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Idk How...help Me On That Please


Question

Posted (edited)

  1. I want to put if Human , Elf , Dwarf female setGood(true)  and if Orc , delf, male dwarf setEvil(true) i made the code but doesnt work correctly , thinking to delete setevil and change the setGood retail code here:http://pastebin.com/0wdWBjT5
  2.  generally i deleted the setevil and changed the setgood to setdestiny i want just to press the button and check if race suits then go to the faction.. Goods : human , elf , female dwarf 

    evil : orc, d.elf , male dwarf

  3. package net.sf.l2j;
    	
    	
    	 
    	
    	
    	import java.sql.Connection;
    	
    	
    	import java.sql.PreparedStatement;
    	
    	
    	import java.sql.ResultSet;
    	
    	
    	import java.util.StringTokenizer;
    	
    	
    	import java.util.logging.Logger;
    	
    	
    	 
    	
    	
    	import net.sf.l2j.commons.random.Rnd;
    	
    	
    	import net.sf.l2j.gameserver.ai.CtrlIntention;
    	
    	
    	import net.sf.l2j.gameserver.model.L2World;
    	
    	
    	import net.sf.l2j.gameserver.model.actor.instance.L2NpcInstance;
    	
    	
    	import net.sf.l2j.gameserver.model.actor.instance.L2PcInstance;
    	
    	
    	import net.sf.l2j.gameserver.model.actor.template.NpcTemplate;
    	
    	
    	import net.sf.l2j.gameserver.network.serverpackets.ActionFailed;
    	
    	
    	import net.sf.l2j.gameserver.network.serverpackets.MyTargetSelected;
    	
    	
    	import net.sf.l2j.gameserver.network.serverpackets.NpcHtmlMessage;
    	
    	
    	import net.sf.l2j.gameserver.network.serverpackets.SocialAction;
    	
    	
    	import net.sf.l2j.gameserver.network.serverpackets.ValidateLocation;
    	
    	
    	 
    	
    	
    	 
    	
    	
    	 
    	
    	
    	public class L2FactionInstance extends L2NpcInstance
    	
    	
    	{
    	
    	
    	 
    	
    	
    	    public L2FactionInstance(int objectId, NpcTemplate template)
    	
    	
    	    {
    	
    	
    	        super(objectId, template);
    	
    	
    	    }
    	
    	
    	 
    	
    	
    	    private final static Logger _log = Logger.getLogger(L2FactionInstance.class.getName());
    	
    	
    	 
    	
    	
    	    @Override
    	
    	
    	    public void onBypassFeedback(L2PcInstance player, String command)
    	
    	
    	    {
    	
    	
    	        player.sendPacket(ActionFailed.STATIC_PACKET);
    	
    	
    	        StringTokenizer st = new StringTokenizer(command, " ");
    	
    	
    	        String actualCommand = st.nextToken();
    	
    	
    	        @SuppressWarnings("unused")
    	
    	
    	        String val = "";
    	
    	
    	        if (st.countTokens() >= 1)
    	
    	
    	        {
    	
    	
    	            val = st.nextToken();
    	
    	
    	    }
    	
    	
    	 
    	
    	
    	        else if (actualCommand.equalsIgnoreCase("setdestiny"))
    	
    	
    	        {
    	
    	
    	           
    	
    	
    	        setTarget(player);
    	
    	
    	       
    	
    	
    	            if (player.isGood())
    	
    	
    	            {
    	
    	
    	                player.sendMessage("You already are in " + Config.FACTION_NAME_TEAM_GOOD + " faction ");
    	
    	
    	                player.sendPacket(new ActionFailed());
    	
    	
    	            }
    	
    	
    	           if(player.getRace blabla bla 
    	
    	
    	                    {
    	
    	
    	                    player.setGood(true);
    	
    	
    	                    Connection connection = null;
    	
    	
    	                        try
    	
    	
    	                        {
    	
    	
    	                            connection = L2DatabaseFactory.getInstance().getConnection();
    	
    	
    	                            PreparedStatement statement = connection.prepareStatement("SELECT obj_Id FROM characters where char_name=?");
    	
    	
    	                            statement.setString(1, player.getName());
    	
    	
    	                            ResultSet rset = statement.executeQuery();
    	
    	
    	                            int objId = 0;
    	
