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Fixing mining trigger

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Level 5
Joined
Jul 15, 2018
Messages
111
Hello, I am working on a map that involves mining. The mining system has been integrated into a damage detected system that is also used for other professions. It is written so that when a unit holds the pickaxe item, and attacks a ore rock, they will create resources. I have gotten the system to work for heroes, however I can't get an equivalent version of the ' Hero - Give (Last created item) to dmgDetectDamagingUnit ' to work. How do i rewrite these parts of code to create items and give them to non hero units also?

  • [B]Actions
    • Set dmgDetectDamagedUnit = (Triggering unit)
    • Set dmgDetectDamagingUnit = (Damage source)
    • Set dmgDetectDamagedPosition = (Position of dmgDetectDamagedUnit)
    • Set dmgDetectDamage = (Damage taken)
    • Set dmgDetectDamagedUT = (Unit-type of dmgDetectDamagedUnit)[/B]
    • -------- Skinning Trigger --------
    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      • If - Conditions
        • (dmgDetectDamagingUnit has an item of type Skinning Knife) Equal to True
        • aab Equal to False
        • Or - Any (Conditions) are true
          • Conditions
            • dmgDetectDamagedUT Equal to Chicken
            • dmgDetectDamagedUT Equal to Pig
            • dmgDetectDamagedUT Equal to Sheep
            • dmgDetectDamagedUT Equal to Cow
      • Then - Actions
        • Set aab = True
        • Unit - Cause dmgDetectDamagingUnit to damage dmgDetectDamagedUnit, dealing 70.00 damage of attack type Hero and damage type Normal
        • Set aab = False
      • Else - Actions
    • -------- Hunting Trigger --------
    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      • If - Conditions
        • (dmgDetectDamagingUnit has an item of type Hunting Sword) Equal to True
        • aab Equal to False
      • Then - Actions
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • Or - Any (Conditions) are true
              • Conditions
                • dmgDetectDamagedUT Equal to Deer
                • dmgDetectDamagedUT Equal to Rabbit
                • dmgDetectDamagedUT Equal to Raccoon
                • dmgDetectDamagedUT Equal to Bear (Level 1)
                • dmgDetectDamagedUT Equal to Mammoth
                • dmgDetectDamagedUT Equal to Frost Bear
                • dmgDetectDamagedUT Equal to Quilbeast (Level 1)
                • dmgDetectDamagedUT Equal to Frost Wolf
                • dmgDetectDamagedUT Equal to Giant Wolf
                • dmgDetectDamagedUT Equal to Dire Wolf
          • Then - Actions
            • Unit - Set dmgDetectDamagedUnit movement speed to ((Default movement speed of dmgDetectDamagedUnit) x 0.80)
            • Set aab = True
            • Unit - Cause dmgDetectDamagingUnit to damage dmgDetectDamagedUnit, dealing 50.00 damage of attack type Normal and damage type Normal
            • Set aab = False
          • Else - Actions
      • Else - Actions
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • (dmgDetectDamagingUnit has an item of type Improved Hunting Sword) Equal to True
            • aab Equal to False
          • Then - Actions
            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • If - Conditions
                • Or - Any (Conditions) are true
                  • Conditions
                    • dmgDetectDamagedUT Equal to Deer
                    • dmgDetectDamagedUT Equal to Rabbit
                    • dmgDetectDamagedUT Equal to Raccoon
                    • dmgDetectDamagedUT Equal to Bear (Level 1)
                    • dmgDetectDamagedUT Equal to Mammoth
                    • dmgDetectDamagedUT Equal to Frost Bear
                    • dmgDetectDamagedUT Equal to Quilbeast (Level 1)
                    • dmgDetectDamagedUT Equal to Frost Wolf
                    • dmgDetectDamagedUT Equal to Giant Wolf
                    • dmgDetectDamagedUT Equal to Dire Wolf
              • Then - Actions
                • Unit - Set dmgDetectDamagedUnit movement speed to ((Default movement speed of dmgDetectDamagedUnit) x 0.80)
                • Set aab = True
                • Unit - Cause dmgDetectDamagingUnit to damage dmgDetectDamagedUnit, dealing 100.00 damage of attack type Normal and damage type Normal
                • Set aab = False
              • Else - Actions
          • Else - Actions
    • [B] -------- Mining Triggers --------
      • -------- ------------------------------------------------------- --------
      • -------- Iron Vein --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • And - All (Conditions) are true
            • Conditions
              • dmgDetectDamagedUT Equal to Iron Vein
              • (dmgDetectDamagingUnit has an item of type Pickaxe) Equal to True
        • Then - Actions
          • Set realRand1 = (Random real number between 0.00 and 100.00)
          • Unit - Set life of dmgDetectDamagedUnit to 100.00%
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (dmgDetectDamagingUnit is A Hero) Equal to True
            • Then - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • realRand1 Greater than or equal to 66.66
                • Then - Actions
                  • Item - Create Iron Ore at dmgDetectDamagedPosition
                  • Hero - Give (Last created item) to dmgDetectDamagingUnit
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • realRand1 Greater than or equal to 83.33
                    • Then - Actions
                      • Item - Create Iron Ore at dmgDetectDamagedPosition
                      • Hero - Give (Last created item) to dmgDetectDamagingUnit
                    • Else - Actions
