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Daehyon

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  1. Upvote
    Daehyon reacted to w0wZukuBg in advanced_maps_project   
    View File advanced_maps_project
    New warp code lines and all the information you can find here:
    The project is still in progress, just sharing what we have at this moment now. Reports about bugs, etc are welcome.
    Submitter w0wZukuBg Submitted 09/02/18 Category Maps & Textures  
  2. Upvote
    Daehyon reacted to w0wZukuBg in [Showcase] Four Battle Books   
    ... I have long had an idea to make a location like a pop-up book ... to tell a story ...
    ... now I have a book ... even 4 ... and I'll tell the story  let's seat and listen to ...
    .•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.
    The Legend of the Great, Wise and Four Battle Books
    The legend has it that a long time ago a great, but very lonely wizard lived away from people who thought about creating four magic books of elemental magic: earth, wind, fire and water. Ordinary people feared his wonders as a fire, tried to address only the most hopeless cases and always walked around his house, but the great magician believed that thanks to his books people would learn to live in harmony with magic and in harmony with nature. He hoped that with the help of these books people would learn to control nature, use resources wisely, and he himself would receive the post of chief wizard of Rune-Midgard and become a respected man. Half a century of life, he spent writing his main manuscript. And then came the day when he created and endowed all four books with power, and set out on his journey to the king. On his way to the capital, he met a poor sage, who also went to the palace to present to the king amazing boots-speeders, capable of allowing him to instantly survey his huge possessions (these boots were even sewn specially to the size of the king's feet!). All day, the sage imagined what a great reward from the king would be for the invention of speedboots, and our great wizard only smiled back, because he knew that one pair of boots could not eclipse the glory of his manuscripts. And the sage walked and thought to himself that boots-speed are a reward at a time, but with magic books, more wealth will come out. And then came the evening. The sage waited until the great magician fell asleep, and, that is, pulled out the wizard's books and ran as quickly as he could to his native capital, the city of Juno. There, in the guild of sages, he, dressing his boots-speeders on his hands for agility, spent the whole night casting spells on empty scrolls to copy the texts of incantations from the books of the great magician. Gathering a heavy bag of parchment, he rushed all the way to Alberta town to his familiar influential merchant. This trader did not understand anything about magic, but he knew perfectly well where to make money. At first he did not want to get up for a long time (especially for a man wearing speed boots!), then he did not want to go to open the door, but as soon as he heard that there was a big gain, he himself dragged the sage to his house and closed all the doors and shutters . The merchant had a network of his shops and tents all around the Rune-Midgard, so he immediately sent a servant to order the sending of scrolls of magic in the morning as an exclusive to his stores (and especially valuable ordered to put in premium ones). To the sage he gave for start a large bag of gold coins and promised to reward him with a bunch of money and a new pair of good boots when their business is working. On that and decided. And he was not mistaken with new shoes. When the wise man reached the great wizard in the morning and returned his books to the place, the once shining polished boots-speed skates turned into scrapes and rags that are not capable of overtaking even Mi Gao. The great wizard did not notice anything, and for a week they walked together, as if nothing had happened, arguing about which of them would receive the title of chief magician from the king. Only when the gleaming gates appeared