1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 |
20:32 | COCKROACH |  But that doesn't explain the lack of movement |
20:31 | FIXED |  That fixes the fact that stuff won't show |
20:22 | TEST |  Take E |
20:22 | EXPERIMENT |  I've set the tag once more on the map, as the data shown here can sometimes betray you.... Well at least in this particular case |
20:21 | COCKROACH |  And not only that, but it also doesn't allow me to leave once I'm in the hidden part, and I wonder why |
20:20 | COCKROACH |  Showing does not work, though |
20:20 | CONFIRMED |  the top hider also works |
20:19 | TEST |  Take D will tell be about the North |
20:18 | BUG |  showing does not |
20:18 | STATUS |  Hiding appears to be working at least when entering from the south |
20:15 | TEST |  Take C |
20:00 | NOTE |  Someday the moment will come that is no longer needed! |
19:59 | NALA |  But I need to rebuild NALA |
19:59 | FIXED |  I fixed that |
19:59 | SOLVED |  I think I found it! Some values switched in the Kthura Bubble API! 
|
19:58 | DEBUG |  Extra debug lines must shine some light upon this |
19:36 | NOTE |  And don't ask me why I said that in German (which is NOT my native language peeps... Contrary to popular (read: idiot) belief, Dutch is NOT a dialect of German.... |
19:35 | TODO |  Ich denke dass ich eine Tasse Kaffee brauchen.... |
19:33 | COCKROACH |  Nothing happens :-/ |
19:27 | TEST |  Take B |
19:27 | FIXED |  I hope |
19:26 | BUG |  And the hide feature does not work in the bottom zone... WHY? |
19:26 | FIXED |  Misnamed methods |
19:20 | TEST |  Take A |
19:20 | LINK |  Linked to the respective zones |
19:20 | MAPSCRIPT |  Hide and show the secret |
19:06 | STATUS |  Now to alter the mapscript |
18:28 | NALA |  Of course, I can still compile NALA first (which I have to do anyway) |
17:54 | STATUS |  Now I need to adapt the mapscript, but as it's 6 o' clock now and time for the new, I guess that has to wait... ;) |
17:53 | LINK |  which links it all together |
17:53 | NIL |  And written the NIL Code |
17:25 | TECHNO |  Especially since this is a feature I use a lot in order to hide secret passages. |
17:25 | C# | I've put in a way to hide and show objects based on their label.... I just figured that doing this hard-core in the engine will make the game much faster |
- = 20 Nov 2019 = - |
23:02 | CONFIRMED |  And NOW it all works |
22:49 | TEST |  Take VII |
22:49 | VOID |  Whine |
22:46 | TEST |  Take VI |
22:45 | FIXED |  Link error |
22:40 | TEST |  Take V |
22:39 | FIXED |  Illegal function call |
22:35 | TEST |  Take IV |
22:35 | FIXED |  Case Error |
22:22 | TEST |  Take III |
22:21 | LINK |  And linked everything together |
22:21 | SCRIPT |  Next/Prev routines |
20:50 | CONFIRMED |  The linkup itself works, but the function making it happen was not yet completely worked out..... So that will be the next thing to cover |
20:48 | TEST |  Take II |
20:48 | DONE |  Getting myself distracted |
20:12 | FIXED |  Bad exit tag |
20:10 | TEST |  Take I (Let's see) |
19:33 | LINK |  I did link the left door to the next room, however if that works, I cannot yet tell.... |
19:29 | FIXED |  Blockmap issue in the entrance hall |
18:51 | TEST |  Take F will show if that was succesful |
18:49 | NOTE |  And yes, it should change based on who you put in the lead |
18:49 | LINK |  And I've linked his scenario to the character on the map |
18:48 | SCENARIO |  Zack |
17:56 | STATUS |  But it's (almost) 6 o' clock and (almost) time for the news... |
17:56 | STATUS |  Zack's next |
17:54 | CONFIRMED |  And Irravonia DOES adept her speech based on who's talking to her! So far so good.... |
17:54 | STATUS |  All errors accounted for, and everything works the way it should |
17:50 | TEST |  Take E |
17:50 | FIXED |  ? Wrong group ? |
17:49 | TEST |  Take D |
17:48 | FIXED |  I should never read out an array like it were a function |
17:46 | TEST |  But some testing is required and I count on, as this is part of the same deal.... Take C |
17:46 | SCRIPT |  And due to this switching leaders should be possible now, and Irravonia should now also change her speech if Rebecca is the leader |
17:44 | TECHNO |  And thus I can leave out a lot of needless code that only takes up memory and does not do a thing except for error catching |
17:43 | LINK |  I've set up a small line which will constitute a link to an AltClick function when the user clicks a character portrait with the right mouse button, if such a function exists.... Meaning that if the function does not exist the link cannot be constituted and the system won't even try. |
