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Forums » Kuponut » Kuponut.com discussion

RE: new kuponut website skin
4-7-2008 2:45:41 AM
admin

Join Date: 5-18-2006
Posts: 155
#141

added to todo list: user option for changing the skin between new and old kuponut skin


Forums » Chatter » Off Topic

RE: Three word story game
4-17-2008 9:59:24 PM
admin

Join Date: 5-18-2006
Posts: 155
#142

to find the


Forums » Chatter » Off Topic

RE: stupid!
4-19-2008 9:26:48 PM
admin

Join Date: 5-18-2006
Posts: 155
#143

slap her for being stupid! Tongue sticking out

its a good nickname for a girl, but definately not for a guy


Forums » Kuponut » Kuponut.com discussion

RE: Merging Triviad with Kuponut?
4-24-2008 7:11:17 AM
admin

Join Date: 5-18-2006
Posts: 155
#144

that's actually an idea i've been playing with too: have 1 'super site' that handles all forums activity: more members = more activity = more happy people

the problem I keep wondering about is how to handle user accounts between multiple sites: going to a different domain = a different portal = a new user account must be created to have an account on a different website/portal to be able to post on forums on another website

still trying to come up with a reasonable solution to this issue...


Forums » Chatter » Off Topic

RE: stupid!
4-27-2008 12:44:56 AM
admin

Join Date: 5-18-2006
Posts: 155
#145

no racial slurs, thanks Cool


Forums » Chatter » Off Topic

RE: Three word story game
5-7-2008 2:00:41 AM
admin

Join Date: 5-18-2006
Posts: 155
#146

kuponuts and phoenix-downs


Forums » Kuponut » Kuponut.com discussion

moving
5-10-2008 7:45:00 PM
admin

Join Date: 5-18-2006
Posts: 155
#147

to reduce the size of the database to less than 150MB (its 175mb right now), i've had to go through the oldest forum posts and delete them to try and free up some space

just letting you know in case you notice a few threads are missing, this is why, and they aren't coming back, sorry

-- only deleting posts threads that are older than 6 months with no replies


Forums » Chatter » Off Topic

RE: The US Presidential Election 2008
5-26-2008 11:36:50 PM
admin

Join Date: 5-18-2006
Posts: 155
#148

if hillary's husband had never been in politics, we wouldn't be having this conversation. she is famous/popular/whatever by association. i would be very unhappy if she is on the voting ballot as either pres or vice pres


Forums » Chatter » Off Topic

RE: I've decided to come back.
7-22-2008 11:58:39 PM
admin

Join Date: 5-18-2006
Posts: 155
#149

welcome back, you should stick around Wink


Forums » Chatter » General Game Discussion

new game ideas: Relic Chaser
8-26-2008 12:29:24 AM
admin

Join Date: 5-18-2006
Posts: 155
#150

so ive purchased RelicChaser.com and am likely to create a browser based game from it

the general, quickly outlined ideas are:

goals:
get to treasure chests to obtain more loot: gems, $, or armor/weapon drops

playability:
you play grid based maps (think of FFTactics) which have randomly placed treasure chests
apply gems to armor/weapons (think of gems as materia, with weapons/armor having slots to equip gems into)
turn based like FFT. every turn you have the chance to move due to random dice roll. the goal is to get to another chest to gain more loot

gems examples:
red (fire): +attack power
blue (water): +defense


based on this limited info, what else do you think would make this type of game fun?


Forums » Chatter » General Game Discussion

RE: new game ideas: Relic Chaser
8-28-2008 10:57:18 AM
admin

Join Date: 5-18-2006
Posts: 155
#151

here are ALL of the ideas compiled together so far... your thoughts??