on the horizon, the wise man reported that he was heading to Izlude port to see his old friend and give in to the first visit to the wizard, because the sage was firmly convinced of his own victory. In fact, he wanted to hurry to hire a ship, ready to go to Alberta, take his share stake from the merchant and hide away from the wizard. The great magician said goodbye to the sage and headed across the pavement of the capital straight to the palace, clutching the books in his hands. Imagine his surprise when he saw the strange magic scrolls that had clogged the tents of Prontera. People around were discussing new-fangled scrolls, children were running around and playing with small lightning. The pleasant girl-saleswoman cheerfully invited him to try the magic of the scrolls and offered one for the trial. As soon as he touched the paper, the great wizard recognized his incantations and realized that the whole matter of his life had been stolen! But by whom?! In a fit of anger, he tore up the ill-fated scroll, and rushed for the dishonest sage. He knew that this wise man would not wear the speedboots, because they did not fit the size of his legs, but to be sure, the great wizard gathered air around him, and the wind lifted him above the ground, sweeping away everything in his path. So the magic of the wind became the magic of a hurricane. Flying over Izlude town, the great wizard noticed his old wise friend walking along the dock to the ship, which was about to sail. Then the great wizard took the power of the earth in his hands and began to destroy the white stones of the quay. So the magic of the earth became the magic of stone. The dishonest sage, seeing that the abyss was about to open, put on the remnants of the short boots-speeders, and barely had time to scatter and jump to the deck of the hastily raising anchor ship. Then the great wizard summoned the ghosts of the sea and froze the water around him to stop the ship. So the magic of water turned into the magic of ice. Having reached the ship, the great wizard began to search the cabins and in the last of them he found the sage, who was shaking in a corner, hovering in fear, "O great magician, now I see how powerful you are! If I had at least a little of your mind, it would never have occurred to me to steal from you! I was poor and dishonorable, and now I am rich and again dishonorable! Please take all the gold, just leave me alone!" With these words, the sage tossed a bag of coins to the great wizard. In his hands the coins were heated up to white and the fire spilled on the planks of the ship, so the magic of fire turned into the magic of lava. Returning through the air, the great wizard observed the terrible results of magic, he wanted to give to people. The flaming ship, the ice spikes that grew on the surface of the sea, the destroyed port of Izlude town, and the roofs of houses that had been torn down by the hurricane. He was horrified and broken, people pointing at him and shouting, "What is this awful wizard? Why did you cause us all this horror? We send an eternal curse on you, as you directed your magic against us!" So the great wizard became a terrible wizard. From that moment, now, wherever people notice his magic, he was always rebuffed and expelled from the settlement. From grief, he went mad and disappeared from the human eyes in the wild forests among the orcs, who became his only close demi-human creatures. From his books, people were left with only scattered scrolls with a bit of knowledge, copies of which are carefully stored in the Library of Juno and tirelessly reprinted by the sages word for word. Unfortunately the mystery of the boots-speed skates died with that wise man. It is rumored that sometimes the terrible wizard steals lost travelers with his magic and imprisons them in his magic books, forcing them to fight with each other for the sake of the orcs' pleasure. Although this story happened a long time ago, but even now if someone else enters these forests... no, no, he will go back... and she will go back... sure...
    .•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.
    b_book1

