Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Kill increments and "Money" Increments
Kill increments and "Money" Increments
Jan 30 2022, 11:03 pm
By: Prankenstein  

Jan 30 2022, 11:03 pm Prankenstein Post #1



On my defense map, Minerals are used to build nukes and a few buildings, Gas is used for upgrades, and Kills are displayed in the leaderboard. However, I also want there to be "money" that players accumulate. I want bonus selectors (civilians) to be earned by certain increments of both kills and "money", say every 100 kills, and every 1000 "money". I assume I can use the "Custom Score" as my means of tracking money.

Considering all of this, I have two inquiries:

1. Money increments of 1000 will be easy, since I'll simply subtract 1000 each time a player reaches 1000, because they are "spending it" at that point. But Kills I want to be cumulative, accurate, and displayed in the leaderboard (I never want to subtract or reset kills). So how would I handle increments of 100 kills, without creating a ton of redundant (non-preserved triggers) (100 Kills, 200 Kills, 300 Kills, etc) for each player.

On a side note, to simplify the system, I could just let 1 kill earn $10 for the player (which would be the only time I need check the value of Kills) but I still run into the trouble of redundancy.

2. I'd prefer to not have money displayed in the leaderboard, but I'd like the player to know how much money they have. (Wish I could use minerals or gas but I can't). Is there way to display total money to the user each time they earn more?

Example:
"Earned money! +200
Total Money: 2400"

Also was thinking I could use the HP of a building (I'd call the building "The Bank") to track money for a player. But not sure how feasible this is.

Post has been edited 1 time(s), last time on Jan 30 2022, 11:09 pm by Prankenstein.



None.

Jan 31 2022, 7:05 am GGmano Post #2

Mr.Pete-Tong

If i get it right you wanna increase a money (minerals or gas not awaliable) value from the amount of natural kill score players get and you want a dynamic system and the kill score should be shown and not be reset.

This you can do if you use a dc value for money and kill score.

You make a triger conditioned by players having 100 natural kill score, than you substracting the natural kill score by 100 and add a dc value by 100(dc kill score value) and add the desired money amount a dc value by 100 preserved.

triggers showing leader board of dc values is needed.

You can also use buildings to show amount but you need a small medium amount of triggers for that. Its issued if value gets above 9999.

Another option is to have minerals showing two things. Not sure if you can use that but I use gas for two things in my map, so i change the gas amount between two dc values. The two dc values i can add and substract individualy and the change the two shown gas amounts from each of their dc values.



A Legendary Map Maker, Player. Apparently im more than intresting to observe Irl

Ill try do my best in making all youre watchers happy

The maps I made are tweaked into perfection and maximum strategy added

Jan 31 2022, 8:07 am NudeRaider Post #3

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

You can't subtract kills anyway without EUDs. It's a classic kills-to-cash system. None of which are perfect. Choose your poison.
http://www.staredit.net/wiki/index.php?title=Kills_to_cash

As for money display, you could place a mineral patch whose amount left is set to the player's money. Drawback: Needs to be clicked and can be seen by other players.

Putting variables into text messages is not possible. And you'd hit string limit pretty fast. And I think even with EUDs it's pretty tricky.
You could make a crude system where each text message shows 1 digit of your money number. To display $124 the output would look like this
You have this many dollars (displayed vertically)
1
2
4


Last idea is to use gas or ore for 2 things. When you move a selector to "show me the money" ( :P ) gas will be stored in a dc, the upgrade buildings given to a neutral player and money transferred to gas. Reversed when they leave the location with the selector.
With EUDs you could even detect when a certain unit is selected, so you don't need to move it.

Quote from GGmano
triggers showing leader board of dc values is needed.
This is possible, but needs (simple) EUDs.




Jan 31 2022, 8:25 am GGmano Post #4

Mr.Pete-Tong

@nuderaider in the link its described in triggers to substract kill score.

i do think that works sorry you make me feel doubt nude xd, as Im not working much with kill score. But the link you provided says opposite than you as far as I understood you said kill score canot be substracted.

