New weapon Skill Tachi: Kagero (lv15)Has been created.
More Weapon Skills will be added.
Been working on New weapons, Level Up logic, Abilities and balancing Jobs in stats and giving correct number of stats each level trying to make leveling smooth as it can be.

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Job Quest Levels
1 16.67% -
Single Player only Levels
1 16.67% -
Monster Item Farming
0 0% -
Havesting Materials from land
0 0% -
Chocobo Digging Mini Game
0 0% -
Chocobo Racing Mini Game
0 0% -
Raid Dungeons (With time limit & bosses)
3 50.00% -
Garssion (Enemy Wave attacks)
0 0% -
Level Cap Quests & Levels
1 16.67%
Results 241 to 255 of 278
Thread: Final Fantasy Online [Project]
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02-18-2012 #241
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02-19-2012 #242
Added more Ability Slots for more Skills. Total Abilities a sackbot can hold in its menu is now 18.
10 Slots increased... Alot... I have space now to give each Job more Abilities and Spells as players level up. Right now just focusing on releasing 1 Region and 1 Job.
First it was 4 then 8 then 12 and now its 18.
Thunder based Weapon Skill for Samuarai has been created. Animation Size Adjustment ongoing.
Ability placement for all Abilitys will either go adjustments now or later.
Ideal Samuarari Job Ability/Menu placement Set up
Crystal lv1 O Tachi lv40 X Tachi lv99 X
Third Eye lv13 O Tachi lv35 X Tachi lv85 X
Hasso lv35 O Tachi lv25 X Tachi lv75 X
Demon Circle lv30 O Tachi lv15 O Tachi lv65 X
Meditate lv27 O Tachi lv8 O Tachi lv55 O
Shinyoyo lv90 X Tachi lv2 O Tachi lv45 O
O Mean its been created and X mean it hasnt been created yet.
This will be included as you level up.
Job traits
Samuarai
Bonus TP lv10 (+1 TP every 20 hits)
Bonus TP 2 lv20 (every 17 hits
Bonus TP 3 lv30 (every 14
Bonus TP 4 lv40 (every 11
Bonus TP 5 lv50 (every 8
Bonus TP 6 lv70 (every 5
Double Attack lv30 (Triggers Counter Attack Evasion Traits without having to earn DEF damage)
Started to create Bag/Crystal Level Up Giver & Level Setter and Weapon Equipment Storage.
This will Senor your Points and Stickers and emite your Sackbots equipment and level Stats.
Ongoing- Grand Companies Mission Menu Selection Adjustments
Plant Adjustments
Ongoing- South Sandoria City creation
Ongoing- EXP chains (EXP Bonus's)
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02-22-2012 #243
Weapon Bag & Level Saver & Level Giver


Will appear in near every level. Crystal is for Levels and Bag for your equipment.
As you level up you gain your levels. Only thing is you need toget your sticker from the Crystal if you want to finish.
New Samuarai Ability
Tachi: Thunder

Exp Chain System giving me some bugs but its near done.
Level Up Stats from lv1~10 are complete for all 4 sackbots.
NEW!!!
Extra Ability Slots
Old:

New:

