Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Poll

Fanfiction stuff?

Very yes
Yes
Indifferent
No
Very no

Pages: 1 ... 49 50 [51] 52 53 ... 88

Author Topic: Sparking!!! Dragon Ball Mod (0.47, rolling releases): Half a Raditz  (Read 322092 times)

Alceris

  • Bay Watcher
  • [ETHIC:KILL:FLOWER]
    • View Profile
Re: Sparking!!! Dragon Ball Mod (2.2.5): (incessant yelling) (0.40.24)
« Reply #750 on: March 06, 2015, 10:09:15 pm »

What, Frieza? Yeah, it can. The fact that it can already contain Birus means that it can probably contain New Frieza without stretching.
I see you apparently just don't care enough to continue trying to help me attempt to get your mod to work, or at least give me an answer as to whether or not you think you can get it to stop crashing.
Logged

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: Sparking!!! Dragon Ball Mod (2.2.5): (incessant yelling) (0.40.24)
« Reply #751 on: March 06, 2015, 10:24:33 pm »

What, Frieza? Yeah, it can. The fact that it can already contain Birus means that it can probably contain New Frieza without stretching.
I see you apparently just don't care enough to continue trying to help me attempt to get your mod to work, or at least give me an answer as to whether or not you think you can get it to stop crashing.

Huhwuh?

I have no idea what the problem could be, since it doesn't seem to be consistent. It's likely something difficult to replicate, unless you can provide the entire copy of the game you have with the mod installed.

Alceris

  • Bay Watcher
  • [ETHIC:KILL:FLOWER]
    • View Profile
Re: Sparking!!! Dragon Ball Mod (2.2.5): (incessant yelling) (0.40.24)
« Reply #752 on: March 06, 2015, 11:19:11 pm »

Huhwuh?

I have no idea what the problem could be, since it doesn't seem to be consistent. It's likely something difficult to replicate, unless you can provide the entire copy of the game you have with the mod installed.
I can do that, in fact I suggested doing that earlier, and I think I will right now.

This one takes a lot longer to crash than usual, but just go in a straight line outside of Fast Travel for a few minutes, also I didn't apply the fix that didn't fix to this one, either.
Logged

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: Sparking!!! Dragon Ball Mod (2.2.5): (incessant yelling) (0.40.24)
« Reply #753 on: March 06, 2015, 11:45:08 pm »

Ah, I see what the problem is. Null pointer causing a crash due to map reloading when you move around too much, causing one of the units that it wanted to become quite a bit not there.

Alceris

  • Bay Watcher
  • [ETHIC:KILL:FLOWER]
    • View Profile
Re: Sparking!!! Dragon Ball Mod (2.2.5): (incessant yelling) (0.40.24)
« Reply #754 on: March 06, 2015, 11:48:48 pm »

Ah, I see what the problem is. Null pointer causing a crash due to map reloading when you move around too much, causing one of the units that it wanted to become quite a bit not there.
Ah, so do you know how to fix that?
Logged

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: Sparking!!! Dragon Ball Mod (2.2.5): (incessant yelling) (0.40.24)
« Reply #755 on: March 06, 2015, 11:52:31 pm »

Yep. Fixed.

Code: [Select]
local function superSaiyanGodSyndrome()
    for syn_id,syndrome in ipairs(df.global.world.raws.syndromes.all) do
        if syndrome.syn_name == "Super Saiyan God" then return syndrome end
    end
    qerror("Super saiyan god syndrome not found.")
end

local function getPowerLevel(saiyan)
    local strength = saiyan.body.physical_attrs.STRENGTH.value/3550
    local endurance = saiyan.body.physical_attrs.ENDURANCE.value/1000
    local toughness = saiyan.body.physical_attrs.TOUGHNESS.value/2250
    local spatialsense = saiyan.status.current_soul.mental_attrs.SPATIAL_SENSE.value/1500
    local kinestheticsense = saiyan.status.current_soul.mental_attrs.KINESTHETIC_SENSE.value/1000
    local willpower = saiyan.status.current_soul.mental_attrs.WILLPOWER.value/1000
    return (strength+endurance+toughness+spatialsense+kinestheticsense+willpower)
end