<pre>


Fusion system allows for Gems to be permanently inserted/fused into equipment (armor, weapons, accessories)

Slots allow for Gems to be inserted

Maximum slots per equipment type:

Weapons: 4
Armor: 3
Accessories: 1

Gem types:
Red / Fire
Blue / Ice
Yellow / Thunder
Green / Spirit
White / Ghost
Black / Demon

Gem bonuses:
Red
Weapon: +5 attack damage
Armor: +1 damage reduction
Accessory: +10% chance to Penetrate/Pierce SFX
Blue
Weapon: +10% critcal damage bonus chance
Armor: +3 defense bonus
Accessory: +10% stun SFX
Yellow
Weapon: +5% accuracy
Armor: +1 speed
Accessory: +50% quick SFX
Green
Weapon: +10% poison (your opponent) SFX
Armor: +1 luck
Accessory: +50% berserk SFX
White
Weapon: +10% blind (your opponent) SFX
Armor: +7 total HP
Accessory: +100% regen SFX
Black
Weapon: +10% bleed (your opponent) SFX
Armor: +10 max Fury/Adrenaline meter values
Accessory: +50% greed SFX

Tetra Gem
- go to gem forge shop
- give 2 of each color gem (red, blue, yellow, green, white, black) 12 gems total
- forges into a Tetra gem
- Tetra gems can ONLY be created/found/earned in this way
- Tetra Bonuses:
Weapon: +5 HP,
+3 attack
Armor: +1 speed,
+1 damage reduction,
+3% chance to self-apply one of these during battle: (strong, fast, regen, berserk)
Accessory: +5% chance to one of these when you attack: (bleed, poison, stun, blind, confuse, rust, slow, weak)




Gem shards:
- 1/100 of a gem: 100 shards can be forged into a gem at shop in town
- 100 red shards = 1 red gem
- can be used as casino currency, when casino is implemented in town later on
- used during battles as small buffs:
- 2 'selection' boxes of, 1 for attack, 1 for defense
- boxes contain 1 of each shard color AND none selected feature to not use them up
- can only be changed (at no cost) when its your turn
- Shard Bonuses:
- attack is selected and you have a shard selected that you have 1+ of in your inventory
- when you attack, 1 of that type of selected shard is used up and you get the attack bonus below
- defense is selected and you have a shard selected that you have 1+ of in your inventory
- when you are attacked by an opponent, 1 of that type of selected shard is used up and you get the defense bonus below

ANY SHARD:
Defense: +(1-3) damage reduced
Red
Attack: +(5-15%) damage dealt (min of +2)
Blue
Attack: +(10%) chance to attack target 2 times
Yellow
Attack: +(5-25) recharge of Turn Meter
Green
Attack: +(15%) chance to apply poison to target. if already poison, (15%) chance to apply confuse
White
Attack: +(15%) chance to apply blind to target. if already blind, (15%) chance to apply confuse
Black
Attack: +(15%) chance to apply bleed to target. if already bleed, (15%) chance to apply confuse



Status Effects (SFX):
- Passive
Critical
- increases damage you deal by bonus of +33%
Penetrate/Pierce
- ignores 33% of their defense value
- getRand(1,(their defense * 2/3))
Greed
- increases total loot earned at end of battle
+20% gold
+1 shard
+10% chance of +1 loot
- General
- Strong
+10% attack power (minimum value = +4)
- Weak
-10% attack power (minimum value = -4)
- Fast
+3 speed
- Slow
-3 speed
- Bleed
- target loses -4% HP every turn (min of -2)
- target's Adrenaline meter charges 33% slower
- Poison
- target loses -4% HP every turn (min of -2)
- target's Fury meter charges 33% slower
- Regen
- recharges HP per turn
- does NOT recharge ANY hp if affected by a degen SFX (bleed, poison)
- 1-x(max of 10) HP gained per turn OUTSIDE OF BATTLE
- (GetRand(1,1+((player level / 5) + (dungeon level / 6)) HP gained per turn
- 1-x(max of 5) HP gained per turn INSIDE OF BATTLE
- above formula / 2 (min of 1)
- Blind
- 33% chance to miss with attacks
- Rust
- disables armor/weapon/accessory SFX bonuses
- Berserk
- increases rate of Fury and Adrenaline meters gaining points by 20%
- Quick
- +10 of next turn meter is instantly refreshed
- starts at 10 instead of 0
- Stun
- reduces opponents Turn Meter by 33% each of their current value
- to avoid spam of Stun: opponent keeps stun status until they get to 'act' again. the Stun effect only works if they are not already in stun status
- Confused
- 33% chance you will attack yourself instead of your target
- if you attack yourself, this SFX becomes removed
- Fearless
- disables Defend skill



Terms:
damage reduction
- reduces total damage taken AFTER calculating defense bonuses
defense (or defense bonus)
- adds to your total armor rating, total defense
attributes
(attack, defense, speed, luck) [evade, critical hit, penetrate]

