Bleeding edgy refresh (#303)
* not code stuff * other things * global vars, defines, helpers * onclick hud stuff, orphans, world.dm * controllers and datums * game folder * everything not client/mobs in modules * client folder * stage 1 mob stuff * simple animal things * silicons * carbon things * ayylmaos and monkeys * hyoomahn * icons n shit * sprite fixes * compile fixes * some fixes I cherrypicked. * qdel fixes * forgot brain refractors
This commit is contained in:
@@ -15,8 +15,9 @@
|
||||
#define DIAG_MECH_HUD "11"// Mech health bar
|
||||
#define DIAG_BOT_HUD "12"// Bot HUDs
|
||||
#define DIAG_TRACK_HUD "13"// Mech tracking beacon
|
||||
#define DIAG_AIRLOCK_HUD "14"//Airlock shock overlay
|
||||
//for antag huds. these are used at the /mob level
|
||||
#define ANTAG_HUD "14"
|
||||
#define ANTAG_HUD "15"
|
||||
|
||||
//data HUD (medhud, sechud) defines
|
||||
//Don't forget to update human/New() if you change these!
|
||||
|
||||
@@ -75,4 +75,7 @@
|
||||
#define TICKET_UNREPLIED "No"
|
||||
|
||||
#define TICKET_INACTIVE "No"
|
||||
#define TICKET_ACTIVE "Yes"
|
||||
#define TICKET_ACTIVE "Yes"
|
||||
|
||||
//Individual logging define
|
||||
#define INDIVIDUAL_LOOC_LOG "LOOC log"
|
||||
@@ -9,7 +9,6 @@
|
||||
#define GIRDER_DISPLACED 3
|
||||
#define GIRDER_DISASSEMBLED 4
|
||||
|
||||
|
||||
//rwall construction states
|
||||
#define INTACT 0
|
||||
#define SUPPORT_LINES 1
|
||||
@@ -19,6 +18,11 @@
|
||||
#define SUPPORT_RODS 5
|
||||
#define SHEATH 6
|
||||
|
||||
//window construction states
|
||||
#define WINDOW_OUT_OF_FRAME 0
|
||||
#define WINDOW_IN_FRAME 1
|
||||
#define WINDOW_SCREWED_TO_FRAME 2
|
||||
|
||||
//plastic flaps construction states
|
||||
#define PLASTIC_FLAPS_NORMAL 0
|
||||
#define PLASTIC_FLAPS_DETACHED 1
|
||||
@@ -103,3 +107,8 @@
|
||||
#define CAT_SANDWICH "Sandwiches"
|
||||
#define CAT_SOUP "Soups"
|
||||
#define CAT_SPAGHETTI "Spaghettis"
|
||||
|
||||
#define RCD_FLOORWALL 1
|
||||
#define RCD_AIRLOCK 2
|
||||
#define RCD_DECONSTRUCT 3
|
||||
#define RCD_WINDOWGRILLE 4
|
||||
@@ -2,3 +2,7 @@
|
||||
#define NOT_ENOUGH_PLAYERS 3
|
||||
#define MAP_ERROR 4
|
||||
#define WAITING_FOR_SOMETHING 5
|
||||
|
||||
#define EVENT_CANT_RUN 0
|
||||
#define EVENT_READY 1
|
||||
#define EVENT_CANCELLED 2
|
||||
+20
-7
@@ -12,24 +12,28 @@
|
||||
#define NOBLUDGEON 4 // when an item has this it produces no "X has been hit by Y with Z" message in the default attackby()
|
||||
#define MASKINTERNALS 8 // mask allows internals
|
||||
#define HEAR 16 // This flag is what recursive_hear_check() uses to determine wether to add an item to the hearer list or not.
|
||||
#define HANDSLOW 32 // If an item has this flag, it will slow you to carry it
|
||||
#define CONDUCT 64 // conducts electricity (metal etc.)