local function getSuperSaiyanLevel(saiyan)
    if df.creature_raw.find(saiyan.race).creature_id~="SAIYAN" then return 0 end
    local saiyanPowerLevel=getPowerLevel(saiyan)
    return (saiyanPowerLevel>200) and 3 or (saiyanPowerLevel>100) and 2 or (saiyanPowerLevel>20) and 1 or 0
end

local function getSuperSaiyanCount()
    local superSaiyanCount = 0
    for _,unit in ipairs(df.global.world.units.active) do
        if dfhack.units.isCitizen(unit) and getSuperSaiyanLevel(unit)>0 then
            superSaiyanCount = superSaiyanCount + 1
        end
    end
    return superSaiyanCount
end

local function unitWithHighestPowerLevel()
    local highestUnit = nil
    local highestPowerLevel = 0
    for _,unit in ipairs(df.global.world.units.active) do
        if dfhack.units.isCitizen(unit) and dfhack.units.isDwarf(unit) then
            local unitPowerLevel=getPowerLevel(unit)
            if unitPowerLevel>highestPowerLevel then
                highestUnit = unit
                highestPowerLevel = unitPowerLevel
            end
        end
    end
    return highestUnit
end

local function combinedSaiyanPowerLevel()
    local totalPowerLevel=0
    for _,unit in ipairs(df.global.world.units.active) do
        if dfhack.units.isCitizen(unit) then totalPowerLevel = totalPowerLevel + getPowerLevel(unit) end
    end
    return totalPowerLevel
end

local function applySuperSaiyanGodSyndrome()
    local syndromeUtil = require 'syndrome-util'
    if df.global.gamemode==0 then
        if getSuperSaiyanCount()<6 then return nil end
        local superSaiyanGod = unitWithHighestPowerLevel()
        if superSaiyanGod and getPowerLevel(superSaiyanGod) > 400 then syndromeUtil.infectWithSyndromeIfValidTarget(superSaiyanGod,superSaiyanGodSyndrome(),syndromeUtil.ResetPolicy.DoNothing) end
    end
end

local function stopMegabeastAttacks()
    local removedMegaBeastAttack = false
    for eventid,event in ipairs(df.global.timed_events) do
        if event.type == df.timed_event_type.Megabeast then
            table.remove(df.global.timed_events,eventid)
            removedMegaBeastAttack = true
        end
    end
    return removedMegaBeastAttack
end

local function causeMegaBeastAttack()
    df.global.timed_events:insert('#', { new = df.timed_event, type = df.timed_event_type.Megabeast, season = df.global.cur_season, season_ticks = df.global.cur_season_tick } )
end

local function checkForMegabeastAttack()
    if combinedSaiyanPowerLevel() > 4000000 and stopMegabeastAttacks() then causeMegaBeastAttack() end
end

function monthlyCheck()
    applySuperSaiyanGodSyndrome()
end

local function getInorganic(item)
    return dfhack.matinfo.decode(item).inorganic
end

local function tailClipSyndrome()
    return df.global.world.raws.inorganics[dfhack.matinfo.find("DB_DFHACK_SYNDROME_HOLDER").index].material.syndrome[0].id --that's a doozy, hehe
end

local function giveName(unit,nameCopy)
    for ii=1,3 do
        local unitName = ii==1 and unit.name or ii==2 and unit.status.current_soul.name or df.historical_figure.find(unit.hist_figure_id).name
        unitName.first_name = nameCopy.first_name
        unitName.nickname = nameCopy.nickname
        unitName.language = nameCopy.language
        unitName.unknown = nameCopy.unknown
        for i=1,7 do
            unitName.words[i-1] = nameCopy.words[i]
            unitName.parts_of_speech[i-1] = nameCopy.parts_of_speech[i]
        end
    end
end

local function fuseTwoNames(unit1,unit2)
    local name1=unit1.name
    local name2=unit2.name
    local newName = {}
    newName.first_name = string.sub(name1.first_name,1,math.floor(#name1.first_name/2)) .. string.sub(name2.first_name,-math.ceil(#name2.first_name/2)) --cuts each name in two and combines the first half of the first name and the second half of the second
    newName.nickname = ""
    newName.language = name1.language
    newName.unknown = name1.unknown
    newName.words = {}
    newName.parts_of_speech = {}
    for i = 1, 7 do
        if i%2==1 then
            newName.words[i] = name2.words[i-1]
            newName.parts_of_speech[i] = name1.parts_of_speech[i-1]
        else
            newName.words[i] = name1.words[i-1]
            newName.parts_of_speech[i] = name2.parts_of_speech[i-1]
        end
    end
    dfhack.gui.showPopupAnnouncement(name1.first_name .. " has fused with " .. name2.first_name .. " to become " .. newName.first_name .. "!",COLOR_BLUE,true)
    giveName(unit1,newName)
end

local function insertSkill(unit,skill)
    unit.status.current_soul.skills:insert('#',
        {
        new = df.unit_skill,
        id = skill.id,
        rating = skill.rating,
        experience = skill.experience,
        unused_counter = skill.unused_counter,
        rusty = skill.rusty,
        rust_counter = skill.rust_counter,
        demotion_counter = skill.demotion_counter,
        unk_1c = skill.unk_1c
        }
        )
end

local function combineSoul(unit1,unit2)
    local firstUnitSoul = unit1.status.current_soul
    local secondUnitSoul= unit2.status.current_soul
    for k,attribute in ipairs(firstUnitSoul.mental_attrs) do
        attribute.value = attribute.value + secondUnitSoul.mental_attrs[k].value
        attribute.max_value = attribute.max_value + secondUnitSoul.mental_attrs[k].max_value
        if attribute.value < 0 or attribute.value > 2^31-1 then attribute.value = 2^30 end
        if attribute.max_value < 0 or attribute.max_value > 2^31-1 then attribute.max_value = 2^31-1 end
    end
    for _,skill2 in ipairs(secondUnitSoul.skills) do
        local skillFound = false
            for _,skill1 in ipairs(firstUnitSoul.skills) do
                if skill2.id == skill1.id then
                    skillFound = true
                    skill1.rating = skill1.rating + skill2.rating
                end
            end
        if not skillFound then
            insertSkill(unit1,skill2)
        end
    end
    --preferences are too much trouble for their worth
    for k,trait1 in ipairs(firstUnitSoul.traits) do
        local trait2 = secondUnitSoul.traits[k]
        trait1 = math.floor((trait1+trait2)/2)
    end
    --unk5 and unk6 are... unknown to me, so...
end

local function combineBody(unit1,unit2)
    local firstBody = unit1.body
    local firstAppearance = unit1.appearance
    local secondBody = unit2.body
    local secondAppearance = unit2.appearance
    firstBody.blood_max = firstBody.blood_max + secondBody.blood_max
    firstBody.blood_count = firstBody.blood_max
    for k,attribute in ipairs(firstBody.physical_attrs) do
        attribute.value = attribute.value + secondBody.physical_attrs[k].value
        attribute.max_value = attribute.max_value * secondBody.physical_attrs[k].max_value
        if attribute.value < 0 or attribute.value > 2^31-1 then attribute.value = 2^30 end
        if attribute.max_value < 0 or attribute.max_value > 2^31-1 then attribute.max_value = 2^31-1 end
    end
    for k,tissue in ipairs(firstBody.size_info) do
        tissue = tissue + secondBody.size_info[k]
    end
    for k,modifier in ipairs(firstAppearance.body_modifiers) do
        if #secondAppearance.body_modifiers>k+1 then modifier = math.floor((modifier+secondAppearance.body_modifiers[k])/2) end
    end
    for k,modifier in ipairs(firstAppearance.bp_modifiers) do
        if #secondAppearance.bp_modifiers>k+1 then modifier = math.floor((modifier+secondAppearance.bp_modifiers[k])/2) end
    end
    for k,length1 in ipairs(firstAppearance.tissue_length) do
        local length2 = #secondAppearance.tissue_length>k+1 and secondAppearance.tissue_length[k] or nil
        if length2 then length1 = math.floor((length1+length2)/2) end
    end
end

local function combineCounters(unit1,unit2)
    local trait1 = dfhack.units.getMiscTrait(unit1,15,true)
    local trait2 = dfhack.units.getMiscTrait(unit2,15,true)
    local totalValue = trait1.value+trait2.value
    trait1.value=(totalValue>100) and 100 or totalValue
end

local function fuseUnits(unit1,unit2)
    if unit1.race~=unit2.race then
        return nil
    end
    fuseTwoNames(unit1,unit2)
    combineSoul(unit1,unit2)
    combineBody(unit1,unit2)
    combineCounters(unit1,unit2)
    unit2.flags1.dead=true
    dfhack.timeout(1,'ticks',function()
    unit2.pos.x=-30000
    unit2.pos.y=-30000
    unit2.pos.z=-30000
    end)
end

events=require 'plugins.eventful'
dialog=require 'gui.dialogs'
script=require 'gui.script'

local function fusion(reaction,unit,input_items,input_reagents,output_items,call_native)
    local tbl={}
    for k,u in ipairs(df.global.world.units.active) do
        local name=dfhack.TranslateName(dfhack.units.getVisibleName(u))
        if name=="" then name="?" end
        if (df.global.gamemode==1 and u.race==df.global.world.units.active[0].race) or (df.global.gamemode==0 and dfhack.units.isDwarf(u) and dfhack.units.isCitizen(u)) then table.insert(tbl,{name,nil,u}) end
    end
    table.sort(tbl,function(a,b) return getPowerLevel(a[3])>getPowerLevel(b[3]) end)
    script.start(function()
        local unitsToFuse={}
        repeat
            for i=1,2 do
                local ok, name, C = script.showListPrompt("Unit Selection","Choose " ..(i==1 and "first" or "second").. " Saiyan to fuse (sorted by power level)",COLOR_WHITE,tbl)
                if ok then table.insert(unitsToFuse,C[3]) end
            end
            if unitsToFuse[1]==unitsToFuse[2] then unitsToFuse[1]=nil unitsToFuse[2]=nil unitsToFuse={} end
        until unitsToFuse[1] and unitsToFuse[2] and unitsToFuse[1]~=unitsToFuse[2]
        fuseUnits(unitsToFuse[1],unitsToFuse[2])
        syndromeUtil.infectWithSyndrome(unitsToFuse[1],tailClipSyndrome(),syndromeUtil.ResetPolicy.DoNothing)
    end)
    call_native.value=false
end

events.registerReaction("LUA_HOOK_FUSION_DB",fusion)

local function fixOverflow(a)
    return (a<0) and 2^30-1 or a
end

local function fixStrengthBug(unit) -- http://www.bay12games.com/dwarves/mantisbt/view.php?id=8333
    local strength = unit.body.physical_attrs.STRENGTH
    strength.value=strength.value>2512195 and 2512195 or strength.value
end

local function checkOverflows(unit)
    for _,attribute in ipairs(unit.body.physical_attrs) do
        attribute.value=fixOverflow(attribute.value)
    end
    for _,soul in ipairs(unit.status.souls) do --soul[0] is a pointer to the current soul
        for _,attribute in ipairs(soul.mental_attrs) do
            attribute.value=fixOverflow(attribute.value)
        end
    end
    unit.body.blood_max=fixOverflow(unit.body.blood_max)
    unit.body.blood_count=fixOverflow(unit.body.blood_count)
    fixStrengthBug(unit)
end

local function fixAllOverflows()
    for _,unit in ipairs(df.global.world.units.active) do
        checkOverflows(unit)
    end
end

kamehamehaMat=dfhack.matinfo.find("KAMEHAMEHA_DB")

events.onProjItemCheckMovement.dragonball=function(projectile)
    if dfhack.matinfo.decode(projectile.item)==kamehamehaMat then
        dfhack.maps.spawnFlow(projectile.cur_pos,3,0,kamehamehaMat.index,400)
    end
end

function add_site(size,civ,site_type,name)
    local x=(df.global.world.map.region_x+1)%16;
    local y=(df.global.world.map.region_y+1)%16;
    local minx,miny,maxx,maxy
    if(x<size) then
        minx=0
        maxx=2*size
    elseif(x+size>16) then
        maxx=16
        minx=16-2*size
    else
        minx=x-size
        maxx=x+size
    end
       
    if(y<size) then
        miny=0
        maxy=2*size
    elseif(y+size>16) then
        maxy=16
        miny=16-2*size
    else
        miny=y-size
        maxy=y+size
    end
   
