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Igniz

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  1. Upvote
    Igniz got a reaction from bWolfie in Nemo patcher   
    Great work, Any PayPal account to buy you a coffe?
    I'm really interested in 64K Hairstyles and maybe we can cheer you up with some donations
  2. Upvote
    Igniz reacted to Litro in King Poring Recolor - First Time Recoloring   
    Hi everyone.. here my first time sprite recoloring work
     

     
    UPDATE:
    - Fix Die animation Recolor-king_poring.7z
    - adding King Ghostring
  3. Upvote
    Igniz got a reaction from Nebraskka in Advanced AI and Mob control system.   
    Well, I am a developer since 2008 and i saw a lot of features and games and everything but there are a lot of things that we can't do as developers: Absolute control of the enviroment and monsters. Does anyone remember this? Well it could be amazing if Hercules revives this tecnology, the posibilities are endless with the proper focus, let's talk about it with an example:     Command "setid", "monsterid" and "monsterwalk[0,3]"   // This creates a group of monsters with ID "X", very similar to WoE Guardians ID's, if they are on the same ID, they are allies (otherwise enemies). The groupID are set by the developer for control (read below). The command setid it's self explainable, it sets an ID "X" to a player. setid, playerID, ID;monstergroupid, ID, groupID, amount ,map, mapx, mapy;  
    This orders to walk the "X" group of monster to a X1/Y1 point on the map, the variables x2/y2 are set if the developer want to make a bucle of movement (patrol mode from x1/y1 to x2/y2), otherwise, the mobs just stay there inmobile when they reach the x1/y1 coords.
    monsterwalk0, groupID, mapx1, mapy1,{mapx2, mapy2}     // Pasive walk (just walk, attacks if attacked by enemy)monsterwalk1, groupID, mapx1, mapy1,{mapx2, mapy2}     // Aid walk (sees the player, the monster heals or helps attacking the enemymonsterwalk2, groupID, mapx1, mapy1,{mapx2, mapy2}     // Aggresive walk (sees the player, attacks) monsterwalk3, groupID, mapx1, mapy1,{mapx2, mapy2}     // Run away walk (sees the player and runs of the player)  
    Ok, setted the proper commands let's talk about this example quest:   The user needs to help the villagers of Payon of being attacked and get robbed. The group of evil porings wants to rob their apples so if they reach the store of Payon game over.   Basically: - User and porings are enemies: User got ID 1 and porings ID 2. setid, playerID, 1;   // We set the "good boys" side.monstergroupid, 2, 1, 100 ,payon, payoncoordsx1, payoncoordy1;   // This creates 100 porings with ID 2 (enemy) and groupID 1 (control group ID)monsterwalk2, 1, payonstorecoordx, payonstorecoordy;   //This makes the poring group "1" run at the payon store coordinates killing all enemies on their run.    We do a function that checks if they reach the coords (raw code), if they do so, the game ends. attachrid(1)    // This attach the group ID "1" of enemy poringsgetmapxy(m,x,y);if(x && y == payonstorecoordx && payonstorecoordy)endgame;  
    As i said, the posibilities are endless, we can do smart wars, quests, games.........
    Obviously we can add more commands for functions, for example a command that check the remain monsters of group X and do something etc: getremainmonstersid, groupID; set remainmonsters, getremainmonstersid, 1;if(remainmonsters < 10) announce "PoringKing: THIS IS NOT THE END HUMANS! WE WILL BACK!!";  
     
     It's time to make more fun RO and give him back a breath of life. The developers and players really NEEDS this.
  4. Upvote
    Igniz got a reaction from Michi in Michieru's Renewal Update   
  5. Upvote
    Igniz got a reaction from evilpuncker in 3rd class post balance update   
    Hello. Here the git commit of rAthena about the post balance update (and their formulas). Also, can you make a break in order to fix the broken skills that have a LOT of time unseen?
     