Ton more slot options for me to add more skills in. Mainly role and damage based actions more aimed for leveling from lv1~99. Main goal is to launch 1 Region and 1 Job and 1 City. I think it will be Bastok, then Windurst then Sandoria in that order cus of the complex of the sackbots and the currect progress of citys/areas and enemies.
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02-24-2012 #244
Testing of Item bag are still ongoing but progress is going good.
I have glitches with Selecting new Weapons and Messages when choosing New Items.
Chain Exp Logic still ongoing but having some logic bugs with that also and ways to program it so it doesn't mess up.
Have Created a method in which players will need to seek Enemies in there above there own level range. You lose 50pts if your 5 levels ahead of the enemy. You gain no points if your 10 levels above.
lv5 Weapon stats have been made. There is Point/Level requirements when unlocking weapons to use.
So far have lv1/lv5 Weapon Logic done but I am going to have to add in logic in some of it cus they need to support the lv10+ Weapon Skills I am adding in.
Will be removing Logic for Upper Menu Support because its pretty useless and the new Menu System is more down then before. Will be removing this logic as soon as all Sackbots are completed. It also was sorta buggy and will open up more memory space in doing so.
Have gotten large amount of feedback on...
"Older Quest Item Display"
"Quests"
"Battle System"
I have completed Bastok in every way but also will need to redo it for Quests and Objects (Like Trees) and Quests/Cutscenes and Storyline and Item Display during Quests.
Bastok Makeover will be quite a large task but hopefully will be completed in the roads ahead. Will be trying to Emite Less Complex Item Display and try to add in better cutscenes. (SEEKING HELP)
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02-29-2012 #245
Creation of outside areas are ongoing and at even rates.
Creation of some future stuff has been done. Trees, Logic etc.
Logic for Grand Companies Menu's have been completed but syncing it in is still ongoing.
Tweeks of Weapon Movements have been done. Bugs have been fixed.
I have been getting info about my Sackbot Logic. I am going to have to redo some of my Logic but not right now. The new Logic will let me have 2~3 players of the same Job.
Exp Chains are near completed and been redone due to bugs.
Textures have been created to suit many levels.
Looks like I'm going to have to push release date near end of March or sooner.
Update1a
6 Quests
4 Field Areas
1 City Zone
Title Screen
WorldMap
Release of lv1~10
8 New enemys
Completion of Samuarai
Adding Crafting Shops (Material+Material= Weapon)
Update1b
6 Quests
4 Field Areas
1 City Zone
7 New Enemys
Completion of Dragoon
Update1c
6 Quests
4 Field Areas
1 City Zone
8 New Enemys
Completion of Blackmage & Whitemage & Adding in Whitemage for every of City as a 2nd player Sackbot option.
Update2
Grand Companies Missions rooms & 3 Missions. (6 Levels total)
lv10~15 level increase
Release of lv10~20 Areas (6~11 Levels)
Release of Harder Quests aimed for lv20
Release of lv10~30 enemys. (7+)Last edited by venat; 02-29-2012 at 03:44 AM.
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03-03-2012 #246
Full List of stuff whats coming in Update1
Jobs
Samuarai #1
Dragoon #4
Whitemage #2
Blackmage #3
lv1~10 Unlocked
9 Level Up Stickers
Exp Chain System
Music:
Sorrow OST
Gustaberg OST
Sarutabaruta OST
Ronfuare OST
Bastok OST
Windurst OST
Sandoria OST
Battle Track1 OST
Vanadiel March1 OST
Material Craft Area
Basic Combine Material Level
Field Areas
Ronfaure Area (4 Levels) lv1~12
Sarutabaruta Area (4 Levels) lv1~12
Gustaberg Area (4 Levels) lv1~12
City Areas
Bastok Market (Near Finished)
Windurst Woods (Near Finished)
South Sandoria (Ongoing)