    require("plugins.dfusion.adv_tools").addSite(nil,nil,maxx,minx,maxy,miny,civ,name,site_type)
end
function claimSite(reaction,unit,input_items,input_reagents,output_items,call_native)
    dialog.showInputPrompt("Site name", "Select a name for a new site:", nil,nil, dfhack.curry(add_site,1,unit.civ_id,0))
    call_native.value=false
end
events.registerReaction("LUA_HOOK_MAKE_SITE3x3",claimSite)

local dbEvents={
    onUnitGravelyInjured=dfhack.event.new()
}
   
function dbRound(num)
    return num%1<.5 and math.floor(num) or math.ceil(num)
end

function checkIfUnitStillGravelyInjuredForZenkai(unit)
    if unit.body.blood_count>unit.body.blood_max*.75 then
        dfhack.persistent.save({key='ZENKAI_'..unit.id,value='false'})
    end
end

function unitHasZenkaiAlready(unit,set)
    if set then
        dfhack.persistent.save({key='ZENKAI_'..unit.id,value='true'})
    else
        if dfhack.persistent.get('ZENKAI_'..unit.id) and dfhack.persistent.get('ZENKAI_'..unit.id).value=='true' then
            checkIfUnitStillGravelyInjuredForZenkai(unit)
            return true
        end
    end
end

dbEvents.onUnitGravelyInjured.zenkai=function(unit)
    if df.creature_raw.find(unit.race).creature_id~="SAIYAN" or unitHasZenkaiAlready(unit) then return false end
    local zenkaiMultiplier=math.log(((unit.body.blood_max*.75)/unit.body.blood_count)*math.exp(1)) --yeah, don't want too much of a bonus
    for k,v in ipairs(unit.body.physical_attrs) do
        v.value=dbRound(v.value*zenkaiMultiplier)
        v.max_value=dbRound(v.max_value*zenkaiMultiplier)
    end
    unitHasZenkaiAlready(unit,true)
end

dbEvents.onUnitGravelyInjured.super_saiyan=function(unit)
    if df.creature_raw.find(unit.race).creature_id=='SAIYAN' then
        dfhack.run_script('dragonball/super_saiyan_trigger','-unit',unit.id)
    end
end

function checkEveryUnitRegularlyForEvents()
    local delayTicks=1
    for k,v in ipairs(df.global.world.units.active) do
        if v.body.blood_count<v.body.blood_max*.75 then
            dbEvents.onUnitGravelyInjured(v)
        end
        checkIfUnitStillGravelyInjuredForZenkai(v)
        checkOverflows(v)
        print(k)
    end
end


local repeat_util=require('repeat-util')

repeat_util.scheduleUnlessAlreadyScheduled('DBZ Event Check',100,'ticks',checkEveryUnitRegularlyForEvents)
repeat_util.scheduleUnlessAlreadyScheduled('DBZ Monthly Check',1,'months',monthlyCheck)

function onStateChange(op)
    if op==SC_MAP_LOADED then
        repeat_util.scheduleUnlessAlreadyScheduled('DBZ Event Check',100,'ticks',checkEveryUnitRegularlyForEvents)
        repeat_util.scheduleUnlessAlreadyScheduled('DBZ Monthly Check',1,'months',monthlyCheck)
    end
end

dfhack.run_command('script',SAVE_PATH..'/raw/sparking_onload.txt')


local repeat_util=require('repeat-util')

repeat_util.scheduleUnlessAlreadyScheduled('DBZ Event Check',100,'ticks',checkEveryUnitRegularlyForEvents)
repeat_util.scheduleUnlessAlreadyScheduled('DBZ Monthly Check',1,'months',monthlyCheck)

function onStateChange(op)
if op==SC_MAP_LOADED then
        repeat_util.scheduleUnlessAlreadyScheduled('DBZ Event Check',100,'ticks',checkEveryUnitRegularlyForEvents)
        repeat_util.scheduleUnlessAlreadyScheduled('DBZ Monthly Check',1,'months',monthlyCheck)
    end
end

dfhack.run_command('script',SAVE_PATH..'/raw/sparking_onload.txt')

Replace your init.d/sparking.lua file in your save's raw folder with that. Turns out, the delay ticks were wholly unnecessary, given how fast the checks were.