|
||||
#define ABSTRACT 128 // for all things that are technically items but used for various different stuff, made it 128 because it could conflict with other flags other way
|
||||
#define NODECONSTRUCT 128 // For machines and structures that should not break into parts, eg, holodeck stuff
|
||||
#define OVERLAY_QUEUED 256 //atom queued to SSoverlay
|
||||
#define ON_BORDER 512 // item has priority to check when entering or leaving
|
||||
|
||||
#define EARBANGPROTECT 1024
|
||||
|
||||
#define NOSLIP 1024 //prevents from slipping on wet floors, in space etc (NOTE: flag shared with THICKMATERIAL for external suits and helmet)
|
||||
|
||||
#define HEADBANGPROTECT 4096
|
||||
#define NOSLIP 1024 //prevents from slipping on wet floors, in space etc
|
||||
|
||||
// BLOCK_GAS_SMOKE_EFFECT only used in masks at the moment.
|
||||
#define BLOCK_GAS_SMOKE_EFFECT 8192 // blocks the effect that chemical clouds would have on a mob --glasses, mask and helmets ONLY! (NOTE: flag shared with THICKMATERIAL)
|
||||
#define THICKMATERIAL 8192 //prevents syringes, parapens and hypos if the external suit or helmet (if targeting head) has this flag. Example: space suits, biosuit, bombsuits, thick suits that cover your body. (NOTE: flag shared with BLOCK_GAS_SMOKE_EFFECT)
|
||||
#define DROPDEL 16384 // When dropped, it calls qdel on itself
|
||||
#define HOLOGRAM 32768 // HOlodeck shit should not be used in any fucking things
|
||||
|
||||
/* Secondary atom flags, access using the SECONDARY_FLAG macros */
|
||||
|
||||
#define SLOWS_WHILE_IN_HAND "slows_while_in_hand"
|
||||
#define NO_EMP_WIRES "no_emp_wires"
|
||||
#define HOLOGRAM "hologram"
|
||||
#define FROZEN "frozen"
|
||||
#define STATIONLOVING "stationloving"
|
||||
#define INFORM_ADMINS_ON_RELOCATE "inform_admins_on_relocate"
|
||||
#define BANG_PROTECT "bang_protect"
|
||||
|
||||
//turf-only flags
|
||||
#define NOJAUNT 1
|
||||
@@ -71,3 +75,12 @@
|
||||
|
||||
// Flags for reagents
|
||||
#define REAGENT_NOREACT 1
|
||||
|
||||
//Fire and Acid stuff, for resistance_flags
|
||||
#define LAVA_PROOF 1
|
||||
#define FIRE_PROOF 2 //100% immune to fire damage (but not necessarily to lava or heat)
|
||||
#define FLAMMABLE 4
|
||||
#define ON_FIRE 8
|
||||
#define UNACIDABLE 16 //acid can't even appear on it, let alone melt it.
|
||||
#define ACID_PROOF 32 //acid stuck on it doesn't melt it.
|
||||
#define INDESTRUCTIBLE 64 //doesn't take damage
|
||||
|
||||
@@ -107,7 +107,7 @@
|
||||
//Misc mobs
|
||||
#define isobserver(A) (istype(A, /mob/dead/observer))
|
||||
|
||||
#define isnewplayer(A) (istype(A, /mob/new_player))
|
||||
#define isnewplayer(A) (istype(A, /mob/dead/new_player))
|
||||
|
||||
#define isovermind(A) (istype(A, /mob/camera/blob))
|
||||
|
||||
|
||||
+66
-14
@@ -1,17 +1,69 @@
|
||||
//Arbitrary lighting related stuff
|
||||
//Bay lighting engine shit, not in /code/modules/lighting because BYOND is being shit about it
|
||||
#define LIGHTING_INTERVAL 5 // frequency, in 1/10ths of a second, of the lighting process
|
||||
|
||||
#define LIGHTING_CIRCULAR 1 //Comment this out to use old square lighting effects.
|
||||
#define LIGHTING_CAP 10 //The lumcount level at which alpha is 0 and we're fully lit.
|
||||
#define LIGHTING_CAP_FRAC (255/LIGHTING_CAP) //A precal'd variable we'll use in turf/redraw_lighting()
|
||||
#define LIGHTING_ICON 'icons/effects/alphacolors.dmi'
|
||||
#define LIGHTING_ICON_STATE ""
|
||||
#define LIGHTING_ANIMATE_TIME 2 //Time to animate() any lighting change. Actual number pulled out of my ass
|
||||
#define LIGHTING_MIN_ALPHA_DELTA_TO_ANIMATE 20 //How much does the alpha have to change to warrent an animation.
