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  • Within the context of modding the 'player' can refer to: ...(0.9.9.7)|player API]], a set of functions which can be used to manipulate player specific content during gameplay.
    12 KB (1,756 words) - 02:07, 22 April 2013
  • #REDIRECT [[Modding:player (0.9.9.7)]]
    38 B (3 words) - 02:02, 22 April 2013
  • #REDIRECT [[Modding:player (0.9.9.7)]]
    38 B (3 words) - 02:02, 22 April 2013
  • You can also use the being API and thing API with the player, since it is also a being. ...="background: darkred; color: yellow; font-size: 120%; text-align: center"|Player Interface
    9 KB (1,454 words) - 21:37, 30 May 2013
  • 42 B (4 words) - 21:43, 30 May 2013

Page text matches

  • ...(save a [[Game Settings#Challenges|certain exception]]) and will be what a player will base their entire game around. If you want to know how to play this ga ...ow likely you are to hit whatever you aim your weapon at. As a standard, a player with no modifiers to their accuracy has a 50% chance to hit their target fr
    5 KB (748 words) - 20:15, 22 March 2013
  • ...otection value from damage taken and the difference is how much damage the player takes, although [[Damage type|damage types]] can change this result. * '''[[Knockback]] modifier''': This affects how much by which the player is knocked back from damage sources. It can be a positive number, meaning y
    5 KB (816 words) - 05:41, 9 October 2015
  • Assemblies can also be modded in limited circumstances. If the player has the second level of Whizkid before the assembly is finished, they may t
    7 KB (871 words) - 14:35, 30 May 2013
  • The player and all other denizens of Phobos have health scores that represent how hard The game does not report health scores directly. The player's health is reported on the HUD as a percentage of his maximum health. The
    4 KB (544 words) - 17:18, 20 July 2012
  • ===Player Mechanics===
    442 B (44 words) - 14:19, 14 August 2012
  • Protection (often called armor) is a way for the player and his enemies to reduce the amount of damage they take. Armor and boots also lose durability whenever the player is damaged by a source that their protection could apply to. The amount of
    2 KB (314 words) - 02:39, 28 November 2011
  • ...er by means of a damage source. In DoomRL terms, rather than saying that a player was knocked back some number of tiles, it is more common to use the express ** If a player has ranks in the [[Traits#Badass|Badass]] Trait, reduce the number of tiles
    1 KB (192 words) - 10:26, 6 March 2012
  • The tactics system allows the player to switch between three states: cautious, running, and tired. ...ious is the default tactic, and applies neither penalties nor bonuses. The player can switch from cautious to running, an action that takes 0.1s.
    1 KB (238 words) - 02:52, 29 July 2011
  • Some durations are not measured in time, but rather in number of player actions regardless of their length in time. The durations of [[effects]] fo ==Player Actions==
    6 KB (1,000 words) - 04:58, 2 May 2017
  • ||'''Hunts Player''' The next priority is to melee attack the player. If the player is in melee range, the enemy will do a melee attack (even if it normally "A
    7 KB (1,044 words) - 12:28, 28 January 2017
  • ...has, they take two less damage per hit (although this goes to zero for the player if they have the [[Traits#Army of the Dead|Army of the Dead]] master trait)
    2 KB (334 words) - 16:07, 20 November 2021
  • Almost every attack, against the player or against the minions of Hell, has a chance of missing its target. * For the player, each level of the [[Eagle Eye]] trait provides a +2 bonus to all attacks
    4 KB (472 words) - 02:59, 9 October 2013
  • ...t the corpse. Respawning is prevented if the corpse is destroyed or if the player or another enemy is standing on the corpse.
    4 KB (584 words) - 18:23, 28 June 2023
  • There are four possible configurations for the walls around the player depending on a roll of 1d25 + max(dlevel, 25). ...mode at the start of the level. Monsters in hunting mode will seek out the player even if they can't see him.
    27 KB (3,198 words) - 16:49, 15 November 2019
  • ...omever you want the sound to originate from. For "surround" sounds, use '''player:play_sound()'''. --inserts player
    21 KB (3,028 words) - 17:09, 8 April 2012
  • ...hen pulled. Does not include border walls. Generally a big problem for the player, considering that they make use of the cover more than enemies do. ** All monsters are set to actively hunt the player.
    6 KB (925 words) - 08:13, 23 June 2023
  • ...event levels feature special player and stairs placement. If possible, the player will almost always start with an x coordinate less than 20, and the stairs ...g's AI still determines how accurate their path-finding is in tracking the player down.
    2 KB (381 words) - 10:15, 10 August 2023
  • ... heart of DoomRL, and without them there would be no game. It is where the player explores, where enemies roam, where special items lie in wait. They are fil ...he damage before the damage is subtracted from HP. Unlike the armor of the player and his enemies, objects' armor may reduce damage to 0.
    14 KB (1,876 words) - 07:25, 23 June 2023
  • ... and current health are increased by 10 per rank. With no points in Iro, a player begins with 50 HP.
    22 KB (2,770 words) - 09:46, 24 December 2018
  • ...to no background knowledge of programming languages, and so is ideal for a player who doesn't understand the fundamentals of scripting. Anyone who has the am
    3 KB (516 words) - 04:24, 25 January 2012
  • ...ments are the stepping stones on one's quest to become the greatest DoomRL player. At first it is quite possible to gain achievements without realizing it, b *'''[[Ranks]]''' are titles that reflect the player's experience and ability in DoomRL.
    3 KB (426 words) - 20:04, 14 October 2013
  • '@@' -- Show screen with character info (parameters of player
    2 KB (379 words) - 23:01, 16 July 2011
  • player" displays your player statistics, which include your player rank, player rank in DoomRL by completing them. As your rank goes higher, more
    11 KB (1,941 words) - 22:59, 16 July 2011
  • ...ign: center; border: solid darkred; border-width: 0 0px 0 1px"|Respawning, player speed decreased by 10%, +50% enemy attack chance, no saving |Your inventory is limited to 5 items (excluding equipment slots); player speed is increased by 20%.
    14 KB (1,968 words) - 16:47, 29 July 2023
  • A player's rank is a rough estimation of their achievement level in DoomRL. It comes
    5 KB (624 words) - 14:46, 25 March 2013
  • ...They are a bit harder and more luck-based than the bronze, but the average player should get all of these over time. ...cult road ahead, with many requiring Ultra-violence victories. The average player should strive to get all of these as a long term goal in their quest to bec
    20 KB (3,093 words) - 01:31, 26 August 2023
  • ...s and cannot be unequipped or swapped out. Picking up this item causes the player to go [[Effects#Berserk|berserk]] immediately and permanently. Also, this w
    2 KB (237 words) - 20:44, 3 March 2017
  • Vision (or line-of-sight) is the process by which tiles around the player are revealed. ...lly, some other effects can reveal a limited number of objects outside the player's sight radius.
    725 B (112 words) - 09:58, 6 March 2012
  • The player earns experience whenever enemies are killed. Different enemies are worth d ...e player gains a level, he gets to select a new [[Traits|trait]]. Once the player reaches level 25, he will no longer gain additional levels, although level
    2 KB (174 words) - 10:24, 18 June 2013
  • .... The duration of these effects is based on the number of actions that the player takes rather than the standard measure of [[time]]. (Only actions that take ...] by 50% for all actions, doubles melee damage before armor reduction. The player can't [[Tactics|run]] while berserking.
    2 KB (233 words) - 17:03, 12 May 2013
  • ...ut, due to some bug, it causes no effect. It's splash is dangerous for the player and, due to it's ammo-hungry nature, it doesn't reveal it's true abilities
    1 KB (164 words) - 16:44, 13 January 2014
  • ...Damage type#Fire|fire]] damage in a [[explosions|radius]] of 15 around the player.|
    324 B (53 words) - 07:35, 1 August 2011
  • item_effect=Gibs all corpses within a [[distance|radius]] of 8 around the player; gives 5 health for each gib.|
    491 B (78 words) - 07:33, 1 August 2011
  • item_effect=Gibs all corpses within a [[distance|radius]] of 8 around the player; gives 5 turns of [[effects#berserk|berserk]] for each gib.|
    396 B (63 words) - 07:34, 1 August 2011
  • item_effect=Gibs all corpses within a [[distance|radius]] of 8 around the player, causing an 7d7 [[damage type#fire|fire damage]] [[Explosions|explosion]] o
    566 B (84 words) - 07:34, 1 August 2011
  • ..._effect=Deals a 10d10 of damage in a [[explosions|radius]] of 6 around the player.|
    319 B (52 words) - 07:35, 1 August 2011
  • The single shot alternate fire allows the player to fire only a single shot from a multi-shot weapon. The firing time is the ...s significantly increased [[knockback]], and deals only half damage to the player. (The knockback calculation uses the full damage, not the halved damage.) W
    2 KB (386 words) - 23:57, 1 July 2023
  • item_effect=Heals the user to 100% health. With Survivalist, heals 50% of the player's health (affected by the difficulty powerup bonus but not the Marine bonus
    393 B (63 words) - 14:53, 1 September 2011
  • ... while the timer is still counting down, then the bomb will go off and the player will be awarded kills for the remaining monsters. Against the [[Spider Mast
    835 B (142 words) - 20:28, 6 January 2012
  • ...t=Gives 9 turns of [[Effects#Invulnerable|invulnerability]], and heals the player's [[health]] to 100% if below it.|
    380 B (56 words) - 18:31, 22 March 2024
  • If the player has the [[Traits#Dualgunner|Dualgunner]] trait and has a pistol-type weapon
    2 KB (262 words) - 06:55, 1 August 2011
  • ...nstant pursuit of the player. It will additionally fire its rockets at the player even if they're behind walls, as long as they're within its would-be vision
    1 KB (180 words) - 01:59, 6 August 2023
  • ...iss its target regardless of accuracy, even against targets outside of the player's [[vision]].|
    917 B (126 words) - 02:59, 5 August 2023
  • monster_other=Hunts player precisely. Will run through any fluid to reach player.}}
    728 B (102 words) - 02:35, 29 July 2011
  • monster_other=Will run through any [[fluids]] to reach the player, despite having no immunity to fluids.}}
    670 B (102 words) - 12:46, 19 August 2023
  • ...d when it charges it will keep flying in a straight line until it hits the player, another monster, or a wall. A Lost Soul will additionally stop charging if
    1 KB (172 words) - 16:13, 27 August 2023
  • ...ge of 3 projectiles, it will fire a second barrage, whether it can see the player or not.}}
    773 B (110 words) - 05:28, 23 March 2014
  • monster_other=Will run through any fluid to reach the player.}}
    718 B (101 words) - 02:33, 29 July 2011
  • ... without hesitation. Has a high chance of spawning more lost souls if the player shoots it from outside of its visual range.}}
    898 B (142 words) - 05:52, 23 March 2014
  • ...fore the attack completes, its attack will target the tile it last saw the player on.}}
    2 KB (261 words) - 22:42, 27 August 2023
  • monster_other=Will run through any [[fluids]] to reach the player, despite having no immunity to fluids.}}
    654 B (96 words) - 12:46, 19 August 2023
  • monster_other=Will run through any fluid to reach player.}}
    688 B (92 words) - 02:34, 29 July 2011
  • ...6 shots, it will fire a second volley of 6 shots, even if it can't see the player. (The same way the Mancubus behaves)}}
    726 B (103 words) - 05:30, 23 March 2014
  • ...fore the attack completes, its attack will target the tile it last saw the player on.}}
    2 KB (243 words) - 22:43, 27 August 2023
  • ...fore the attack completes, its attack will target the tile it last saw the player on. Drops the [[Arena Master's Staff]] upon death.}}
    2 KB (244 words) - 22:43, 27 August 2023
  • monster_other=Will run through any fluid to reach player.}}
    835 B (112 words) - 16:07, 15 September 2013
  • ...items and armor, it will always ignore them in its constant pursuit of the player.}}
    966 B (140 words) - 06:40, 5 July 2023
  • monster_other=Avoids player as much as possible, but will use melee attack if in range. Will move throu
    1 KB (153 words) - 01:33, 16 October 2013
  • ...ll never use his melee attack, instead continuing to fire rockets when the player is in melee range. Killing John Carmack will kill all enemies he summoned,
    2 KB (285 words) - 20:57, 1 September 2023
  • ... will be destroyed. Azrael's Scythe only appears on HMP+ and only when the player has a 100% kill rate before entering the level. Dragonslayer appears if you
    1 KB (219 words) - 20:54, 3 March 2017
  • On easier difficulty levels, the arachnotrons farther from where the player starts don't spawn.