    b_book2

    b_book3

    b_book4

    Please rate it  if the maps are good enough
  3. Upvote
    Daehyon reacted to w0wZukuBg in [Showcase] Navayo + Nav_in01   
    You can believe, you can not believe, but the idea for my next map
    was found by randomly clicking on Google maps in search of inspiration!
    So there was Navagio - an incredible beach on the coast of Zakynthos,
    in Greece, hidden between the rocks with a mysterious ship in the middle of it.
    I fell in love with it at first sight 
    .•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.•°'°•.

    Navayo

    Please rate it  if the map is good enough
  4. Upvote
    Daehyon reacted to zxcasdr in RENNC DESIGN | WEPRIORITIZE   
    Drop a message here for a quote or contact us at
    Facebook:
    https://www.facebook.com/EADevOfficial/
    https://www.facebook.com/renncgfx/
    Website:
    http://renncgfx.com/
    http://www.ea-dev.com/
     


     
    Templates
     

     

     
  5. Upvote
    Daehyon reacted to Asheraf in kRO unpacked clients releases   
    @Daehyon you still can use it but you need to manually replace the functions at the end of the file with this https://pastebin.com/iepAG6DG
  6. Upvote
    Daehyon reacted to BrOgBr in kRO unpacked clients releases   
    You're doing something wrong...
    This itemInfo is working perfectly here, and I'm using files from the Asheraf.
    Try update your kRO...
    Sorry, but I can't help you in this case, I really don't know.
  7. Upvote
    Daehyon reacted to Asheraf in kRO unpacked clients releases   
    The iteminfo from my repo only works for clients 2018-02-07+ older versions are not supported.
  8. Upvote
    Daehyon got a reaction from luizragna in The character stands still when use menu command   
    aldebaran,120,122,3 script Teddy 4_CAT_SAILOR1,{ switch(select("- Yes:- No")) { case 1: specialeffect(6, SELF, playerattached()); close; case 2: close; } } Try this. @luizragna
  9. Upvote
    Daehyon reacted to Rytech in r844 - Recoded Banding And Updated Hesperuslit / Chorus Skills Min/Wan Check AoE Updated   
    =General
    *Added the "hesperuslit_bonus_stack" config.
    +This sets if the effect bonuses requires a banding count to be equal or be
    -equal to or higher then the effect number.
    *party_sub_count_banding
    *skill_banding_count
    +Added these functions.
    +These functions calculate the banding count for the number of Royal Guards in
    -banding around the caster, as well as the average HP of the banding group, sets
    -the HP for each banding player, and maxes out the rage spheres for those in
    -banding with force of vanguard active when requirements are met.
    *Made the code for chorus count checks more efficent.
     
    =Database
    *Corrected the max level for CG_MOONLIT in the skill database.
     
    =Skills
    *Chorus Skills
    +The chorus count check is now limited to counting Minstrel's/Wanderer's that are
    -within a 31x31 AoE around the player casting a chorus skill.
    *LG_BANDING
    +Recoded the skill.
    +The AoE's of each Royal Guard now work seprate from each other.
    +The main 7x7 AoE that moves around with the caster now only affects enemies and
    -gives the status that reduces movement speed. The status is removed if the enemy
    -moves out of the AoE or the AoE vanishes. This AoE doesn't require banding with
    -other's to make it work. It will work for a player alone.
    +A 2nd AoE is now used with the skill which generates a 7x7 splash AoE around the
    -caster every 5 seconds to check for other Royal Guards near the player that are
    -also in banding status and are in the same party. This is when the stored banding
    -count is updated, along with the caster's ATK/DEF and also calculates the HP share.
    *LG_HESPERUSLIT
    +Fixed a issue where the element didn't turn to holy when banding requirement's were met.
    +Now maxes out the rage sphere's for all in banding when the banding count is 7.
    +Bonus effects no longer stack.
  10. Upvote
    Daehyon reacted to Adel in ★Showcase★ Armellia Village   
    Armellia village was my first map that I've created using Brow Edit.
    It was also the biggest map I have created so far. Watch the video in HD for better quality. Enjoy  
     
     
    Screenshots
     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

  11. Upvote
    Daehyon reacted to Mystery in Digests Galore 2017-2018   
    January Digest 2018
    The following digest covers the month of January 1st - January 31st 2018

    Team Changes
    None  
    Development Highlights
    Added support for the AllowReproduce flag in the skill DB. This supersedes the skill_reproduce_db. (#1943) Added support for the ZC_PROGRESS_ACTOR packet. The packet is exposed to the script engine through the progressbar_unit() command (available on PACKETVER 20130821 and newer). (#1929) Added support for the new item drop packet for the Zero clients. The packet is controlled by the ShowDropEffect and DropEffectMode item DB flags and ignored by non-Zero clients. (#1939) Added support for the new Map Server Change packet 0x0ac7. (part of #1948)  
    Developmental Changes
    Removed the skill_reproduce_db, now superseded by the AllowReproduce skill flag. (part of #1943) Always enabled assertions and null pointer checks. In order to disable them (very discouraged, as it may lead to security issues), it is now necessary to edit nullpo.h. (#1937) Disabled the address sanitizer's memory leak detector in the travis builds, since it produced failures in third libraries. (#1949, #1952) Applied script standardization to the Nydhogg's Nest instance script. (#1871) Split packet_keys.h into separate files for main clients and zero clients. (part of #1948) Split packets_shuffle.h into separate files for main clients and zero clients. (part of #1948) Replaced the custom bank unavailable error message with the actual bank check error packet. (part of #1948) Updated and corrected the party member and party info packets. (part of #1948) Updated README.md with more relevant badges and links (added Discord, removed Waffle, added more GitHub information). (#1951)  
    Bug Splat Fixes
    Updated Xcode project to include the RODEX related files. (#1942) Fixed RODEX loading mails when it requires multiple packets. (#1945, issue #1933)  
     