    	
    	                        if (rset.next())
    	
    	
    	                            {
    	
    	
    	                                objId = rset.getInt(1);
    	
    	
    	                            }
    	
    	
    	                            rset.close();
    	
    	
    	                            statement.close();
    	
    	
    	                            if (objId == 0)
    	
    	
    	                            {
    	
    	
    	                                connection.close();
    	
    	
    	                                return;
    	
    	
    	                            }
    	
    	
    	                            statement = connection.prepareStatement("UPDATE characters SET good=1 WHERE obj_Id=?");
    	
    	
    	                        statement.setInt(1, objId);
    	
    	
    	                            statement.execute();
    	
    	
    	                            statement.close();
    	
    	
    	                            connection.close();
    	
    	
    	                        }
    	
    	
    	                        catch (Exception e)
    	
    	
    	                        {
    	
    	
    	                            _log.info("could not set good status of char:");
    	
    	
    	                        }
    	
    	
    	                        finally
    	
    	
    	                        {
    	
    	
    	                            try
    	
    	
    	                            {
    	
    	
    	                                connection.close();
    	
    	
    	                            }
    	
    	
    	                            catch (Exception e)
    	
    	
    	                            {
    	
    	
    	                            }
    	
    	
    	                        }
    	
    	
    	                   
    	
    	
    	                        if (player.isGood())
    	
    	
    	                        {
    	
    	
    	                            player.broadcastUserInfo();
    	
    	
    	                            player.sendMessage("You Are fighiting Now for" + Config.FACTION_NAME_TEAM_GOOD + " Faction ");
    	
    	
    	                            player.getAppearance().setNameColor(Config.FACTION_COLOR_NAME_GOOD);
    	
    	
    	                            player.teleToLocation(Config.GOODX, Config.GOODY, Config.GOODZ);
    	
    	
    	                            player.setTitle(Config.FACTION_NAME_TEAM_GOOD);
    	
    	
    	                        }
    	
    	
    	                    }
    	
    	
    	                }
    	
    	
    	        }
    	
    	
    	        }
    	
    	
    	           
    	
    	
    	                    else if(player.getRace() == Race.Orc() bla bla bla
    	
    	
    	                    {
    	
    	
    	                        player.setEvil(true);
    	
    	
    	                        Connection connection = null;
    	
    	
    	                        try
    	
    	
    	                        {
    	
    	
    	                            connection = L2DatabaseFactory.getInstance().getConnection();
    	
    	
    	                            PreparedStatement statement = connection.prepareStatement("SELECT obj_Id FROM characters where char_name=?");
    	
    	
    	                            statement.setString(1, player.getName());
    	
    	
    	                            ResultSet rset = statement.executeQuery();
    	
    	
    	                            int objId = 0;
    	
    	
    	                            if (rset.next())
    	
    	
    	                        {
    	
    	
    	                                objId = rset.getInt(1);
    	
    	
    	                        }
    	
    	
    	                            rset.close();
    	
    	
    	                            statement.close();
    	
    	
    	                            if (objId == 0)
    	
    	
    	                            {
    	
    	
    	                                connection.close();
    	
    	
    	                                return;
    	
    	
    	                            }
    	
    	
    	                            statement = connection.prepareStatement("UPDATE characters SET evil=1 WHERE obj_Id=?");
    	
    	
    	                            statement.setInt(1, objId);
    	
    	
    	                            statement.execute();
    	
    	
    	                            statement.close();
    	
    	
    	                            connection.close();
    	
    	
    	                        }
    	
    	
    	                        catch (Exception e)
    	
    	
    	                        {
    	
    	
    	                            _log.info("could not set evil status of char:");
    	
    	
    	                        }
    	
    	
    	                        finally
    	
    	
    	                        {
    	
    	
    	                            try
    	
    	
    	                            {
    	
    	
    	                                connection.close();
    	
    	
    	                            }
    	
    	
    	                            catch (Exception e)
    	
    	
    	                            {
    	
    	
    	                            }
    	
    	
    	                        }
    	
    	
    	                   
    	
    	
    	                        if (player.isEvil())
    	
    	
    	                        {
    	
    	
    	                            player.broadcastUserInfo();
    	
    	
    	                            player.sendMessage("You Are fighiting Now for " + Config.FACTION_NAME_TEAM_EVIL + " Faction ");
    	