Extra
Title Screen (Near Finished)
Crafting Room (Ongoing)
World Map (Near Finished)
Game Guide (Shows All Details up to lv10 content) (Help Players from lv1~10)
Enemies & Rewards
Very Rare Rewarded Items
These Stickers are KEYS into Spectal Boss fights to gain players really nice rewards.
WARNING THESE BATTLES WILL LOCK YOU TO THERE LEVEL. Copper Beastmen Seal will lock you into a battle where your Stuck as lv10.
REWARD from lv1~10 Enemies "Copper Beastmen Seal" 1/300%
REWARD from lv10~20 Enemies "Bronze Beastmen Seal" 1/300%
REWARD from lv20~30 Enemies "Iron Beastmen Seal" 1/300%
REWARD from lv30~40 Enemies "Mythril Beastmen Seal" 1/300%
REWARD from lv40~50 Enemies "Darksteel Beastmen Seal" 1/300%
REWARD from lv50~60 Enemies "Gold Beastmen Seal" 1/300%
REWARD from lv60~70 Enemies "Kindred Seal" 1/400%
REWARD from lv70~80 Enemies "High Kindred Seal" 1/400%
REWARD from lv80-90 Enemies "Shadowlord Crest" 1/400%
REWARD from lv90~99 Enemies "Shinryu Crest" 1/500%
REWARD from lv99+ Enemies "Echo Badge" 1/100%
Vulture (lv5~7) (Specials: Helldive, Wind Gust)
REWARDS: Vulture Feather
Crab (lv8~10) (Specials:Bubble Storm, DEF up, Pinchers) (Attack Speed: Slow)
REWARDS:Crab Shell, HQ Crab Shell, Salt Rock
Sappling (lv5~
(Specials:Branch Whip, Sleeping powder) (Attack Speed: MED)
REWARDS: Sappling Bud, Fruit Seeds
Mandorgora (lv1~7) (Specials: Sleep Pedals, Headbutt, Sunshine) (Attack Speed: Fast)
REWARDS: Mandorgora 2 Leaf, Mandorgora 3 Leaf, Mandorgora 4 Leaf
Sheep (lv
(Specials: Sheep Song, Sheep Charge) (Attack Speed: Slow)
REWARDS: Sheep Skin, Sheep Horn
Worm (lv1~5) (Magic: Stone, Specials: Earth Quake) (Attack Speed: Slow)
REWARDS: Zinc Ore, Copper Ore, Iron Ore, Flint Stone, Onix Stone
Rock Lizard (lv
: (Specials: Stone Eyes, Ram, Bio Spit, Fireball) (Attack Speed: MED)
REWARDS: Lizard Tail, Lizard Skin
Crawler: (lv5) (Specials: Coccon, Poison Spit, Webbing) Attack Speed: MED)
REWARDS: Crawler Webbing, Silk Thread
Beetle: (lv4) (Specials: Eva Up, Flying Charge) (Attack Speed: MED)
REWARDS:Beetle Shell, Beetle Jaw
Goblin Hunter: (lv5~10) (Specials: Bomb Toss, Goblin Punch)(Attack Speed: MED)
REWARDS: Copper Beastmen Coin, Goblin Mask,
Bunny: (lv1~7) (Specials: Magic Carrot, Dust Storm, Around About)(Attack Speed: MED)
REWARDS: Bunny Fur, Carrot
Wasp: (lv2~7) (Specials: Final Sting, Pollen, Strong Sting) (Attack Speed: MED)
REWARDS: Wasp Honey, Wasp Stinger, Wasp Wing
Special Enemies
Gustaberg Area
Leaping Lizzy (lv14) (Rock Lizard type) Reward: Dragoon Weapon: "Lizard Slayer" (Slay random # to spawn)
Spippi Bee (lv10) (Wasp) Reward: Thief Weapon: "Spippi Dagger" (Slay random # to spawn)
Steam Crab (lv12) (Crab) Reards: Quest Item: "Steam Clock" (Spawned with Quest Item)
Ronfaure Area
Jack-Eared Jack (lv14) (Bunny Type) Reward: Quest Item: Lucky Charm (Spawned with random # of Bunnys)
Ongoing...
Ongoing...
Sarutabaruta Area
Tom-it-Tat (lv12) (Mandagora type)Reward: Monk Weapon: "Fruit Fists" (Spawned with killing random # of Mandys)
???? (lv13) (Crawler Type) Material: "Rainbow Silk Thread" (Used to make lv10 Blackmage Weapon) (Spawned with killing random # of crawlers)
???? (lv15) (Goblin Type) Quest Item: "Moblin Fishing Rig" (Spawned with Quest Item)
Quests
3 Gathering Quests
3 Special Enemy Quests
3 Special Location reaching Quests
1 Reach lv10 Quest
Special Enemy Quest: (Defeat The Enemy) Boss fight. Will Unlock once completed all Quests within 1 City & Reached lv10.
SPECIAL BCNM MONSTER FIGHTS
These are Arena Boss fights with a single enemy or many enemies in a group which you or your group need to handle.
Required item "Copper Beastmen Seal"
Boss fight... "Wings of Fury" " X2 lv18 "Vampire Bats" "2~3 Players needed"
REWARDS: "Gunromaru", "Astral Ring" & Higher Level Materials"
Will be adding more Boss fights in...
Weapons for Update1~