     
    December Digest 2017
    The following digest covers the month of December 1st - December 31st 2017

    Team Changes
    None  
    Development Highlights
    Implemented Homunculus Autofeeding, available on the 2017 clients. The feature can be disabled by flipping features.enable_homun_autofeed in feature.conf. (#1898) Added support for the newly released Ragnarok Zero clients. The client type is controlled with the --enable-packetver-zero configure-time flag (disabled by default). (#1923)  
    Developmental Changes
    Applied script standardization to the Old Glast Heim instance script. (#1883) Split packets.h into two files: packets.h and packets_shuffle.h. (part of #1923)  
    Bug Splat Fixes
    Corrected a wrong path displayed in an error message pointing to the map-server configuration. (#1913) Fixed the natural expiration of the Poison status when under the effect of Slow Poison. (#1925)  
     
     
    November Digest 2017
    The following digest covers the month of November 1st - November 30th 2017

    Team Changes
    None  
    Development Highlights
    Added several missing members to the login interface. (Part of #1891) Added support for colored character server population counter in the service selection list. Configurable through users_count in login-server.conf. (#1891) Added top-level command miniboss_monster to label monsters as minibosses, and to send them as such to the client. (part of #1889) Added support for 2017-10-25 - 2017-11-01 clients. (#1889) Added support to display NPCs with player classes, including equipment and styles (best with clients starting from 20170726). This extends getunitdata() and setunitdata() with support for UDT_SEX, UDT_HAIRSTYLE, UDT_HAIRCOLOR, UDT_HEADBOTTOM, UDT_HEADMIDDLE, UDT_HEADTOP, UDT_CLOTHCOLOR, UDT_SHIELD, UDT_WEAPON, UDT_ROBE, UDT_BODY2. (#1893) Added type constants for the getiteminfo() and setiteminfo() script commands. Existing third party code must be updated to use the new constants (see the pull request description and the command documentation for details). (#1902) Added global function F_GetAmmoType(), counterpart to F_GetWeaponType() for ammunitions. Both functions have now been updated to only check the subtype if the item type is correct (IT_AMMO and IT_WEAPON respectively). (part of #1902) Added support for the Skill Scale packet, available in client versions 20151223 and newer. (#1903)  
    Developmental Changes
    The use of numeric type constants with getiteminfo() and setiteminfo() is deprecated. For technical reasons, no deprecation notice is displayed. (part of #1902) The MAX_SKILL constant has been removed, in favor of the more clear MAX_SKILL_DB, to be used in all places that use the compacted Skill DB array. For use with the non-compacted clientside Skill IDs, the MAX_SKILL_ID constant is still available. (part of #1896) Applied script standardization to the Octopus Cave instance script. (#1882) Applied script standardization to the Ghost Palace instance script. (#1879) Applied script standardization to the Sara's Memory instance script. (#1884) Extended the script command setequipoption() with the possibility to remove item options from an equipment piece. (#1865) Updated the QTYPE_* constants (questinfo(), showevent()) to support the new 2017 client icons. (#1894) Applied script standardization to the Orc's Memory instance script. (#1872) Applied script standardization to the Sealed Shrine instance script. (#1873) Extended the global function F_GetArmorType() to support costumes and shadow equipment. (#1836) Extended the script commands has_instance() and has_instance2() with suport to search instances of type IOT_NONE. (#1397) Applied script standardization and improvements to the Endless Tower instance script. (#1862) Cleared some confusion between skill IDs and indexes through the codebase. Rewritten Skill DB accessors in a safer, more readable way. (part of #1896)  
    Bug Splat Fixes
    Fixed compilation warnings when compiling with gcc-7. (#1887) Fixed the display flag for monsters labeled as boss_monster to be that of MVP monsters instead of miniboss monsters. (part of #1889) Fixed a subtle error in case skill->unit_group_newid overflows, causing certain skill unit entries to get stuck and never get deleted correctly. This can manifest itself with some monster spawns becoming immune to certain AoE spells having the UF_NOOVERLAP flag (Storm Gust, Lord of Vermillion, etc). (#1896) Implemented MATK support in the getiteminfo() and setiteminfo(). This functionality was previously advertised as availble in the command documentation, but was not implemented. (part of #1902) Restored View Sprite support in the getiteminfo() and setiteminfo(). This functionality was lost with #1828. (part of #1902, issue #1895) Reimplemented the global function F_GetArmorType() to reflect the fact that ITEMINFO_LOC returns a bitmask. The function now handles multi-slot headgears and other uncommon cases better. (part of #1902) Corrected some incorrect data types passed to the SQL StmtBind functions, causing query errors and data loss. Said functions will now have a runtime assertion to ensure the right data type is passed. Third party code needs to be updated to reflect this stricter requirement. (#1901, issue #1531) Corrected some RODEX related queries in case MAX_SLOTS or MAX_ITEM_OPTIONS are set to custom values. (part of #1901) Suppressed assertions in the Skill DB accessors when called with skill_id = 0 (normal attacks). (#1910, issue #1909) Fixed an item loading failure in RODEX. (#1917, issue #1912) Fixed invisible NPCs (such as FAKE_NPC) being displayed as novices. (#1918, issue #1916)  
     
