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<html>
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<head>
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<meta charset="utf-8" />
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<meta name="viewport" content="width=device-width, initial-scale=1.0" />
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<meta name="viewport" content="width=device-width, initial-scale=1.0" /><meta name="generator" content="Docutils 0.17.1: http://docutils.sourceforge.net/" />
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<title>Static In Game Map — Evennia 1.0-dev documentation</title>
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<link rel="stylesheet" href="../_static/nature.css" type="text/css" />
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<link rel="stylesheet" href="../_static/pygments.css" type="text/css" />
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<div class="bodywrapper">
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<div class="body" role="main">
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<div class="section" id="static-in-game-map">
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<section id="static-in-game-map">
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<h1>Static In Game Map<a class="headerlink" href="#static-in-game-map" title="Permalink to this headline">¶</a></h1>
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<div class="section" id="introduction">
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<section id="introduction">
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<h2>Introduction<a class="headerlink" href="#introduction" title="Permalink to this headline">¶</a></h2>
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<p>This tutorial describes the creation of an in-game map display based on a pre-drawn map. It also
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details how to use the <a class="reference internal" href="../Components/Batch-Code-Processor.html"><span class="doc">Batch code processor</span></a> for advanced building. There is
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@ -87,8 +88,8 @@ Exits: north(#8), east(#9), south(#10), west(#11)
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<p>We will henceforth assume your game folder is name named <code class="docutils literal notranslate"><span class="pre">mygame</span></code> and that you haven’t modified the
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default commands. We will also not be using <a class="reference external" href="Concepts/TextTags.html#colored-text">Colors</a> for our map since they
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don’t show in the documentation wiki.</p>
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</div>
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<div class="section" id="planning-the-map">
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</section>
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<section id="planning-the-map">
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<h2>Planning the Map<a class="headerlink" href="#planning-the-map" title="Permalink to this headline">¶</a></h2>
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<p>Let’s begin with the fun part! Maps in MUDs come in many different [shapes and
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sizes](http://journal.imaginary-realities.com/volume-05/issue-01/modern-interface-modern-
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@ -118,8 +119,8 @@ pleasing and easy to understood landscape:</p>
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you intend to implement. Here we will display a 5x5 character map of the area surrounding the
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account. This means making sure to account for 2 characters around every visitable location. Good
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planning at this stage can solve many problems before they happen.</p>
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</div>
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<div class="section" id="creating-a-map-object">
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</section>
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<section id="creating-a-map-object">
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<h2>Creating a Map Object<a class="headerlink" href="#creating-a-map-object" title="Permalink to this headline">¶</a></h2>
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<p>In this section we will try to create an actual “map” object that an account can pick up and look
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at.</p>
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@ -144,33 +145,33 @@ you are okay with them running <em>arbitrary Python code</em> on your server.</p
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</div></blockquote>
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<p>While a simple example, the map object it serves as good way to try out <code class="docutils literal notranslate"><span class="pre">@batchcode</span></code>. Go to
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<code class="docutils literal notranslate"><span class="pre">mygame/world</span></code> and create a new file there named <code class="docutils literal notranslate"><span class="pre">batchcode_map.py</span></code>:</p>
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<div class="highlight-Python notranslate"><table class="highlighttable"><tr><td class="linenos"><div class="linenodiv"><pre> 1
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27</pre></div></td><td class="code"><div class="highlight"><pre><span></span><span class="c1"># mygame/world/batchcode_map.py</span>
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<span class="normal">27</span></pre></div></td><td class="code"><div class="highlight"><pre><span></span><span class="c1"># mygame/world/batchcode_map.py</span>
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<span class="kn">from</span> <span class="nn">evennia</span> <span class="kn">import</span> <span class="n">create_object</span>
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<span class="kn">from</span> <span class="nn">evennia</span> <span class="kn">import</span> <span class="n">DefaultObject</span>