    	
    	                            player.getAppearance().setNameColor(Config.FACTION_COLOR_NAME_EVIL);
    	
    	
    	                            player.teleToLocation(Config.EVILX, Config.EVILY, Config.EVILZ);
    	
    	
    	                            player.setTitle(Config.FACTION_NAME_TEAM_EVIL);
    	
    	
    	                        }
    	
    	
    	                    }
    	
    	
    	                }
    	
    	
    	            
    	
    	
    	        else if (actualCommand.equalsIgnoreCase("setnobless"))
    	
    	
    	        {
    	
    	
    	       
    	
    	
    	            L2PcInstance activeChar = player;
    	
    	
    	            if (activeChar.isNoble())
    	
    	
    	                activeChar.sendMessage("You Are Already A Noblesse!.");
    	
    	
    	            else
    	
    	
    	            {
    	
    	
    	                activeChar.setNoble(true, true);
    	
    	
    	                activeChar.sendMessage("You Are Now a Noble,You Are Granted With Noblesse Status , And Noblesse Skills.");
    	
    	
    	                activeChar.broadcastUserInfo();
    	
    	
    	                activeChar.getInventory().addItem("Tiara", 7694, 1, activeChar, null);
    	
    	
    	            }
    	
    	
    	        }
    	
    	
    	        else
    	
    	
    	        {
    	
    	
    	            super.onBypassFeedback(player, command);
    	
    	
    	        }
    	
    	
    	    }
    	
    	
    	   
    	
    	
    	    @Override
    	
    	
    	    public String getHtmlPath(int npcId, int val)
    	
    	
    	    {
    	
    	
    	        return "data/html/mods/faction/main.htm";
    	
    	
    	    }
    	
    	
    	 
    	
    	
    	}
Edited by Kelrzher

Recommended Posts

  • 0
Posted (edited)

You can simply override the Race enum or whatever you use. On aCis it's now named ClassRace, and breath multiplier is already applied to give you an idea of how you should do it.

 

https://xp-dev.com/svn/aCis_public/aCis_gameserver/java/net/sf/l2j/gameserver/model/base/Race.java

 

That way you simply 

player.getRace().getFaction()

About how to store faction, try to keep it as an enum. And don't use setEvil / setGood, it's soooooo 2008 writting style.

Edited by Tryskell
  • 0
Posted (edited)

You can simply override the Race enum or whatever you use. On aCis it's now named ClassRace, and breath multiplier is already applied to give you an idea of how you should do it.

 

https://xp-dev.com/svn/aCis_public/aCis_gameserver/java/net/sf/l2j/gameserver/model/base/Race.java

 

That way you simply 

player.getRace().getFaction()

About how to store faction, try to keep it as an enum. And don't use setEvil / setGood, it's soooooo 2008 writting style.

i made it through pc instance but i am sure its totally wrong .. well 2008 styling makes me happy for now hahah :D check , so bad but maybe will work?

 


//faction start
public boolean isGood()
{
if (getRace() == Race.Dwarf && getAppearance().getSex() && getRace() == Race.Elf && getRace() == Race.Human)
{
setGood(true);
}
 
         Connection connection = null;
             try
             {
                 connection = L2DatabaseFactory.getInstance().getConnection();
                 PreparedStatement statement = connection.prepareStatement("SELECT obj_Id FROM characters where char_name=?");
                 statement.setString(1, getName());
                 ResultSet rset = statement.executeQuery();
                 int objId = 0;
             if (rset.next())
                 {
                     objId = rset.getInt(1);
                 }
                 rset.close();
                 statement.close();
                 if (objId == 0)
                 {
                     connection.close();
                     return false;
                 }
                 statement = connection.prepareStatement("UPDATE characters SET good=1 WHERE obj_Id=?");
             statement.setInt(1, objId);
                 statement.execute();
                 statement.close();
                 connection.close();
             }
             catch (Exception e)
             {
                 _log.info("could not set good status of char:");
             }
             finally
             {
                 try
                 {
                     connection.close();
                 }
                 catch (Exception e)
                 {
                 }
             }
return _isGood;
}
        
public boolean isEvil()
{
if (getRace() == Race.Dwarf && !getAppearance().getSex() && getRace() == Race.DarkElf && getRace() == Race.Orc)
{
setEvil(true);
}
         Connection connection = null;
         try
         {
             connection = L2DatabaseFactory.getInstance().getConnection();
             PreparedStatement statement = connection.prepareStatement("SELECT obj_Id FROM characters where char_name=?");
             statement.setString(1, getName());
             ResultSet rset = statement.executeQuery();
             int objId = 0;
             if (rset.next())
         {
                 objId = rset.getInt(1);
         }
             rset.close();
             statement.close();
             if (objId == 0)
             {
                 connection.close();
                 return false;
             }
             statement = connection.prepareStatement("UPDATE characters SET evil=1 WHERE obj_Id=?");
             statement.setInt(1, objId);
             statement.execute();
             statement.close();
             connection.close();
         }
         catch (Exception e)
         {
             _log.info("could not set evil status of char:");
         }
         finally
         {
             try
             {
                 connection.close();
             }
             catch (Exception e)
             {
             }
         }
return _isEvil;
}
      
public void setGood(boolean value)
{
   _isGood = value;
}
      
public void setEvil(boolean value)
{
   _isEvil = value;
}
Edited by Kelrzher
  • 0
Posted (edited)

Beside the bed coding style, it's full of typo and failed logic, it won't work

Edited by Sdw
  • 0
Posted

You can simply override the Race enum or whatever you use. On aCis it's now named ClassRace, and breath multiplier is already applied to give you an idea of how you should do it.

 

https://xp-dev.com/svn/aCis_public/aCis_gameserver/java/net/sf/l2j/gameserver/model/base/Race.java

 

That way you simply 

player.getRace().getFaction()

About how to store faction, try to keep it as an enum. And don't use setEvil / setGood, it's soooooo 2008 writting style.

 

You know that "override enum" is a completely wrong sentence right? Enums can never be extended or have children/parent/friends in Java

 

The answer is, edit Race enum, not override it

  • 0
Posted (edited)

Edit:

If player get race this set good..

Player.teletolocation blabla

Else if player get race this setevil

Player teletolocation blabla

On charactercreate maybe will be fine..just my idea

Edited by Reborn12
  • 0
Posted (edited)

If it's a race based faction type and you can't manually edit faction, it's pointless to store it on database. What I told you is far enough.

 

The code you use, I know it well, since it's the first custom I added when I was deving on l2j archid in 2009.

 

@xxdem ty captain obvious. Keep trolling.

Edited by Tryskell
  • 0
Posted

If it's a race based faction type and you can't manually edit faction, it's pointless to store it on database. What I told you is far enough.

 

The code you use, I know it well, since it's the first custom I added when I was deving on l2j archid in 2009.

 

@xxdem ty captain obvious. Keep trolling.

how the heck i will write the code on race.java looool 

  • 0
Posted
sendPacket(CharCreateOk.STATIC_PACKET);

L2World.getInstance().addObject(newChar);

if (newChar.getRace() == Race.Dwarf &&   newChar.getRace() == Race.Elf && newChar.getRace() == Race.Human)

{

newChar.setGood(true);

newChar.sendMessage("Litourgo");

}

 

if (newChar.getRace() == Race.DarkElf && newChar.getRace() == Race.Orc)

{

newChar.setEvil(true);

newChar.sendMessage("Ime evil");

} on charcreate file ot work
  • 0
Posted (edited)
public enum Faction {
    GOOD,
    EVIL;
}

public final class L2PcInstance extends L2Playable
{
    // ...

    private Faction faction;

    // ...

    public Faction getFaction() {
        return this.faction;
    }

    public void setFaction(Faction faction) {
        this.faction = faction;
    }

    public boolean isGood() {
        return this.faction == Faction.GOOD;
    }

public class EnterWorld extends L2GameClientPacket
{
    // ...
    @Override
    protected void runImpl()
    {
        // ...
        if (activeChar.getRace() == Race.Human || activeChar.getRace() == Race.Elf || (activeChar.getRace() == Race.Dwarf && activeChar.getAppearance().getSex())) {
            activeChar.setFaction(Faction.GOOD);
        } else {
            activeChar.setFaction(Faction.EVIL);
        }

:lol:

Edited by Tessa
  • 0
Posted
public enum Faction {
    GOOD,
    EVIL;
}

public final class L2PcInstance extends L2Playable
{
    // ...