lv1 Christmas Tree Lance (Late Christmas Pre-Release Reward)
lv1 Charm Wand (Out now)
lv1 Basic Spear
lv1 "Ero" Basic Great Katana
lv1 "Wooden Club" Basic Club
lv1 Basic Staff
lv10 Stone Spear, Sappling Bud+ Flint Stone+Bunny Fur
lv5 Copper Spear, Copper Ore+Zinc Ore
lv5 Walnut Wand,
lv5 Healing Staff
lv5 Bronze Spear
lv10 Bronze Wand (Copper Ore+Zinc+Elm Log)
lv10 Jeweled Staff (Onix Gem+Walnut Log+Elm Log)
lv10 Skull Wand (BCNM Copper Seal Boss Reward)
lv5 Hagura Great Katana (Copper Ore+Iron Ore+ Zinc Ore)
lv5 Esunei Wand (Walnut Log+
lv10 "Gunromaru" Great Katana (BCNM "Wings of Fury")
lv5 Magi Wand (Maple Log+
lv10 Yagio Great Katana
lv10 Lizard Slayer Spear (Leaping Lizzy NM)
lv5 Oak Staff (Oak Log+ Maple Log+Silk Thread)
lv10 Zakai Staff (BCNM Copper Seal Boss Reward)
lv5 Blunt Great Katana Iron Ore+Copper Ore+Lizard Tail
Screen shots of Upcoming Update1 in March stay tuned!
Currect Update on what Im doing
Level Designs and debugging Logic Main and Creating Enemies. I finished debuging alot of Logic for Equipment Select. I Will be doing Level Up Stickers & Debugging for Level Giver.
Exp Skillchains I just finished & I lowered the Chain rewards cus players were leveling way to fast. Also theres a Question on how tough I want this game to be... which is still ongoing.
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03-07-2012 #247
Got myself a Playstation Vita.