Alceris

  • Bay Watcher
  • [ETHIC:KILL:FLOWER]
    • View Profile
Re: Sparking!!! Dragon Ball Mod (2.2.5): (incessant yelling) (0.40.24)
« Reply #756 on: March 07, 2015, 12:18:41 am »

Yep. Fixed.

woop

Replace your init.d/sparking.lua file in your save's raw folder with that. Turns out, the delay ticks were wholly unnecessary, given how fast the checks were.
Oh, I almost forgot, I also figured out how to make Instant Transmission and Scouter show the same power levels. All I did was copy and paste some stuff, really.
Spoiler (click to show/hide)
Logged

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: Sparking!!! Dragon Ball Mod (2.2.5): (incessant yelling) (0.40.24)
« Reply #757 on: March 07, 2015, 12:22:08 am »

Are they inconsistent in a bad way, now? I hadn't had anyone tell me they were, heh, or I would have fixed it long ago. I don't use scouter much.

Alceris

  • Bay Watcher
  • [ETHIC:KILL:FLOWER]
    • View Profile
Re: Sparking!!! Dragon Ball Mod (2.2.5): (incessant yelling) (0.40.24)
« Reply #758 on: March 07, 2015, 12:26:39 am »

Are they inconsistent in a bad way, now? I hadn't had anyone tell me they were, heh, or I would have fixed it long ago. I don't use scouter much.
Instant Transmission would show a power level around ten times less than Scouter, roughly. It basically made it unusable, since you'd have no way of knowing who you were teleporting to.
Logged

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: Sparking!!! Dragon Ball Mod (2.2.5): (incessant yelling) (0.40.24)
« Reply #759 on: March 07, 2015, 12:28:20 am »

Yeah, okay, fixed just now.

Alceris

  • Bay Watcher
  • [ETHIC:KILL:FLOWER]
    • View Profile
Re: Sparking!!! Dragon Ball Mod (2.2.5): (incessant yelling) (0.40.24)
« Reply #760 on: March 07, 2015, 02:03:39 am »

Goku Earthliving the Hope of Universes is currently beating up some goblins in an attempt to rescue an abducted person that may or may not still be alive. It seems that your fix worked.
Logged

runedog48

  • Bay Watcher
    • View Profile
Re: Sparking!!! Dragon Ball Mod (2.2.5): (incessant yelling) (0.40.24)
« Reply #761 on: March 11, 2015, 03:15:16 pm »

Would someone mind telling me how to use the scouter?
Logged

Alceris

  • Bay Watcher
  • [ETHIC:KILL:FLOWER]
    • View Profile
Re: Sparking!!! Dragon Ball Mod (2.2.5): (incessant yelling) (0.40.24)
« Reply #762 on: March 11, 2015, 11:02:55 pm »

Would someone mind telling me how to use the scouter?
In Adventurer Mode you have to be looking at a person's description, then type dragonball/scouter into dfhack, assuming you're using dfhack. For some reason it doesn't seem to work if you try to make it a keybinding.
Logged

Alceris

  • Bay Watcher
  • [ETHIC:KILL:FLOWER]
    • View Profile
Re: Sparking!!! Dragon Ball Mod (2.2.5): (incessant yelling) (0.40.24)
« Reply #763 on: March 12, 2015, 06:05:33 am »

Maybe it's just me, but ki blasts seem kind of, quite frankly, pathetic, given that you'll probably only get to use one per fight.

Also, I tried playing as a God of Destruction and I'm pretty sure they're not supposed to miss all of their attacks and start bleeding heavily after taking a single slash from a dagger wielded by a human.
Logged

Grim Holiday

  • Bay Watcher
    • View Profile
Re: Sparking!!! Dragon Ball Mod (2.2.5): (incessant yelling) (0.40.24)
« Reply #764 on: March 13, 2015, 10:45:50 am »

I'm just wondering, but is there some sort of restriction on a saiyan becoming a vampire? Or is it something with the base game in terms of becoming a vampire, because I read that a lot of other players have difficulty gaining vampirism just in regular dwarf fortress.
Logged
A great elephant twisted into human form. It is crazed for blood and flesh. Its eyes glow fuschia. Its sandy taupe hair is long and shaggy. Now you will know why you fear the night.
It is fat.
Pages: 1 ... 49 50 [51] 52 53 ... 88