    1 KB (186 words) - 16:59, 26 March 2013
  • @ : player start
    15 KB (1,447 words) - 18:08, 24 July 2011
  • |Automatically sets player name as the one specified in this setting. Names longer than 12 character o |When moving with the "run" command, the player will stop if they step on an item. This setting determines whether or not t
    10 KB (1,506 words) - 09:52, 6 March 2012
  • It is a basic weapon, which can hold up to 5 mods if the player has access to Whizkid 2.
    6 KB (1,027 words) - 03:21, 22 June 2023
  • |This determines whether or not player's will get to choose a difficulty level after selecting the mod. If not, th :Called whenever there are no beings left on the map (other than the player).
    13 KB (1,863 words) - 11:51, 31 January 2012
  • ...g in DoomRL is a base class that is inherited by beings and items (and the player). This means that beings and items are also things. The thing class is resp
    8 KB (1,043 words) - 20:42, 19 October 2011
  • ==== Player Statistics ==== ...ackground: darkred; color: yellow; font-size: 120%; text-align: center"|'''Player Statistics'''
    15 KB (1,751 words) - 16:42, 18 July 2013
  • ...every 3 of your actions. Generally, these actions will be to fire upon the player should s/he be in view, and those extra actions have a nasty tendency to ap ...s last move. (See [[Dodging]].) Needless to say, this is very bad for the player.
    11 KB (1,817 words) - 22:24, 26 May 2012
  • ...{modarg|word}}|This is the amount of [[experience]] that is awarded to the player when the being dies.
    4 KB (548 words) - 02:00, 22 April 2013
  • ...ssage will be printed. If omitted, no message is printed if called by the player. ... be printed. If omitted, no message is printed if called by a visible non-player being.
    17 KB (2,746 words) - 00:59, 13 July 2013
  • |{{modarg|string}}|<u>psprite</u>|This is the sprite used to represent the player when this weapon is equipped. It is only relevant in the graphical version. ...string}}|<u>desc</u>|This is the full description of the lever used if the player has BF_LEVERSENSE2.
    34 KB (5,359 words) - 16:06, 18 July 2013
  • Within the context of modding the 'player' can refer to: ...(0.9.9.7)|player API]], a set of functions which can be used to manipulate player specific content during gameplay.
    12 KB (1,756 words) - 02:07, 22 April 2013
  • ... maps, or other means of knowing the position of a monster, this affords a player the ability to kill targets outside of LOS with ease, or intentionally move
    2 KB (307 words) - 01:57, 13 December 2020
  • ...character selection. Whether or not to use asciilow is configurable by the player in config.lua. ...rs|Color]]|color|This is the color used to draw the cell when it is in the player's line-of-sight. The default is LIGHTGRAY.
    7 KB (1,105 words) - 16:21, 18 July 2013
  • A player can submit an entry for each topic during a contest, and can potentially re
    7 KB (1,088 words) - 21:03, 29 May 2012
  • ...e monsters will move towards the 'gift' as long as they cannot fire at the player. This behavior can be exploited to ambush those monsters, and is of partic
    1 KB (223 words) - 07:14, 8 July 2023
  • |{{modarg|integer}}|<u>miss_base</u>|When this missile is fired at the player, this is the base [[Dodging|dodge chance]]. |{{modarg|integer}}|<u>miss_dist</u>|When this missile is fired at the player, this is the amount that the dodge chance increases per unit of distance.
    6 KB (955 words) - 17:44, 27 March 2012
  • * [[Modding:player|Player]] ([[Modding:player API|a]] [[Modding:player object|o]])
    3 KB (477 words) - 02:01, 22 April 2013
  • player.inv:add("shotgun") player.inv:add(pack)
    4 KB (377 words) - 00:58, 24 January 2012
  • ...ll set to the same color_id, so that they cannot be disguished by a clever player manipulating color.lua carefully. ...hese items tend to be used as a part of the map, rather than a part of the player's resources, hence their name. Often they can be specifically designed for
    37 KB (5,599 words) - 15:54, 11 October 2011
  • ...e level. It also usually sets up the initial being and item locations. The player's initial location should be set here as well. :Triggered just after the player enters the level.