Are you sure you need eud to show dc values on leader board i seem to recall doin it couple years ago without eud but again im not sure



A Legendary Map Maker, Player. Apparently im more than intresting to observe Irl

Ill try do my best in making all youre watchers happy

The maps I made are tweaked into perfection and maximum strategy added

Jan 31 2022, 7:40 pm NudeRaider Post #5

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Quote from GGmano
@nuderaider in the link its described in triggers to substract kill score.
you can't modifiy kills. But you can modify kills score. You get different scores for different kills you make.
IIRC killing a Marine is 100 score, whereas arbiter is in the thousands.

Quote from GGmano
Are you sure you need eud to show dc values on leader board i seem to recall doin it couple years ago without eud but again im not sure
positively. As I mentioned it's pretty simple. No need for EUD editor.

Post has been edited 1 time(s), last time on Jan 31 2022, 8:57 pm by NudeRaider.




Jan 31 2022, 10:17 pm GGmano Post #6

Mr.Pete-Tong

Quote from NudeRaider
you can't modifiy kills. But you can modify kills score. You get different scores for different kills you make.
IIRC killing a Marine is 100 score, whereas arbiter is in the thousands.

you can virtually modify kills too.. but i was refering to kill score which you can use in different ways more precisely described in youre link, which he can use for hes map.

to modify kills you need to be only 2 players or 1 cpu player giving actions to a full team together. by virtual i mean you modify deaths (instead of kills) for cpu and give minerals to the team or player.

for excample p8 cpu ai player has suffered 1 death of marine than subtract 1 death of marine for p8 cpu player and add 10 minerals for player 1 or team p1-p7. that way each time p1 or teamp1-p7 kills a marine(p8) the player or the team gets 10 minerals. But i understand what you meant by canot modify kills can only modify deaths, which only works if the action is only given 1 player or the action is given to the full team.

Quote from NudeRaider
positively. As I mentioned it's pretty simple. No need for EUD editor.

Im pretty sure you can set a score determined from a dc value which is shown on the leaderboard without eud. Theres a limit on how many scores you can show on the leaderbaord unless virtually change and store values inbetween the leaderboard visioned (if leaderboard is timed and cycles on different scores)

- p1 suffered 1 death of marine subtract 1 death marine p1 add 1 custom score to p1 preserved and show custom score leaderboard very simple no eud.

can use other scores too but some scores are affected by kills of buildings etc.

Post has been edited 3 time(s), last time on Jan 31 2022, 10:32 pm by GGmano.



A Legendary Map Maker, Player. Apparently im more than intresting to observe Irl

Ill try do my best in making all youre watchers happy

The maps I made are tweaked into perfection and maximum strategy added

Feb 1 2022, 3:56 am Prankenstein Post #7



Thanks as always for the help guys. Even if I don't come up with perfect solutions, you guys get my gears turning and help me rule things out which saves a ton of time in endless trial and error.

I don't plan to use Kill Score, rather Kill Count.

After reading through the Kills to Cash page, it seems to me the best way to handle Kill increments is through trigger duplication. Luckily there's a finite and predictable amount of kills possible, so I'll probably just add up the total units in all waves, say 4000, divide by the increment of 100 kills, to get 40 possible bonuses a player could receive, and hardcode 40 into a death counter:

Code
Force 1:
Conditions:
  Always
Actions:
  Set "DC Remaining Bonuses" to 40

Force 1:
Conditions:
  Current player kills at least 100 of [men]
  Current player "DC Remaining Bonuses" = 40
Actions:
  Give 1 bonus selector at bonus area to Current Player
  Set "DC Remaining Bonuses" Subtract 1
  Preserve