                • Else - Actions
            • Else - Actions
        • Else - Actions
      • -------- ------------------------------------------------------- --------
      • -------- Silver Vein --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • And - All (Conditions) are true
            • Conditions
              • (Unit-type of dmgDetectDamagedUnit) Equal to Silver Vein
              • (dmgDetectDamagingUnit has an item of type Pickaxe) Equal to True
        • Then - Actions
          • Set realRand1 = (Random real number between 0.00 and 100.00)
          • Unit - Set life of dmgDetectDamagedUnit to 100.00%
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (dmgDetectDamagingUnit is A Hero) Equal to True
            • Then - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • realRand1 Greater than or equal to 81.82
                • Then - Actions
                  • Item - Create Silver ore at dmgDetectDamagedPosition
                  • Hero - Give (Last created item) to dmgDetectDamagingUnit
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • realRand1 Greater than or equal to 90.90
                    • Then - Actions
                      • Item - Create Silver ore at dmgDetectDamagedPosition
                      • Hero - Give (Last created item) to dmgDetectDamagingUnit
                    • Else - Actions
                • Else - Actions
            • Else - Actions
        • Else - Actions
      • -------- ------------------------------------------------------- --------
      • -------- Gold Vein --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • And - All (Conditions) are true
            • Conditions
              • (Unit-type of dmgDetectDamagedUnit) Equal to Gold Vein
              • (dmgDetectDamagingUnit has an item of type Pickaxe) Equal to True
        • Then - Actions
          • Set realRand1 = (Random real number between 0.00 and 100.00)
          • Unit - Set life of dmgDetectDamagedUnit to 100.00%
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (dmgDetectDamagingUnit is A Hero) Equal to True
            • Then - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • realRand1 Greater than or equal to 88.24
                • Then - Actions
                  • Item - Create Gold ore at dmgDetectDamagedPosition
                  • Hero - Give (Last created item) to dmgDetectDamagingUnit
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • realRand1 Greater than or equal to 94.12
                    • Then - Actions
                      • Item - Create Gold ore at dmgDetectDamagedPosition
                      • Hero - Give (Last created item) to dmgDetectDamagingUnit
                    • Else - Actions
                • Else - Actions
            • Else - Actions
        • Else - Actions
      • -------- ------------------------------------------------------- --------
      • -------- Stone Vein --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • And - All (Conditions) are true
            • Conditions
              • (Unit-type of dmgDetectDamagedUnit) Equal to Stone
              • (dmgDetectDamagingUnit has an item of type Pickaxe) Equal to True
        • Then - Actions
          • Set realRand1 = (Random real number between 0.00 and 100.00)
          • Unit - Set life of dmgDetectDamagedUnit to 100.00%
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (dmgDetectDamagingUnit is A Hero) Equal to True
            • Then - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • realRand1 Greater than or equal to 50.00
                • Then - Actions
                  • Item - Create Stone at dmgDetectDamagedPosition
                  • Hero - Give (Last created item) to dmgDetectDamagingUnit
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • realRand1 Greater than or equal to 75.00
                    • Then - Actions
                      • Item - Create Stone at dmgDetectDamagedPosition
                      • Hero - Give (Last created item) to dmgDetectDamagingUnit
                    • Else - Actions
                • Else - Actions
            • Else - Actions
        • Else - Actions
      • -------- ------------------------------------------------------- --------
      • -------- Copper Vein --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • And - All (Conditions) are true
            • Conditions
              • (Unit-type of dmgDetectDamagedUnit) Equal to Copper Vein
              • (dmgDetectDamagingUnit has an item of type Pickaxe) Equal to True
        • Then - Actions
          • Set realRand1 = (Random real number between 0.00 and 100.00)
          • Unit - Set life of dmgDetectDamagedUnit to 100.00%
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (dmgDetectDamagingUnit is A Hero) Equal to True
            • Then - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • realRand1 Greater than or equal to 75.00
                • Then - Actions
                  • Item - Create Copper ore at dmgDetectDamagedPosition
                  • Hero - Give (Last created item) to dmgDetectDamagingUnit
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • realRand1 Greater than or equal to 87.50
                    • Then - Actions
                      • Item - Create Copper ore at dmgDetectDamagedPosition
                      • Hero - Give (Last created item) to dmgDetectDamagingUnit
                    • Else - Actions
                • Else - Actions
            • Else - Actions
        • Else - Actions[/B]
      • -------- ------------------------------------------------------- --------
      • -------- Rank system --------
      • -------- ------------------------------------------------------- --------
      • Set rankAttacker = (Damage source)