Fury meter
- charges when you deal damage
- used to perform attack skills
Adrenaline meter
- charges when you take damage
- used to perform healing, defensive, evasive skills

attributes:
attack
- total damage you can deal per physical attack hit
- example: attack = 25
- you do a random amount of damage between 60% and 100% of this value, prior to defense calculation
- 60% of 25 = 15, so you would do between 15 and 25 damage
defense
- damage absorption percent
- example: defense = 25
- you absorb 20-100% of (defense) damage done to you
- 20% of 25 is 5. so you would absorb 5-25 damage (random)
- you are attacked for 50 damage. you would absorb 5-25 of that damage.
- if you absorbed 20 of that damage, you would be hit for 30 damage
speed
- base value = 20
Turn Meter:
- speed / 2 = total increase to your Turn Meter per second
- your speed is 22. your meter would increase 11 per second. turn meter base max = 100
Evade:
- speed / 1.5 = evade % chance
- your speed is 22. 2/3 of 22 is 7.33% chance to evade an attack
Accuracy:
- speed / 3 = ignore evade, % chance
- your speed is 22. 1/3 of 22 is about 3.66%
- IF the opponent gets a successful evade, there is then a 3.66% chance you would counter that evade and hit them anyway
luck
- base value = 5
- increases chances to:
- GetWeightedRand()
- anything that involves random number
- get better loot
- critical attack rate
level
- base value = 0
- max level = 20
health(HP)
- 20 + (player level * 4)
- max = 100
Fury Meter
- base value = 100
Turn Meter
- base value = 100


Critical Attack Rate:
- increases damage you deal by 25-50% for THAT attack
- base chance = 5%
- base chance = (base chance) + ((attack power + level) / 10)
- example: attack power = 30, level = 20
- base chance = (5) + ((30 + 20)/10) = 10% chance


Overview:
game is FFTactics except with a FF7 style party system (limit breaks, materia) and treasure chests and loot are most important (diablo2, battle hunter) and chests are scattered around the map

Party System:
You control 2 characters, you choose their types when you create an account



Classes / Weapons:
Fighter
- sword (+attack, +speed)
- axe (+attack, +critical)
- spear (+attack, +penetrate)

Armor:
Shield (+defense)
Vest (+hp)
Cloak (+luck)
Gloves (+speed)



Extended weapon types, total Gem Slots:
- wooden (1)
- copper (2)
- silver (3)
- gold (4)
- crystal (5)

weapon prefix
- Cracked (-attack)
- Sturdy (no effect)
- Perfect (+attack)

armor prefix
- Cracked (-defense)
- Sturdy (no effect)
- Perfect (+defense)

gems: no prefix



Fury Meter:
- has base value of 100, this value will likely never be modified due to status effects, armor, etc
- is the mana bar
- slowly recharges (+5 per 'turn') during battle, (+1) per 'step' on the 'map'
- for every 2 damage you deal or 1 damage you receive, this meter goes up +1
- when meter is fully charged, attack/defense is increased +20%, luck/speed +10%

Fury Meter skills, Fury points required: (Xenogears)
- Fighter
- Slash (10)
- attack target, +10% chance to critical, turn meter recharges +25
- Stab (20)
- attack target and cause Bleeding effect on them, +30% chance to critical
- Thrust (30)
- attack target once, dealing critical damage
- Double Thrust (60)
- attack target twice, dealing critical damage each time. +5% chance to pierce
- Triple Thrust (80)
- attack target three times, dealing critical damage each time. +10% chance to pierce
- Rampage (100)
- attack target four times, dealing critical damage each time. +10% chance to pierce
Out of Battle:
- Move
- base value = 5
- consume ANY 1 shard to make this value +(1-3)
- Rest
- heals you for 10-15% of your max hp (minimum of 3)
- 33% chance to remove 1 negative SFX
- wastes your turn
- can only use it if you have NOT moved yet this turn