|
||||
#define LIGHTING_DARKEST_VISIBLE_ALPHA 250 //Anything darker than this is so dark, we'll just consider the whole tile unlit
|
||||
#define LIGHTING_LUM_FOR_FULL_BRIGHT 6 //Anything who's lum is lower then this starts off less bright.
|
||||
#define LIGHTING_MIN_RADIUS 4 //Lowest radius a light source can effect.
|
||||
#define LIGHTING_FALLOFF 1 // type of falloff to use for lighting; 1 for circular, 2 for square
|
||||
#define LIGHTING_LAMBERTIAN 0 // use lambertian shading for light sources
|
||||
#define LIGHTING_HEIGHT 1 // height off the ground of light sources on the pseudo-z-axis, you should probably leave this alone
|
||||
#define LIGHTING_ROUND_VALUE 1 / 128 //Value used to round lumcounts, values smaller than 1/255 don't matter (if they do, thanks sinking points), greater values will make lighting less precise, but in turn increase performance, VERY SLIGHTLY.
|
||||
|
||||
#define LIGHTING_ICON 'icons/effects/lighting_object.png' // icon used for lighting shading effects
|
||||
|
||||
//different modes that lights can operate in
|
||||
#define LIGHTING_REGULAR 1 //Apply all effects additively
|
||||
#define LIGHTING_STARLIGHT 2 //Track all starlight but only apply brightest
|
||||
// If the max of the lighting lumcounts of each spectrum drops below this, disable luminosity on the lighting objects.
|
||||
// Set to zero to disable soft lighting. Luminosity changes then work if it's lit at all.
|
||||
#define LIGHTING_SOFT_THRESHOLD 0
|
||||
|
||||
// If I were you I'd leave this alone.
|
||||
#define LIGHTING_BASE_MATRIX \
|
||||
list \
|
||||
( \
|
||||
LIGHTING_SOFT_THRESHOLD, LIGHTING_SOFT_THRESHOLD, LIGHTING_SOFT_THRESHOLD, 0, \
|
||||
LIGHTING_SOFT_THRESHOLD, LIGHTING_SOFT_THRESHOLD, LIGHTING_SOFT_THRESHOLD, 0, \
|
||||
LIGHTING_SOFT_THRESHOLD, LIGHTING_SOFT_THRESHOLD, LIGHTING_SOFT_THRESHOLD, 0, \
|
||||
LIGHTING_SOFT_THRESHOLD, LIGHTING_SOFT_THRESHOLD, LIGHTING_SOFT_THRESHOLD, 0, \
|
||||
0, 0, 0, 1 \
|
||||
) \
|
||||
|
||||
// Helpers so we can (more easily) control the colour matrices.
|
||||
#define CL_MATRIX_RR 1
|
||||
#define CL_MATRIX_RG 2
|
||||
#define CL_MATRIX_RB 3
|
||||
#define CL_MATRIX_RA 4
|
||||
#define CL_MATRIX_GR 5
|
||||
#define CL_MATRIX_GG 6
|
||||
#define CL_MATRIX_GB 7
|
||||
#define CL_MATRIX_GA 8
|
||||
#define CL_MATRIX_BR 9
|
||||
#define CL_MATRIX_BG 10
|
||||
#define CL_MATRIX_BB 11
|
||||
#define CL_MATRIX_BA 12
|
||||
#define CL_MATRIX_AR 13
|
||||
#define CL_MATRIX_AG 14
|
||||
#define CL_MATRIX_AB 15
|
||||
#define CL_MATRIX_AA 16
|
||||
#define CL_MATRIX_CR 17
|
||||
#define CL_MATRIX_CG 18
|
||||
#define CL_MATRIX_CB 19
|
||||
#define CL_MATRIX_CA 20
|
||||
|
||||
//Some defines to generalise colours used in lighting.
