harpoon balance
harpoon damage is increased 30% picks up power ups from farther away harpoon's range has been reduced about 20% filament and unaaq require about 40% more ammo for the same effect harpoon density lowers when it retracts so it doesn't do as much damage on retracting more bug fixes
This commit is contained in:
35
js/bullet.js
35
js/bullet.js
@@ -945,7 +945,6 @@ const b = {
|
||||
bullet[me].radiusDecay = (0.81 + 0.15 * tech.isNeutronSlow) / tech.isBulletsLastLonger
|
||||
bullet[me].stuckTo = null;
|
||||
bullet[me].stuckToRelativePosition = null;
|
||||
|
||||
if (tech.isRPG) {
|
||||
const SCALE = 2
|
||||
Matter.Body.scale(bullet[me], SCALE, SCALE);
|
||||
@@ -1053,7 +1052,7 @@ const b = {
|
||||
//aoe damage to mobs
|
||||
for (let i = 0, len = mob.length; i < len; i++) {
|
||||
if (Vector.magnitude(Vector.sub(mob[i].position, this.position)) < this.damageRadius + mob[i].radius) {
|
||||
let dmg = b.dmgScale * 0.1
|
||||
let dmg = b.dmgScale * 0.11
|
||||
if (Matter.Query.ray(map, mob[i].position, this.position).length > 0) dmg *= 0.25 //reduce damage if a wall is in the way
|
||||
if (mob[i].shield) dmg *= 3 //to make up for the /5 that shields normally take
|
||||
mob[i].damage(dmg);
|
||||
@@ -1093,8 +1092,6 @@ const b = {
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
if (tech.isNeutronBomb) {
|
||||
b.grenade = grenadeNeutron
|
||||
} else if (tech.isRPG) {
|
||||
@@ -1120,7 +1117,7 @@ const b = {
|
||||
turnRate: isReturn ? 0.1 : 0.03, //0.015
|
||||
drawStringControlMagnitude: 3000 + 5000 * Math.random(),
|
||||
drawStringFlip: (Math.round(Math.random()) ? 1 : -1),
|
||||
dmg: 0, //damage done in addition to the damage from momentum
|
||||
dmg: 6, //damage done in addition to the damage from momentum
|
||||
classType: "bullet",
|
||||
endCycle: simulation.cycle + totalCycles * 2.5 + 15,
|
||||
collisionFilter: {
|
||||
@@ -1168,7 +1165,7 @@ const b = {
|
||||
this.caughtPowerUp.effect();
|
||||
Matter.Composite.remove(engine.world, this.caughtPowerUp);
|
||||
powerUp.splice(index, 1);
|
||||
if (tech.isHarpoonPowerUp) tech.harpoonDensity = 0.035 //0.005 is normal
|
||||
if (tech.isHarpoonPowerUp) tech.harpoonDensity = 0.006 * 6 //0.006 is normal
|
||||
} else {
|
||||
this.dropCaughtPowerUp()
|
||||
}
|
||||
@@ -1227,7 +1224,7 @@ const b = {
|
||||
Matter.Body.setVelocity(this.caughtPowerUp, { x: 0, y: 0 })
|
||||
} else { //&& simulation.cycle % 2
|
||||
for (let i = 0, len = powerUp.length; i < len; ++i) {
|
||||
const radius = powerUp[i].circleRadius + 25
|
||||
const radius = powerUp[i].circleRadius + 50
|
||||
if (Vector.magnitudeSquared(Vector.sub(this.vertices[2], powerUp[i].position)) < radius * radius) {
|
||||
if (powerUp[i].name !== "heal" || m.health !== m.maxHealth || tech.isOverHeal) {
|
||||
this.caughtPowerUp = powerUp[i]
|
||||
@@ -1257,8 +1254,10 @@ const b = {
|
||||
this.dropCaughtPowerUp()
|
||||
} else { //return to player
|
||||
this.do = this.returnToPlayer
|
||||
Matter.Body.setDensity(this, 0.0005); //reduce density on return
|
||||
if (this.angularSpeed < 0.5) this.torque += this.inertia * 0.001 * (Math.random() - 0.5) //(Math.round(Math.random()) ? 1 : -1)
|
||||
this.collisionFilter.mask = cat.map | cat.mob | cat.mobBullet | cat.mobShield // | cat.body
|
||||
|
||||
}
|
||||
} else {
|
||||
this.grabPowerUp()
|
||||
@@ -1326,7 +1325,7 @@ const b = {
|
||||
ctx.lineTo(this.vertices[j].x, this.vertices[j].y);