- every time you use up a turn:
- counter in top left corner of screen is Rage meter: monsters get hungry!
- Rage Meter:
- Rage base value = 0%
- Rage goes up +1% every turn you take.
- Rage goes down -5% for every monster you kill
- Rage goes down -5% for every chest you open
- Rage meter gives monsters:
- Rage Meter % bonus to the damage they can inflict on you
- example: Rage Meter = 20%
- monster hits you for 10 damage. this value would increase to 12 damage instead (10 +20% = 12)
- which would automatically cause the Monster's Fury Meter to fill up (Rage Meter %) faster as well
- Tiles/FFT/Lufia2 based system
- When a monster attacks you:
- goes into Lufia2 battle mode
- players on bottom, monsters on top
- you see player's backs and monster's faces
- When you open a chest, it also gives a +Rest bonus (you are healed a little)

- some tiles could have a blinking [?] on them, which is like playing roulette:
- it randomly chooses one of these bonuses for you when you step on that tile:
- Heals you (equivalent to Rest"Wink and increases your current Fury meter value by +20% of max
- Spawns a chest (equivalent to open chest"Wink
- Spawns a random monster in its place
- Resets your Fury meter to zero and ends your turn

In Battle, Default skills:
Attack
- attack target
Defend
- reduces incoming damage by 50%, increases Fury meter +2-10 when this action is performed, turn meter starts at zero (no matter what) your next turn



Levels, Level Ups:
- level ups only give you the following:
- more maximum HP
- ability to equip higher level equipment/armor/weapons/accessories that might have a level requirement
- hp and fury meter are refreshed to full as a bonus when this happens



Loot (frequency) [sell value]
- crap (80)
- nuts (5) [2] (given 1-5 of these)
- bolts (5) [3] (given 1-5 of these)
- screws (5) [4] (given 1-5 of these)
- gold (100) [(1 + map level + player level) * (1-1000)/10
- weapons (40) [((type:10,25,50,100) * (prefix:-50%,0,+50%)) + (player level * 5)]
- armor (40) [((type:10,25,50,100) * (prefix:-50%,0,+50%)) + (player level * 5)]
- accessory (25) [((accessory level) + (player level)) * (5) ]
- gems (30) [1000]
- relic (1*) [5000]
*- relic chances = 1 + (Floor(dungeon level / 5) * 5)
- if dungeon level > 25:
- chances += (dungeon level - 25) * 2


Robots / Mechanics shop:

- you can have up to 1 robot pets in your party at a time.
- if you want a new pet you have to sell back your old one
- to assemble pets, you have to trade in nuts/bolts/screws to have them build you a pet
- robot pets could have their own gem slots, 1 or 2, perhaps 1 weapon and 1 armor slot
- they have high speed, low attack power/damage (but have their own SFX skill), average defense/health
- they self-repair and are fully healed at the end of a battle
- if they 'die' during battle, and you dont, next battle they are fully functional/restored again
- if a robot goes below 10 hp (even if at zero hp), they have +2 hp regen per round
- if a robot is at or above 10 hp, they start fighting again
- a robot's attack skills are disabled if they go below 10 hp
- a robot acts as a permanent meat shield that will take some attacks off of you
- if robot below 10 hp, their fury meter does not charge
- any time a robot's hp hits zero, their fury meter resets to zero
- robots fury meters reset to zero after battle, YOUR Fighter's Fury meter does not reset to zero

Types of Robots:
- Speed , Attack , Health , Skills: [fury cost]
- Squirrel 18 , 5 , 30 , Nut Throw [25](attacks all targets for normal damage)
- Cat 17 , 15 , 50 , Litter Toss [30](attacks all targets for normal damage, 10% chance to blind"Wink
- Cannon 16 , 25 , 70 , Boom [35](attacks all targets for normal damage, 20% chance to stun/penetrate/critical)

- robots will always attack if heath is above 10
- robots will always use their skill instead of attack if they have enough fury meter


Playability:
- create an account
- name your characters (2 of them)
- Fighter
- Mechanic
- transported to town
- shop
- buy/sell everything
- storage
- 20 slots to transfer things out of inventory
- skill trainer
- learn Fury skills
- learn Default skills
- mechanics shop
- buy robot pets, upgrade existing ones