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@ -207,83 +208,83 @@ you are okay with them running <em>arbitrary Python code</em> on your server.</p
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folder automatically so you don’t need to specify it).</p>
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<p>A new map object should have appeared on the ground. You can view the map by using <code class="docutils literal notranslate"><span class="pre">look</span> <span class="pre">map</span></code>. Let’s
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take it with the <code class="docutils literal notranslate"><span class="pre">get</span> <span class="pre">map</span></code> command. We’ll need it in case we get lost!</p>
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</div>
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<div class="section" id="building-the-map-areas">
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</section>
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<section id="building-the-map-areas">
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<h2>Building the map areas<a class="headerlink" href="#building-the-map-areas" title="Permalink to this headline">¶</a></h2>
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<p>We’ve just used batchcode to create an object useful for our adventures. But the locations on that
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map does not actually exist yet - we’re all mapped up with nowhere to go! Let’s use batchcode to
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build a game area based on our map. We have five areas outlined: a castle, a cottage, a campsite, a
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coastal beach and the crossroads which connects them. Create a new batchcode file for this in
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<code class="docutils literal notranslate"><span class="pre">mygame/world</span></code>, named <code class="docutils literal notranslate"><span class="pre">batchcode_world.py</span></code>.</p>
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69</pre></div></td><td class="code"><div class="highlight"><pre><span></span><span class="c1"># mygame/world/batchcode_world.py</span>
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<span class="normal">69</span></pre></div></td><td class="code"><div class="highlight"><pre><span></span><span class="c1"># mygame/world/batchcode_world.py</span>
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<span class="kn">from</span> <span class="nn">evennia</span> <span class="kn">import</span> <span class="n">create_object</span><span class="p">,</span> <span class="n">search_object</span>
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<span class="kn">from</span> <span class="nn">typeclasses</span> <span class="kn">import</span> <span class="n">rooms</span><span class="p">,</span> <span class="n">exits</span>
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@ -357,8 +358,8 @@ coastal beach and the crossroads which connects them. Create a new batchcode fil
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<p>Apply this new batch code with <code class="docutils literal notranslate"><span class="pre">@batchcode</span> <span class="pre">batchcode_world</span></code>. If there are no errors in the code we
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now have a nice mini-world to explore. Remember that if you get lost you can look at the map we
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created!</p>
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</div>
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<div class="section" id="in-game-minimap">
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</section>
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<section id="in-game-minimap">
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<h2>In-game minimap<a class="headerlink" href="#in-game-minimap" title="Permalink to this headline">¶</a></h2>
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<p>Now we have a landscape and matching map, but what we really want is a mini-map that displays
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whenever we move to a room or use the <code class="docutils literal notranslate"><span class="pre">look</span></code> command.</p>
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@ -372,51 +373,51 @@ batchcode.</p>
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in a format which allows us to do that easily. Luckily, python allows us to treat strings as lists
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of characters allowing us to pick out the characters we need.</p>
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<p><code class="docutils literal notranslate"><span class="pre">mygame/world/map_module.py</span></code></p>
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45</pre></div></td><td class="code"><div class="highlight"><pre><span></span><span class="c1"># We place our map into a sting here.</span>
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<span class="normal">45</span></pre></div></td><td class="code"><div class="highlight"><pre><span></span><span class="c1"># We place our map into a sting here.</span>
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<span class="n">world_map</span> <span class="o">=</span> <span class="s2">"""</span><span class="se">\</span>
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<span class="s2">≈≈↑↑↑↑↑∩∩</span>
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<span class="s2">≈≈↑╔═╗↑∩∩</span>
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@ -465,17 +466,17 @@ of characters allowing us to pick out the characters we need.</p>
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</td></tr></table></div>
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<p>With our map_module set up, let’s replace our hardcoded map in <code class="docutils literal notranslate"><span class="pre">mygame/world/batchcode_map.py</span></code> with
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a reference to our map module. Make sure to import our map_module!</p>
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11</pre></div></td><td class="code"><div class="highlight"><pre><span></span><span class="c1"># mygame/world/batchcode_map.py</span>
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||||