|
||||
}
|
||||
ctx.lineTo(this.vertices[0].x, this.vertices[0].y);
|
||||
ctx.lineWidth = 10;
|
||||
ctx.lineWidth = 4;
|
||||
ctx.strokeStyle = "#000";
|
||||
ctx.lineJoin = "miter"
|
||||
ctx.miterLimit = 100;
|
||||
@@ -2397,7 +2396,7 @@ const b = {
|
||||
beforeDmg(who) {
|
||||
if (tech.isIncendiary && simulation.cycle + this.deathCycles < this.endCycle) {
|
||||
const max = Math.max(Math.min(this.endCycle - simulation.cycle - this.deathCycles, 1500), 0)
|
||||
b.explosion(this.position, max * 0.09 + this.isImproved * 100 + 60 * Math.random()); //makes bullet do explosive damage at end
|
||||
b.explosion(this.position, max * 0.1 + this.isImproved * 110 + 60 * Math.random()); //makes bullet do explosive damage at end
|
||||
this.endCycle -= max
|
||||
} else {
|
||||
//move away from target after hitting
|
||||
@@ -4105,7 +4104,7 @@ const b = {
|
||||
if (tech.isIncendiary) {
|
||||
bullet[me].endCycle = simulation.cycle + 60
|
||||
bullet[me].onEnd = function() {
|
||||
b.explosion(this.position, 320 + (Math.random() - 0.5) * 60); //makes bullet do explosive damage at end
|
||||
b.explosion(this.position, 300 + (Math.random() - 0.5) * 60); //makes bullet do explosive damage at end
|
||||
}
|
||||
bullet[me].beforeDmg = function() {
|
||||
this.endCycle = 0; //bullet ends cycle after hitting a mob and triggers explosion
|
||||
@@ -4160,7 +4159,7 @@ const b = {
|
||||
y: speed * Math.sin(dirOff)
|
||||
});
|
||||
bullet[me].onEnd = function() {
|
||||
b.explosion(this.position, 160 * (tech.isShotgunReversed ? 1.6 : 1) + (Math.random() - 0.5) * 40); //makes bullet do explosive damage at end
|
||||
b.explosion(this.position, 150 * (tech.isShotgunReversed ? 1.5 : 1) + (Math.random() - 0.5) * 40); //makes bullet do explosive damage at end
|
||||
}
|
||||
bullet[me].beforeDmg = function() {
|
||||
this.endCycle = 0; //bullet ends cycle after hitting a mob and triggers explosion
|
||||
@@ -4297,7 +4296,7 @@ const b = {
|
||||
bullet[me].beforeDmg = function(who) {
|
||||
mobs.statusStun(who, 180) // (2.3) * 2 / 14 ticks (2x damage over 7 seconds)
|
||||
if (tech.isIncendiary) {
|
||||
b.explosion(this.position, this.mass * 300); //makes bullet do explosive damage at end
|
||||
b.explosion(this.position, this.mass * 280); //makes bullet do explosive damage at end
|
||||
this.endCycle = 0
|
||||
}
|
||||
};
|
||||
@@ -4326,7 +4325,7 @@ const b = {
|
||||
};
|
||||
bullet[me].beforeDmg = function() {
|
||||
if (tech.isIncendiary) {
|
||||
b.explosion(this.position, this.mass * 355 + 70 * Math.random()); //makes bullet do explosive damage at end
|
||||
b.explosion(this.position, this.mass * 320 + 70 * Math.random()); //makes bullet do explosive damage at end
|
||||
this.endCycle = 0
|
||||
}
|
||||
};
|
||||
@@ -4359,7 +4358,7 @@ const b = {
|
||||
};
|
||||
bullet[me].beforeDmg = function() {
|
||||
if (tech.isIncendiary) {
|
||||
b.explosion(this.position, this.mass * 355 + 70 * Math.random()); //makes bullet do explosive damage at end
|
||||
b.explosion(this.position, this.mass * 320 + 70 * Math.random()); //makes bullet do explosive damage at end
|
||||
this.endCycle = 0
|
||||
}
|
||||
};
|
||||
@@ -5088,8 +5087,8 @@ const b = {
|
||||
}
|
||||
//look for closest mob in player's LoS
|
||||
const dir = { x: Math.cos(m.angle), y: Math.sin(m.angle) }; //make a vector for the player's direction of length 1; used in dot product
|
||||
