[Sailing Release] mission timer and various highlights and substitutes for sailing missions.
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@ -102,36 +102,6 @@
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#HIGHLIGHT {^%1 giant spiders climb up from below!} {bold violet};
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#HIGHLIGHT {^%1 spiders scuttle up from below and join the fight!} {bold violet};
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#NOP ==[Sailing]==
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#HIGHLIGHT {^%1 kraken reaches for you from %2. Run!$} {bold red};
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#HIGHLIGHT {^%1 kraken %2, then {whips|launches} it {towards|forward at} you from %3. Run!$} {bold red};
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#HIGHLIGHT {^%1 kraken reaches for %2.$} {bold blue};
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#HIGHLIGHT {^%1 kraken %2, then {whips|launches} it {towards|forward at} %3.$} {bold blue};
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#HIGHLIGHT {^{Quick as lightning|Striking like a cobra|In the blink of an eye|With a blur of speed|Moving too fast to see}, the tentacle snakes around %1 legs and coils its way up to {your|his|her|its} torso, binding {you|him|her|it} in an unescapable embrace.} {bold red};
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#HIGHLIGHT {^The tentacle wrapped around %1 unwraps itself and {slips|retreats} back into the sea.} {bold white};
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#HIGHLIGHT {^The tentacle coils tighter, making %1 go blue in the face.} {bold red};
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#HIGHLIGHT {^Limbs bound tightly by the kraken's tentacle, %1 struggles to move but gets nowhere.} {yellow};
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#HIGHLIGHT {^%1 looks pained as the tentacle slowly constricts the life out of {her|him|it}.} {bold red};
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#HIGHLIGHT {^%1 swing{s?} {your|his|her|its} %2at the tentacle wrapped around %2, scoring a light scratch into its rubbery skin.} {bold blue};
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#HIGHLIGHT {^The sea serpent {reaches for|lunges towards|strikes forward swiftly at} you from %1. Run!} {bold red};
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#HIGHLIGHT {^%1, the sea serpent {reaches for|lunges towards|strikes forward swiftly at} you from %2. Run!} {bold red};
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#HIGHLIGHT {^The sea serpent {reaches for|lunges towards|strikes forward swiftly at} %1.$} {bold blue};
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#HIGHLIGHT {^%1, the sea serpent {reaches for|lunges towards|strikes forward swiftly at} %2.$} {bold blue};
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#HIGHLIGHT {%1. It sounds like ice might be forming on the hull!$} {<aef>};
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#HIGHLIGHT {^A small fire has started here. } {bold orange};
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#HIGHLIGHT {^Several small blazes are eagerly licking at the floorboards. } {bold orange};
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#HIGHLIGHT {^The room is filled with a huge conflagration, sparks spilling out into the nearby rooms.} {bold orange};
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#HIGHLIGHT {^Fire fills the room, burning merrily without regard for the structural integrity of the ship.} {bold orange};
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#HIGHLIGHT {^The dire seaweed clinging onto the hull glows faintly, %1 its way through the hull.$} {bold jade};
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#HIGHLIGHT {^The ship plows through a field of floating dire seaweed, some of which glows green and latches onto the hull aggressively!$} {bold jade};
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#HIGHLIGHT {^{Squinting|Gazing} up at the {sun|stars}, you determine that the ship is heading %1.$} {bold pink};
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#HIGHLIGHT {^{Squinting|Gazing} up at the {sun|stars}, you guess that the ship is heading %1.$} {bold tan};
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#HIGHLIGHT {^You feel too tired to tie any knots at the moment.$} {red};
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#NOP ==[Horses]==
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#HIGHLIGHT {brindle horse} orange;
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@ -4,6 +4,8 @@
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#NOP ==[ Load Individual Mission stuff ]==
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#READ {src/missions/sausages.tin};
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#READ {src/missions/letters.tin};
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#READ {src/missions/sailing.tin};
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#ALIAS {missions} {
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#if {&missions == 0} {
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@ -13,6 +15,29 @@
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#format {current_time} {%T};
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#var {mission_display_list} {};
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#nop ==============================;
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#nop ===== Sailing Missions =====;
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#nop ==============================;
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#if {&missions[sailing]} {
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#foreach {$missions[sailing][active_list][]} {player} {
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#math {mins} {$current_time - $missions[sailing][active_list][$player]};
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#math {mins} {($mins - (60 - 1)) / 60};
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#math {mins} {120 - $mins};
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#math {hours} {$mins / 60};
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#math {mins} {$mins % 60};
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#if {$mins < 0} {
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#unvar {missions[sailing][active_list][$player]};