17:34 | CONFIRMED |  That works, although this was a kind of code that could (except for a few typos) hardly go wrong.... |
17:32 | TEST |  Take B |
17:31 | FIXED |  Code typo |
17:25 | TEST |  Take A |
17:25 | NOTE |  As switching leader is not yet supported, Irravonia can technically only respond to Eric now, but her scenario to when Rebecca speaks to her, has already been written.... Saves me work once you can switch leaders, which is a good idea to get done next |
17:23 | LINK |  I've linked her to the mapscript now, so now Irravonia should respond |
17:21 | SCENARIO |  Irravonia's replies to either Eric or Rebecca have been written.... I did these from scratch as given the current situation that was the easier way to go |
17:10 | FIXED |  And been fixed! |
17:10 | CONFIRMED |  YAAAAY! The mystery has indeed been solved! |
17:07 | TEST |  Take VI |
17:07 | SOLVED |  I think.... I think the system tries to look up stuff in the wrong layer.... After all this is the first actively multi-layer map in the game.... And also the first with multi-autoclickables, and since the Traveler's Emblem is not on the first floor, it could be the reason for crashing (and that is what it looks like) and it could also explain the (0,0) which are also not on the first floor.... |
17:03 | MYSTERY |  Like expected that didn't solve the issue, however I can see that now the coordinates of NPC Irravonia and NPC Zack are in order now, this in contrast with the swords in room 002, which also act as an NPC, where (0,0) are the given coordinates which is incorrect (and cannot even be true), and the error remains also, and still on the case label too.... |
16:49 | TEST |  Take V |
16:49 | EXPERIMENT |  I think I found the issue, but that issue could NEVER produce that data, but if it works it works, so let's see |
16:47 | BUG |  Then again, NIL is still a bit disasterous when it comes to the line number preserving.... |
16:47 | MYSTERY |  the line given in the traceback refers to a case check which makes the error impossible, as case labels can only contain constant pre-defined values, and can therefore not contact .NET (which based on the error message, did happen).... |
16:45 | INVESTIGATION |  Let's first check that traceback |
16:44 | HUH | = Compiling auto-clickables
= Clickables on Layer #001
= Converting object with tag SAVESPOT_RED_00001E0D8B into a clickable
= Converting object with tag SAVESPOT_GREEN_0034E04586 into a clickable
NPC Found on ( 512, 160) >> NPC_Irravonia
= Converting object with tag NPC_Irravonia into a clickable
NPC Found on ( 512, 160) >> NPC_Zack
= Converting object with tag NPC_Zack into a clickable
= Clickables on Layer #002
ERROR>Object reference not set to an instance of an object.
ERROR>Object reference not set to an instance of an object.
= Converting object with tag TRAVEL_ee411dc16de39f2d412e8d7619f55b4b into a clickable
ERROR>Object reference not set to an instance of an object.
ERROR>Object reference not set to an instance of an object.
ERROR>Object reference not set to an instance of an object.
ERROR>Object reference not set to an instance of an object.
NPC Found on ( 0, 0) >> NPC_Swords
= Converting object with tag NPC_Swords into a clickable
= Clickables on Layer #003
Makes even less sense, I tell ya |
16:44 | HUH |  I don't understand what is happening... and to put it even stronger, the data I find in the logs do not even seem to make much sense here.... But let's get some things on the roll, starting with this traceback 
|
16:23 | TEST |  Take IV |
16:23 | DEBUG |  Some debug lines must give me some clarity |
16:23 | FAILURE |  error beyond my understand |
16:19 | TEST |  Take III |
16:19 | SOLVED |  Ah, found the one I missed |
16:19 | COCKROACH |  Fix set, confirmed by my JCR6 viewer, yet ignored by the engine.... WTF? |
16:13 | TEST |  Take II |
16:13 | FIXED |  Systematic case error |
16:10 | TEST |  Take I |
16:09 | STATUS |  As the mapscript the autolinks created refer to do not yet exist errors will be thrown, however the kind of error DOES tell me if the autolinking itself works, from there I can work the scripts themselves out |
16:07 | NALA |  Extra functionality in the linking scripts was required here, so I'll have to recompile NALA to make sure the embedded scripts are functional again |
16:01 | SCRIPT |  I've automated the clickability of NPCs in the field... |
10:27 | MAP |  I've added room 002 to the Exam Ruins |
9:27 | ANNOUNCEMENT | Tele2 Mobiel NOOIT MEER! |
9:26 | ANNOUNCEMENT | Tele2 Mobiel NOOIT MEER! |
