_PORING_PRIEST = 7008,
    	JT_PORING_WIZARD = 7009,
    	JT_SKOLL = 7010,
    	JT_SKOLL_BABY = 7011,

    Server Side File

    mob_db2.txt

    {
    	Id: 3067
    	SpriteName: "skoll"
    	Name: "Skoll"
    	Lv: 255
    	Hp: 25000000
    	Sp: 0
    	Exp: 39000
    	JExp: 30000
    	AttackRange: 2
    	Attack: [10975, 15030]
    	Def: 50
    	Mdef: 50
    	Stats: {
    		Str: 300
    		Agi: 300
    		Vit: 69
    		Int: 300
    		Dex: 300
    		Luk: 300
    	}
    	ViewRange: 10
    	ChaseRange: 12
    	Size: "Size_Large"
    	Race: "RC_Dragon"
    	Element: ("Ele_Fire", 1)
    	Mode: {
    		CanMove: true
    		CastSensorIdle: true
    		CanAttack: true
    		CastSensorChase: true
    		ChangeChase: true
    		ChangeTargetMelee: true
    		ChangeTargetChase: true
    	}
    	MoveSpeed: 150
    	AttackDelay: 840
    	AttackMotion: 648
    	DamageMotion: 576
    	Drops: {
    	}
    	ViewData: {
    		SpriteId: 7010
    	}
    },

    Note that i have a working skoll.spr/act in my sprite/¸ó½ºÅÍ folder..

    Am I missing something? :(


  8. 13 hours ago, Zero Human said:

    Maybe I am wrong, but I think you are missing the sprites that are responsible for attacking.

    Download SPR Conview and check out the sprites.
    With actOR you can adjust/change the sprites if necessary.

    http://ratemyserver.net/index.php?page=download_tool

     

    Hope this helps. Otherwise, contact Haziel 
    He is very friendly and trustworthy.

     

    I only have the sprite files from ¾ÆÀÌÅÛ folder, am I missing something? Sorry i dont know about adding weapons sprites 😕


  9. 1 minute ago, Zhao Chow said:

    Adding Custom Weapon needs the Following..

     

    data/luafiles514/lua files/datainfo/weapontable.lub
    Something like this, check each code where to place it

    WEAPONTYPE_Custom_Weapon = 110 [Weapon_IDs.WEAPONTYPE_Banryu] = "_32000" [Weapon_IDs.WEAPONTYPE_Custom_Weapon] = Weapon_IDs.WEAPONTYPE_SWORD

    
    WEAPONTYPE_Custom_Weapon = 110
    [Weapon_IDs.WEAPONTYPE_Banryu] = "_32000"
    [Weapon_IDs.WEAPONTYPE_Custom_Weapon] = Weapon_IDs.WEAPONTYPE_SWORD

    Then in your item_db2.conf

    { Id: 32000 AegisName: "Custom_Weapon" Name: "Custom Weapon" Type: "IT_WEAPON" Buy: 20 Weight: 1000 Atk: 150 Range: 1 Loc: 2 Slots: 4 WeaponLv: 4 Subtype: "W_1HSWORD" Job: { Knight: true } Refine: true Script: <""> },

    
    {
    	Id: 32000
    	AegisName: "Custom_Weapon"
    	Name: "Custom Weapon"
    	Type: "IT_WEAPON"
    	Buy: 20
    	Weight: 1000
    	Atk: 150
    	Range: 1
    	Loc: 2
    	Slots: 4
    	WeaponLv: 4
    	Subtype: "W_1HSWORD"
    	Job: {
    		Knight: true
    	}
    	Refine: true
    	Script: <"">
    },

    Then in iteminfo.lua

    [32000] = { unidentifiedDisplayName = "Custom Weapon", unidentifiedResourceName = "Custom_Weapon", unidentifiedDescriptionName = { "Unidentified item, can be identified with [Magnifier].", }, identifiedDisplayName = "Custom Weapon", identifiedResourceName = "Custom_Weapon", identifiedDescriptionName = { "" }, slotCount = 4, ClassNum = 110 },

    
    	[32000] = {
    		unidentifiedDisplayName = "Custom Weapon",
    		unidentifiedResourceName  = "Custom_Weapon",
    		unidentifiedDescriptionName = {
    			"Unidentified item, can be identified with [Magnifier].",
    		},
    		identifiedDisplayName = "Custom Weapon",
    		identifiedResourceName = "Custom_Weapon",
    		identifiedDescriptionName = { "" },
    		slotCount = 4,
    		ClassNum = 110
    	},

    ofcourse your sprite should be same name with what you put in weapontable.lub

    Hi! Im confused with this

     

    WEAPONTYPE_Custom_Weapon = 110

     

    [Weapon_IDs.WEAPONTYPE_Banryu] = "_32000"

     

    which one is the sprite name there?

    If I have spritename like hellrevolver.spr/act

    can you give me example using hellrevolver?


  10. I have followed on how to add the custom weapon here

    https://herc.ws/wiki/Custom_Items#Weapon_Sprite_Solution_.28Renewal_Clients_.3C.3D_2012-04-10a_.26_Main_Clients_.3C.3D_2012-07-10a.29

     

    My problem here the weapon is not showing its sprite.

    I put the sprite to data/sprite/¾ÆÀÌÅÛ/

    then created iteminfo and item_dbs the weapon. The weapon works fines the dropped, when equipped.

    Just when attack the weapon is the normal sprite view. How can I make the show its own custom sprite?


  11. This works, thanks!

    #ifndef RENEWAL
    	sd->subrace[RC_FORMLESS] = min(sd->subrace[RC_FORMLESS], 50);
    	sd->subrace[RC_UNDEAD] = min(sd->subrace[RC_UNDEAD], 50);
    	sd->subrace[RC_BRUTE] = min(sd->subrace[RC_BRUTE], 50);
    	sd->subrace[RC_PLANT] = min(sd->subrace[RC_PLANT], 50);
    	sd->subrace[RC_INSECT] = min(sd->subrace[RC_INSECT], 50);
    	sd->subrace[RC_FISH] = min(sd->subrace[RC_FISH], 50);
    	sd->subrace[RC_DEMON] = min(sd->subrace[RC_DEMON], 50);
    	sd->subrace[RC_DEMIHUMAN] = min(sd->subrace[RC_DEMIHUMAN], 50);
    	sd->subrace[RC_ANGEL] = min(sd->subrace[RC_ANGEL], 50);
    	sd->subrace[RC_DRAGON] = min(sd->subrace[RC_DRAGON], 50);
    	sd->subrace[RC_PLAYER] = min(sd->subrace[RC_PLAYER], 50);
    	sd->subrace[RC_BOSS] = min(sd->subrace[RC_BOSS], 50);
    	sd->subrace[RC_NONBOSS] = min(sd->subrace[RC_NONBOSS], 50);
    #endif

     

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