|
||||
//Important note on colors. Colors can end up significantly different from the basic html picture, especially when saturated
|
||||
#define LIGHT_COLOR_RED "#FA8282" //Warm but extremely diluted red. rgb(250, 130, 130)
|
||||
#define LIGHT_COLOR_GREEN "#64C864" //Bright but quickly dissipating neon green. rgb(100, 200, 100)
|
||||
#define LIGHT_COLOR_BLUE "#6496FA" //Cold, diluted blue. rgb(100, 150, 250)
|
||||
|
||||
#define LIGHT_COLOR_CYAN "#7DE1E1" //Diluted cyan. rgb(125, 225, 225)
|
||||
#define LIGHT_COLOR_LIGHT_CYAN "#40CEFF" //More-saturated cyan. rgb(64, 206, 255)
|
||||
#define LIGHT_COLOR_PINK "#E17DE1" //Diluted, mid-warmth pink. rgb(225, 125, 225)
|
||||
#define LIGHT_COLOR_YELLOW "#E1E17D" //Dimmed yellow, leaning kaki. rgb(225, 225, 125)
|
||||
#define LIGHT_COLOR_BROWN "#966432" //Clear brown, mostly dim. rgb(150, 100, 50)
|
||||
#define LIGHT_COLOR_ORANGE "#FA9632" //Mostly pure orange. rgb(250, 150, 50)
|
||||
#define LIGHT_COLOR_PURPLE "#952CF4" //Light Purple. rgb(149, 44, 244)
|
||||
#define LIGHT_COLOR_LAVENDER "#9B51FF" //Less-saturated light purple. rgb(155, 81, 255)
|
||||
|
||||
//These ones aren't a direct colour like the ones above, because nothing would fit
|
||||
#define LIGHT_COLOR_FIRE "#FAA019" //Warm orange color, leaning strongly towards yellow. rgb(250, 160, 25)
|
||||
#define LIGHT_COLOR_LAVA "#C48A18" //Very warm yellow, leaning slightly towards orange. rgb(196, 138, 24)
|
||||
#define LIGHT_COLOR_FLARE "#FA644B" //Bright, non-saturated red. Leaning slightly towards pink for visibility. rgb(250, 100, 75)
|
||||
#define LIGHT_COLOR_SLIME_LAMP "#AFC84B" //Weird color, between yellow and green, very slimy. rgb(175, 200, 75)
|
||||
#define LIGHT_COLOR_TUNGSTEN "#FAE1AF" //Extremely diluted yellow, close to skin color (for some reason). rgb(250, 225, 175)
|
||||
#define LIGHT_COLOR_HALOGEN "#F0FAFA" //Barely visible cyan-ish hue, as the doctor prescribed. rgb(240, 250, 250)
|
||||
|
||||
@@ -0,0 +1,44 @@
|
||||
/*
|
||||
The /tg/ codebase currently requires you to have 11 z-levels of the same size dimensions.
|
||||
z-level order is important, the order you put them in inside the map config.dm will determine what z level number they are assigned ingame.
|
||||
Names of z-level do not matter, but order does greatly, for instances such as checking alive status of revheads on z1
|
||||
|
||||
current as of 2016/6/2
|
||||
z1 = station
|
||||
z2 = centcomm
|
||||
z5 = mining
|
||||
Everything else = randomized space
|
||||
Last space-z level = empty
|
||||
*/
|
||||
|
||||
#define CROSSLINKED 2
|
||||
#define SELFLOOPING 1
|
||||
#define UNAFFECTED 0
|
||||
|
||||
#define MAIN_STATION "Main Station"
|
||||
#define CENTCOMM "CentComm"
|
||||
#define EMPTY_AREA_1 "Empty Area 1"
|
||||
#define EMPTY_AREA_2 "Empty Area 2"
|
||||
#define MINING "Mining Asteroid"
|
||||
#define EMPTY_AREA_3 "Empty Area 3"
|
||||
#define EMPTY_AREA_4 "Empty Area 4"
|
||||
#define EMPTY_AREA_5 "Empty Area 5"
|
||||
#define EMPTY_AREA_6 "Empty Area 6"
|
||||
#define EMPTY_AREA_7 "Empty Area 7"
|
||||
#define EMPTY_AREA_8 "Empty Area 8"
|
||||
#define AWAY_MISSION "Away Mission"
|
||||
|
||||
//for modifying jobs
|
||||
#define MAP_JOB_CHECK if(SSmapping.config.map_name != JOB_MODIFICATION_MAP_NAME) { return; }
|
||||
#define MAP_JOB_CHECK_BASE if(SSmapping.config.map_name != JOB_MODIFICATION_MAP_NAME) { return ..(); }
|
||||
#define MAP_REMOVE_JOB(jobpath) /datum/job/##jobpath/map_check() { return (SSmapping.config.map_name != JOB_MODIFICATION_MAP_NAME) && ..() }
|
||||
|
||||
//zlevel defines, can be overridden for different maps in the appropriate _maps file.