- = 19 Nov 2019 = - |
21:57 | TEST |  Take XXXVI |
21:56 | COSMETIC |  That makes that higher skill levels can be read... |
21:56 | FIXED |  Alignment error |
21:55 | CONFIRMED |  FINALLY! |
21:52 | TEST |  Take XXXV |
21:52 | FIXED |  Well? |
21:51 | COCKROACH |  I think I'm going to die |
21:49 | TEST |  Take XXXIV |
21:49 | FIXED |  Fixed now then.... preeeeeeaaaase? |
21:48 | COCKROACH |  Not quite! |
21:46 | TEST |  Take XXXIII Let's see.... |
21:46 | FIXED |  And that should be fixed as well |
21:46 | FIXED |  Okay... All serious bugs are fixed, but there is one cosmetic bug to be taken care of |
21:06 | TEST |  Take XXXII |
21:06 | COCKROACH |  I think I'm gonna blow! |
21:03 | TEST |  Take XXXI |
21:03 | FIXED |  I hope? |
21:03 | COCKROACH | AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAARGH! |
21:01 | TEST |  Take XXX |
21:01 | FAILURE |  And XNA enforces another, but that is not *my* fault |
21:01 | TEST |  Take XXIX |
21:01 | STUPIDITY |  False start |
20:58 | TEST |  Take XXVIII |
20:58 | FIXED |  I forgot Rebecca's starting equipment |
20:57 | CONFIRMED |  Fixed |
20:54 | STATUS |  And I was hoping to have time to play on my PlayStation and have some dinner tonight |
20:54 | TEST |  Take XXVII |
20:53 | FIXED |  Now? |
20:53 | COCKROACH |  Apparently not! |
20:52 | FUCKYOU | |
20:51 | TEST |  Take XXVI |
20:51 | FIXED |  Did I crush it now? |
20:49 | COCKROACH |  I wonder what it didn't understand about my request |
20:46 | TEST |  Take XXV |
20:46 | FIXED |  ??? |
20:45 | TEST |  Take XXIV |
20:45 | FIXED |  And I hope this fixes a big I have now |
20:45 | LINK |  A way to get the current layer |
20:41 | TEST |  Take XXIII |
20:41 | FIXED |  I hope that's fixed, but we'll find out soon enough... I think |
20:34 | BUG |  But it still wants to go into a random encounter when it is NOT allowed to do so |
20:33 | STATUS |  The chaining works |
20:30 | TEST |  Take XXII |
20:30 | STATUS |  I feel like I'm getting closer now (at least I hope so) |
20:30 | FIXED |  Definition of the leader |
20:28 | TEST |  Take XXI |
20:27 | FIXED |  Invalid definitions in SASKIA |
20:24 | TEST |  Take XX Let's see |
20:24 | FIXED |  the latter SHOULD also be fixed |
20:24 | FIXED |  I think I fixed the former |
20:23 | BUG |  And trying to get the correct SASKIA label is confused with the Kthura layer |
20:22 | BUG |  I hear Rebecca's theme start, and then the general music take it over immediately.... Why? |
20:19 | TEST |  Take XIX |
20:19 | REMOVED |  Removed the original call, and tried another |
20:19 | FUCKYOU |  I'll sort that out later |
20:16 | OFFTOPIC |  Sometimes I feel like I'll get to "Take M" someday.... Let's hope I'm wrong! |
20:16 | TEST |  Take XVIII |
20:15 | DEBUG |  Added a few debug lines to get some clarity |
20:14 | COCKROACH |  Actually THIS tag is in order! |
20:14 | BUG |  Impossible error |
20:10 | TEST |  Take XVII |
20:10 | FIXED |  SIIIIIGH! |
20:05 | TEST |  Take XVI |
20:05 | FIXED |  Code typo |
20:00 | TEST |  Take XV |
19:55 | LAZY |  Second way to call things |
19:51 | FIXED |  Illegal class usage |
19:49 | TEST |  Take XIV |
19:49 | FIXED |  And I also forgot to reset the music after Rebecca's introduction |
19:49 | FIXED |  Oh wait, it's there... I only called it the wrong way |
19:44 | STATUS |  Right... ALmost there... I only forgot the alternate music calls, which this dungeon uses, as the start music differs based on if you've been there before... or not |
19:40 | TEST |  Take XIII |
19:40 | FIXED |  Another Math error |
19:38 | TEST |  take XII |
19:38 | FIXED |  Math error |
19:35 | TEST |  Take XI |
19:35 | POWERSHELL |  How much more time do I have to do that? I wonder? |
19:34 | NALA |  recompiling |
19:33 | LAZY |  I don't wanna talk about it, but it'll save me issues |
19:28 | TEST |  Take X |
19:28 | FIXED |  GRRR! |
19:26 | TEST |  Take IX |
19:26 | FIXED |  Config |
19:24 | TEST |  Take VIII |
19:23 | FIXED |  Illegal Method Call |
19:22 | TEST |  take VII |
19:22 | FUCKYOU |  I forgot to save |
19:20 | TEST |  Take VI |
19:20 | SOLVED |  Aha! |
19:14 | FUCKYOU |  WTF? |
19:13 | TEST |  Take V (I'll count on) to see if everything's in order! |
19:13 | LINK |  Link established |
19:11 | TODO |  Now to really chain to the exam ruins peeps..... |
19:10 | CONFIRMED |  FINALLY! |
19:09 | TEST |  take IV |
19:09 | FIXED |  I think I fixed the link to the exam event |
17:55 | STATUS |  It's 6 o' clock and time for the news! |
17:55 | FIXED |  a few blockmap issues |
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