Littlebigplanet Vita will support my game.
(Will there be Vita Levels?) Nope. all game content will be done on PS3 with LBP2. However the Vita will support the Huge Link of Levels.
Cant add more then 1 account to a Vita & also that would make it so I cant save more then 20 Levels on Community Planet.
This will give me extra time to create logic and create basic Levels which then be converted over into LBP2.
Vita Controls tools/logic that come with LBP Vita only will not be included in my levels. Whatever PS3 has Vita will also use.
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03-15-2012 #248
Been getting side tracked right now with other games but I will contune with this project when these games are done with.
Im also considering in adding the follow to my game.
Magic Casting and Combo Link Magic actions.
Click on Fire... (Starts Casting spell) Once Counter at Max: Emite Fire
(Will be Removing Auto-Attack from Blackmage & Whitemage) There Weapons will boost there Magic Attacks and give them MP Boost)
Also considering delaying release again and holding back the game a bit until I think its ready. Theres still alot of Testing and creation to do.
Plans to revamp Magic for Combos and Spell Casting and tweek illnesses and revamp the Logic inside the sackbots to make them somewhat wireless.
When unlocking a new spell you also aloud to combo the next tier. When using a Combo it will not Cost MP.
Tier1 Fire- Combo Trigger! Flame Spells will glow, Click again= Fira!
You can only unlock a Combo spell if you reached a level where you get next tier of that Element.
Fire lv10, Fira lv20
Chances of Combos
Combos is totally random but its pretty much 50% at every Spell but tier7. Its 1/2 of tier1, 1/2 tier2, tier3 1/2, tier4 1/2, tier5 1/2, tier6 1/2, tier7 1/1
Toget to tier7 its 1/7 chance everytime you cast a Spell.
Blackmages will be casting Spells very often now and will become a favorite Job to play for most people.
I have to add some kinda MP cost...
tier1 Spells will cost 1/4 of the MP. Only MP Cost will be on Tier1 Spells.
Player Weapon Guide
(What should players get for a Blackmage Weapon...? Something with Speeding MP healing, Something with Healing MP within the battle faster, Something that decreases your hate overtime, Something to boost Combos chances) More combos=more damage
(Combo Boosting Logic... My Notes. 1/3 Counter, Bonus Trigger hookup at Combo bar Triggered when holding special weapon)
Fire Spells (Blackmage & Redmage Only)
Ice Spells (Blackmage & Redmage Only)
Earth Spells (Blackmage & Redmage Only)
Thunder Spells (Blackmage & Redmage Only)
Water Spells (Blackmage & Redmage Only)
Wind Spells (Blackmage & Redmage only)
Dark Spells (Dark Knight & Blackmage & Redmage only)
Light Spells (Whitemage & Redmage only)
Blue Magic (BlueMage Only)
Summoning Magic (Summoner Only)
Ninjitsu (Ninja Only)
Songs (Bard Only)
Rolls (Corsair Only)
Blackmage
Flame Spells
tier1 Fire
tier2 Fira
tier3 Fireaga
tier4 Flare
tier5 Flare2
tier6 Firaja
Tier7 Meteor Also lv95 Spell (Will do 15000DMG)
Ice Spells
Blizzard
Blizzra
Blizzraga
Frezze
Freeze2
Blizaja
Thunder Spells
Thunder
Thundera
Thuderaga
Burst
Burst2
Thunderja
Wind Spells
Aero
Aeroa
Aeoraga
Tornado
Tornado2
Aeroaja
Water Spells
Water
Watera
Wateraga
Flood
Flood2
Waterja
Stone Spells
Stone emite
Stona emite
Stoneaga emite
Quake emite
Quake2 emite
Stonaja emite
Extra Spells
Drain/Bio
Aspair/Aspair2
Spell Casting timers/Hate Boost
3sec, tier1 Hate+1
4secs, tier2 Hate+2
5secs, tier3 Hate+3
6secs, tier4 Hate+6
7secs, tier5 Hate+10
8secs tier6 Hate+13
3secs tier7 Hate+18
(total hate from tier1~7 is 53)
Magic Combo Timers will be 10secs/1min. If they aren't triggered it will reset to 0.
Ideas for Summoner!
Have least 3~6 ready
Menu Name Also Triggers the Pets Actions for Combos
Summoning a Pet takes 6-15secs casting time
Each Summon has 5 Abilities to combo with
Can only have 1 Summon out at once
Have Dismiss Action & Attack Action Menus
Dissmiss makes the summon fallback to you. Double clicking removes the summon)
Attack, Summon attacks nearest target and randomly selects Abilitys
Summoning a Summon takes all 9/10 of your MP
Tier1 Summon attacks cost 4MP
Summoners have low HP. Same as Blackmage
Summoners will have there own Weapons.
Will we be able to summon the ifrit in the ifrit image you already showed us? Nope thats FF14 Ifrit and is quite large. The Boss is quite hard. A smaller and FF11 ifrit will be for Summoners.
When to expect Summoner to come? Really hard to say due to the fact that might be after the LBP Vita release once I feel Updates are getting to be enough for players.
Is there be Summon Fights...? Yes but in unlocking these Abilities you need to do the Quest line "Evoker Trials" This is a quest that keeps growing with Each new Summon added and rewards Summoners with Weapons. Each Summon is based around a level to unlock them. Ifrit is lv20 so basically for you toget him you need to do Evoker Ifrit Quest toget yourself with a Ifrit Summoning Staff which willl let you summon ifrit and give you credit. Once you reach high 70's New weapons will open up letting you summon all summons but there will be bonuses to these weapons such as MP Bonuses, Combo Summon Bonuses, Pet Auto-Heal Bonus, Pet Damage Bonuses and so on. Toget these weapons will be somewhat linked into the Summoning Circle of Quests given to you at every few levels.Last edited by venat; 03-15-2012 at 06:15 AM.
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03-19-2012 #249
I like any anwser any questions reguarding my game. So shoot away!
What I been to doing...
Level Design and Building for Gustaberg Region
Title Menu...New Game~ Nation Selection Menu
Debuging BattleSystem
Redoing Magic System for Blackmage (Adding in Combo Magic)
Removing Auto-Attack and Melee Attack from Blackmages
Adding in 7 tier Magic Casting System
Creation of Special Field Enemies
Few Images of what I been working on now and in the past...
Special Item
Copper Beastmen Seal (For "Wings of Fury" (Chest Boss Fight)