    private Faction faction;

    // ...

    public Faction getFaction() {
        return this.faction;
    }

    public void setFaction(Faction faction) {
        this.faction = faction;
    }

    public boolean isGood() {
        if (faction == Faction.GOOD) {
            return true;
        }

        return false;
    }

public class EnterWorld extends L2GameClientPacket
{
    // ...
    @Override
    protected void runImpl()
    {
        // ...
        if (activeChar.getRace() == Race.Human || activeChar.getRace() == Race.Elf || (activeChar.getRace() == Race.Dwarf && activeChar.getAppearance().getSex())) {
            activeChar.setFaction(Faction.GOOD);
        } else {
            activeChar.setFaction(Faction.EVIL);
        }

:lol:

 

:O did you just extend L2GameClientPacket ????? :o

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Posted

:o did you just extend L2GameClientPacket ????? :o

No, this is the latest aCis free version :lol:

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    • what pack you use  send me on discord for it
    • package custom.events.RandomZoneEvent; import java.io.File; import java.util.ArrayList; import java.util.List; import java.util.Random; import java.util.concurrent.ScheduledFuture; import org.w3c.dom.Document; import org.w3c.dom.Node; import org.l2jmobius.commons.threads.ThreadPool; import org.l2jmobius.commons.time.SchedulingPattern; import org.l2jmobius.commons.time.TimeUtil; import org.l2jmobius.commons.util.IXmlReader; import org.l2jmobius.gameserver.managers.ZoneManager; import org.l2jmobius.gameserver.model.StatSet; import org.l2jmobius.gameserver.model.actor.Creature; import org.l2jmobius.gameserver.model.actor.Npc; import org.l2jmobius.gameserver.model.actor.Player; import org.l2jmobius.gameserver.model.quest.Event; import org.l2jmobius.gameserver.model.zone.ZoneId; import org.l2jmobius.gameserver.model.zone.ZoneType; import org.l2jmobius.gameserver.model.zone.type.RandomZone; import org.l2jmobius.gameserver.util.Broadcast; /** * Random Zone Event - Activates one random PvP zone temporarily. No modifica la clase de la zona: usa flags PvP en runtime. * @author Juan */ public class RandomZoneEvent extends Event { private static final String CONFIG_FILE = "data/scripts/custom/events/RandomZoneEvent/config.xml"; private static int EVENT_DURATION_MINUTES = 15; private static boolean _isActive = false; private ScheduledFuture<?> _eventTask = null; private final List<ZoneType> _availableZones = new ArrayList<>(); private ZoneType _activeZone = null; public RandomZoneEvent() { loadConfig(); loadZones(); registerZoneListeners(); } /** * Registra listeners a TODAS LAS ZONAS random */ private void registerZoneListeners() { for (ZoneType zone : _availableZones) { addEnterZoneId(zone.getId()); addExitZoneId(zone.getId()); LOGGER.info("[RandomZoneEvent] Registered listener for zone: " + zone.getName()); } } private void loadConfig() { new IXmlReader() { @Override public void load() { parseDatapackFile(CONFIG_FILE); } @Override public void parseDocument(Document doc, File file) { forEach(doc, "event", eventNode -> { final StatSet att = new StatSet(parseAttributes(eventNode)); final String name = att.getString("name"); for (Node node = eventNode.getFirstChild(); node != null; node = node.getNextSibling()) { if ("schedule".equals(node.getNodeName())) { final StatSet attributes = new StatSet(parseAttributes(node)); final String pattern = attributes.getString("pattern"); final SchedulingPattern schedulingPattern = new SchedulingPattern(pattern); final StatSet params = new StatSet(); params.set("Name", name); params.set("SchedulingPattern", pattern); final long delay = schedulingPattern.getDelayToNextFromNow(); getTimers().addTimer("Schedule_" + name, params, delay + 5000, null, null); LOGGER.info("[RandomZoneEvent] Event " + name + " scheduled at " + TimeUtil.getDateTimeString(System.currentTimeMillis() + delay)); } } }); } }.load(); } private void loadZones() { for (ZoneType zone : ZoneManager.getInstance().getAllZones(RandomZone.class)) { if ((zone.getName() != null) && zone.getName().toLowerCase().startsWith("random_zone")) { _availableZones.add(zone); LOGGER.info("[RandomZoneEvent] Loaded