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geoffreypogi

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Posts posted by geoffreypogi

  1. Hi guys! I'm not sure what happen but it only occur with Oboro/Kagerou

    When the players are in ninja, then can use all their skills but once they evolve to oboro, all of their previous skills are gone. Just right after they evolve. Tried to use @allskills on it but it does not work either. 

     

    Check the photo attached. It's right after I try @allskills. Please help....

    post-39186-0-23103500-1471856994_thumb.jpg

  2. Refine don't add ATK or DEF bonus?

     

    Refine don't add ATK or DEF bonus. I've checked my refine_db and it's the same as posted here in this forum.

    Attached is the image what I'm trying to refer... Please help me. Thanks!
     

    // Refine Database [Pre-Renewal]
    //
    // Structure of Database:
    // Type,Stats per level,Random bonus start level,Random bonus value,Chance+1:Bonus+1,Chance+2:Bonus+2,Chance+3:Bonus+3,...
    //
    // For armors, values of 100 add 1 armor defense.
    // For weapons, values of 100 add 1 ATK.
    //
    // Type:
    //	0 - Armors
    //	1 - Level 1 weapons
    //	2 - Level 2 weapons
    //	3 - Level 3 weapons
    //	4 - Level 4 weapons
    //
    // Stats per level:
    // This value is applied for every upgrade level.
    //
    // Random bonus start level:
    // This value specifies the start point for those levels that give a random bonus value.
    //
    // Random bonus value:
    // A random number between 0 and (Random bonus start level - Upgrade level + 1) * this value is applied for all upgrades past
    // Random bonus start level (usually the first unsafe upgrade). This is only applied for weapons, and not displayed client-side.
    //
    // Chance:
    // 100 = 100%
    //
    // Notes:
    // Changing the number of upgrade levels requires modifying MAX_REFINE in src/map/status.h.
    
    // Armors
    0,70,0,0,100:0,100:0,100:0,100:0,60:0,40:0,40:0,20:0,20:0,10:0
    // Level 1 weapons
    1,200,8,300,100:0,100:0,100:0,100:0,100:0,100:0,100:0,60:0,40:0,20:0
    // Level 2 weapons
    2,300,7,500,100:0,100:0,100:0,100:0,100:0,100:0,60:0,40:0,20:0,20:0
    // Level 3 weapons
    3,500,6,800,100:0,100:0,100:0,100:0,100:0,60:0,50:0,20:0,20:0,20:0
    // Level 4 weapons
    4,700,5,1300,100:0,100:0,100:0,100:0,60:0,40:0,40:0,20:0,20:0,10:0
    
    

    sorry again. I'm able to fix it again. lol.

    post-39186-0-62793200-1471483238_thumb.jpg

  3. Hi guys! 

    Here I am again. I'm out of idea now. Can anyone help me with this? It seems that ::Onkilled is not responding after killing the mvp on this script. It can summon the mvp as I wanted all of it works other than the one below. I dunno why... I believe I call it right... but it does not work.
     

    OnKilled:
    announce "MVP Event : MVPs are all dead. Let's meet again tomorrow",0;
    mapwarp .Map$,"prontera",156,175;
    end;
     
    -	script	MVP#disable	-1,{
    
    OnInit:
    disablenpc "Summoner";
    disablenpc "MVP Summoner";
    end;
    }
    
    -	script	MVP	-1,{
    
    OnClock1627:
    goto startlmsevent;
    
    startlmsevent:
    announce "MVP Summoner: We will be having our MVP summoning event.",0;
    sleep2 10000;
    announce "MVP Summoner: Those who want to play, please proceed to middle of Prontera and wait for me",0;
    sleep2 10000;
    announce "MVP Summoner: After 1 Minute the Registration will close.",0;
    sleep2 10000;
    announce "MVP Summoner: Please go to the middle of Prontera and Register now if you want to join.",0;
    enablenpc "MVP Summoner";
    initnpctimer;
    end;
    
    OnTimer30000:
    announce "MVP Summoner: Last 30 seconds.",0;
    sleep2 5000;
    announce "MVP Summoner: If you want to join please Register in Prontera.",0;
    end;
    
    OnTimer50000:
    announce "MVP Summoner: Last 10 seconds.",0;
    end;
    
    OnTimer55000:
    announce "MVP Summoner: 5.",0;
    end;
    
    OnTimer56000:
    announce "MVP Summoner: 4.",0;
    end;
    
    OnTimer57000:
    announce "MVP Summoner: 3.",0;
    end;
    
    OnTimer58000:
    announce "MVP Summoner: 2.",0;
    end;
    
    OnTimer59000:
    announce "MVP Summoner: 1.",0;
    end;
    
    OnTimer60000:
    announce "MVP Summoner: Time's up.",0;
    end;
    
    OnTimer61000:
    disablenpc "MVP Summoner";
    donpcevent "Summoner::OnEnable";
    stopnpctimer;
    end;
    }
    //---------All Job Registration---------------
    prontera,156,171,5	script	MVP Summoner	106,{
    warp "pvp_n_1-5",0,0;
    end;
    
    
    
    }
    
    //--------------------------
    
    //--------------------------
    pvp_n_1-5,99,100,6	script	Summoner	56,{
    
    OnEnable:
    pvpoff "pvp_n_1-5";
    if(getmapusers("pvp_n_1-5") == 0) goto L_None;
    mapannounce "pvp_n_1-5","Hi guys! Goodluck to all of you.",0;
    sleep2 10000;
    mapannounce "pvp_n_1-5","I'll be summoning a Rare MVP.",0;
    sleep2 10000;
    mapannounce "pvp_n_1-5","Please make sure that you're full equipped.",0;
    sleep2 10000;
    mapannounce "pvp_n_1-5","What are we waiting for?",0;
    sleep2 10000;
    mapannounce "pvp_n_1-5","Get ready at the count of 5 we will start!",0;
    sleep2 10000;
    mapannounce "pvp_n_1-5","5",0;
    sleep2 5000;
    mapannounce "pvp_n_1-5","4",0;
    sleep2 4000;
    mapannounce "pvp_n_1-5","3",0;
    sleep2 3000;
    mapannounce "pvp_n_1-5","2",0;
    sleep2 2000;
    mapannounce "pvp_n_1-5","1",0;
    sleep2 1000;
    goto L_MVP;
    end;
    
    L_MVP:
    killmonster .Map$[ .RandMap ],"All";
    set .RandMap,rand( getarraysize( .Map$ ) );
    set .RandMVP,rand( getarraysize( .MVP ) );
    monster .Map$,0,0,"MVP Event",.MVP[ .RandMVP ],3,strnpcinfo(0)+"::OnKilled";
    announce "MVP Event : "+getmonsterinfo( .MVP[ .RandMVP ],0 )+" occur in "+.Map$[ .RandMap ]+" .",0;
    end;
    
    OnKilled:
    announce "MVP Event : MVPs are all dead. Let's meet again tomorrow",0;
    mapwarp .Map$,"prontera",156,175;
    end;
    
    L_None:
    disablenpc "Summoner";
    pvpoff "pvp_n_1-5";
    end;
    
    OnInit:
    setarray .Map$[0],"pvp_n_1-5";
    setarray .MVP[0],1917,1708,1957,1647,1646,1650,1651,1649,1648;
    end;
    
    }
    
    
    // == Mapflags
    pvp_n_1-5	mapflag	nowarp
    pvp_n_1-5	mapflag	nowarpto
    pvp_n_1-5	mapflag	noteleport
    pvp_n_1-5	mapflag	nosave
    pvp_n_1-5	mapflag	nomemo
    pvp_n_1-5	mapflag	nobranch
    
    
    
    
    
  4. Hi! 

     

    - Run-time server console errors/warnings (if any).
     None
    Client side errors/warnings (if any).

     Regarding to this, it's a random error but only during WoE. Specially when entering portals inside the castle

     

    - Any edits to scripts or source mods (if any). 

     Yes, soul link for stalkers. but even before I edit it, it has a random error during woe. so I think it does have to do with my soul link. item, jobs, skill scripts, yes.

    Hmm, I found some here, they said that the issue is caused by the emperium sprite or possibly the custom equips. I've tested the problem and it does not occur when i'm only equipped with normal items or no equips at all. 

     

    Here's what I did, on my end, i did not receive any error after I use mob_avail.db (1288,1914). However, i can use skill on the emperium.  Does it have something to do with the data.grf version?

  5. Hi guys! 

    I've been reading some forums but I can't find a solution for my problem.

    My Mission NPC sometimes can't count the monster killed by the players or it doesn't count in a way. Sometimes it works and sometimes it doesn't. 

     

    I really need your help guys and thank you in advance. 

    //===== rAthena Script =======================================
    //= Hunting Missions
    //===== By: ==================================================
    //= Euphy
    //===== Current Version: =====================================
    //= 1.4
    //===== Compatible With: ===================================== 
    //= rAthena Project
    //===== Description: =========================================
    //= Random hunting missions.
    //= Rewards are based on quest difficulty.
    //= 
    //= NOTE: Requires SQL mob database.
    //===== Additional Comments: =================================
    //= 1.0 Initial script.
    //= 1.1 Small improvements and fixes.
    //= 1.2 Added party support and replaced blacklists with an
    //=     SQL query, both thanks to AnnieRuru.
    //= 1.3 Re-added a blacklist adapted for the SQL query.
    //= 1.3a Added mission reset options.
    //= 1.3b Function updates.
    //= 1.4 Check for deleted characters, thanks to AnnieRuru.
    //=     Syntax updates and style cleaning.
    //============================================================
    
    prontera,142,179,6	script	Kryptonian Missions	951,{
    function Chk;
    	mes "[Hunting Missions]";
    	mes "Hello, " + strcharinfo(0) + "!";
    	if (!#Mission_Delay) {
    		next;
    		mes "[Hunting Missions]";
    		mes "I can't find any records...";
    		mes "You must be new here!";
    		emotion e_omg;
    		next;
    		callsub Mission_Info;
    		emotion e_go;
    		#Mission_Delay = 1;
    		close;
    	}
    	mes "You have ^0055FF" + #Mission_Points + "^000000 Mission Points.";
    	mes rand(2) ? "Working hard, as always..." : "Not slacking, I hope...";
    	mes "Is there anything I can help";
    	mes "you with?";
    	mes " ";
    	mes "^777777~ You've completed " + callfunc("F_InsertPlural",Mission_Total,"mission",0,"^0055FF%d^777777 %s") + ". ~^000000";
    	next;
    	switch(select(
    		((!Mission0) ? " ~ New Mission::" : ": ~ Mission Status: ~ Abandon Mission") +
    		": ~ Information: ~ Mission Shop: ~ View Top Hunters: ~ ^777777Cancel^000000"
    	)) {
    	case 1:
    		mes "[Hunting Missions]";
    		if (#Mission_Count) {
    			mes "You've started a mission";
    			mes "on another character.";
    			if (!@hm_char_del_check) {  // check for deleted character
    				query_sql("SELECT 1 FROM `char_reg_num` WHERE `key` = 'Mission0' AND `char_id` IN(SELECT `char_id` FROM `char` WHERE `account_id` = " + getcharid(3) + ")", .@i);
    				if (!.@i) {
    					next;
    					mes "[Hunting Missions]";
    					mes "I can't seem to find any records";
    					mes "for that character, though...";
    					mes "One moment, please.";
    					emotion e_hmm;
    					#Mission_Count = 0;
    				}
    				@hm_char_del_check = 1;
    			}
    			close;
    		}
    		if (#Mission_Delay > gettimetick(2) && .Delay) {
    			mes "I'm afraid you'll have to wait " + callfunc("Time2Str",#Mission_Delay) + " before taking another mission.";
    			close;
    		}
    		mes "You must hunt:";
    		query_sql("SELECT ID FROM `" + .mob_db$ + "` WHERE left(Sprite, 4) != 'meta' AND left(Sprite, 2) != 'E_' AND ~Mode & 32 AND EXP > 0 AND MVP1id = 0 AND DropCardid > 4000 AND DropCardid < 5000 AND ID < 2000 AND instr('"+.Blacklist$+"',ID) = 0 ORDER BY rand() LIMIT " + .Quests, .@mob);
    		for (.@i = 0; .@i < .Quests; .@i++) {
    			setd "Mission" + .@i, .@mob[.@i];
    			setd "Mission" + .@i +"_", 0;
    		}
    		#Mission_Count = rand(.Count[0], .Count[1]);
    		callsub Mission_Status;
    		next;
    		mes "[Hunting Missions]";
    		mes "Report back when";
    		mes "you've finished.";
    		mes "Good luck!";
    		close;
    	case 2:
    		mes "[Hunting Missions]";
    		mes "Mission status:";
    		callsub Mission_Status;
    		close;
    	case 3:
    		mes "[Hunting Missions]";
    		mes "Do you really want to";
    		mes "abandon your mission?";
    		if (.Reset < 0 && .Delay)
    			mes "Your delay time will not be reset.";
    		else if (.Reset > 0)
    			mes "It will cost " + callfunc("F_InsertComma",.Reset) + " Zeny.";
    		next;
    		switch(select(" ~ Abandon...: ~ ^777777Cancel^000000")) {
    		case 1:
    			if (.Reset > 0) {
    				if (Zeny < .Reset) {
    					mes "[Hunting Missions]";
    					mes "You don't have enough";
    					mes "Zeny to drop this mission.";
    					emotion e_sry;
    					close;
    				}
    				Zeny -= .Reset;
    				emotion e_cash;
    			}
    			mes "[Hunting Missions]";
    			mes "Alright, I've dropped";
    			mes "your current mission.";
    			specialeffect2 EF_STORMKICK4;
    			for (.@i = 0; .@i < .Quests; .@i++) {
    				setd "Mission"+.@i, 0;
    				setd "Mission"+.@i+"_", 0;
    			}
    			#Mission_Count = 0;
    			if (.Reset < 0 && .Delay)
    				#Mission_Delay = gettimetick(2) + (.Delay * 3600);
    			close;
    		case 2:
    			mes "[Hunting Missions]";
    			mes "I knew you were kidding!";
    			mes "Keep up the good work.";
    			emotion e_heh;
    			close;
    		}
    	case 4:
    		callsub Mission_Info;
    		close;
    	case 5:
    		mes "[Hunting Missions]";
    		mes "You have ^0055FF" + #Mission_Points + "^000000 Mission Points.";
    		mes "Use them well!";
    		callshop "mission_shop",1;
    		npcshopattach "mission_shop";
    		end;
    	case 6:
    		mes "[Hunting Missions]";
    		mes "The top hunters are:";
    		query_sql("SELECT char_id AS id, (SELECT `name` FROM `char` WHERE char_id = id),`value` FROM `char_reg_num` WHERE `key` = 'Mission_Total' ORDER BY CAST(`value` AS SIGNED) DESC LIMIT 5", .@id, .@name$, .@val);
    		for (.@i = 0; .@i < 5; .@i++)
    			mes "  [Rank " + (.@i+1) + "]  " + ((.@name$[.@i] == "") ? "^777777none" : "^0055FF" + .@name$[.@i]+"^000000 : ^FF0000" + .@val[.@i] + " pt.") + "^000000";
    		close;
    	case 7:
    		mes "[Hunting Missions]";
    		mes "Nothing? Okay...";
    		emotion e_hmm;
    		close;
    	}
    	end;
    