     
    October Digest 2017
    The following digest covers the month of October 1st - October 31st 2017

    Team Changes
    None  
    Development Highlights
    Added the script command getmapinfo(), which allows to obtain misc information about a map. (#1852) Added an option to restrict party leader changes to characters on the same map. Controlled by the setting party_change_leader_same_map (defaults to true). (#1812) Added initial support (shuffle packets, obfuscation keys) for clients 2017-09-27, 2017-10-02, 2017-10-11, 2017-10-18. (#1859) Added the noautoloot mapflag, allowing to disable the @autoloot functionality on a map by map basis. (#1833)  
    Developmental Changes
    Extended the script command logmes() with an option to log to the atcommandlog table. (#1843) Updated RoDEX, with support for packetver 20170419 and newer. (#1859) Updated Exp-related packets and handling functions to support values larger than 2 billions (as seen in packetver 20170830 and newer). (#1859) Changed the diagnostic message in skill_init_unit_layout() to report the skill ID instead of its index. (#1854)  
    Bug Splat Fixes
    Corrected the Kafra dialog in case a Doram without the Summoner's Basic Skill attempts to open the Storage. (#1864) Changed the cell stack counting algorithm to ignore invisible NPCs, improving the Dancer Quest experience as well as other cases of hidden NPCs blocking off certain cells. (#1827) Improved the handling of the cardfix value to make it more resistant to overflows, especially in renewal mode. Simplified the related renewal/pre-renewal conditional code. (#1825) Fixed some compilation warnings occurring in VS2017. (#1870) Fixed a wrong null pointer check in logmes(), which caused the command to never log and instead print debug information.  
  12. Upvote
    Daehyon reacted to Tio Akima in ADD new Signboard - chat/shop/icon/etc   
    Hi, I'm TioAkima.
    Small tutorial to help add the new fucking SIGNBOARDs that are available to new clients.
    If I'm not mistaken, it's for client's 2016+
    For those who do not know, I'm talking about these new chat/shop on the NPC:


     
    They are cool and leave the server with a nice face. <3
    it is quite simple.
    Go in your data folder, and in your LUA files (luafiles514)
    search for file signboardlist.lub
    data\luafiles514\lua files\signboardlist.lub Now let's understand how this file works to add a SIGNBOARD (cute little window with icon) like this:


    The structure of the file is as follows:
    {" prontera", 150, 193, 5, IT_BMP, "유저인터페이스\\information\\over_kafra.bmp", " KAFRA Tools ","#0x00FFFFFF"}    {
            "prontera", = map name
            150, = x
            193, = y
            5, = height you want the window (can be zero if you want)
            IT_SIGNBOARD, = window type
           "유저인터페이스\\information\\over_kafra.bmp",  = here is the directory where your icon is
            "KAFRA Tools", = chat  name
            "#0x00FFFFFF" = letter color
        },
    Just add another line following this format. Remembering that the last window does not have the comma in the end ... It is good to pay attention to this.
    Now to add icons in this other way>