Force 1:
Conditions:
  Current player kills at least 200 of [men]
  Current player "DC Remaining Bonuses" = 39
Actions:
  Give 1 bonus selector at bonus area to Current Player
  Set "DC Remaining Bonuses" Subtract 1
  Preserve



Also as far as Money goes, it really only has one use, and is automatically spent when they reach increments of 1000. So instead of having a numerical representation of "money" I was thinking of going more visual with it. Each player could own a burning Terran building with high HP. This will serve as sort of a time-based "income" as it burns. When the building finally burns down, I award the player a bonus selector and create another burning building. Instead of players earning a "cash" bonus, a cool concept would be momentarily spawning a random enemy unit by the building, like a DT or Sunken, which briefly damages the building. Eh, it's just an idea. The problem is it could potentially be exploited by friendly fire or by delaying the game.

Post has been edited 1 time(s), last time on Feb 1 2022, 4:14 am by Prankenstein.



None.

Feb 1 2022, 4:21 am Prankenstein Post #8



Quote from Prankenstein
Also as far as Money goes, it really only has one use, and is automatically spent when they reach increments of 1000. So instead of having a numerical representation of "money" I was thinking of going more visual with it. Each player could own a burning Terran building with high HP. This will serve as sort of a time-based "income" as it burns. When the building finally burns down, I award the player a bonus selector and create another burning building. Instead of players earning a "cash" bonus, a cool concept would be momentarily spawning a random enemy unit by the building, like a DT or Sunken, which briefly damages the building. Eh, it's just an idea. The problem is it could potentially be exploited by friendly fire or by delaying the game.

Actually scratch this idea, I don't want it causing confusion and more work. Plus I just realized a Mineral Field can have a custom name like "Cash Bank", so I'll probably just end up using it to display the money. Maybe I'll place a starting location sprite underneath to color code them.



None.

Feb 1 2022, 6:42 am NudeRaider Post #9

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Quote from GGmano
- p1 suffered 1 death of marine subtract 1 death marine p1 add 1 custom score to p1 preserved and show custom score leaderboard very simple no eud.
I meant to display the dc directly.


Quote from Prankenstein
Code
Force 1:
Conditions:
  Current player kills at least 100 of [men]
  Current player "DC Remaining Bonuses" = 40
Actions:
  Give 1 bonus selector at bonus area to Current Player
  Set "DC Remaining Bonuses" Subtract 1
  Preserve


Force 1:
Conditions:
  Current player kills at least 200 of [men]
  Current player "DC Remaining Bonuses" = 39
Actions:
  Give 1 bonus selector at bonus area to Current Player
  Set "DC Remaining Bonuses" Subtract 1
  Preserve
There's no need to preserve these triggers. Then you also don't need to keep track of remaining bonuses.

Post has been edited 1 time(s), last time on Feb 1 2022, 6:48 am by NudeRaider.




Feb 1 2022, 7:00 am Prankenstein Post #10



Quote from NudeRaider
Quote from GGmano
- p1 suffered 1 death of marine subtract 1 death marine p1 add 1 custom score to p1 preserved and show custom score leaderboard very simple no eud.
I meant to display the dc directly.


Quote from Prankenstein
Code
Force 1:
Conditions:
  Current player kills at least 100 of [men]
  Current player "DC Remaining Bonuses" = 40
Actions:
  Give 1 bonus selector at bonus area to Current Player
  Set "DC Remaining Bonuses" Subtract 1
  Preserve


Force 1:
Conditions:
  Current player kills at least 200 of [men]
  Current player "DC Remaining Bonuses" = 39
Actions:
  Give 1 bonus selector at bonus area to Current Player
  Set "DC Remaining Bonuses" Subtract 1
  Preserve
There's no need to preserve these triggers. Then you also don't need to keep track of remaining bonuses.