const length = tech.isLargeHarpoon ? 1 + 0.15 * Math.sqrt(this.ammo) : 1
|
||||
const totalCycles = 8 * (tech.isFilament ? 1 + Math.min(75, this.ammo) / 33 : 1)
|
||||
const length = tech.isLargeHarpoon ? 1 + 0.09 * Math.sqrt(this.ammo) : 1
|
||||
const totalCycles = 7 * (tech.isFilament ? 1 + 0.009 * Math.min(100, this.ammo) : 1)
|
||||
if (input.down) {
|
||||
for (let i = 0, len = mob.length; i < len; ++i) {
|
||||
if (mob[i].alive && !mob[i].isBadTarget && Matter.Query.ray(map, m.pos, mob[i].position).length === 0) {
|
||||
@@ -5104,10 +5103,10 @@ const b = {
|
||||
b.harpoon(where, closest.target, m.angle, length, false, 15)
|
||||
m.fireCDcycle = m.cycle + 40 * b.fireCDscale; // cool down
|
||||
} else if (tech.extraHarpoons) {
|
||||
const range = 560 * (tech.isFilament ? 1 + this.ammo / 33 : 1)
|
||||
const range = 450 * (tech.isFilament ? 1 + Math.min(100, this.ammo) / 100 : 1)
|
||||
let targetCount = 0
|
||||
for (let i = 0, len = mob.length; i < len; ++i) {
|
||||
if (mob[i].alive && !mob[i].isBadTarget && Matter.Query.ray(map, m.pos, mob[i].position).length === 0) {
|
||||
if (mob[i].alive && !mob[i].isBadTarget && !mob[i].shield && Matter.Query.ray(map, m.pos, mob[i].position).length === 0) {
|
||||
const dot = Vector.dot(dir, Vector.normalise(Vector.sub(mob[i].position, m.pos))) //the dot product of diff and dir will return how much over lap between the vectors
|
||||
const dist = Vector.magnitude(Vector.sub(where, mob[i].position))
|
||||
if (dist < range && dot > 0.7) { //target closest mob that player is looking at and isn't too close to target
|
||||
|
||||
24
js/index.js
24
js/index.js
@@ -590,24 +590,26 @@ const build = {
|
||||
}
|
||||
removeOne();
|
||||
}
|
||||
// simulation.isCheating = true;
|
||||
if (!simulation.isCheating) {
|
||||
for (let i = 0, len = tech.tech.length; i < len; i++) {
|
||||
// if ((tech.tech[i].isLore && tech.tech[i].count === 0) || (!tech.tech[i].isLore && tech.tech[i].count > 0)) { //don't remove lore frequency if you only have lore tech
|
||||
// tech.tech[i].frequency = 0; //remove lore power up chance
|
||||
// }
|
||||
if (!simulation.isCheating && tech.tech[i].count > 0 && !tech.tech[i].isLore && !tech.tech[i].isExperimentalMode) {
|
||||
if (tech.tech[i].count > 0 && !tech.tech[i].isLore && !tech.tech[i].isExperimentalMode) {
|
||||
simulation.isCheating = true;
|
||||
}
|
||||
}
|
||||
if (b.inventory.length !== 0 || m.fieldMode !== 0) simulation.isCheating = true;
|
||||
}
|
||||
|
||||
if (simulation.isCheating) { //if you are cheating remove any lore you might have gotten
|
||||
lore.techCount = 0;
|
||||
for (let i = 0, len = tech.tech.length; i < len; i++) {
|
||||
if (tech.tech[i].isLore) {
|
||||
tech.tech[i].frequency = 0; //remove lore power up chance
|
||||
tech.tech[i].count = 0; //remove lore power up chance
|
||||
}
|
||||
}
|
||||
//if you have no tech (not cheating) remove all power ups that might have spawned from tech
|
||||
if (!simulation.isCheating) {
|
||||
function removeAll(array) {
|
||||
for (let i = 0; i < array.length; ++i) Matter.Composite.remove(engine.world, array[i]);
|
||||
}
|
||||
removeAll(powerUp);
|
||||
simulation.updateTechHUD();
|
||||
} else { //if you have no tech (not cheating) remove all power ups that might have spawned from tech
|
||||
for (let i = 0; i < powerUp.length; ++i) Matter.Composite.remove(engine.world, powerUp[i]);
|
||||
powerUp = [];
|
||||
}
|
||||