    The format is very similar, but it has some minimal difference ... And it's also in the same file.
    It's pretty much the same thing, but one or the other function argument changes.
    The structure is this:
    {"prontera", 150, 193, 1, IT_BMP, "유저인터페이스\\information\\over_kafra.bmp"},    {
            "prontera", = map name
            150, = x
            193, = y
            1, = height you want the icon (can be zero if you want)
            IT_BMP, = Only place the icon (without the window)
           "유저인터페이스\\information\\over_kafra.bmp"  = here is the directory where your icon is
        },
    READY!
    Note that for this, you do not put the name of the chat nor the color of the letter! (you do not have these two arguments, okay?) ..
    That's it .. I hope it helps anyone who wants to put these windows.

    att,
    Tio akima
  13. Upvote
    Daehyon reacted to keough in New Payon Town!   
    Good Day guys!
    It's been a long long time since i post my last map  and now here is another piece of my work,
    I created the new payon town inspired on the new RO-Mobile payon, it's not that similar but I mixed the old and new payon also the newest payon.
    Just check it and enjoy!
    Thank you for viewing!
     
     
  14. Upvote
    Daehyon reacted to Temtaime in New life for RO   
    New beta is out ! Now with character creation.
    http://aesir.perfontain.ru/forum/topic/16-beta-v031/

  15. Upvote
    Daehyon reacted to Dian in Ragnarok S   
    Hi guys,
    I present to you the newest Ragnarok S, Developed for Mobile using AR.

  16. Upvote
    Daehyon reacted to Sephus in Hercules Ultimate Storage System (HUSS)   
    Hey all,
    I had an idea to implement the ultimate storage system with which users of Hercules would be able to create as many storages as they want without a hassle. And so I worked on Hercules Ultimate Storage System (HUSS). The basic idea of the design has been completed and at this point it is ready to be tested. I wanted to gather suggestions to further extend the system, hence this topic.
    To test the system, simply visit my fork of Hercules in the storages branch and clone it.
     
    Storage.conf Example Entry
    { Id: (int) (required|unique) Unique Identifier Name: (string) (required) Name of the storage sent to the client. Capacity: (int) (required) Maximum capacity of the storage. }
    All storages are handled with dynamic arrays that will save a tonne of memory if and when created.
    They are saved in the same storage database (SQL) as the original separating them by a storage identifier.
    An infinite number of storages can be created, there are no limits.
    The current design implementation only allows saving/loading of approximately 1600 items per storage due to packet size limits.
     
    Script Command Changes
    *openstorage(<storage_id>{, <storage_mode>}) Default Storage Access Mode: STORAGE_ACCESS_ALL This will open character's Kafra storage window on the client connected to the invoking character. It can be used from any kind of NPC or item script, not just limited to Kafra Staff. The storage window opens regardless of whether there are open NPC dialogs or not, but it is preferred to close the dialog before displaying the storage window, to avoid any disruption when both windows overlap. mes("I will now open your stash for you"); close2(); openstorage(1); end; Storage Modes: STORAGE_ACCESS_VIEW // View storage only STORAGE_ACCESS_GET // Allow getting items from storage. STORAGE_ACCESS_PUT // Allow putting items to storage. STORAGE_ACCESS_ALL // Allow all actions.  
    So if you guys have any suggestions or ideas that would better the system for Hercules, feel free to comment below
  17. Upvote
    Daehyon reacted to meko in How to update Herc without git clone   
    if you absolutely refuse to use git at all then the only way is to download a zip file (highly not recommended, because you loose the history)
     
    else, see http://herc.ws/board/topic/14830-updating-hercules-git-pull-problem/#entry82925
    if you don't want to use the command-line interface I recommend Github Desktop instead of TortoiseGIT
     
     
    If you encounter a problem I can give step-by-step instructions on IRC: #Hercules @ Rizon
    make sure to say "meko" in the channel so I get notified
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