- dungeon entrance
- start playing the game and entering dungeon levels
- a new staircase shows up for every 5 levels of dungeon you make it through successfully
- up to 29 dungeon levels
- staircases: level 1,5,10,15,20,25
- dungeon playing:
- chests randomly placed
- gaining loot:
- win a battle
- you can not gain relics from winning a battle
- chance of getting relic from winning a battle = 50% less likely
- gold received = 40-60% as much (if you get it)
- open a chest
- monsters are strategically placed
- they don't move
- you clear a floor by either getting all chests or finding the exit
- clear a floor:
- your data is saved and you can either go back to town or go to the next floor
- going to the next floor = all health restored to full, fury meters reset to zero, get a gold/xp bonus


- dungeon maps/monsters
- maps are hardcoded pre-configured
- tiles you can and cannot go (battle hunter)
- monsters straegically placed
- monsters will attack you if you are within (x) squares/tiles of them (y) % chance
- 1, 100%
- 2, 50%
- 3, 10%
- you have 5 moves per turn
- infinite turns
- every 2 turns you take,
- monsters get +1% health
- chance monster will attack you = +1%
- all your loot, experience, only saved if you COMPLETE the dungeon
- if you close browser or quit mid-way through, you lose it all
- saved in databsae in temporary table
- upon completion temporary table data gets transfered as permanent
- if you die, your party wipes:
- same as closing your browser: you dont gain anything. but there is no penalty if you die, you dont lose gold or xp

- monster types (approximate dungeon level) [hp, attack, defense, speed] - SFX - comes in groups of (x)
- gray rat (1-5) [10, 10, 5, 15] - stun 15% - (1-3)
- gray bat (1-7) [15, 15, 8, 15] - bleed 15% - (1-3)
- gray scorpion (2-9) [20, 18, 12, 16] - critical 15% - (1-3)
- gray spider (2-11) [25, 20, 15, 16] - poison 15% - (1-3)
- gray snake (3-13) [30, 25, 16, 17] - attack twice 15% - (1-3)
- gray wolf (3-15) [35, 28, 18, 18] - critical 20% - (1-3)
- gray cobra (4-17) [40, 30, 20, 18] - Fast/Strong - (1-3)

- green rat (5-19) [50, 35, 22, 19] - stun 20% - (2-3)
- green bat (6-19) [55, 38, 24, 19] - bleed 20% - (2-3)
- green scorpion(7-19) [60, 40, 28, 20] - critical 20% - (2-3)
- green spider (8-19) [70, 42, 30, 20] - poison 20% - (2-3)
- green snake (9-19) [80, 45, 32, 21] - attack twice 20% - (2-3)
- green wolf (11-19) [90, 48, 35, 21] - critical 26% - (2-3)
- green cobra (12-19) [100, 50, 38, 21] - Fast/Strong - (2-3)

- red rat (15-20) [150, 55, 42, 21] - stun 25% - (2-4)
- red bat (16-20) [160, 60, 45, 22] - bleed 25% - (2-4)
- red scorpion (17-21) [170, 64, 48, 22] - critical 25% - (2-4)
- red spider (18-22) [180, 68, 50, 22] - poison 25% - (2-4)
- red snake (19-23) [190, 70, 52, 22] - attack twice 25% - (2-4)
- red wolf (20-24) [200, 72, 54, 22] - critical 20% - (2-4)
- red cobra (21-25) [210, 74, 55, 22] - Fast/Strong - (2-4)

- black rat (22-25) [220, 76, 56, 22] - stun 30% - (3-4)
- black bat (23-26) [230, 78, 57, 23] - bleed 30% - (3-4)
- black scorpion(25-27) [250, 80, 58, 23] - critical 30% - (3-4)
- black spider (26-28) [260, 84, 59, 23] - poison 30% - (3-4)
- black snake (27-29) [270, 88, 60, 24] - attack twice 30% - (3-4)
- black wolf (28-29) [280, 92, 61, 25] - critical 35% - (3-4)
- black cobra (29-29) [290, 100, 64, 26] - Fast/Strong - (3-4)
- when battle is won:
- xp gained:
- (dungeon level + player level + 1)
- gold gained
- (dungeon level / 5)
- +loot
- +1 loot chance = (total monsters you killed - 1) * 10%
- 4 monsters in that party = 40% chance for 2 loot instead of 1 loot earned
- +shards
- (total monsters you killed) shards given of one random type of gem shard color

- when FINAL level is cleared (level 29 dungeon)
- gold gained = +100
- xp gained = +20
- +1 loot
- congratulated and told you will be warped back to town with +1 glory points