    Mission_Status:
    	@f = 0;
    	deletearray .@j[0], getarraysize(.@j);
    	for (.@i = 0; .@i < .Quests; .@i++) {
    		.@j[.@i] = getd("Mission" + .@i);
    		.@j[.Quests] = .@j[.Quests] + strmobinfo(3,.@j[.@i]);
    		.@j[.Quests+1] = .@j[.Quests+1] + (strmobinfo(6,.@j[.@i]) / (getbattleflag("base_exp_rate") / 100) * .Modifier[0]);
    		.@j[.Quests+2] = .@j[.Quests+2] + (strmobinfo(7,.@j[.@i]) / (getbattleflag("job_exp_rate") / 100) * .Modifier[1]);
    		mes " > "+Chk(getd("Mission"+.@i+"_"),#Mission_Count) + strmobinfo(1,.@j[.@i]) + " (" + getd("Mission"+.@i+"_") + "/" + #Mission_Count + ")^000000";
    	}
    
    	// Reward formulas:
    	.@Mission_Points = 3 + (.@j[.Quests] / .Quests / 6);
    	.@Base_Exp = #Mission_Count * .@j[.Quests+1] / 5;
    	.@Job_Exp = #Mission_Count * .@j[.Quests+2] / 5;
    	.@Zeny = #Mission_Count * .Quests * .@j[.@i] * .Modifier[2];
    
    	next;
    	mes "[Hunting Missions]";
    	mes "Mission rewards:";
    	mes " > Mission Points: ^0055FF" + .@Mission_Points + "^000000";
    	mes " > Base Experience: ^0055FF" + callfunc("F_InsertComma",.@Base_Exp) + "^000000";
    	mes " > Job Experience: ^0055FF" + callfunc("F_InsertComma",.@Job_Exp) + "^000000";
    	mes " > Zeny: ^0055FF" + callfunc("F_InsertComma",.@Zeny) + "^000000";
    	if (@f) {
    		@f = 0;
    		return;
    	}
    	next;
    	mes "[Hunting Missions]";
    	mes "Oh, you're done!";
    	mes "Good work.";
    	mes "Here's your reward.";
    	emotion e_no1;
    	specialeffect2 EF_ANGEL;
    	specialeffect2 EF_TRUESIGHT;
    	#Mission_Points += .@Mission_Points;
    	BaseExp += .@Base_Exp;
    	JobExp += .@Job_Exp;
    	Zeny += .@Zeny;
    	for (.@i = 0; .@i < .Quests; .@i++) {
    		setd "Mission" + .@i, 0;
    		setd "Mission" + .@i+"_", 0;
    	}
    	#Mission_Count = 0;
    	if (.Delay)
    		#Mission_Delay = gettimetick(2) + (.Delay * 3600);
    	Mission_Total++;
    	if (Mission_Total == 1)
    		query_sql("INSERT INTO `char_reg_num` (`char_id`,`key`,`index`,`value`) VALUES (" + getcharid(0) + ",'Mission_Total','0',1)");
    	else
    		query_sql("UPDATE `char_reg_num` SET `value` = " + Mission_Total + " WHERE `char_id` = " + getcharid(0) + " AND `key` = 'Mission_Total'");
    	close;
    
    Mission_Info:
    	mes "[Hunting Missions]";
    	mes "If you so choose, I can assign";
    	mes "you a random hunting quest.";
    	mes "Some are easier than others, but";
    	mes "the rewards increase with difficulty.";
    	next;
    	mes "[Hunting Missions]";
    	mes "Missions points are shared";
    	mes "amongst all your characters.";
    	if (.Delay)
    		mes "Delay time is, too.";
    	mes "You can't take missions on";
    	mes "multiple characters at once.";
    	next;
    	mes "[Hunting Missions]";
    	mes "You can start a quest";
    	mes (.Delay ? "every " + ((.Delay == 1) ? "hour." : .Delay + " hours.") : "whenever you want.");
    	mes "That's everything~";
    	return;
    
    function Chk {
    	if (getarg(0) < getarg(1)) {
    		@f = 1;
    		return "^FF0000";
    	} else
    		return "^00FF00";
    }
    
    OnBuyItem:
    	@cost = 0;
    	for (.@i = 0; .@i < getarraysize(@bought_nameid); .@i++)
    		for (.@j = 0; .@j < getarraysize(.Shop); .@j += 2)
    			if (@bought_nameid[.@i] == .Shop[.@j]) {
    				set @cost, @cost + (.Shop[.@j+1] * @bought_quantity[.@i]);
    				break;
    			}
    	mes "[Hunting Missions]";
    	if (@cost > #Mission_Points)
    		mes "You don't have enough Mission Points.";
    	else {
    		for (.@i = 0; .@i < getarraysize(@bought_nameid); .@i++) {
    			getitem @bought_nameid[.@i], @bought_quantity[.@i];
    			dispbottom "Purchased " + @bought_quantity[.@i] + "x " + getitemname(@bought_nameid[.@i]) + ".";
    		}
    		#Mission_Points -= @cost;
    		mes "Deal completed.";
    		emotion e_cash;
    	}
    	@cost = 0;
    	deletearray @bought_nameid[0], getarraysize(@bought_nameid);
    	deletearray @bought_quantity[0], getarraysize(@bought_quantity);
    	close;
    