|
||||
#define ZLEVEL_STATION 1
|
||||
#define ZLEVEL_CENTCOM 2
|
||||
#define ZLEVEL_MINING 5
|
||||
#define ZLEVEL_LAVALAND 5
|
||||
#define ZLEVEL_EMPTY_SPACE 11
|
||||
|
||||
#define ZLEVEL_SPACEMIN 3
|
||||
#define ZLEVEL_SPACEMAX 11
|
||||
@@ -17,6 +17,7 @@
|
||||
#define TICK_USAGE_TO_MS(starting_tickusage) (TICK_DELTA_TO_MS(world.tick_usage-starting_tickusage))
|
||||
|
||||
#define PERCENT(val) (round(val*100, 0.1))
|
||||
#define CLAMP01(x) (Clamp(x, 0, 1))
|
||||
|
||||
//time of day but automatically adjusts to the server going into the next day within the same round.
|
||||
//for when you need a reliable time number that doesn't depend on byond time.
|
||||
|
||||
+7
-25
@@ -63,7 +63,7 @@
|
||||
#define HANDS_LAYER 3
|
||||
#define BODY_FRONT_LAYER 2
|
||||
#define FIRE_LAYER 1 //If you're on fire
|
||||
#define TOTAL_LAYERS 31 //KEEP THIS UP-TO-DATE OR SHIT WILL BREAK ;_;
|
||||
#define TOTAL_LAYERS 26 //KEEP THIS UP-TO-DATE OR SHIT WILL BREAK ;_;
|
||||
|
||||
//Human Overlay Index Shortcuts for alternate_worn_layer, layers
|
||||
//Because I *KNOW* somebody will think layer+1 means "above"
|
||||
@@ -149,16 +149,6 @@
|
||||
#define STAGE_FIVE 9
|
||||
#define STAGE_SIX 11 //From supermatter shard
|
||||
|
||||
//zlevel defines, can be overridden for different maps in the appropriate _maps file.
|
||||
#define ZLEVEL_STATION 1
|
||||
#define ZLEVEL_CENTCOM 2
|
||||
#define ZLEVEL_MINING 5
|
||||
#define ZLEVEL_LAVALAND 5
|
||||
#define ZLEVEL_EMPTY_SPACE 11
|
||||
|
||||
#define ZLEVEL_SPACEMIN 3
|
||||
#define ZLEVEL_SPACEMAX 11
|
||||
|
||||
//ticker.current_state values
|
||||
#define GAME_STATE_STARTUP 0
|
||||
#define GAME_STATE_PREGAME 1
|
||||
@@ -235,8 +225,9 @@ var/list/bloody_footprints_cache = list()
|
||||
//lighting area defines
|
||||
#define DYNAMIC_LIGHTING_DISABLED 0 //dynamic lighting disabled (area stays at full brightness)
|
||||
#define DYNAMIC_LIGHTING_ENABLED 1 //dynamic lighting enabled
|
||||
#define DYNAMIC_LIGHTING_IFSTARLIGHT 2 //dynamic lighting enabled only if starlight is.
|
||||
#define IS_DYNAMIC_LIGHTING(A) ( A.lighting_use_dynamic == DYNAMIC_LIGHTING_IFSTARLIGHT ? config.starlight : A.lighting_use_dynamic )
|
||||
#define DYNAMIC_LIGHTING_FORCED 2 //dynamic lighting enabled even if the area doesn't require power
|
||||
#define DYNAMIC_LIGHTING_IFSTARLIGHT 3 //dynamic lighting enabled only if starlight is.
|
||||
#define IS_DYNAMIC_LIGHTING(A) ( A.dynamic_lighting == DYNAMIC_LIGHTING_IFSTARLIGHT ? config.starlight : A.dynamic_lighting )
|
||||
|
||||
//subtypesof(), typesof() without the parent path
|
||||
#define subtypesof(typepath) ( typesof(typepath) - typepath )
|
||||
@@ -244,15 +235,6 @@ var/list/bloody_footprints_cache = list()
|
||||
//Gets the turf this atom inhabits
|
||||
#define get_turf(A) (get_step(A, 0))
|
||||
|
||||
//Fire and Acid stuff, for resistance_flags
|
||||
#define LAVA_PROOF 1
|
||||
#define FIRE_PROOF 2 //100% immune to fire damage (but not necessarily to lava or heat)
|
||||
#define FLAMMABLE 4
|
||||
#define ON_FIRE 8
|
||||
#define UNACIDABLE 16 //acid can't even appear on it, let alone melt it.