    7 KB (938 words) - 23:25, 21 April 2013
  • |[[player]]|soldier
    13 KB (1,540 words) - 11:43, 15 June 2013
  • difficulty = true, --allows player to set difficulty (false forces ITYTD) function module_id.OnEnter() end --triggers immediately after .run(), when player enters the map
    13 KB (1,827 words) - 00:59, 24 January 2012
  • ...so a being, and so all of the topics mentioned here will also apply to the player (with some exceptions). We will learn how to create new beings, as well as *''kill_desc'' is what shows at the top of a mortem if the player was killed by this being's ranged attack.
    30 KB (4,522 words) - 14:09, 14 October 2011
  • ... DoomRL, whether it be items and enemies, or the level itself, or even the player classes, is based in its particular object class. This section of the tutor ...e the player is actually a sub-class of beings. If we wanted to change the player's health and experience level, we would do it in the following way:
    21 KB (3,215 words) - 14:53, 10 October 2011
  • player:play_sound("preparetofight") --skulltag announcer! player.eq.weapon = item.new( "shotgun" ) --give the man a shotty
    8 KB (864 words) - 16:52, 8 April 2012
  • ... Arena, using the base game's scaling is probably too difficult for what a player at a given difficulty would expect, so it is cut in half by default. --displays whenever player completes wave
    31 KB (4,401 words) - 16:49, 8 April 2012
  • --displays whenever player completes wave --displays whenever player decides to continue to another wave
    20 KB (1,964 words) - 16:48, 8 April 2012
  • Before the more recent versions of DoomRL, all beings other than the player used a single algorithm for AI, or artificial intelligence, that directed h Suppose we want this being to be able to attack the player whenever they get in its path. It is easy to include this in the AI we alre
    28 KB (4,447 words) - 15:36, 22 November 2011
  • ...ngelic Armor]], [[Cybernetic Armor]], and the [[Berserker Armor]] when the player's health is low enough. It also gives you a movement [[speed]] bonus of +10
    5 KB (820 words) - 15:39, 5 January 2024
  • |heals player|beneficial|1-3|N/A|Heals player by the same amount as a [[small med-pack]].
    3 KB (405 words) - 16:57, 24 October 2011
  • ...the pain it can cause to the monsters if the are beyond 6 squares from the player. This is normally a problem for new players, as it's common to make the mis ...re that being hit by the enemies is as hard as it gets, even better if the player is running, as there is no drop-off in the aiming of the weapon.
    7 KB (1,161 words) - 19:01, 22 January 2012
  • |'''string'''|<u>name</u>|This is the medal as it appears on the mortem and player info screens. ...ing'''|<u>desc</u>|This is a description of the medal as it appears on the player info screen.
    2 KB (270 words) - 02:36, 15 January 2012
  • ... player quickly, are hard to run away from, and will often hit twice for a player's action. They hit fairly hard and have some armor, but lack any resistance ...them before they get close (doubly so for melee runs), but later, when the player has more traits, weaponary and armor, they will not pose a threat but in th
    16 KB (2,443 words) - 16:47, 10 January 2012
  • ... the downside of running, -2 accuracy, doesn't matter at all to a shotgun player since shotguns never miss. Running is therefore your Shottyman turbo mode.
    6 KB (978 words) - 18:59, 22 January 2012
  • ...mber of special levels that the player entered. It is updated whenever the player enters a special level. |bonus_levels_completed|The total number of special levels that the player has completed. It is updated whenever the IsCompleted hook for a level is c
    4 KB (600 words) - 22:12, 24 March 2012
  • There are quite a few reasons why a player may want to build their character with this trait. First and foremost is as
    4 KB (608 words) - 22:22, 19 January 2012
  • ...an spawn lost souls after they've been attacked even if they can't see the player, but they will stop if the attacks also stop, so while it is advisable to r
    5 KB (969 words) - 07:09, 6 June 2023
  • ...with a custom property called "episode". This is what determines where the player will be when they reach a certain depth. In fact, this is the majority is w player.episode = {} --initialize/reset the table
    11 KB (1,717 words) - 14:48, 23 April 2012
  • ...:mortem_print( " "..player.name..", level "..player.explevel.." "..klasses[player.klass].name..", "..killedby ) player.episode = {}
    3 KB (315 words) - 04:58, 25 January 2012
  • ... If a valid space isn't found, the function will ignore distance from the player (EF_NOSAFE). If a valid space still can't be found, the function will igno Places the player on a random empty space.
