• New Horizons on Maelstrom
    Maelstrom New Horizons


    Visit our website www.piratehorizons.com to quickly find download links for the newest versions of our New Horizons mods Beyond New Horizons and Maelstrom New Horizons!

Devil's island

<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_praise.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="icon_praise.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_praise.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="icon_praise.gif" />
Great!!!! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/william.gif" style="vertical-align:middle" emoid=":will" border="0" alt="william.gif" />
 
Thankee thar, Screwface! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" />
 
Excellent!!! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" /> Have an ale, Screwface <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/beer2.gif" style="vertical-align:middle" emoid=":beer" border="0" alt="beer2.gif" /> SirChristopher <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/beer2.gif" style="vertical-align:middle" emoid=":beer" border="0" alt="beer2.gif" /> Kieron <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/beer2.gif" style="vertical-align:middle" emoid=":beer" border="0" alt="beer2.gif" />

Aw heck, everyone have some ale to celebrate! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
I've been messing around with the ships mod (see that thread for details), and, since I can't do `error-free` code by a longshot, I've been reading error.log a lot.
I notice that the lines
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->Island_SetReloadEnableLocal("Maze", "reload_1", true);

    Island_SetGotoEnableLocal("Maze", "reload_1", true);<!--c2--></div><!--ec2-->
in KR_Reinit.c generate errors because island "maze' does not exist.

Have I set up the mod wrong, or do you get the errors too?
 
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> Sorry Nathan but i do not succeed by using the PotCModHelper !
 
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->code:  

Island_SetReloadEnableLocal("Maze", "reload_1", true);  
  Island_SetGotoEnableLocal("Maze", "reload_1", true);  <!--QuoteEnd--></div><!--QuoteEEnd-->

Nathan, I believe I added those lines to activate the door in the Inca temple, so you could go into the temple and then get back out again. I have to go back and check my notes to see why exactly I put those lines in, but I do recall it not working without them.

In the Init for Khael Rhoa, not KR_reinit.c, is where I got the "maze" ID from. Prior to Screwface setting up the KR_reinit.c, these lines were just aded to Reinit.c., along with the other lines we were using to enable you to get onto and off of KR and into the temple and then back out again. I'll check my notes. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/bookish.gif" style="vertical-align:middle" emoid=":mm" border="0" alt="bookish.gif" />
 
<!--`QuoteBegin-Screwface`+--><div class='quotetop'>QUOTE(Screwface)</div><div class='quotemain'><!--QuoteEBegin--><img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> Sorry Nathan but i do not succeed by using the PotCModHelper ![/quote]

what do you need it for screwface? you can get the error messages by opening error.log in the potc directory (and having tracefilesoff set to 0 in engine.ini, also in the potc directory).
 
this came up in another thread, and i just thought i should add this to this thread where it's more relevant:

<!--`QuoteBegin-NathanKell`+--><div class='quotetop'>QUOTE(NathanKell)</div><div class='quotemain'><!--QuoteEBegin-->Hmm.
Have you tried copying the foam from the resourcefoam folder?
Or whatever it's called, it's for locations that have sea.[/quote]

<!--`QuoteBegin-Kieron`+--><div class='quotetop'>QUOTE(Kieron)</div><div class='quotemain'><!--QuoteEBegin-->nathan was right, i've just managed to 'clone' the douwesen beach with the wrecked ship and plop it onto quebradas costillas. huzzah! it doesn't appear on the worldmap, though. i reckon i could make it appear on the worldmap, but i'm not sure the player would be able to dock there because the island model would have no locators to use <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />

anyway you just have to copy the directory in resourcefoam, and it should have the same path within there as it has within resourcemodel (for example locationsoutsideship_shore). the files inside should be named after the id of the shore model. then, it should work *fingers crossed*[/quote]

<!--`QuoteBegin-NathanKell`+--><div class='quotetop'>QUOTE(NathanKell)</div><div class='quotemain'><!--QuoteEBegin-->Wow, that was _totally_ out of the blue from me.  :woot  
Glad it worked!
Um, if that's so, you should be able to just copy the INI to the new folder and let it point at the old TGA...like with the animation files for new head models.
(If that's not already what you're doing, that is).[/quote]

woohoo i <i>knew</i> we could make new beaches <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/happy.gif" style="vertical-align:middle" emoid="^_^" border="0" alt="happy.gif" />
 
Thanks Kieron ! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" />

Nathan, i have this error message at the end of my error.log :

RUNTIME ERROR - file: islandsislands.c; line: 73
uninitialized aref
RUNTIME ERROR - file: islandsislands.c; line: 73
AClass ERROR n1
RUNTIME ERROR - file: islandsislands.c; line: 73
function 'Island_SetReloadEnableLocal' stack error
RUNTIME ERROR - file: islandsislands.c; line: 99
uninitialized aref
RUNTIME ERROR - file: islandsislands.c; line: 99
AClass ERROR n1
RUNTIME ERROR - file: islandsislands.c; line: 99
function 'Island_SetGotoEnableLocal' stack error
RUNTIME ERROR - file: KR_Reinit.c; line: 749
invalid operand
RUNTIME ERROR - file: KR_Reinit.c; line: 749
function 'Reinit_KhaelRoa' stack error

Is the same for you ?
 
Ok Thanks Nathan ! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" />

Sir Christopher,

I think the two lines :
Island_SetReloadEnableLocal("Maze", "reload_1", true);
Island_SetGotoEnableLocal("Maze", "reload_1", true);

are not necessary to get back out of the inca temple because the other section that you added :

Locations[FindLocation("Labirint_1")].reload.l1.disable = 0;
Locations[FindLocation("Labirint_1")].reload.l1.name = "reload27";
Locations[FindLocation("Labirint_1")].reload.l1.go = "Temple";
Locations[FindLocation("Labirint_1")].reload.l2.go = "KhaelRoa";
Locations[FindLocation("Labirint_1")].reload.l1.emerge = "reload2";
Locations[FindLocation("Labirint_1")].reload.l1.autoreload = "1";

This section probably do the job perfectly. I'll test it without the first two lines and i'll ask you if it works.
 
Thanks Screwface, I'll give it a try, If they're superfluous and cause errors, let's get rid of them. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" />
 
I think the Island_XXXX lines are for setting locators enterable and `sail-to`-able in _sea_ mode.

So that may be why they're there? And if so, maybe they should point to KR?
 
If I can't remember the last time I said it, I figure that it's been too long; it's so good to have you back, Nathan. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />

Ok, I have taken the two lines:
Island_SetReloadEnableLocal("Maze", "reload_1", true);
Island_SetGotoEnableLocal("Maze", "reload_1", true);

out of the KR_Reinit, and run the following tests to see if I encounter any problems;

1. A new game,
2. A game with the main quest uncompleted,
3. A game with the main quest completed,
4. A game right before you go into the Inca temple, where when you come out you have to fight the Black Pearl.

The game ran without any problems and I could still go into the temple and then leave the temple, even in the last game. (If you do come out of the temple the exit to the area that the temple is in is locked, so this doesn't mess with the main quest.)

We can get rid of those two lines. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/guns.gif" style="vertical-align:middle" emoid=":2guns" border="0" alt="guns.gif" />

<b><!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Originally posted by Nathan Kell
I think the Island_XXXX lines are for setting locators enterable and `sail-to`-able in _sea_ mode.  

So that may be why they're there? And if so, maybe they should point to KR?<!--QuoteEnd--></div><!--QuoteEEnd--></b>

The lines pointing to KR are in the KR_Reinit with the code that enables the landing at KR and the subsequent disembarking from the boat along with the ability to get back onto the boat. There is a line of code in the `quests-reaction`-C file, that when you complete the main quest it disables Khael Rhoa, and the lines we put in,

Island_SetReloadEnableGlobal("KhaelRoa", true);//<---This line added
Island_SetReloadEnableLocal("KhaelRoa", "reload_1", true); // restore the access to Khael Roa beach (anchor icon)
Island_SetReloadEnableLocal("IslaMuelle", "reload_2", true); // restore the access to animist lair (bonus)
Island_SetGotoEnableLocal("KhaelRoa", "reload_1", true); // restore the fast travel to the KR shore (icon of the beach in sea mode)
Locations[FindLocation("KhaelRoa_port")].reload.l1.disable = 0;//<---This line added
Locations[FindLocation("KhaelRoa_port")].reload.l2.disable = 0;//<---This line added

basically turn the lights back on. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" />
 
Well done Sir Christopher ! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
First, I don't mean to be making life harder re: this mod, just trying to help. But the two seem to be too darn close sometimes, so feel free to tell me to shove off. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" />


Sir Christopher: <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/oops3.gif" style="vertical-align:middle" emoid=":eek:ops2" border="0" alt="oops3.gif" /> Thankee, I'm happy to be back. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

Ah, OK.

Um, should we then comment out the Island_SetReloadXXXX(KR, false) lines (or add subsequent Ditto(KR, true) lines) in quests_reaction.c? Since otherwise you'd have to reinit to unlock it again.
{I.e. when fighting the BP, KR is locked, but never unlocked after you win; suggestion being in case "Story_KillTheFinalBoss_2" add Island_SetReloadEnableGlobal("KhaelRoa", true);

and in case "beginning" comment out Island_SetReloadEnableLocal("KhaelRoa", "reload_1", false);, though this we should maybe leave so you have to complete the MQ to unlock it?)

Since the chain would be, start game, reinit, then run case "begining" when you reload to Oxbay port, the Disable line in that case will get run after the enable line in KR_init.
 
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->First, I don't mean to be making life harder re: this mod, just trying to help. But the two seem to be too darn close sometimes, so feel free to tell me to shove off.  <!--QuoteEnd--></div><!--QuoteEEnd-->

Argh! I hope I'm not misundertood here, I very much appreciate your input, remember, I know very little about this, and am surprised that I was able to contribute anything at all to it. Along with that, I feel secure about speaking for Screwface on this, we both want to see the maximum amount of people being able to enjoy this mod with the minimum of trouble for the players. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />

I completely forgot where you are coming from; you're trying to get this into Build 12, and I'm still thinking of this in terms of a mod. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />

I hope I'm following you with regard to the suggestion that you are making, and personally, I always tend to want to err on the side of blocking lines of code rather than taking anything out, and I think simpler is always better than complicated as far as solutions go.

With that said, I think commenting the disabling line out would be simpler than adding a line that reenables KR at a later point. I thought this was the line that, "turns the lights out."

case "Story_MeetSilehardManowar":
SetRumourState("BP_Start", false); // NK
LAi_Create_Officer(10, CharacterFromID("Barbossa")); // NK
Lai_SetImmortal(CharacterFromID("Barbossa"), false);
Group_AddCharacter("Black_Pearl", "Barbossa");
SetCharacterRelation(GetCharacterIndex("Barbossa"),GetMainCharacterIndex(),RELATION_ENEMY);

Group_SetGroupCommander("Black_Pearl", "Barbossa");
Group_SetTaskAttack("Black_Pearl", PLAYER_GROUP);
Group_SetAddress("Black_Pearl", "KhaelRoa", "Quest_Ships","Quest_Ship_2");
Group_LockTask("Black_Pearl");
characters[GetCharacterindex("Barbossa")].ship.hp = 100000;
RemoveOfficersIndex(pchar, GetCharacterIndex("researcher"));
bMainMenuLaunchAfterVideo = true;
PostVideoAndQuest("blackpearl", 100, "Story_FaceTheBoss");
//Island_SetGotoEnableLocal("KhaelRoa", "reload_1", false); <---This sneaky bugger

I don't know that the main game would be effected by leaving KR available while you are fighting the Black Pearl. (I want to go test this now, and see if I can get the Black Pearl to chase my ship through the passage to the bay within KR. Taking a lot of damage while it does this... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/dev.gif" style="vertical-align:middle" emoid=":d:" border="0" alt="dev.gif" /> )

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->and in case "beginning" comment out Island_SetReloadEnableLocal("KhaelRoa", "reload_1", false);, though this we should maybe leave so you have to complete the MQ to unlock it?)  <!--QuoteEnd--></div><!--QuoteEEnd-->
The way the mod works now is that you can go to KR from the beginning of the game, notwithstanding that line in case "beginning", which frankly, kind of confuses me as to why it works then, but you raise a very good point, most of us here have played the main quest through a couple of times so it won't really throw us to have KR available for the whole game, but would this make the game confusing to new players, especially if they wander into the maze and are unable to leave the room with the altar? hmmm....

On the other hand, I think there has been some talk about using KR locations in future quests and also setting up a box, like the one in the ship's cabin, where you can keep your stuff. If the island is disabled at some point due to the main quest, will anything you've left there disapear?

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Since the chain would be, start game, reinit, then run case "begining" when you reload to Oxbay port, the Disable line in that case will get run after the enable line in KR_init.<!--QuoteEnd--></div><!--QuoteEEnd-->
Like I said, I'm not certain that that statement is accurate with the way Screwface set up the mod. The KR_Reinit makes the island available in a new game from the beginning. The lines that I added above only enabled the mod in a game with a completed quest. Will a person who downloads Build 12 have to start a new game to play it, or will they be able to reinit an old saved game?

Shove off, indeed! We we're just about to invite you in for some rum! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
No, where I'm coming from is this is the "kinder, gentler" NathanKell, who's noticed in the past that his "help" often turns into walking all over the original modders. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/oops3.gif" style="vertical-align:middle" emoid=":eek:ops2" border="0" alt="oops3.gif" />

So hence if you _are_ feeling walked over, please tell me and I'll cease marching. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" />

I agree that the `should-KR`-`be-open` question is not an easy one; but re: "If the island is disabled at some point due to the main quest, will anything you've left there disapear?" I believe that the answer is no. No location data is _changed_ by making a reload locator inoperable; simply that "you can't theyah from heyah."

Yeah, the way it's set up, you can dive right in from any save by hitting I, looks to me like you did a swell job there. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

And cheers backatcha. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
<!--`QuoteBegin-NathanKell`+--><div class='quotetop'>QUOTE(NathanKell)</div><div class='quotemain'><!--QuoteEBegin-->

Um, should we then comment out the Island_SetReloadXXXX(KR, false) lines (or add subsequent Ditto(KR, true) lines) in quests_reaction.c? Since otherwise you'd have to reinit to unlock it again.
{I.e. when fighting the BP, KR is locked, but never unlocked after you win; suggestion being in case "Story_KillTheFinalBoss_2" add Island_SetReloadEnableGlobal("KhaelRoa", true);

and in case "beginning" comment out Island_SetReloadEnableLocal("KhaelRoa", "reload_1", false);, though this we should maybe leave so you have to complete the MQ to unlock it?)

Since the chain would be, start game, reinit, then run case "begining" when you reload to Oxbay port, the Disable line in that case will get run after the enable line in KR_init.[/quote]

Ok but if the final fight with BP locks KR, you can simply reenable it by a new reinit after the battle. In KR reinit, i've puted an if statement to check if the new locations already exist (new locations are created only if it don't exist) but the code to enable the access to kr is out of that if. So each time you hit the "i" key, KR access will be unlocked. If you lose its access, reinit again ! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mellow.gif" style="vertical-align:middle" emoid=":|" border="0" alt="mellow.gif" />
 
Last night, as I indicated above,I went ahead and tried convincing the Black Pearl to chase my ship through the KR Channel, no dice, <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mad.gif" style="vertical-align:middle" emoid=":c" border="0" alt="mad.gif" /> the Black Pearl wasn't having anything to do with the channel, so I had to come back out and fight him. I got him on a leeward shore and was trying to get him to run into the island, but to my surprise, he ran away! I had a heck of a time catching up to him before I could finally send the Black Pearl down to Davy. (Sissies!) <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/tongue.gif" style="vertical-align:middle" emoid=":blah:" border="0" alt="tongue.gif" />

Prior to playing this game I had edited out the lines,
//Island_SetGotoEnableLocal("KhaelRoa", "reload_1", false);
from both case "Story_KillTheFinalBoss_2" and "Story_MeetSilehardManowar", in "quest_reaction.c", to see what would happen. After I sank the Black Pearl I could do a "Sail to " to Khael Rhoa and moor the ship, but I could not get off of the island, the lock was now closed, until I did a reinit and then all was as before. (Confirming what Screwface says above. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" /> )

The save game I was playing is from right before you go into the temple, but I have another game, thanks to Fred Bob, that is right before the final fight with Silehard and the pirates, and I think I'm going to try it again to see what happens when I try it with those lines above `un-editied`.


<b><!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Originally posted by Natahn Kell
I agree that the `should-KR`-`be-open` question is not an easy one; but re: "If the island is disabled at some point due to the main quest, will anything you've left there disapear?" I believe that the answer is no. No location data is _changed_ by making a reload locator inoperable; simply that "you can't theyah from heyah."<!--QuoteEnd--></div><!--QuoteEEnd--></b>

I'll put in my preference in with regard to the Devil's Island Mod, I think KR should be available to the player from the beginning of the game, and the only problem I can forsee is if someone goes to the final fight, with Silehard and the pirates, and avoids fighting with them by going with "Sail to" to the mooring site and then straight up to the Inca temple, it might screw with the sequence in "quest_reaction.c". I'll do another test, with Fred Bob's game, to see what happens if I try to go straight to the temple without fighting Silehard.

Maybe after I try that I can try to convince Silehard and the pirates to dare the KR channel with me. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/dev.gif" style="vertical-align:middle" emoid=":d:" border="0" alt="dev.gif" /> (Black Pearl, ...pffh! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" /> )

<b><!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Originally posted by Nathan Kell
So hence if you _are_ feeling walked over, please tell me and I'll cease marching.<!--QuoteEnd--></div><!--QuoteEEnd--></b>

<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" /> I 've never seen anyone around here other than "kindlier and gentler" NathanKell, I would never even dare to try any of this coding stuff if not for you and the other guys around here, with all your support, advice and `know-how`. <i>GROUP HUG!</i> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_eek.gif" style="vertical-align:middle" emoid=":shock:" border="0" alt="icon_eek.gif" /> (j/k))<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />
 
Back
Top