|
||||
#define ACID_PROOF 32 //acid stuck on it doesn't melt it.
|
||||
#define INDESTRUCTIBLE 64 //doesn't take damage
|
||||
|
||||
//Ghost orbit types:
|
||||
#define GHOST_ORBIT_CIRCLE "circle"
|
||||
#define GHOST_ORBIT_TRIANGLE "triangle"
|
||||
@@ -350,8 +332,8 @@ var/global/list/ghost_others_options = list(GHOST_OTHERS_SIMPLE, GHOST_OTHERS_DE
|
||||
#define SHELTER_DEPLOY_ANCHORED_OBJECTS "anchored objects"
|
||||
|
||||
//debug printing macros
|
||||
#define debug_world(msg) if (Debug2) world << "DEBUG: [msg]"
|
||||
#define debug_admins(msg) if (Debug2) admins << "DEBUG: [msg]"
|
||||
#define debug_world(msg) if (Debug2) to_chat(world, "DEBUG: [msg]")
|
||||
#define debug_admins(msg) if (Debug2) to_chat(admins, "DEBUG: [msg]")
|
||||
#define debug_world_log(msg) if (Debug2) log_world("DEBUG: [msg]")
|
||||
|
||||
#define COORD(A) "([A.x],[A.y],[A.z])"
|
||||
@@ -417,4 +399,4 @@ var/global/list/ghost_others_options = list(GHOST_OTHERS_SIMPLE, GHOST_OTHERS_DE
|
||||
#define TURF_DECAL_DIRT "dirt"
|
||||
|
||||
//Error handler defines
|
||||
#define ERROR_USEFUL_LEN 2
|
||||
#define ERROR_USEFUL_LEN 2
|
||||
|
||||
@@ -101,3 +101,10 @@
|
||||
#define SNPC_STEALTH 2
|
||||
#define SNPC_MARTYR 3
|
||||
#define SNPC_PSYCHO 4
|
||||
|
||||
//Individual logging defines
|
||||
#define INDIVIDUAL_ATTACK_LOG "Attack log"
|
||||
#define INDIVIDUAL_SAY_LOG "Say log"
|
||||
#define INDIVIDUAL_EMOTE_LOG "Emote log"
|
||||
#define INDIVIDUAL_OOC_LOG "OOC log"
|
||||
#define INDIVIDUAL_SHOW_ALL_LOG "All logs"
|
||||
@@ -34,3 +34,5 @@
|
||||
|
||||
// A link given to ghost alice to follow bob
|
||||
#define FOLLOW_LINK(alice, bob) "<a href=?src=\ref[alice];follow=\ref[bob]>(F)</a>"
|
||||
#define TURF_LINK(alice, turfy) "<a href=?src=\ref[alice];x=[turfy.x];y=[turfy.y];z=[turfy.z]>(T)</a>"
|
||||
#define FOLLOW_OR_TURF_LINK(alice, bob, turfy) "<a href=?src=\ref[alice];follow=\ref[bob];x=[turfy.x];y=[turfy.y];z=[turfy.z]>(F)</a>"
|
||||
|
||||
@@ -38,4 +38,9 @@
|
||||
|
||||
#define SHUTTLE_TRANSIT_BORDER 8
|
||||
|
||||
#define PARALLAX_LOOP_TIME 25
|
||||
#define PARALLAX_LOOP_TIME 25
|
||||
#define HYPERSPACE_END_TIME 5
|
||||
|
||||
#define HYPERSPACE_WARMUP 1
|
||||
#define HYPERSPACE_LAUNCH 2
|
||||
#define HYPERSPACE_END 3
|
||||
@@ -18,6 +18,8 @@
|
||||
|
||||
#define STATUS_EFFECT_HISGRACE /datum/status_effect/his_grace //His Grace.
|
||||
|
||||
#define STATUS_EFFECT_WISH_GRANTERS_GIFT /datum/status_effect/wish_granters_gift //If you're currently resurrecting with the Wish Granter
|
||||
|
||||
/////////////
|
||||
// DEBUFFS //
|
||||
/////////////
|
||||
|
||||
Reference in New Issue
Block a user