      • Set rankAttacked = (Triggering unit)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (rankAttacker has buff Unit Training ) Equal to True
          • (Point-value of rankAttacker) Greater than or equal to 30
        • Then - Actions
          • -------- Unit variations --------
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Unit-type of rankAttacked) Equal to Dummy
            • Then - Actions
              • Unit - Set the custom value of rankAttacker to ((Custom value of rankAttacker) + 1)
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • ((Owner of rankAttacked) is an enemy of (Owner of rankAttacker)) Equal to True
                • Then - Actions
                  • Unit - Set the custom value of rankAttacker to ((Custom value of rankAttacker) + 10)
                • Else - Actions
          • -------- Rank up Main --------
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Custom value of rankAttacker) Greater than or equal to 3450
            • Then - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (rankAttacker has buff Rank 10 -|c00FFFF00Elite|r- ) Equal to False
                • Then - Actions
                  • Unit - Remove Rank 9 from rankAttacker
                  • Unit - Add Rank 10 to rankAttacker
                • Else - Actions
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Custom value of rankAttacker) Greater than or equal to 2650
                • Then - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • (rankAttacker has buff Rank 9 -|c00FFFF00Master|r- ) Equal to False
                    • Then - Actions
                      • Unit - Remove Rank 8 from rankAttacker
                      • Unit - Add Rank 9 to rankAttacker
                    • Else - Actions
                • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • (Custom value of rankAttacker) Greater than or equal to 2050
                    • Then - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • (rankAttacker has buff Rank 8 -|c00FFFF00Specialist|r- ) Equal to False
                        • Then - Actions
                          • Unit - Remove Rank 7 from rankAttacker
                          • Unit - Add Rank 8 to rankAttacker
                        • Else - Actions
                    • Else - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • (Custom value of rankAttacker) Greater than or equal to 1450
                        • Then - Actions
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • (rankAttacker has buff Rank 7 -|c00FFFF00Veteran|r- ) Equal to False
                            • Then - Actions
                              • Unit - Remove Rank 6 from rankAttacker
                              • Unit - Add Rank 7 to rankAttacker
                            • Else - Actions
                        • Else - Actions
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • (Custom value of rankAttacker) Greater than or equal to 1050
                            • Then - Actions
                              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                • If - Conditions
                                  • (rankAttacker has buff Rank 6 -|c00FFFF00Duelist|r- ) Equal to False
                                • Then - Actions
                                  • Unit - Remove Rank 5 from rankAttacker
                                  • Unit - Add Rank 6 to rankAttacker
                                • Else - Actions
                            • Else - Actions
                              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                • If - Conditions
                                  • (Custom value of rankAttacker) Greater than or equal to 650
                                • Then - Actions
                                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                    • If - Conditions
                                      • (rankAttacker has buff Rank 5 -|c00FFFF00Fighter|r- ) Equal to False
                                    • Then - Actions
                                      • Unit - Remove Rank 4 from rankAttacker
                                      • Unit - Add Rank 5 to rankAttacker
                                    • Else - Actions
                                • Else - Actions
                                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                    • If - Conditions
                                      • (Custom value of rankAttacker) Greater than or equal to 450
                                    • Then - Actions
                                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                        • If - Conditions
                                          • (rankAttacker has buff Rank 4 -|c00FFFF00Brawler|r- ) Equal to False
                                        • Then - Actions
                                          • Unit - Remove Rank 3 from rankAttacker
                                          • Unit - Add Rank 4 to rankAttacker
                                        • Else - Actions
                                    • Else - Actions
                                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                        • If - Conditions
                                          • (Custom value of rankAttacker) Greater than or equal to 250
                                        • Then - Actions
                                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                            • If - Conditions
                                              • (rankAttacker has buff Rank 3 -|c00FFFF00Aspirant|r- ) Equal to False
                                            • Then - Actions
                                              • Unit - Remove Rank 2 from rankAttacker