document.body.style.cursor = "none";
|
||||
|
||||
14
js/level.js
14
js/level.js
@@ -18,7 +18,7 @@ const level = {
|
||||
// m.setField("time dilation")
|
||||
// b.giveGuns("harpoon")
|
||||
// tech.giveTech("toggling harpoon")
|
||||
// tech.giveTech("phonon")
|
||||
// tech.giveTech("filament")
|
||||
// tech.giveTech("isotropic radiator")
|
||||
// tech.giveTech("necrophage")
|
||||
// for (let i = 0; i < 3; i++) tech.giveTech("super sized")
|
||||
@@ -2288,7 +2288,7 @@ const level = {
|
||||
spawn.mapRect(5300, -275, 50, 175);
|
||||
spawn.mapRect(5050, -100, 50, 150);
|
||||
spawn.mapRect(4850, -275, 50, 175);
|
||||
// level.difficultyIncrease(30) //30 is near max on hard //60 is near max on why
|
||||
level.difficultyIncrease(30) //30 is near max on hard //60 is near max on why
|
||||
spawn.starter(1900, -500, 200) //big boy
|
||||
// spawn.blockGroup(1900, -500)
|
||||
// for (let i = 0; i < 10; ++i) spawn.bodyRect(1600 + 5, -500, 30, 40);
|
||||
@@ -2480,11 +2480,21 @@ const level = {
|
||||
},
|
||||
intro() {
|
||||
if (level.levelsCleared === 0) { //if this is the 1st level of the game
|
||||
//wait to spawn power ups until unpaused
|
||||
//power ups don't spawn in experiment mode, so they don't get removed at the start of experiment mode
|
||||
function cycle() {
|
||||
if (simulation.cycle > 10) {
|
||||
// powerUps.spawn(2500, -50, "research", false);
|
||||
powerUps.spawn(2095 + 15 * (Math.random() - 0.5), -2070, "research", false);
|
||||
powerUps.spawn(2095 + 15 * (Math.random() - 0.5), -2070 - 25, "heal", false);
|
||||
powerUps.spawn(2095 + 15 * (Math.random() - 0.5), -2070 - 75, "heal", false);
|
||||
powerUps.spawnStartingPowerUps(2095 + 15 * (Math.random() - 0.5), -2070 - 125);
|
||||
} else {
|
||||
requestAnimationFrame(cycle);
|
||||
}
|
||||
}
|
||||
requestAnimationFrame(cycle);
|
||||
|
||||
if (localSettings.levelsClearedLastGame < 3) {
|
||||
if (!simulation.isCheating && !m.isShipMode && !build.isExperimentRun) {
|
||||
spawn.wireFoot();
|
||||
|
||||
@@ -1281,7 +1281,7 @@ const m = {
|
||||
}
|
||||
const unit = Vector.normalise(Vector.sub(player.position, who.position))
|
||||
if (tech.blockDmg) {
|
||||
who.damage(tech.blockDmg * b.dmgScale)
|
||||
who.damage(tech.blockDmg * b.dmgScale, true)
|
||||
//draw electricity
|
||||
const step = 40
|
||||
ctx.beginPath();
|
||||
|
||||
@@ -323,7 +323,7 @@ const powerUps = {
|
||||
b.randomBot()
|
||||
if (tech.renormalization) {
|
||||
for (let i = 0; i < cost; i++) {
|
||||
if (Math.random() < tech.regularization) {
|
||||
if (Math.random() < 0.4) {
|
||||
m.fieldCDcycle = m.cycle + 20;
|
||||
powerUps.spawn(m.pos.x, m.pos.y, "research");
|
||||
}
|
||||
@@ -337,7 +337,7 @@ const powerUps = {
|
||||
if (tech.isDeathAvoid && document.getElementById("tech-anthropic")) {
|
||||
document.getElementById("tech-anthropic").innerHTML = `-${powerUps.research.count}`
|
||||
}
|
||||
if (tech.renormalization && Math.random() < tech.regularization && amount < 0) {
|
||||
if (tech.renormalization && Math.random() < 0.4 && amount < 0) {
|
||||
for (let i = 0, len = -amount; i < len; i++) powerUps.spawn(m.pos.x, m.pos.y, "research");
|
||||
}
|
||||
if (tech.isRerollHaste) {
|
||||
|
||||
36
js/tech.js
36
js/tech.js
@@ -2906,34 +2906,12 @@
|
||||
},
|
||||
requires: "at least 3 research and not superdeterminism",
|
||||
effect() {
|
||||
tech.renormalization = true; //40% set in regularization tech