    For example:
     
    EDP Damage <-- Useless
    Triangle shot <-- useless
    Weapon Crush <-- Useless
    Chaos Panic
    Neutral Barrier <-- Useless
    More Neutral Barrier
    Arm Cannon
    CPS
    Pile Bunker <-- Almost useless
    Change Material
    Vacuum Extreme
    Gypsi kiss
    Fire Expansion <-- Useless
    Gate of Hell
    Clearance
     
    And many others that i'm missing, I know that you're busy but (for example) I opened my thread of EDP damage since July of the last year .... thank you in advance.
  6. Upvote
    Igniz reacted to OnNplay in This latest KRO updated 17July2013   
    This KRO is updated and packed up to 17th July 2013 by me.

    http://5.178.71.18/Ragnarok16072013.7z
    http://188.165.187.164/Ragnarok16072013.7z
    http://192.210.208.214/Ragnarok16072013.7z
    http://192.210.208.217/Ragnarok16072013.7z

    MD5: 5e716f849e938a8cc94b44c510b160dc
    Size: 2.11GB
    Password: not available
    MD5 Tool: http://keir.net/hash.html

     
  7. Upvote
    Igniz got a reaction from madtoyz in Title System from RO2   
    Simple like this:
     
    The user completes a quest and obtains as reward a title that give him certain types of bonus (like str, agi, flee, etc)
    And of course, everyone can see it.
     
     
    It could manage a DB like this:
     
     
    <ID>, "Title", <Color>, {Bonus} 15, "Atroce Hunter", 0xFF44FF, {bonus bStr, 2; bonus2 bSPVanishRate,10,1;}  And could have a couple of commands (evil purposes included):
     
     
    settitle, <ID>;getchartitle, <CharID>;  In Action:
     
    if(quest_12-1) settitle, 15;end;if(getchartitle == 15) mes "This is a real hunter!";close;   
     
    Menu (the main idea):
     
    if(title15)   set .@menu, .@menu+":Atroce Hunter";mes "What title do you want to switch?";select(.@menu)settitle, @option;close;   
    Final 
     
     
     
    It could be a powerful plugin, don't think so?
  8. Upvote
    Igniz reacted to Ind in Some help with code   
    I think in the part of the code you didn't show there is some variable called 'script', it usually isnt a problem when not making use of the script interface but script_getnum uses the interface so it is conflicting, rename your 'script' variable to anything else and it should work.
  9. Upvote
    Igniz reacted to Ind in Hercules CC Program   
    barely announced it and already heard some stuff, nevermind them -- I'll clear this point tho
    The "Community Participation Badges" (they didn't even mind to rename it) was introduced by me to them while I was in their staff last year.
     
    Yeah, such a surprise! (not)
  10. Upvote
    Igniz reacted to Ind in Official Item Group/Package/Chain   
    Official Item Group/Package/Chain
     
    Overview
    Implementation of the official 'Item Packages', 'Item Group' redesign, 'Item Chain' implementation. item_group.conf : Overview / Sample
    The file was redesigned to make it attend the official equivalent's and to be more flexible, there are no more limitations on the number of groups or on how many items a group may contain, these limitations were lifted. Old_Card_Album: ( // <= <Container_Item_Name>     ("Poring_Card",8), // <= entries can be either ( "<Item_Name>", <Repeat_Count> )     "Sting_Card" // <= or "<Item_Name>" (no repeat) ) item_packages.conf : Overview / Sample
    The file was created to meet the requirements of the official 'Package Item' feature, there are no limitations on how many packages you may add either. Gift_Bundle: { // <= <Container_Item_Name>     White_Slim_Potion: {// <= <Entry_Item_Name>         Random: false //May be omit when not false, signs whether a item is random or should be given whenever the packageis consumed.         Count: 30 //May be omit when not higher than 1, stands for how many <White_Slim_Potion>     }     Muffler_: {         Expire: 2 //May be omit when none, signs how many hours this item will last (makes a rental item)         Announce: True //May be omit when false, signs whether to relay a special item obtain announce when this item comes out of the package.         Rate: 50 //May be omit when 'Random' is false, from 1 to 10000 (0.01% - 100%)         Named: True //May be omit when false, signs whether the item should have the owner's name in it.     } } item_chain.conf : Overview
    Officially this thing is called groups too but I found it'd be confuse to have 2 group files with entirely different functionality, named chains because the items in it are chained to each other, this file fixes quite a few stuff, for example before this patch having BS_FINDINGORE drop something was almost twice as rare than on official servers, also fixes Jewel_Sword, Gaia_Sword, Blazzer_Card, Tengu_Card and Bogy_Horn. New
    'packageitem' script command, it has only 1 param which is optional, for the package item id, when not provided it'll try to use the item id from the item it is being used from (if called from an item script), it runs a item package and grants the items accordingly to the attached player. Changes
    '#define MAX_RANDITEM' and '#define MAX_ITEMGROUP' were dropped, these limitations no longer exist and the server may support an unlimited number of item groups. 'item_findingore.txt' was dropped, its contents moved into 'item_chain.conf' 'item_bluebox.txt', 'item_cardalbum.txt', 'item_giftbox.txt', 'item_misc.txt', 'item_violetbox.txt' and 'item_group_db.txt' were dropped, its contents moved were updated and moved into 'item_group.conf' 'bonus2 bAddItemHealRate' changed; as group ids no longer exist. 'bAddMonsterDropItemGroup' was renamed to 'bAddMonsterDropChainItem' and changed from bonus 2/3 to bonus (0)/2 as the rate param was dropped because item chains have their own individual rates. Item names are now automatically made constants, so they may be used in any scripts throughout the server e.g. 'getitem Apple,1;', this works for all items except those having ' in their names (e.g. doesn't work for 'Monster's_Feed'). 'getrandgroupitem' and 'grouprandomitem' were modified since group ids no longer exist, item ids should be used instead (or constants as the item above mentions), e.g. 'getrandgroupitem Old_Blue_Box,1;' or 'getrandgroupitem 603,1;' Dropped conf/battle/drops.conf 'finding_ore_rate' for it has no place in the official formula (if you'd like to modify finding ore rates, edit them via item_chain.conf) Special Thanks
    Beret and hemagx for bringing this change up to discussion, and the data they contributed into it Yommy and Muad_Dib for all the new item data implemented in this commit (a hell of stuff! THANK YOU BOTH <3) Streusel for all the over 100 new items he converted Gepard for the group item repeat info Masao for his debugging of the monster spawn issue Mysterious for updating the documentation Link~u!
    Commit
  11. Upvote
    Igniz reacted to malufett in Introducing Hercules Renewal Challenge   
    Hercules Renewal Updates
     
    Ladies and Gentlemen Hercules Development Team Proudly present you Official Ragnarok Renewal Mechanics/Systems that is now available in Hercules....
     
     
    What Renewal updates do we have?
     
    RE PHYSICAL ATK SYSTEM
    -RE EDP support.
    -Mob ATK support
    -RE DEF reduction support
    NOTE:It is functional however there are still some missing piece that needs to be discovered
     
    RE MAGICAL ATK SYSTEM
    -Mob MATK support
    -RE MDEF support
    NOTE:It is functional however there are still some missing piece that needs to be discovered
     
    RE CASTING SYSTEM
    -Fully functional casting formula derived/based from kRO
    -Skill bonuses support
     
    RE ASPD SYSTEM
    -Full support for skill bonuses
    -Support for item bonuses
     
    RE STATUS SYSTEM
    -Accurate batk, hit, flee, def, mdef & etc formula for MOBS and PC
     
    RE SKILLS
    -Such as CR_ACIDDEMONSTRATION, ASC_BREAKER and etc.
    -3rd jobs skills
    NOTE:This is huge but I can say we already have almost half of it
     
    2013 kRO Updates
    we already have some of the new skills implemented
    GC_DARKCROW RA_UNLIMIT GN_ILLUSIONDOPING RK_DRAGONBREATH_WATER RK_LUXANIMA NC_MAGMA_ERUPTION WM_FRIGG_SONG SO_ELEMENTAL_SHIELD SR_FLASHCOMBO SC_ESCAPE AB_OFFERTORIUM WL_TELEKINESIS_INTENSE LG_KINGS_GRACE ALL_FULL_THROTTLE And a lot lot lot more to be added...
     
     
    And now we challenge you to compare our current system to official servers and we guarantee a good satisfaction but PLLEEASE if you find bugs, discrepancy and other anomaly just drop by our  Bug Tracker and we will immediately take appropriate action to serve you most..
     
    commit
     
    SPECIAL THANKS!
    To Awesome Yommy for the AWESOME support, resources, methods and techniques. To Rytech for the KG/OB skill info To Kyeme, Mecheiru, Angezerous & others for RE info and tips And lastly to you as a member of Hercules
  12. Upvote
    Igniz reacted to mleo1 in Loki Launcher   
    Loki Launcher
    What it does is: Basically, it shells out the ROExe with params + miniture cute ROish GUI.
     
    Download
    Latest 
    http://www.mediafire.com/download/jdhifdz5h5dubzg/Loki_Launcher_1.11.7z 2015-08-17

    Old
    http://www.mediafire.com/download/w0ba40bu6ibbia5/Loki+Launcher+1.1.7z 2015-08-15
    http://www.mediafire.com/download/7p0dkwb9x5p11iy/Loki_Launcher_1.00.7z 2013-08-19
    http://www.mediafire.com/download/u2zzrvuz9le15ac/loki-launcher_v0.007c.7z 2013-08-13
    http://www.mediafire.com/download/vx0i50lqbl85aeq/loki-launcher_v0.007b.7z 2013-06-29
    http://www.mediafire.com/download/h1is8l9452h3mjs/loki-launcher_v0.006.7z 2013-06-22
    http://www.mediafire.com/download/ldnoo2gdp73dm66/loki-launcher_v0.005.7z 2013-06-20
    http://www.mediafire.com/download/m6dtnnxtv9xks7h/loki-launcher_v0.004b.7z
    http://www.mediafire.com/download/pfypvt91xrubk59/loki-launcher_v0.004.7z
    http://www.mediafire.com/download/82b47t84t8bpw35/loki_launcher_v0.003.7z
    http://www.mediafire.com/download/7fz3rkwmznrka1r/loki_launcher_v0.002.7z
    http://www.mediafire.com/download/zlku5a1k3u8tr5y/loki_launcher_v0.001.7z

    Features
    Kawaii and more.

    How to use (v1.11)
    Use Loki Config to change the skin, etc.

    Screenshot

     
     

     
    The Shitty Sauce
    https://github.com/mleo1/loki-launcher
  13. Upvote
    Igniz reacted to Alexandria in Texture Translation Project   
    This project is focused in texture translation to English Translation. The current translation are done very bad, by alot of people. Some buttons are bold, some wrong color, some missing drop shadow. There needs to be some record of official font, color, size, etc

    The translation that you are going to find here may not be the official one.

    Any advice, suggestions or request would be most welcome!
     
    svn:
    https://subversion.assembla.com/svn/texture-translation-project  
    And also you can find the data_PSD folder where you can edit the whole project using Photoshop CS6.
     
    Special thanks to Yommy for your good advices.
  14. Upvote
    Igniz got a reaction from jaBote in [Pedido] NPC   
    Esta opcion ya viene por default, buscala en conf/battle/monster.conf
     
  15. Upvote
    Igniz got a reaction from Lilith in Setup gdb on Fedora, Devian & Centos   
    I'm very very VERY glad of see you again in action guys, maybe you can't remember me but i do you.... anyway, i'm back by now and i have a couple of troubles with my gdb (sadly it can't make debug info), so, in order to help you with the proyect, could you please give me a hand?
     
    Well, this are my steps to set it (obviously after install, inside the folder):
     
     
    ./configure --enable-debug=gdbmake cleanmake sqlulimit -c unlimited  <----- -u?./athena-start start  Thanks in advance /gawi
  16. Upvote
    Igniz reacted to Enko in ¡Bienvenidos a la sección en español de Hercules!   
    Que buen español tiene señor Wolf
  17. Upvote
    Igniz reacted to jaBote in ¡Bienvenidos a la sección en español de Hercules!   
    ¡Hola a todos! Parece que han aceptado la proposición que hice al Staff de Hercules sobre la creación de esta sección para que podamos disfrutar de soporte en español. Sé que no todos somos muy duchos en la lengua de Shakespeare, por lo que en estos foros podréis preguntar cosas sobre Hercules. Eso sí, en español.
     
    Como muchos de nosotros sabemos, Hercules proviene de Athena (el primer emulador jamás creado de RO, con disculpas de AEGIS, que es el emulador oficial), que es también la raíz de donde provienen todos los demás emuladores actuales de Ragnarok Online. Hercules bebe especialmente de rAthena, pero el emulador ya ha sido intensamente modificado en los pocos meses que tiene de vida. Al parecer en Hercules se ha decidido dejar de lado el típico *Athena que muchos hispanos estamos acostumbrados a tratar, pero no ha sido el primero en hacerlo: con anterioridad han existido y existen emuladores que no tienen Athena en su nombre, como pueden ser Freya, Nezumi o Cronus (actualmente de ellos solo Cronus continúa en desarrollo, aunque está en portugués).
     
    En lo que a mí respecta, no soy especialmente bueno dando soporte en emuladores de esto: empecé a jugar al RO hace relativamente muy poco, mucho menos que el jugador medio de este juego, y he tenido menos tiempo aún para saber qué es lo que hace toda la magia que mueve nuestro mundo virtual, y le da consistencia e integridad sin que apenas nos demos cuenta de ello. Muchos (y me incluyo) no sabemos qué hay "bajo el capó" de nuestros servidores.
     
    Trataré de dar la mejor (y más amplia) ayuda que me sea posible, aunque es obvio que esto no es un foro en que solo yo ayudo: hay campos enteros del soporte a este emulador (y cualquier otro *Athena) que por desgracia aún se me escapan. Yo no sé todo sobre el emulador y podéis estar seguros que también acabaré preguntando bien aquí o en las secciones de soporte en inglés, pero se ha creado esta comunidad en español con un propósito, y es que todos nosotros podamos colaborar con un granito de arena, de tal forma que todos podemos salir enriquecidos compartiendo nuestros conocimientos.
     
    Sin mucho más que decir por el momento, os doy mi más cálida bienvenida a nuestra aún pequeña comunidad en español de Hercules.
     
    ¡Nos leemos!
  18. Upvote
    Igniz reacted to Ind in Download Section is now up~!   
    Hercules Download Section
     
    Where?!!
    [*]Here~

    The rules
    [*]None exclusive to this download section as of yet, all our forum rules extend to our download section -- e.g. no warez. Probably not for long, our moderators surely will think of some as issues show up.

    Why so few categories
    [*]Since we're starting from scratch we thought it'd be best if we didn't have a high number of empty categories, we'll be creating new categories as we see necessary, example: if the sprites & palettes section gets crowded (i.e. with different types of sprites) we'll create a new subcategory section for said type, and so on as more files come in.
    In short, we'll be expanding as necessity comes.

    Upcoming Modifications
    [*]JayPee came up with a very interesting idea we'll be implementing soon, making downloads on certain areas (e.g. control panels) be capable of having their download link be their respective repository's latest zip file ( e.g. from a github project ), as to allow users to always download the latest version as opposed to having to rely on the files' author to update their file on our system.
    [*]We are not yet sure whether we'll be implementing paid file support, however if we do we already have a few modification ideas from our staff whos got frustrated by similar systems' inability to counter frauds (for example introduction of measures on first-time buyers)