                                              • Unit - Add Rank 3 to rankAttacker
                                            • Else - Actions
                                        • Else - Actions
                                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                            • If - Conditions
                                              • (Custom value of rankAttacker) Greater than or equal to 150
                                            • Then - Actions
                                              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                                • If - Conditions
                                                  • (rankAttacker has buff Rank 2 -|c00FFFF00Novice|r- ) Equal to False
                                                • Then - Actions
                                                  • Unit - Remove Rank 1 from rankAttacker
                                                  • Unit - Add Rank 2 to rankAttacker
                                                • Else - Actions
                                            • Else - Actions
                                              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                                • If - Conditions
                                                  • (Custom value of rankAttacker) Greater than or equal to 50
                                                • Then - Actions
                                                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                                    • If - Conditions
                                                      • (rankAttacker has buff Rank 1 -|c00FFFF00Recuit|r- ) Equal to False
                                                    • Then - Actions
                                                      • Unit - Add Rank 1 to rankAttacker
                                                    • Else - Actions
                                                • Else - Actions
        • Else - Actions
      • -------- ------------------------------------------------------- --------
      • -------- Hero progression system --------
      • -------- ------------------------------------------------------- --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Unit-type of dmgDetectDamagingUnit) Equal to Villager) or ((Unit-type of dmgDetectDamagingUnit) Equal to Villager)
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (dmgDetectDamagedUnit belongs to an enemy of (Owner of dmgDetectDamagingUnit)) Equal to True
            • Then - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • classinteger[(Player number of (Owner of dmgDetectDamagingUnit))] Equal to 3
                • Then - Actions
                  • Set heroStrProgression[(Player number of (Owner of dmgDetectDamagingUnit))] = (heroStrProgression[(Player number of (Owner of dmgDetectDamagingUnit))] + 20)
                • Else - Actions
                  • Set heroStrProgression[(Player number of (Owner of dmgDetectDamagingUnit))] = (heroStrProgression[(Player number of (Owner of dmgDetectDamagingUnit))] + 10)
            • Else - Actions
              • Set heroStrProgression[(Player number of (Owner of dmgDetectDamagingUnit))] = (heroStrProgression[(Player number of (Owner of dmgDetectDamagingUnit))] + 2)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • heroStrProgression[(Player number of (Owner of dmgDetectDamagingUnit))] Greater than or equal to (Integer((Power((Real((Strength of dmgDetectDamagingUnit (Exclude bonuses)))), 1.50))))
            • Then - Actions
              • Hero - Modify Strength of dmgDetectDamagingUnit: Add 1
              • Set heroStrProgression[(Player number of (Owner of dmgDetectDamagingUnit))] = 0
            • Else - Actions
        • Else - Actions
      • -------- ------------------------------------------------------- --------
      • -------- Assassin Passive Damage --------
      • -------- ------------------------------------------------------- --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • aab Equal to False
          • (Level of Combat Training for dmgDetectDamagingUnit) Equal to 1
          • classinteger[(Player number of (Owner of dmgDetectDamagingUnit))] Equal to 1
          • dmgDetectDamagingUnit Not equal to dmgDetectDamagedUnit
        • Then - Actions
          • Set aab = True
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Max life of dmgDetectDamagedUnit) Less than or equal to 3500.00
            • Then - Actions
              • Unit - Cause dmgDetectDamagingUnit to damage dmgDetectDamagedUnit, dealing ((Max life of dmgDetectDamagedUnit) x 0.10) damage of attack type Chaos and damage type Unknown
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Max life of dmgDetectDamagedUnit) Less than or equal to 10000.00
                • Then - Actions
                  • Unit - Cause dmgDetectDamagingUnit to damage dmgDetectDamagedUnit, dealing ((Max life of dmgDetectDamagedUnit) x 0.05) damage of attack type Chaos and damage type Unknown
                • Else - Actions
                  • Unit - Cause dmgDetectDamagingUnit to damage dmgDetectDamagedUnit, dealing ((Max life of dmgDetectDamagedUnit) x 0.03) damage of attack type Chaos and damage type Unknown
          • Set aab = False
        • Else - Actions
      • -------- ------------------------------------------------------- --------
      • -------- Routing system --------
      • -------- ------------------------------------------------------- --------
      • -------- Leak Removal --------
      • Custom script: call RemoveLocation (udg_dmgDetectDamagedPosition)
There is also this trigger that interacts with the damage detect system