|
||||
tech.renormalization = true;
|
||||
},
|
||||
remove() {
|
||||
tech.renormalization = false;
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "regularization",
|
||||
description: `increase <strong>renormalization</strong> chance by <strong>10%</strong><br>use ${powerUps.orb.research(6)}`,
|
||||
maxCount: 3,
|
||||
count: 0,
|
||||
frequency: 2,
|
||||
frequencyDefault: 2,
|
||||
allowed() {
|
||||
return tech.renormalization && (powerUps.research.count > 5 || build.isExperimentSelection)
|
||||
},
|
||||
requires: "renormalization",
|
||||
effect() {
|
||||
tech.regularization += 0.1
|
||||
for (let i = 0; i < 6; i++) {
|
||||
if (powerUps.research.count > 0) powerUps.research.changeRerolls(-1)
|
||||
}
|
||||
for (let i = 0; i < 6; i++) powerUps.spawn(m.pos.x + 120 * (Math.random() - 0.5), m.pos.y + 120 * (Math.random() - 0.5), "research", false);
|
||||
},
|
||||
remove() {
|
||||
tech.regularization = 0.4
|
||||
}
|
||||
},
|
||||
{
|
||||
name: "perturbation theory",
|
||||
description: `<strong>66%</strong> decreased <strong><em>delay</em></strong> after firing<br>when you have no ${powerUps.orb.research(1)} in your inventory`,
|
||||
@@ -4173,7 +4151,7 @@
|
||||
},
|
||||
{
|
||||
name: "super sized",
|
||||
description: `increase <strong>super ball</strong> radius by <strong>17%</strong><br>increases <strong class='color-d'>damage</strong> by about <strong>35%</strong>`,
|
||||
description: `increase <strong>super ball</strong> radius by <strong>15%</strong><br>increases <strong class='color-d'>damage</strong> by about <strong>30%</strong>`,
|
||||
isGunTech: true,
|
||||
maxCount: 9,
|
||||
count: 0,
|
||||
@@ -4184,7 +4162,7 @@
|
||||
},
|
||||
requires: "super balls",
|
||||
effect() {
|
||||
tech.bulletSize += 0.17
|
||||
tech.bulletSize += 0.15
|
||||
},
|
||||
remove() {
|
||||
tech.bulletSize = 1;
|
||||
@@ -5020,7 +4998,7 @@
|
||||
},
|
||||
{
|
||||
name: "filament",
|
||||
description: "increase the <strong>length</strong> of your <strong>harpoon</strong>'s <strong>rope</strong><br>by <strong>3%</strong> per harpoon <strong class='color-ammo'>ammo</strong>",
|
||||
description: "increase the <strong>length</strong> of your <strong>harpoon</strong>'s <strong>rope</strong><br>by <strong>1%</strong> per harpoon <strong class='color-ammo'>ammo</strong>",
|
||||
isGunTech: true,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
@@ -5039,7 +5017,7 @@
|
||||
},
|
||||
{
|
||||
name: "unaaq",
|
||||
description: "increase the <strong>length</strong> of your <strong>harpoon</strong><br>by <strong>15%</strong> of the square root of its <strong class='color-ammo'>ammo</strong>",
|
||||
description: "increase the <strong>length</strong> of your <strong>harpoon</strong><br>by <strong>10%</strong> of the square root of its <strong class='color-ammo'>ammo</strong>",
|
||||
isGunTech: true,
|
||||
maxCount: 1,
|
||||
count: 0,
|
||||
@@ -5073,7 +5051,7 @@
|
||||
},
|
||||
remove() {
|
||||
tech.isHarpoonPowerUp = false
|
||||
tech.harpoonDensity = 0.005
|
||||
tech.harpoonDensity = 0.006
|
||||
}
|
||||
},
|
||||
{
|
||||
@@ -8189,11 +8167,9 @@
|
||||
isMineStun: null,
|
||||
isSmartRadius: null,
|
||||
isFilament: null,
|
||||
// isSpear: null,
|
||||
isLargeHarpoon: null,
|
||||
extraHarpoons: null,
|
||||
ammoCap: null,
|
||||
regularization: null,
|
||||
isHarpoonPowerUp: null,
|
||||
harpoonDensity: null
|
||||
}
|
||||
41
todo.txt