New Image of Spellcasting (Working progress)

QUESTION!
Do You want each Nation (3 Nations) to have there Intro? Simple Intro of Why your there and whats going on and mention of HELP
"Note" These would have to be Movie Levels.
Or Just throw you into City Level?
New Game=Nation=Cutscene=City Level=WorldMap=First Field Level?
Job Tuterial Level would be on the Worldmap (Not Made Yet)
Cutscene Replay Would also be on the Worldmap (Can be Added in Easy)
Crafting Room/Tuterial Would be also on Worldmap (Crafting System still in working progress)
Advanced Game Tuterial Would be on Worldmap (Not Made yet)Last edited by venat; 03-19-2012 at 05:27 AM.
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03-19-2012 #250Patch of Cloth
- PSN
- megaboy93
- Join Date
- Mar 2012
- Location
- A trash can =D
- Posts
- 86
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You're certainly keeping yourself occupied with this.
I approve
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03-22-2012 #251
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03-22-2012 #252
Trying for the end of March for Update1a. If not we will see... I dont think I will be able to cus still alot of extra stuff I need to add in before gameplay is smooth.
My goals were way to extreme for a major release... I'm Sorry.
Update1 will be a 3 Parter Update to the game since creating each part is major work.
Update1a
Release of following Levels
Title Screen/ With New game & Contune working
Gustaberg Region "4 Field Levels"
Level Cap Increase from lv1~10
Samuarai Job
Bastok Market "City Level"
Worldmap Level "Contune" Access to any level as long as you Unlocked it.
5 Quests
New Images
"Note the following images are still in working progress"
Gustaberg Region

Ronfaure Region

Saurbura Region

Extra stuff created since March20th~22.
New Weaponnskill created for either Sword/Great Katana
Wasp Sting "Bee WS"
Improved... Engage/Disenage "Much faster/less logic"
Auto-Attack menu bar bug fixed
Inproved Monster Spawn System and created "Spawn Spots"
Wasp enemy created.
Improved Hate System
Improved Enemy Weapon Skills/Random
Improved Gameplay BalanceLast edited by venat; 03-22-2012 at 07:19 AM.
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03-28-2012 #253
Changing Sackbots to Sticker panel designed characters.
Samurari




Need some feedback but proper testing has been gone underway. Still question if it would be right direction to take.
Question on amount of ingame memory is still a question.
Would remove... Sackbot Skill Acting, Sackbots, Grab Controls. Replaced with New Walking/Jumping Logic/New Sticker Panel Frames for acting.
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03-28-2012 #254Dat Role-Playing Dude
- PSN
- Xyphas
- Join Date
- Mar 2011
- Location
- Vylrant
- Posts
- 523
- Blog Entries
- 23
I think it looks interesting, even if the sword does pop out a bit too much. I think this would be an interesting art direction to take, but I fear too many changes will greatly delay your game from coming out.
But it may be well worth it in the end. Ultimately, I think you will just have to ask yourself: what you want players to experience in your game? Atmosphere plays a great part in the role playing experience, and the graphics are an important part of producing that atmosphere. The good thing with this, is that it will give your games art a more united feel than when you used Sackbots, since it kinda feels like mix and match right now. It will also save you a lot of thermo space--which is a huge plus for large rpgs like this one.
The bad things I see ( besides time constraints) is well nothing lol Its going to take a ton of time to do those animations--and I am not sure if it will be entirely better than not having it like you already have now. So, really, it just depends on what you want players to experience and how you want them to perceive your game.
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03-29-2012 #255
I think it looks interesting, even if the sword does pop out a bit too much. I think this would be an interesting art direction to take, but I fear too many changes will greatly delay your game from coming out.
But it may be well worth it in the end. Ultimately, I think you will just have to ask yourself: what you want players to experience in your game? Atmosphere plays a great part in the role playing experience, and the graphics are an important part of producing that atmosphere. The good thing with this, is that it will give your games art a more united feel than when you used Sackbots, since it kinda feels like mix and match right now. It will also save you a lot of thermo space--which is a huge plus for large rpgs like this one.
The bad things I see ( besides time constraints) is well nothing lol Its going to take a ton of time to do those animations--and I am not sure if it will be entirely better than not having it like you already have now. So, really, it just depends on what you want players to experience and how you want them to perceive your game.

I dont think its gonna happen. I would have to do quite alot to those images to make them POP in color better. Right now using sackbots and its going great so far. I really dont wanna delay the game just for this. Right now need to release content like crazy to keep players busy and happy. "Update1a" Gonna be a nice Update toget stuff started off.Last edited by venat; 03-29-2012 at 04:04 AM.
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