  • Add detectable damage heros runtime
    • Events
      • Unit - A unit enters (Playable map area)
    • Conditions
    • Actions
      • Trigger - Add to Damage Detected <gen> the event (Unit - (Entering unit) Takes damage)
 
Last edited:
Level 39
Joined
Feb 27, 2007
Messages
5,033
What does actually happen when you try to use the "hero - give item" action? It should work on regular units as long as they have the Inventory (unit) ability. How many inventory slots does it add? (If 1 then the problem is the unit is already holding a pickaxe!)
 
Level 5
Joined
Jul 15, 2018
Messages
111
What does actually happen when you try to use the "hero - give item" action? It should work on regular units as long as they have the Inventory (unit) ability. How many inventory slots does it add? (If 1 then the problem is the unit is already holding a pickaxe!)

The hero unit has an ability called inventory (Hero) , which gives 6 slots.
Initially the worker had an ability called Inventory (4 slots) , which gives 4 slots.

I have tried changing the worker to have the same inventory ability, aswell as other inventory abilities to no avail.
 
Level 5
Joined
Jul 15, 2018
Messages
111
There is also this trigger that interacts with the damage detect system

  • Add detectable damage heros runtime
    • Events
      • Unit - A unit enters (Playable map area)
    • Conditions
    • Actions
      • Trigger - Add to Damage Detected <gen> the event (Unit - (Entering unit) Takes damage)
 
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