I'm a little confused. Which system from that page are you proposing I use? From what I read, all except one have drawbacks that I don't want to face. The problem with some of the systems are they won't account for splash kills (like a Reaver that kills 5 marines in one shot, or a nuclear explosion). Either that or you have to add a trigger for each kind of unit that will get killed. I want the kills that get absorbed into the DCs to be identical to the Kill Count in the leaderboard. That's why I was leaning toward just the duplication method as it's full proof. Please correct me if there's something I'm not following.



None.

Feb 1 2022, 7:05 am Prankenstein Post #11



Quote from NudeRaider
As for money display, you could place a mineral patch whose amount left is set to the player's money. Drawback: Needs to be clicked and can be seen by other players.

So far I'm failing at this. I'm not seeing a way to Add To or Subtract From this number in the trigger actions. I see you can directly set it to a static number, but the number needs to be dynamic.



None.

Feb 1 2022, 7:12 am Prankenstein Post #12



Quote from GGmano
You can also use buildings to show amount but you need a small medium amount of triggers for that. Its issued if value gets above 9999.

Another option is to have minerals showing two things. Not sure if you can use that but I use gas for two things in my map, so i change the gas amount between two dc values. The two dc values i can add and substract individualy and the change the two shown gas amounts from each of their dc values.

I'm exploring these options but I'm a little confused about the exact semantics. What do you mean by the gas amount? Like a Geyser? Or the gas at the top of the screen? How are you able to transfer a DC value at variable like that?



None.

Feb 1 2022, 7:57 am NudeRaider Post #13

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Quote from Prankenstein
I'm a little confused. Which system from that page are you proposing I use? From what I read, all except one have drawbacks that I don't want to face. The problem with some of the systems are they won't account for splash kills (like a Reaver that kills 5 marines in one shot, or a nuclear explosion). Either that or you have to add a trigger for each kind of unit that will get killed. I want the kills that get absorbed into the DCs to be identical to the Kill Count in the leaderboard. That's why I was leaning toward just the duplication method as it's full proof. Please correct me if there's something I'm not following.
Now I'm confused. You display kills in leaderboard. Whenever you reach a certain kill count (e.g. 100, 200, etc.) you give out a civ. but only once, so you don't preserve the trigger.

Is that not what you want?

Quote from Prankenstein
So far I'm failing at this. I'm not seeing a way to Add To or Subtract From this number in the trigger actions. I see you can directly set it to a static number, but the number needs to be dynamic.
Oh I see. Yes you can only set it. Needs EUDs to add or subtract. Lemme think of an alternative...




Feb 1 2022, 8:07 am Prankenstein Post #14



Quote from NudeRaider
Quote from Prankenstein
I'm a little confused. Which system from that page are you proposing I use? From what I read, all except one have drawbacks that I don't want to face. The problem with some of the systems are they won't account for splash kills (like a Reaver that kills 5 marines in one shot, or a nuclear explosion). Either that or you have to add a trigger for each kind of unit that will get killed. I want the kills that get absorbed into the DCs to be identical to the Kill Count in the leaderboard. That's why I was leaning toward just the duplication method as it's full proof. Please correct me if there's something I'm not following.
Now I'm confused. You display kills in leaderboard. Whenever you reach a certain kill count (e.g. 100, 200, etc.) you give out a civ. but only once, so you don't preserve the trigger.

Is that not what you want?

Ok nevermind, we might actually be on the same page. The reason I'm preserving the 40 triggers is so I can reuse each one them up to 6 times (1 time for each player). Otherwise, I'd have to created 240 unpreserved triggers. Unless I'm missing something vital here.



None.

Feb 1 2022, 8:36 am GGmano Post #15

Mr.Pete-Tong

Quote from NudeRaider
I meant to display the dc directly.

Wow now im curious theres an easy eud way for that? can you link or teach me?

Quote from Prankenstein
I'm exploring these options but I'm a little confused about the exact semantics. What do you mean by the gas amount? Like a Geyser? Or the gas at the top of the screen? How are you able to transfer a DC value at variable like that?