zone: " + zone.getName() + " (id=" + zone.getId() + ")"); } } LOGGER.info("[RandomZoneEvent] Total random zones loaded: " + _availableZones.size()); } @Override public void onTimerEvent(String event, StatSet params, Npc npc, Player player) { if (event.startsWith("Schedule_")) { eventStart(null); final SchedulingPattern schedulingPattern = new SchedulingPattern(params.getString("SchedulingPattern")); final long delay = schedulingPattern.getDelayToNextFromNow(); getTimers().addTimer(event, params, delay + 5000, null, null); LOGGER.info("[RandomZoneEvent] Rescheduled for " + TimeUtil.getDateTimeString(System.currentTimeMillis() + delay)); } } @Override public boolean eventStart(Player eventMaker) { if (_isActive) { if (eventMaker != null) { eventMaker.sendMessage("RandomZoneEvent already active."); } return false; } if (_availableZones.isEmpty()) { Broadcast.toAllOnlinePlayers("[RandomZoneEvent] No zones configured."); return false; } _isActive = true; Broadcast.toAllOnlinePlayers("⚔️ Random Zone Event has started!"); _eventTask = ThreadPool.schedule(this::activateRandomZone, 5_000); return true; } private void activateRandomZone() { _activeZone = _availableZones.get(new Random().nextInt(_availableZones.size())); _activeZone.setEnabled(true); Broadcast.toAllOnlinePlayers("🔥 Random Zone Event: " + _activeZone.getName() + " is now PvP for " + EVENT_DURATION_MINUTES + " minutes!"); _eventTask = ThreadPool.schedule(this::eventStop, EVENT_DURATION_MINUTES * 60 * 1000L); } @Override public boolean eventStop() { if (!_isActive) { return false; } _isActive = false; if (_eventTask != null) { _eventTask.cancel(true); _eventTask = null; } if (_activeZone != null) { _activeZone.setEnabled(false); Broadcast.toAllOnlinePlayers("🏁 Random Zone Event ended. " + _activeZone.getName() + " is back to normal."); _activeZone = null; } else { Broadcast.toAllOnlinePlayers("🏁 Random Zone Event ended."); } return true; } @Override public void onEnterZone(Creature creature, ZoneType zone) { if (!_isActive || (_activeZone == null)) { return; } if ((zone == _activeZone) && creature.isPlayable()) { creature.setInsideZone(ZoneId.PVP, true); if (creature.isPlayer()) { creature.sendMessage("Esta zona está en modo PvP temporalmente."); } } } @Override public void onExitZone(Creature creature, ZoneType zone) { if (!_isActive || (_activeZone == null)) { return; } if ((zone == _activeZone) && creature.isPlayable()) { creature.setInsideZone(ZoneId.PVP, false); if (creature.isPlayer()) { creature.sendMessage("Abandonaste la zona PvP temporal."); } } } @Override public boolean eventBypass(Player player, String bypass) { return true; } @Override public String onEvent(String event, Npc npc, Player player) { return super.onEvent(event, npc, player); } @Override public String onFirstTalk(Npc npc, Player player) { return null; } public static void main(String[] args) { new RandomZoneEvent(); } } i have this but its not working
    • ZonePvPSpawnBossRadio=0 ZonePvPSpawnBossBarakiel=0 at the Customs.ini in L2Server folder. Im prety sure this is it because i had the same problem with you in cruma 1 floor for example and i couldn't fix it but i fixed it finally by changing these 2 lines
    • Siege Reward Start PM Msg Rework Config root BossDieAnnounce and BossDieSound in the L24Team.properties and Config.java files for global raid boss death notifications and sounds. Adds a new reward_list table to the DB.sql file to track castle rewards. Improves character creation logic for thread safety and validation. Adds extensive state checks to the RequestEnchantItem method to prevent enchantments during inappropriate player states. Fixed auto-attack animation bug (there was no attack animation, only damage animation) Clean Code Other fixes I forgot to list! Java 14 Fixed issue where deleting a character would prevent it from leaving the screen or being removed, or even after a delete CD (it would only exit when re-logging in or creating a new character). Added Premium System from the other C2 project (Needs testing and improvement). Added the "Improved" Community Board (incomplete).
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