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} {
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#format {mt_display} {\t<129>%s<099> can do another sailing mission in <139>%d<099> hour and <139>%d<099> minutes.<099>} {$player}{$hours}{$mins};
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#list {mission_display_list[$player]} {add} {$mt_display};
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};
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};
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};
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#nop ==============================;
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#nop ===== Sausage Missions =====;
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#nop ==============================;
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184
src/missions/sailing.tin
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184
src/missions/sailing.tin
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@ -0,0 +1,184 @@
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#CLASS {missiontimers_sailing} {kill};
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#CLASS {missiontimers_sailing} {open};
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#VARIABLE {missions[sailing]} {
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{experience}{0}
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{active}{0}
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};
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#FUNCTION {display_timestamp} {
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#math {min} {%1 / 60};
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#math {sec} {%1 % 60};
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#format {result} {%%02d minutes and %%02d second(s)} {$min} {$sec};
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#return {$result};
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};
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#NOP ==[Mission begins trigger]==;
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#ACTION {^The loading of the ship complete, {Captain Smith|Chidder} wishes you a safe and profitable trip} {
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#var {missions[sailing][experience]} {0};
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#var {missions[sailing][active]} {1};
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#format {missions[sailing][active_list][$GMCP[charinfo][capname]]} {%T};
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#NOP == configure a message display when the timer is up ==;
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#line sub variable {
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#format {delayname} {sailing_%s} {$GMCP[charinfo][capname]};
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#delay {$delayname} {
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#format {sailing_timer_line} {%c[MT] %c*%c %s can now do another sailing mission.} {bold blue} {bold yellow} {bold blue} {$GMCP[charinfo][capname]};
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#echo {$sailing_timer_line};
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#unvar {$sailing_timer_line};
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#unvar {missions[sailing][active_list][$GMCP[charinfo][capname]]};
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} {7200};
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};
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#unvar {delayname};
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};
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#NOP ==[Capture experience gains]==;
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#ACTION {^As you {finish|complete} the {first|second|third} leg of your impossible voyage%*\(%d xp\)$} {
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#math {missions[sailing][experience]} {$missions[sailing][experience] + %4};
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};
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#NOP ==[Final XP trigger]==;
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#ACTION {^As you {finish|complete} the final leg of your impossible voyage%*\(%1 xp\)%*$} {
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#var {missions[sailing][active]} {0};
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#format {current_time} {%T};
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#math {missions[sailing][experience]} {$missions[sailing][experience] + %1};
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#math {missions[sailing][duration]} {$current_time - $missions[sailing][active_list][$GMCP[charinfo][capname]]};
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#showme {<169>[sail] Sailing Report: $missions[sailing][experience] xp earned in @display_timestamp{$missions[sailing][duration]}.<099>};
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};
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#NOP ==[Group sailing report]==
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#ALIAS {gssail} {
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#if {$missions[sailing][experience] > 0} {
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#send {group say [sail] Sailing Report: $missions[sailing][experience] xp earned in @display_timestamp{$missions[sailing][duration]}.};
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};
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#else {
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#showme {<169>[sail] No sailing experience to report.<099>};
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};
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};
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#NOP ==[Monster identification highlights]==;
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#SUB {^A massive {kraken|sea serpent} crests} {A massive <168>%1<099> crests};
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#SUB {^The faint popping sounds of suction cups} {The faint popping sounds of <168>suction cups<099>};
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#SUB {^The grinding of scales against wood} {The grinding of <168>scales<099> against wood};
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#NOP ==[Monster goes away]==;