41
todo.txt
@@ -1,26 +1,33 @@
|
||||
******************************************************** NEXT PATCH **************************************************
|
||||
|
||||
tech: toggling harpoon - after picking up a power up with the harpoon, your next harpoon is 7x more dense
|
||||
this probably needs to be balanced in the next patch
|
||||
tech: regularization - use 6 research to increase renormalization by 10%
|
||||
(renormalization is 40% chance to get research when you use research)
|
||||
tech: bot fabrication uses 2 research to build a bot (+1 cost every 5 bots)
|
||||
tech: uncertainty principle now applies to wave beam in addition to foam
|
||||
tech: integrated armament gives 19.95% damage (was 23%)
|
||||
harpoon damage is increased 30%
|
||||
picks up power ups from farther away
|
||||
harpoon's range has been reduced about 20%
|
||||
filament and unaaq require about 40% more ammo for the same effect
|
||||
harpoon density lowers when it retracts
|
||||
so it doesn't do as much damage on retracting
|
||||
|
||||
level: labs - platforming rooms have been simplified
|
||||
start with 7/7 undefinded tech if you choose an -experiment- and no other tech
|
||||
more bug fixes
|
||||
|
||||
******************************************************** TODO ********************************************************
|
||||
|
||||
JUNK tech: planetesimals game inside n-gon
|
||||
https://codepen.io/lilgreenland/pen/jrMvaB?editors=0010
|
||||
|
||||
how to make it more interesting to get multiple guns?
|
||||
make final boss less about having huge dps
|
||||
lower final boss health when it spawns boss
|
||||
spawn more bosses
|
||||
make guns have more weaknesses/advantages to specific situations
|
||||
no gun should be good at everything
|
||||
remove gun tech that stacks to 9?
|
||||
nerf a few of the most overpowered gun tech
|
||||
make more gun tech apply to multiple guns
|
||||
after picking up a gun tech open a menu with just gun tech for that gun?
|
||||
but then the player never gets to try the vanilla version of the gun
|
||||
|
||||
Tech: Make player smol
|
||||
|
||||
Tech: For the particle waves gun, Incompatible with phonon
|
||||
shooting creates small particles that randomly jump around the map, often randomly changing their position completely instead of randomly jumping
|
||||
combine with foam uncertainty?
|
||||
|
||||
"Interstellar Disturbance": Cosmic String applies to mobs who cross the wormhole's path, even after initial wormholing, but at reduced damage and stun time.
|
||||
|
||||
disable zoom progress when paused
|
||||
|
||||
harpoon
|
||||
@@ -43,6 +50,8 @@ harpoon tech
|
||||
|
||||
tech - explode after getting hit, but while you are immune to harm
|
||||
|
||||
"Interstellar Disturbance": Cosmic String applies to mobs who cross the wormhole's path, even after initial wormholing, but at reduced damage and stun time.
|
||||
|
||||
on mouse down wormhole shows a possible wormhole
|
||||
on mouse up the wormhole becomes real
|
||||
make the player get a buff after using wormhole
|
||||
@@ -55,7 +64,7 @@ Pilot wave tech
|
||||
Grouping blocks will merge them into a massive ball
|
||||
Size, density is determined by total mass
|
||||
|
||||
make a boss with a tail
|
||||
make another boss with a tail
|
||||
but the tail is made of interesting mobs
|
||||
stabbers maybe
|
||||
suckers maybe
|
||||
|
||||
Reference in New Issue
Block a user