    OnNPCKillEvent:
    	if (!getcharid(1) || !.Party) {
    		if (!#Mission_Count || !Mission0) end;
    		for (.@i = 0; .@i < .Quests; .@i++) {
    			if (strmobinfo(1,killedrid) == strmobinfo(1,getd("Mission" + .@i))) {
    				if (getd("Mission" + .@i + "_") < #Mission_Count) {
    					dispbottom "[Hunting Mission] Killed " + (set(getd("Mission" + .@i + "_"),getd("Mission" + .@i + "_") + 1)) +
    					           " of " + #Mission_Count + " " + strmobinfo(1,killedrid) + ".";
    					end;
    				}
    			}
    		}
    	} else if (.Party) {
    		.@mob = killedrid;
    		getmapxy(.@map1$,.@x1,.@y1,UNITTYPE_PC);
    		getpartymember getcharid(1),1;
    		getpartymember getcharid(1),2;
    		for (.@i = 0; .@i < $@partymembercount; .@i++) {
    			if (isloggedin($@partymemberaid[.@i], $@partymembercid[.@i])) {
    				set .@Mission_Count, getvar(#Mission_Count, $@partymembercid[.@i]);
    				set .@Mission0, getvar(Mission0, $@partymembercid[.@i]);
    				set .@HP, getvar(HP, $@partymembercid[.@i]);
    
    				if (.@Mission_Count && .@Mission0 && .@HP > 0) {
    					getmapxy(.@map2$,.@x2,.@y2,UNITTYPE_PC);
    					if ((.@map1$ == .@map2$ || .Party == 1) && (distance(.@x1,.@y1,.@x2,.@y2) <= 30 || .Party < 3)) {
    						for (.@j = 0; .@j < .Quests; .@j++) {
    							if (strmobinfo(1,.@mob) == strmobinfo(1,getvar(getd("Mission"+.@j), $@partymembercid[.@i]))) {
    								if (getvar(getd("Mission"+.@j+"_"), $@partymembercid[.@i]) < .@Mission_Count) {
    									dispbottom "[Hunting Mission] Killed " + (set(getvar(getd("Mission" + .@j + "_"), $@partymembercid[.@i]), getvar(getd("Mission" + .@j + "_") + 1, $@partymembercid[.@i]))) +
    									           " of " + .@Mission_Count + " " + strmobinfo(1,.@mob) + ".";
    									break;
    								}
    							}
    						}
    					}
    				}
    			}
    		}
    	}
    	end;
    
    OnInit:
    	.Delay = 0;            // Quest delay, in hours (0 to disable).
    	.Quests = 3;            // Number of subquests per mission (increases rewards).
    	.Party = 3;             // Party options: 0 (exclude party kills), 1 (include party kills), 2 (same map only), 3 (screen area only)
    	.Reset = -1;            // Reset options: -1 (abandoning mission sets delay time), 0 (no delay time), [Zeny] (cost to abandon mission, no delay time)
    	setarray .Count[0],     // Min and max monsters per subquest (increases rewards).
    		40,70;
    	setarray .Modifier[0],  // Multipliers for Base Exp, Job Exp, and Zeny rewards.
    		getbattleflag("base_exp_rate")/100,getbattleflag("job_exp_rate")/100,60;
    	.mob_db$ =              // Table name of SQL mob database
    		(checkre(0))?"mob_db_re":"mob_db";
    	setarray .Shop[0],      // Reward items: <ID>,<point cost> (about 10~20 points per hunt).
    		7227,1,26080,10,7828,10,7829,10,674,20,4506,300,4474,400,4357,3000,4359,3000,4361,3000,4363,3000,4365,3000,4367,3000,4451,6000,30116,6000,4559,6000,30003,2500,30004,2500,30006,2500,30007,2500,30009,2500,30011,2500,30012,2500,30013,2500,30014,2500,30016,2500,30019,2500,30024,2500;
    	.Blacklist$ =           // Blacklisted mob IDs.
    		"1062,1088,1183,1186,1200,1212,1220,1221,1234,1235,"+
    		"1244,1245,1250,1268,1290,1293,1294,1296,1298,1299,"+
    		"1300,1301,1303,1304,1305,1306,1308,1309,1311,1313,"+
    		"1515,1588,1618,1676,1677,1678,1679,1796,1797,1974,"+
    		"1975,1976,1977,1978,1979,1247";
    
    	npcshopdelitem "mission_shop",512;
    	for (.@i = 0; .@i < getarraysize(.Shop); .@i += 2)
    		npcshopadditem "mission_shop", .Shop[.@i], .Shop[.@i+1];
    	end;
    }
    -	shop	mission_shop	-1,512:-1
    
    
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