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#SUB {^As the {kraken|serpent} sinks back beneath the waves} {As the <168>%1<099> sinks back beneath the waves};
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#NOP ==[Stage transitions]==;
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#ACTION {^{The ship leaves the huge bank of fog as the weather calms.|The howling winds fade away as the weather calms.|The worst of the thunderstorm passes and the clouds overhead lighten and scatter to the winds as the weather calms.|The rain of hailstones slowly peters off and the clouds overhead lighten and scatter to the winds as the weather calms.|The last of the fog seeping in from overhead dissipates.|The sound of hailstones pounding overhead gradually peters out.|The sound of thunder overhead gradually peters out.|The faint howl of the wind overhead gradually peters out.}$} {
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#showme {<168>[sail] Calm Stage Begins<099>};
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};
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#ACTION {^{The previously calm weather fades away as grey clouds gather overhead and hailstones begin to rain from the sky.|The howling winds fade away as grey clouds gather overhead and hailstones begin to rain from the sky.|The worst of the thunderstorm passes as hailstones begin to rain from the sky.|The ship leaves the huge bank of fog as grey clouds gather overhead and hailstones begin to rain from the sky.|The sound of pounding hail starts to filter through from the deck above.|The sound of thunder overhead gradually peters out and is replaced by the sound of pounding hail.|The faint howl of the wind overhead gradually peters out and is replaced by the sound of pounding hail.|The last of the fog seeping in from overhead dissipates as the sound of pounding hail starts to filter through from the deck above.}$} {
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#showme {<168>[sail] Hail Stage Begins<099>};
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};
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#ACTION {^{The previously calm weather fades away as a rimwards gale starts building up, the sheer force of the wind pushing the ship backwards.|The worst of the thunderstorm passes and the clouds overhead lighten and scatter to the winds just as a rimwards gale starts building up, the sheer force of the wind pushing the ship backwards.|The rain of hailstones slowly peters off and the clouds overhead lighten and scatter to the winds just as a rimwards gale starts building up, the sheer force of the wind pushing the ship backwards.|The ship leaves the huge bank of fog as a rimwards gale starts building up, the sheer force of the wind pushing the ship backwards.|The faint howling of what must be quite a strong wind begins to filter through the deck above.|The last of the fog seeping in from overhead dissipates as the faint howling of what must be quite a strong wind begins to filter through the deck above.|The sound of hailstones pounding overhead gradually peters out and is replaced by the faint howling of what must be quite a strong wind.|The sound of thunder overhead gradually peters out and is replaced by the faint howling of what must be quite a strong wind.}$} {
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#showme {<168>[sail] Gale Stage Begins<099>};
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};
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#ACTION {^{The previously calm weather fades away as a growing wind sweeps in dark clouds from all directions, lightning flashes and thunder booms, the beginning of a thunderstorm.|The ship leaves the huge bank of fog as a growing wind sweeps in dark clouds from all directions, lightning flashes and thunder booms, the beginning of a thunderstorm.|The howling winds fade away as a growing wind sweeps in dark clouds from all directions, lightning flashes and thunder booms, the beginning of a thunderstorm.|The rain of hailstones slowly peters off as lightning flashes and thunder booms, the beginning of a thunderstorm.|The rumble of thunder comes through from the deck above.|The sound of hailstones pounding overhead gradually peters out and is replaced by the rumble of thunder.|The last of the fog seeping in from overhead dissipates as the rumble of thunder comes through from the deck above.|The faint howl of the wind overhead gradually peters out and is replaced by the rumble of thunder.}$} {
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#showme {<168>[sail] Storm Stage Begins<099>};
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};
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#ACTION {^{The previously calm weather fades away as the ship enters a huge bank of fog.|The rain of hailstones slowly peters off and the clouds overhead lighten and scatter to the winds just as the ship enters a huge bank of fog.|The worst of the thunderstorm passes and the clouds overhead lighten and scatter to the winds just as the ship enters a huge bank of fog.|The howling winds fade away as the ship enters a huge bank of fog.|Wisps of fog begin to drift in through tiny gaps in the deck above.|The sound of hailstones pounding overhead gradually peters out as wisps of fog begin to drift in through tiny gaps in the deck above.|The sound of thunder overhead gradually peters out as wisps of fog begin to drift in through tiny gaps in the deck above.|The faint howl of the wind overhead gradually peters out as wisps of fog begin to drift in through tiny gaps in the deck above.}$} {
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next_stage Fog;
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#showme {<168>[sail] Fog Stage Begins<099>};
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};
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#NOP ==[Ship starts/stops moving]==;
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#HIGHLIGHT {^{Steam whistles from the smokestack as the ship begins to move|You feel the ship begin to move}%*} {bold cyan underscore};
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#HIGHLIGHT {^{You feel the ship slow to a halt.|The steam from the smokestack dwindles to nothing as the ship slows to a halt.}} {bold cyan underscore};
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#NOP ==[Overboard drag messages]==;
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#SUB {^The ship steams off, dragging you along by the rope tied around your waist.} {The ship steams off, dragging you along by the <128>rope<099> tied around your waist.};
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#SUB {^The ship steams off and you hurriedly swim along to keep up with it.} {The ship steams off and you hurriedly <118>swim along<099> to keep up with it.};
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#NOP ==[Monster phase highlights - Serpent]==;
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#HIGHLIGHT {^The sea serpent {reaches for|lunges towards|strikes forward swiftly at} you from %1. Run!} {bold red};
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#HIGHLIGHT {^%1, the sea serpent {reaches for|lunges towards|strikes forward swiftly at} you from %2. Run!} {bold red};
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#HIGHLIGHT {^The sea serpent {reaches for|lunges towards|strikes forward swiftly at} %1.$} {bold blue};
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#HIGHLIGHT {^%1, the sea serpent {reaches for|lunges towards|strikes forward swiftly at} %2.$} {bold blue};
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#HIGHLIGHT {^The sea serpent aborts its strike and draws its head back, looking for its missing prey.} {light green};
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#HIGHLIGHT {^The sea serpent's venomous fangs gouge long scratches in the deck as its strike misses.} {light green};
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#HIGHLIGHT {^The sea serpent chomps down on nothing but air, its prey having escaped.} {light green};
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#NOP ==[Monster phase highlights - Kraken]==;
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#HIGHLIGHT {^{Quick as lightning|Striking like a cobra|In the blink of an eye|With a blur of speed|Moving too fast to see}, the tentacle snakes around %1 legs and coils its way up to {your|his|her|its} torso, binding {you|him|her|it} in an unescapable embrace.} {bold red};
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#HIGHLIGHT {^%1 swing{s?} {your|his|her|its} %2at the tentacle wrapped around %2, {cutting|scoring} a {shallow|small|light} scratch into its rubbery skin.} {bold blue};
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#HIGHLIGHT {^The tentacle wrapped around %1 unwraps itself and {slips|retreats|retracts} back into the sea.} {bold white};
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#HIGHLIGHT {^The tentacle coils tighter, making %1 go blue in the face.} {bold red};
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#HIGHLIGHT {^Limbs bound tightly by the kraken's tentacle, %1 struggles to move but gets nowhere.} {yellow};
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#HIGHLIGHT {^%1 looks pained as the tentacle slowly constricts the life out of {her|him|it}.} {bold red};
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#HIGHLIGHT {^You feel your bones creaking as the tentacle slowly constricts the life out of you.} {bold red};
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#NOP ==[Fire related highlights]==;
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#SUB {^Long shadows dance as flickering firelight from %1 {blazes into|illuminates|casts light on} the room.} {Long shadows dance as flickering firelight from <419>%1<099> %2 the room.};
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#SUB {^Flickering firelight can be seen to %1{\.$|, }} {Flickering firelight can be seen to <119>%1<099>%2};
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#HIGHLIGHT {^A small fire has started here.} {bold orange};
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#HIGHLIGHT {^Several small blazes are eagerly licking at the floorboards.} {bold orange};
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#HIGHLIGHT {^The room is filled with a huge conflagration, sparks spilling out into the nearby rooms.} {bold orange};
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#HIGHLIGHT {^Fire fills the room, burning merrily without regard for the structural integrity of the ship.} {bold orange};
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#NOP ==[Ice and Seaweed highlights]==;
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#HIGHLIGHT {%1. It sounds like ice might be forming on the hull!$} {<aef>};
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#HIGHLIGHT {%*ice has formed%*$} {<aef>};
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#HIGHLIGHT {%*slippery layer of ice%*$} {<aef>};
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#HIGHLIGHT {^The dire seaweed clinging onto the hull glows faintly, %1 its way {through|into} the {hull|wood|ship}.$} {bold jade};
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#HIGHLIGHT {^The ship plows through a field of floating dire seaweed, some of which glows green and latches onto the hull aggressively!$} {bold jade};
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#NOP ==[Wrangling job highlights]==;
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#SUB {According to the dials on the side, it seems to be %1 and %2\.} {According to the dials on the side, it seems to be <039>%1<099> and <039>%2<099>\.};
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#HIGHLIGHT {^%*A little bell on the MK I Boiling Engine rings to indicate that it's out of water.%*$} {light red underscore};
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#HIGHLIGHT {^%*dragon looks up at %* accidentally spraying flame over the floorboards\.$} {light red underscore};
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#HIGHLIGHT {^%*swamp dragon leaps upon the squeaky toy animal and spends an enjoyable three and a half minutes tearing it to squeaking shreds. Finally, it climbs atop the pile of rubber scraps and sits there triumphantly.%*$} {light green};
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#HIGHLIGHT {^%*You throw the ball a few more times, getting a little further each time to keep %* swamp dragon entertained, until a particularly hard throw sends it bouncing right off the ship. Oh well.$} {light green};
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#HIGHLIGHT {very {bored|hungry}} {red};
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#HIGHLIGHT {somewhat {bored|hungry}} {orange};
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#HIGHLIGHT {a little {bored|hungry}} {yellow};