I use the gas ressource for two things in my map. not a building neither a mineral field or a geysor.. the plain vespene gas ressource.. but you need to store the value in a background bank each time you change the shown value. to be specific players get gas each second in my map so the gas goes up and up slowly. the players can increase the vespene gas income flow by creating nukes in their bases. when they create nuke the vespene gas amount value is instanlty removed and a small amount is added which counts down too 0 and when it hits 0 all the gas is given back to players and their gas flow starts again. so the gas acts as an ressource for players but also acts as a timer that countdown down untill the gas income flow starts again.

When players nuke i store all the gas the players have in a background bank value on dc.

player 1 accumulate 1 vespene gas, substract 1 vespene gas player 1 add 1 for gas bank dc preserved.
player 1 accumulate 2 vespene gas, substract 2 vespene gas player 1 add 2 for gas bank dc preserved
player 1 accumulate 4 vespene gas, substract 4 vespene gas player 1 add 4 for gas bank dc preserved
player 1 accumulate 8 vespene gas, substract 8 vespene gas player 1 add 8 for gas bank dc preserved
..... 10 more triggers so the gas is given instantly back to the bank (up the amount of 4096 cause players sometimes can have above 10k gas in my map)

I dont know if you can use that method but its possible that you can use it. depends on what you use youre ressources for.

Btw you can think of using deaths and kill score at the same time that way you can improve the system nuderaider linked you. as i hear its players vs cpu player. so when the cpu suffered at least 1 death of marine and player 1 have at least 500kill score, than you know that its player 1 that killed 5 marines or 1 marine 1 zealot etc etc. and you than substract 1 death of marines cpu player and substract the kill score amount of marine (100) for p1 and add the money you want and preserve.

that way if p1 has killed 5 marines the kill scpre he got is 500 and than cpu player has suffered 5 death of marines and your triggers substracting cpu daeth of marines one by one down to 0 and youre trigger substracting p1 kill score 100 by 100 down to 0. that way you get a dynamically system which is very precise. but you need triggers for each type of units the cpu player controls.

Post has been edited 4 time(s), last time on Feb 1 2022, 9:00 am by GGmano.



A Legendary Map Maker, Player. Apparently im more than intresting to observe Irl

Ill try do my best in making all youre watchers happy

The maps I made are tweaked into perfection and maximum strategy added

Feb 1 2022, 10:23 am NudeRaider Post #16

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Quote from Prankenstein
Ok nevermind, we might actually be on the same page. The reason I'm preserving the 40 triggers is so I can reuse each one them up to 6 times (1 time for each player). Otherwise, I'd have to created 240 unpreserved triggers. Unless I'm missing something vital here.
If you give the trigger to the player force you don't have to create the copies yourself. SC will create them during runtime.

Quote from GGmano
Quote from NudeRaider
I meant to display the dc directly.

Wow now im curious theres an easy eud way for that? can you link or teach me?
http://www.staredit.net/topic/6832/




Feb 1 2022, 10:57 am Prankenstein Post #17



Quote from NudeRaider
Quote from Prankenstein
Ok nevermind, we might actually be on the same page. The reason I'm preserving the 40 triggers is so I can reuse each one them up to 6 times (1 time for each player). Otherwise, I'd have to created 240 unpreserved triggers. Unless I'm missing something vital here.
If you give the trigger to the player force you don't have to create the copies yourself. SC will create them during runtime.

Wow, I had no clue. I thought the first player in the Force to satisfy the condition of trigger, would effectively kill the trigger for the other 5 remaining players. But what you're saying is the trigger will be preserved until all players satisfy the condition (even if I don't preserve the trigger)



None.