Glory Points
- talk to Glory Statue to exchange glory points with prizes
- prizes:
- 5 points exchanged for 1 random gem
- 10 points exchanged for 2 random gems and +100 gold
- 15 points exchanged for 3 random gems and +250 gold
- 20 points exchanged for 4 random gems and +500 gold
- 25 points exchanged for 1 random gem and 1 random RELIC

- earn glory points:
- completeing final (level 29) dungeon
- the first time you complete ANY dungeon level (1-29)
- donating/sacrificing 250 of a specific crap items to glory statue

Relics:
- you will not find any relic you currently have in your relic inventory

-lvl 1 relics: [sell/gold value] (chance) - type - (stats)
- Ivory Fang [1100] (100) - weapon (+10 attack)
- Corn Pipe [1250] (100) - armor (+10 defense)
- Red Earring [1500] (100) - accessory (+2 to all attributes)
-lvl 2 relics: (sell)
- Ruby Dagger [2000] (50) - weapon (+15 attack)
- Gold Cloak [3000] (50) - armor (+15 defense)
- Silver Orb [4000] (50) - accessory (+3 to all attributes)
-lvl 3 relics: (wear)
- Alkan
- Sword of Alkan [10000] (10) - weapon (+25 attack)
- Shield of Alkan [10000] (10) - armor (+25 defense)
- Gauntlet of Alkan [10000] (10) - accessory (+5 to all attributes)
- when 2/3 equipped: +2 attack, +1 defense
- when all 3 equipped, bonus: +5 attack, +2 defense
- Janis
- Axe of Victor [10000] (10) - weapon (+25 attack)
- Vest of Victor [10000] (10) - armor (+25 defense)
- Bracer of Victor [10000] (10) - accessory (+3 to all attributes)
- when 2/3 equipped: +2 attack, +1 defense
- when all 3 equipped, bonus: +5 attack, +2 defense
- Lupin
- Spear of Lupin [10000] (10) - weapon (+25 attack)
- Cloak of Lupin [10000] (10) - armor (+25 defense)
- Ring of Lupin [10000] (10) - accessory (+3 to all attributes)
- when 2/3 equipped: +2 attack, +1 defense
- when all 3 equipped, bonus: +5 attack, +2 defense





********* v2



attack power defines the maximum damage you can do
- getRand(1,attack power)

defense defines the maximum damage you can absorb
- getRand(0,defense)

max level player, after base stats, equipment, prior to gems, assumed max values:
- hp 150
- attack 100
- defense 50
- luck: 5
- speed: 20

</pre>


Forums » Chatter » General Game Discussion

RE: new game ideas: Relic Chaser
9-19-2008 6:08:57 PM
admin

Join Date: 5-18-2006
Posts: 155
#152

heheh too damn much info huh?


Forums » Kuponut » Kuponut.com discussion

new feature requests?
10-12-2008 4:26:10 PM
admin

Join Date: 5-18-2006
Posts: 155
#153

just curious if anyone has any new features they would like to see?


Forums » Chatter » General Game Discussion

mobsters / mob wars
12-28-2008 9:19:27 PM
admin

Join Date: 5-18-2006
Posts: 155
#154

if any of you are addicted to the mob wars or mobsters games on facebook/myspace, i'm curious to know a few things:

what kind of features do you like about those games?

what new features do you wish those games had?

i'm in the process of developing a brand new mob game myself, which i will of course announce on these forums once it is up and the BETA goes live - which will probably happen jan 31st or so

figured i'd get some feedback from you guys if you are interested in sharing your thoughts Wink

thanks - mog


Forums » Chatter » General Game Discussion

iMob.us
3-6-2009 5:13:20 PM
admin

Join Date: 5-18-2006
Posts: 155
#155

http://www.imob.us/

i have been developing a new online game called Internet Mobsters or iMob for short

right now we are in BETA and will be launching alpha release March 30th

it is a mob game with the benefit of playing to win money from other players -- the better you are at playing games, the more money you will win!

while the game is in BETA, you will be playing with fake cash$$

if you want to participate and give feedback, you can email me at

steve@imob.us

and let me know your suggestions/feedback as well as bugs/glitches you might find

 
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