    41 KB (6,717 words) - 04:02, 10 June 2013
  • ... being modified by ModArray, and a completely new item is not given to the player. :Triggers if the player decides to create the assembly (that is, they press 'y' in response to maki
    4 KB (566 words) - 22:01, 27 January 2012
  • |{{modarg|void}}|{{moddef|list|player|cln||integer|x|integer|y}} ... Total number of beings and items on the map (being count will include the player).
    32 KB (5,332 words) - 17:59, 10 June 2013
  • ...the being's vision bonus. The default is 0, meaning the same vision as the player. ...ning of a being's turn. It is never called more than once per tick and the player, sadly, does not use this.
    7 KB (1,011 words) - 01:03, 22 April 2013
  • |Sound played when the player or an enemy steps on a teleporter. ...lays when this type of being is hurt. For the player, this plays when the player walks over acid or lava.
    16 KB (2,291 words) - 08:06, 11 March 2012
  • ...e. This will ensure that most of the Cyberdemon's attacks will miss if the player dodges correctly. An even more surefire way to handle him using this method ...ore he reloads his rocket launcher. A message will be displayed to let the player know when the Cyberdemon has reloaded. This marks roughly the halfway point
    4 KB (806 words) - 01:54, 9 August 2023
  • ... If a valid space isn't found, the function will ignore distance from the player (EF_NOSAFE). If a valid space still can't be found, the function will igno Places the player on a random empty space.
    41 KB (6,717 words) - 22:04, 25 April 2013
  • == Player Sprites == ...rmor and change based on wielded weapon. They are good sprites to use for player-like beings provided you manually handle the corpse.
    5 KB (621 words) - 00:12, 22 April 2013
  • #REDIRECT [[Modding:player (0.9.9.7)]]
    38 B (3 words) - 02:02, 22 April 2013
  • |{{modarg|void}}|{{moddef|list|player|dot||integer|x|integer|y}} {{moddef|desc|player|dot||integer|x|integer|y}}
    16 KB (2,694 words) - 14:53, 24 May 2013
  • You can also use the being API and thing API with the player, since it is also a being. ...="background: darkred; color: yellow; font-size: 120%; text-align: center"|Player Interface
    9 KB (1,454 words) - 21:37, 30 May 2013
  • ..._player'' is displayed. If the being is not the player, but visible to the player, the ''msg_being'' is displayed. If either message is nil it is ignored. :Determines if the player can see the being.
    14 KB (2,099 words) - 20:22, 9 June 2013
  • ... records it in the mortem history. Levels with the alarm event set all non-player beings' [[Modding:Constants#Being Flags|BF_HUNTING]] flag to true. ...s with the armed nuke event begin with a [[thermonuclear bomb]] set at the player's starting position, which will explode in ''minutes'' game minutes.
    15 KB (2,398 words) - 04:00, 10 June 2013
  • tan-1(player:visionrange.y/blaster:firesight.x) ... when their position forms a perfect arc with the around the center of the player (see [[vision]]).
    2 KB (281 words) - 21:33, 15 October 2013
  • ...fore the attack completes, its attack will target the tile it last saw the player on. Appears in [[Hell Fortress]] instead of [[John Carmack]] if you are wie
    2 KB (327 words) - 22:41, 27 August 2023
  • ...tions will have on the gameplay experience, what obstacles and threats the player will have to contend with, and what strategies and builds would work most e
    2 KB (215 words) - 08:51, 8 July 2023
  • ...u without [[Dodgemaster]] and every hit always dealing maximum damage, the player can utterly abuse the max accuracy and damage to destroy enemies before the ...accurately, this ability to kill enemies so easily before they can see the player makes AoMC ideal for getting the [[Medals|Untouchable Badge, Medal, and Cro
    5 KB (859 words) - 04:25, 6 July 2023
  • ...t get mauled as you attack. So this definitely isn't something the average player should attempt to rely on.
    19 KB (3,364 words) - 07:59, 16 July 2018
  • ...ances hellrunner shines. A much less common situation is that which sees a player under fire, with nowhere to retreat to. Less common, though, doesn't necess
    10 KB (1,735 words) - 06:52, 22 July 2023

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