Feb 1 2022, 11:26 am Prankenstein Post #18



Quote from GGmano
[quote=name:NudeRaider]
I use the gas ressource for two things in my map. not a building neither a mineral field or a geysor.. the plain vespene gas ressource.. but you need to store the value in a background bank each time you change the shown value. to be specific players get gas each second in my map so the gas goes up and up slowly. the players can increase the vespene gas income flow by creating nukes in their bases. when they create nuke the vespene gas amount value is instanlty removed and a small amount is added which counts down too 0 and when it hits 0 all the gas is given back to players and their gas flow starts again. so the gas acts as an ressource for players but also acts as a timer that countdown down untill the gas income flow starts again.

When players nuke i store all the gas the players have in a background bank value on dc.

player 1 accumulate 1 vespene gas, substract 1 vespene gas player 1 add 1 for gas bank dc preserved.
player 1 accumulate 2 vespene gas, substract 2 vespene gas player 1 add 2 for gas bank dc preserved
player 1 accumulate 4 vespene gas, substract 4 vespene gas player 1 add 4 for gas bank dc preserved
player 1 accumulate 8 vespene gas, substract 8 vespene gas player 1 add 8 for gas bank dc preserved
..... 10 more triggers so the gas is given instantly back to the bank (up the amount of 4096 cause players sometimes can have above 10k gas in my map)

I dont know if you can use that method but its possible that you can use it. depends on what you use youre ressources for.

Btw you can think of using deaths and kill score at the same time that way you can improve the system nuderaider linked you. as i hear its players vs cpu player. so when the cpu suffered at least 1 death of marine and player 1 have at least 500kill score, than you know that its player 1 that killed 5 marines or 1 marine 1 zealot etc etc. and you than substract 1 death of marines cpu player and substract the kill score amount of marine (100) for p1 and add the money you want and preserve.

that way if p1 has killed 5 marines the kill scpre he got is 500 and than cpu player has suffered 5 death of marines and your triggers substracting cpu daeth of marines one by one down to 0 and youre trigger substracting p1 kill score 100 by 100 down to 0. that way you get a dynamically system which is very precise. but you need triggers for each type of units the cpu player controls.

Very interesting implementation you have there. I don't really want to add any more complexities to my map though, as there's already a lot of logic to wrap my head around and things I'm still trying to debug. At this point, I rather just have a bunch of ugly, redundant, unpreserved triggers that are fool proof, instead of elegant logic that I need to maintain an understanding about. I've decided to go back to using a Mineral Field (which I renamed to "Cash Bank") to display the cash, and the cash is stored in a DC for arithmetic needs. Max cash for a player is 1000 and they receive money in amounts divisible by 10. So I used javascript and generated 100 triggers for each increment of 10, between 0 and 1000. Not pretty but it's straightforward.

For the kill score system, it makes sense to me now, but I rather not add a trigger for each and every unit that the cpu might control. Also, have a feeling this system will require more calculations and such. I think I'll also take the ugly and redundant route of generating all the kill count conditions I need, in this case increments of 100, up to 4000 (40 more triggers).



None.

Feb 1 2022, 11:26 am NudeRaider Post #19

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

No, the trigger will not be preserved. If you have Player slots 1 to 3 occupied, as soon as the game starts the trigger you set up for the player force will be split up so players 1-3 each own a copy of it. During runtime forces and All Players don't exist anymore. Instead they will be resolved and every present player gets a copy for his dedicated player number.

If you have Player 1 missing and only P2 and P3 present only those 2 will get a copy.




Feb 1 2022, 11:35 am Prankenstein Post #20



Quote from NudeRaider
No, the trigger will not be preserved. If you have Player slots 1 to 3 occupied, as soon as the game starts the trigger you set up for the player force will be split up so players 1-3 each own a copy of it. During runtime forces and All Players don't exist anymore. Instead they will be resolved and every present player gets a copy for his dedicated player number.

Yeah, I just meant it's still "preserved" in a sense by the other players, because even after Player 1 uses the trigger and it disappears, the other players all have their own copy to use still. Once all players use their copy, then the trigger is finally gone for good.

A few hours ago, I had no clue any of this was the case. So super helpful, thanks again!



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