  19. Upvote
    Igniz reacted to Ind in Introducing Hercules' Map Zone Database   
    Introducing Hercules' Map Zone Database
    Hello~! - What?!
    1st, it is a merge from item_noequip.txt and skill_nocast_db.txt functionality. 2nd, it is a major improvement on what these features did in both performance and usability. map_zone_db.txt format sample
    {     name: "My Zone"     inherit: ( "My Other Zone" )     disabled_skills: {         AL_HEAL: "PLAYER | MONSTER | ELEMENTAL"         AL_TELEPORT: "MONSTER"         MG_FIREBOLT: "NONE"         //MG_NAPALMBEAT: "PLAYER"         //ID11: "PLAYER"     }     disabled_items: {         Assumptio_5_Scroll: false         //Apple: true         //ID501: true     }     mapflags: (         "adjust_skill_damage    MG_FIREBOLT    250",         "adjust_unit_duration    PR_SANCTUARY    50"     )     /* "command:min-group-lv-to-override" e.g. "heal: 70" */     disabled_commands: {         //Example Below makes @heal be used in maps within this zone only by those group lv 70 and above         //heal: 70     }     skill_damage_cap: {         //Exemple Below caps firebolt damage in maps within this zone to a maximum 50 damage,         // (depends on HMAP_ZONE_DAMAGE_CAP_TYPE in src/config/core.h)         // when cast vs players and monsters.         //MG_COLDBOLT: (50,"PLAYER | MONSTER")     } } Notes on the format
    In disabled_skills the var following the name (: "PLAYER | MONSTER | HOMUN | MERCENARY | ELEMENTAL | PET | CLONE | MOB_BOSS") is what allows a zone to know what unit types should have this skill disabled. In the sample above, for example, in My Zone, player, monster and elemental unit types are unable to cast heal, while only monsters are unable to cast teleport. this variable may also be used to ignore skills from inheritance, for example if My Other Zone disabled a number of skills, including MG_FIREBOLT, in My Zone all of them will be disabled as well, except for MG_FIREBOLT since it is set as NONE. In disabled_items the var following the name (: true or : false) is what allows a zone to override what it inherited, for example if My Other Zone disables a number of items, including Assumptio_5_Scroll, in My Zone all of them will be disabled as well, except Assumptio_5_Scroll since it is as false. A zone may enforce an unlimited number of mapflags on all its maps, by using this sample all maps under My Zone will have Fire Bolt damage increased by 2.5x and Sanctuary will have its duration halved. A unlimited number of maps may be linked to a specific zone through a mapflag '<map name><tab>mapflag<tab>zone<tab><zone name>' Changes The mf_restrict (restrict) was dropped. item_noequip.txt and skill_nocast_db.txt were dropped, replaced by map_zone_db.txt. setmapflag script command was modified to support the new zones. @mapinfo was modified to support the new zones, also modified the formatting and made it include the amount of vendings. Improvements As opposed to item_noequip.txt and skill_nocast_db.txt, map_zone_db.txt supports an unlimited number of zones. map_zone_db.txt implementation surpasses the ones from item_noequip.txt and skill_nocast_db.txt, making item equipping (pc_useitem/status_calc_pc) and skill using (previously skillnotok, now status_check_skilluse) processing much faster and efficient. @mapinfo performance was improved (was doing chat room dbmap lookups without even checking if player was on the map in question) Special Thanks to Muad_Dib <3. to lighta for discussing the feature with me and helping design the unit-based restrictions on skills to Bahmut and Emistry for ideas on how to format the file. to kyeme for feature ideas. Links~! Commit Commit 2 (update) Map Zone Database File
  20. Upvote
    Igniz reacted to Ind in @reloadmapcache   
    oh clever o-o indeed that'd be much much much much much...much more efficient
  21. Upvote
    Igniz reacted to Ind in Re-Introducing Console Input   
    We're re-introducing console input ( hercules renewal'd ), and whats this? it's the ability to type commands into login/char/map server console/terminals, that are then interpreted and acted upon. This feature was once available through a long-deprecated plugin, we're re-introducing it as a built in feature and far more efficient than the previous version. Currently, the old commands are being used, we'll be replacing them in the coming days and adding new ones, besides improving the functionality (so that if you use a gm command through console it wont require you to type gm position more than once, among other stuff).
    By the way, typing 'shutdown', 'exit', 'quit' or 'end' will replicate the effect of @mapexit.
    It's a optional feature, can be disabled in src/config/core.h by commenting the following line:
    #define CONSOLE_INPUT
  22. Upvote
    Igniz reacted to jTynne in MvP and @reloadscript   
    Even when there are server maintenances, map server crashes, and/or connectivity issues beyond the control of the admin of an individual server? I think not.
     
    Correct, @reloadscript shouldn't be used on public servers to reload scripts, however, things happen which disrupt connectivity of game services, and players abuse crashes to quickly re-farm MVPs after such events take place.
  23. Upvote
    Igniz reacted to malufett in MvP and @reloadscript   
    this could be done in src easily..
     
    MVP killed -> save to db left respawn time
    Server restarted or npc reloaded -> server fetch respawn time from db then parse then load to its ticking process before respawn
     
    this will only work if the MVP mob dies after server initial start...
     
    ATM just an idea and the codes are still in my brain..if I have time I'll do it..
     

  24. Upvote
    Igniz reacted to Ind in MvP and @reloadscript   
    nevertheless that behavior screws up any player who had mvp death times and gives advantage to those who noticed the reload to then go kill the mobs on reloadtime+mobspawntime
  25. Upvote
    Igniz reacted to jTynne in MvP and @reloadscript   
    This would actually be a neat thing to implement, even for reboots and/or server crashes, not just @reloadscript usage. As a server owner who sees their players of both past and present make usage of these such things, it'd be a wonderful addition to the emulator.
     
    +1 from me.
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