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#HIGHLIGHT {not at all {bored|hungry}} {green};
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#HIGHLIGHT {^%*finishe%. off the last of the%*$} {green};
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#HIGHLIGHT {^%*where it sits down and starts breathing fire onto the Boiling Engine.} {green};
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#NOP ==[Deckhanding job highlights]==;
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#HIGHLIGHT {You manage to shatter all the reamining sea ice on the hull.} {bold blue};
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#HIGHLIGHT {You manage to hack off all the reamining dire seaweed from the hull.} {bold green};
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#HIGHLIGHT {^You feel too tired to tie any knots at the moment.$} {red};
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#HIGHLIGHT {^You tie %1 of rope securely in a %2 knot around %3 waist.$} {bold yellow};
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#HIGHLIGHT {^Under the strain, your rope gives up the ghost and unravels completely into wispy threads that float away in the wind.$} {light red underscore};
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#HIGHLIGHT {^You tie one of the cargo crates down securely %* with {(one of)?} the coil{(s)?} of rope, preventing it from sliding.} {light green};
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#HIGHLIGHT {^You tie one of the cargo crates down securely in a running bowline with the coil of rope, preventing it from sliding.} {light green};
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#HIGHLIGHT {colossal amount of sea ice} {red};
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#HIGHLIGHT {thick mass of sea ice} {red};
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#HIGHLIGHT {thin layer of sea ice} {yellow};
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#HIGHLIGHT {few patches of sea ice} {yellow};
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#HIGHLIGHT {badly cracked} {red};
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#HIGHLIGHT {rather dented} {yellow};
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#HIGHLIGHT {a little scuffed up} {yellow};
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#HIGHLIGHT {in perfect condition} {green};
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#HIGHLIGHT {hanging on by a thread} {red};
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#HIGHLIGHT {very frayed} {red};
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#HIGHLIGHT {somewhat frayed} {yellow};
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#HIGHLIGHT {a little frayed} {yellow};
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#NOP ==[Helming job highlights]==;
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#HIGHLIGHT {^Caught in a strong backwards current, the ship shudders intensely as it zooms back a few miles.$} {light orange};
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#HIGHLIGHT {^Caught in a strong forwards current, the ship vibrates intensely as it zooms ahead a few miles.$} {light green};
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#HIGHLIGHT {The ship abruptly starts spinning in circles. After a few rounds, it manages to escape the whirlpool, heading in a different direction from before.} {bold yellow underscore};
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#SUB {^The impact knocks the ship slightly off course to port.$} {<488><138>The impact knocks the ship slightly off course to port. <099><178>(TURN STARBOARD)<099>};
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#SUB {^The impact knocks the ship slightly off course to starboard.$} {<488><138>The impact knocks the ship slightly off course to starboard. <099><178>(TURN PORT)<099>};
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#SUB {^The powerful headwind causes the ship to drift off course towards port.$} {<488><138>The powerful headwind causes the ship to drift off course towards port. <099><178>(TURN STARBOARD)<099>};
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#SUB {^The powerful headwind causes the ship to drift off course towards starboard.$} {<488><138>The powerful headwind causes the ship to drift off course towards starboard.<099><178>(TURN PORT)<099>};
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#NOP ==[Helming directionality or compass highlights]==;
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#SUB {^From the compass, you can see that the ship is heading %1.} {From the compass, you can see that the ship is heading <868>%1<099>.};
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#HIGHLIGHT {{Gazing up at the stars|Noting the positions of some key constellations|Reading the stars like a chart|Squinting up at the sun|Carefully looking up out of the corner of your eye|From a careful squint at the sun}, you {are confident|decide|determine|are able to ascertain|decide from the sun's position|determine from the sun's position|guess} that the ship is {currently heading|heading|heading directly} %4.} {bold pink};
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#HIGHLIGHT {{Gazing up at the stars|Noting the positions of some key constellations|Reading the stars like a chart|Squinting up at the sun|Carefully looking up out of the corner of your eye|From a careful squint at the sun}, you {are confident|decide|determine|are able to ascertain|decide from the sun's position|determine from the sun's position|guess} that the ship is {currently heading|heading|heading directly} %4 and that you're %5 rimwards of {Ankh-Morpork|Ephebe}.$} {bold pink};
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#HIGHLIGHT {{Gazing up at the stars|Noting the positions of some key constellations|Reading the stars like a chart|Squinting up at the sun|Carefully looking up out of the corner of your eye|From a careful squint at the sun}, you {are confident|decide|determine|are able to ascertain|decide from the sun's position|determine from the sun's position|guess} that the ship is {currently heading|heading|heading directly} %4 and that you're %5 rimwards and %6 miles %7 of {Ankh-Morpork|Ephebe}.$} {bold pink};
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#CLASS {missiontimers_sailing} {close};
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Block a user