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||||
<span class="kn">from</span> <span class="nn">evennia</span> <span class="kn">import</span> <span class="n">create_object</span>
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||||
<span class="kn">from</span> <span class="nn">evennia</span> <span class="kn">import</span> <span class="n">DefaultObject</span>
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||||
|
|
@ -502,67 +503,67 @@ is a little module called <a class="reference external" href="https://github.com
|
|||
creator for you to utilize in your game. We’ll use it by creating a basic table with 1 row and two
|
||||
columns (one for our map and one for our text) whilst also hiding the borders. Open the batchfile
|
||||
again</p>
|
||||
<div class="highlight-python notranslate"><table class="highlighttable"><tr><td class="linenos"><div class="linenodiv"><pre> 1
|
||||
2
|
||||
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|
||||
4
|
||||
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|
||||
6
|
||||
7
|
||||
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|
||||
9
|
||||
10
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
18
|
||||
19
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
26
|
||||
27
|
||||
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|
||||
29
|
||||
30
|
||||
31
|
||||
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|
||||
33
|
||||
34
|
||||
35
|
||||
36
|
||||
37
|
||||
38
|
||||
39
|
||||
40
|
||||
41
|
||||
42
|
||||
43
|
||||
44
|
||||
45
|
||||
46
|
||||
47
|
||||
48
|
||||
49
|
||||
50
|
||||
51
|
||||
52
|
||||
53
|
||||
54
|
||||
55
|
||||
56
|
||||
57
|
||||
58
|
||||
59
|
||||
60
|
||||
61</pre></div></td><td class="code"><div class="highlight"><pre><span></span><span class="c1"># mygame\world\batchcode_world.py</span>
|
||||
<div class="highlight-python notranslate"><table class="highlighttable"><tr><td class="linenos"><div class="linenodiv"><pre><span class="normal"> 1</span>
|
||||
<span class="normal"> 2</span>
|
||||
<span class="normal"> 3</span>
|
||||
<span class="normal"> 4</span>
|
||||
<span class="normal"> 5</span>
|
||||
<span class="normal"> 6</span>
|
||||
<span class="normal"> 7</span>
|
||||
<span class="normal"> 8</span>
|
||||
<span class="normal"> 9</span>
|
||||
<span class="normal">10</span>
|
||||
<span class="normal">11</span>
|
||||
<span class="normal">12</span>
|
||||
<span class="normal">13</span>
|
||||
<span class="normal">14</span>
|
||||
<span class="normal">15</span>
|
||||
<span class="normal">16</span>
|
||||
<span class="normal">17</span>
|
||||
<span class="normal">18</span>
|
||||
<span class="normal">19</span>
|
||||
<span class="normal">20</span>
|
||||
<span class="normal">21</span>
|
||||
<span class="normal">22</span>
|
||||
<span class="normal">23</span>
|
||||
<span class="normal">24</span>
|
||||
<span class="normal">25</span>
|
||||
<span class="normal">26</span>
|
||||
<span class="normal">27</span>
|
||||
<span class="normal">28</span>
|
||||
<span class="normal">29</span>
|
||||
<span class="normal">30</span>
|
||||
<span class="normal">31</span>
|
||||
<span class="normal">32</span>
|
||||
<span class="normal">33</span>
|
||||
<span class="normal">34</span>
|
||||
<span class="normal">35</span>
|
||||
<span class="normal">36</span>
|
||||
<span class="normal">37</span>
|
||||
<span class="normal">38</span>
|
||||
<span class="normal">39</span>
|
||||
<span class="normal">40</span>
|
||||
<span class="normal">41</span>
|
||||
<span class="normal">42</span>
|
||||
<span class="normal">43</span>
|
||||
<span class="normal">44</span>
|
||||
<span class="normal">45</span>
|
||||
<span class="normal">46</span>
|
||||
<span class="normal">47</span>
|
||||
<span class="normal">48</span>
|
||||
<span class="normal">49</span>
|
||||
<span class="normal">50</span>
|
||||
<span class="normal">51</span>
|
||||
<span class="normal">52</span>
|
||||
<span class="normal">53</span>
|
||||
<span class="normal">54</span>
|
||||
<span class="normal">55</span>
|
||||
<span class="normal">56</span>
|
||||
<span class="normal">57</span>
|
||||
<span class="normal">58</span>
|
||||
<span class="normal">59</span>
|
||||
<span class="normal">60</span>
|
||||
<span class="normal">61</span></pre></div></td><td class="code"><div class="highlight"><pre><span></span><span class="c1"># mygame\world\batchcode_world.py</span>
|
||||
|
||||
<span class="c1"># Add to imports</span>
|
||||
<span class="kn">from</span> <span class="nn">evennia.utils</span> <span class="kn">import</span> <span class="n">evtable</span>
|
||||
|
|
@ -632,8 +633,8 @@ start anew. It won’t reset dbref values however, so if you are at #100 it will
|
|||
Alternatively you can navigate to <code class="docutils literal notranslate"><span class="pre">mygame/server</span></code> and delete the <code class="docutils literal notranslate"><span class="pre">evennia.db3</span></code> file. Now in Command
|
||||
Prompt use <code class="docutils literal notranslate"><span class="pre">evennia</span> <span class="pre">migrate</span></code> to have a completely freshly made database.</p>
|
||||
<p>Log in to evennia and run <code class="docutils literal notranslate"><span class="pre">@batchcode</span> <span class="pre">batchcode_world</span></code> and you’ll have a little world to explore.</p>
|
||||
</div>
|
||||
<div class="section" id="conclusions">
|
||||
</section>
|
||||
<section id="conclusions">
|
||||
<h2>Conclusions<a class="headerlink" href="#conclusions" title="Permalink to this headline">¶</a></h2>
|
||||
<p>You should now have a mapped little world and a basic understanding of batchcode, EvTable and how
|
||||
easily new game defining features can be added to Evennia.</p>
|
||||
|
|
@ -641,8 +642,8 @@ easily new game defining features can be added to Evennia.</p>
|
|||
not add more features to your game by trying other tutorials: [Add weather to your world](Weather-
|
||||
Tutorial), <a class="reference internal" href="../Howto/Tutorial-Aggressive-NPCs.html"><span class="doc">fill your world with NPC’s</span></a> or
|
||||
<a class="reference internal" href="../Howto/Starting/Part3/Turn-based-Combat-System.html"><span class="doc">implement a combat system</span></a>.</p>
|
||||
</div>
|
||||
</div>
|
||||
</section>
|
||||
</section>
|
||||
|
||||
|
||||
<div class="clearer"></div>
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue