こはね 发表于 2019-10-4 23:34:32

TR Command

        <pre style="white-space:pre-wrap;word-wrap:break-word;font-size:12.0pt;">[(      )] trActivateTrigger(&lt;eventID&gt;) : Activates (sets active = true) the trigger specified by the given eventID.

[(      )] trAddArmyToPlan(armyname, planname): Adds the units in the specified army to the specified plan.

[(      )] trAICommsAttackUnits(playerID, armyToAttack): playerID will attack armyToAttack, sent via player Comms.

[(      )] trAICommsCancelOrder(sendToPlayerID): tell player sendToPlayerID to cancel order, sent via player Comms.

[(      )] trAICommsClaim(sendToPlayerID): tell player sendToPlayerID to claim TradePost at (locX, locY, locZ), sent via player Comms.

[(      )] trAICommsDefendPoint(playerID, defendX, defendY, defendZ): playerID will defend point(defendX, defendY, defendZ), sent via player Comms.

[(      )] trAICommsRequestTribute(fromPlayerID, resource, amount): fromPlayerID will send resource of x amount, sent via player Comms.

[(      )] trAICommsTrain(sendToPlayerID, unitTypeName): tell player sendToPlayerID to train Units of type unitTypeName, sent via player Comms.

[(      )] trAIFunc(&lt;playerID&gt; &lt;functionName&gt; &lt;param&gt;: Makes the camera shake.

[(      )] trArmyDispatch(army info string , string protoname , count , x,y,z , Heading , bool Clear): creates the units in the army specified.

[(      )] trArmyPlayerDefakify(armyname) : Defakifies the army.

[(      )] trArmyPlayerFakify(armyname, fakeplayerindex) : Fakifies the army to the specified fake player index.

[(      )] trArmySelect(army info string): selects the units in the army specified.

[(      )] trArmySelectInt(int playerID, int armyID): selects the units in the army specified.

[(      )] trAttackUnits(srcArmyname, armyToAttack, planname): srcArmy units will attack armyToAttack in the given planname.

[(      )] trBlockAllAmbientSounds(): blocks all ambient sounds from this point forward

[(      )] trBlockAllSounds(excludeDialog): Blocks all sounds from playing from this point forward

[(      )] trBranchScenario(&lt;dialog message&gt;): pop up a dialog allowing choice to load a scenario.

[(      )] trBuildingIsOnCursor(protoname) : Returns true if the proto unit specified is on the cursor and is a building.

[(      )] trCameraCut( pos, dir, up, right ): puts the camera in the specified location.

[(      )] trCameraLockOnUnit( &lt;enable&gt; &lt;time to orient&gt; &lt;trigger ID&gt;) : Orients the camera to the selected unit, and keeps it locked on that unit. ): puts the camera in the specified location.

[(      )] trCameraPanWithUnit( &lt;enable&gt; &lt;trigger ID&gt;) : Moves the camera in the same direction that a particular unit moves.

[(      )] trCameraShake(&lt;duration&gt; &lt;strength&gt;: Makes the camera shake.

[(      )] trCampaignAdvance(): advances the campaign (advance user profile, AND plays the next scenario).

[(      )] trCampaignAdvanceProgress(): advances the user progress through the campaign.(updates user profile only)

[(      )] trCampaignPlayCurrent(): plays the current scenario in the campaign

[(      )] trCamTrackLoad(&lt;filename&gt;): Loads a camera track.

[(      )] trCamTrackPlay(&lt;duration&gt; &lt;eventID&gt;): plays the current camera track.

[(      )] trChatHistoryClear: forces the chat history to reset

[(      )] trChatHistoryContains(text): returns whether or not the current chat history has any instance (substring) of this text

[(      )] trChatSend(fromID message): Changes the chat status.

[(      )] trChatSendSpoofed(fromID message): Changes the chat status, but does not append player.

[(      )] trChatSendSpoofedToPlayer(fromID toID message): Changes the chat status, but does not append player. Goes to specific player.

[(      )] trChatSendToPlayer(fromID toID message): Changes the chat status for one specific player.

[(      )] trChatSetStatus(&lt;onOff&gt;): Changes the chat status.

[(      )] trCinematicAbort(): returns the abort cinematic status.

[(      )] trCinematicDoAbort(): aborts the cinematic.

[(      )] trClearCounterDisplay()

[(      )] trCounterAbort(name): abort a counter.

[(      )] trCounterAddTime(name, start, stop, message, event): start a counter that may or may not fire an event.

[(      )] trCounterAddTimeMs(name, start, stop, message, event): start a counter that may or may not fire an event.

[(      )] trCounterAddUnit(name, playerid, count, protounit, message, event): start a counter that may or may not fire an event.

[(      )] trCounterAddXP(name, playerid, count, message, event): start a counter that may or may not fire an event.

[(      )] trCountUnitsInArea(centerUnit, matchPlayer, matchType, range)

[(      )] trCreateAttackPlan(armyName, PlanName, attackPlayerID, attackX, attackY, attackZ, engageRange, evaluationFrequency) : No help

[(      )] trCreateDefendPlan(armyName, defendPlanName, defendX, defendY, defendZ, engageRange, evaluationFrequency, gatherdistance) : No help

[(      )] trCreateRevealer(playerID, revealerName, position, revealerLOS, blackmapOnly) : Creates a revealer with the given attributes.

[(      )] trCreateTreaty

[(      )] trCurrentPlayer(): returns the current player.

[(      )] trDamageUnit(amt): does a specific amount of damage to HP in instant typeless damage.

[(      )] trDamageUnitPercent(percent): does % percent of a unit's total HP in instant typeless damage.

[(      )] trDamageUnitsInArea(player, unitType, dist, damage): All units within dist of the selected ref object that match type take dmg

[(      )] trDefendUnits(srcArmyname, defendedArmyname, planname, evaluationFrequency, gatherdistance): srcArmy units will defend defendedArmyUnits in the given planname.

[(      )] trDelayedRuleActivation( &lt;rulename&gt; ): adds a rule to the runtime to be activated on the next update.

[(      )] trDisableTrigger(&lt;eventID&gt;) : Disables (sets active = false) the trigger specified by the given eventID.

[(      )] trEcho( &lt;echoString&gt; ): Trigger echo.

[(      )] trEchoStatValue(player, stat) : fetch a stat value from the KB and echo to chat

[(      )] trEndGame: Signal that the game has ended.

[(      )] trEventFire(&lt;eventID&gt;): cause an event to occur.

[(      )] trEventSetHandler(&lt;eventID&gt; &lt;handler&gt;): sets a handler function for an event id.

[(      )] trFadeOutAllSounds(&lt;duration&gt;): Fades out all sounds over a given duration

[(      )] trFadeOutMusic(&lt;duration&gt;): Fades out current music over a given duration.

[(      )] trForbidProtounit(player, protoname): adds protounit to the forbidden list

[(      )] trForceNonCinematicModels(): forces models to be in non cinematic mode

[(      )] trFormationScale(scale): scales the formation size of formations in the game.

[(      )] trGameLoadScenario(&lt;scenario name&gt;): start a game using scenario.

[(      )] trGamePause(&lt;true/false&gt;): pause or unpause the game.

[(      )] trGetNumberNuggetsGathered : Returns the number of nuggets gathered by the specified player.

[(      )] trGetNumberSelectedUnitIDs()

[(      )] trGetSelectedUnitID(int index)

[(      )] trGetStatValue(player, stat) : fetch a stat value from the KB

[(      )] trGetWorldDifficulty()

[(      )] trGrantVP(player, number): Grants a number of Scenario VP to a player

[(      )] trHasNuggetBeenCollected : Returns true if the nugget has been collected, the playerID is an optional parameter for querying if the specific player has collected it.

[(      )] trHasPlayerSentHCShipment(&lt;targetHCPlayerID&gt;) : Returns true when the player has sent a shipment from the home city.

[(      )] trImmediateUnitGarrison( &lt;unitScenarioName&gt; ): Instantly garrisons units inside another unit without considering distance.

[(      )] trIsGadgetVisible(&lt;name&gt;): returns true if gadget is real.

[(      )] trIsMovieNotPlaying() -- returns false if a movie is currently playing

[(      )] trIsPlayerSelectingHCBuilding(&lt;hcBuildingName&gt;) : Returns true if the current player is selecting the building in their HC which has the specified name.

[(      )] trIsPlayerSendingHCShipment(&lt;targetHCPlayerID&gt;) : Returns true when the player sends a shipment from home city.

[(      )] trIsPlayerVisitingHC(&lt;targetHCPlayerID&gt;) : Returns true if the current player is looking at (visiting) the home city of the player specified by the player ID passed in.

[(      )] trKillAIPlan(playerID, planName) : No help

[(      )] trLetterBox(&lt;onOff&gt;): Turns letter box mode on or off.

[(      )] trMessageSetText(&lt;text&gt;&lt;timeout&gt;): displays the message text.

[(      )] trMinimapFlare(&lt;playerID&gt; &lt;duration&gt; &lt;position&gt; &lt;flash&gt;): Sends a Minimap flare to a certain player.

[(      )] trModeEnter(&lt;name&gt;): enters the mode specified.

[(      )] trModifyProtounit(unit, player, field, delta): modifies proto unit data for this scenario only.

[(      )] trMusicPlay(&lt;filename&gt; &lt;duration&gt;): Plays the music file.

[(      )] trMusicPlayCurrent(): Plays the current music.

[(      )] trMusicSetCurrentMusicSet(): sets the current music set.

[(      )] trMusicSetMood(&lt;moodID&gt;): Changes the music to mood associated with mood id.

[(      )] trMusicStop(): Stops the current music.

[(      )] trObjectGettingWorked(objectScenarioName): Returns true if the object is currently being worked.

[(      )] trObjectiveComplete(objectiveID, forceComplete, playSound): Completes the specified objective. Forces a reoccurring objective complete if forceComplete is true.

[(      )] trObjectiveDiscover(objectiveID, playSound): 'Discovers' a previously unknown (to the player) objective.

[(      )] trObjectiveHide(objectiveID): Hides the specified objective on the UI.

[(      )] trObjectiveShow(objectiveID): Shows the specified objective on the UI.

[(      )] trOverlayText(message, time, x, y, width, background) : puts up a big movie-credits style text overlay, optionally in a strange location, and now with a background

[(      )] trPlayerActive(playerID): returns true/false if the player is active.

[(      )] trPlayerAtPopCap(playerID): returns true if player is at pop cap.

[(      )] trPlayerBuildingCount(playerID): returns the number of buildings for the player.

[(      )] trPlayerControlsSocket(playerID, objectScenarioName): Returns true if the specified player is built on the specified socket.

[(      )] trPlayerCountBuildingInProgress(playerID protoname): returns true if building is being built.

[(      )] trPlayerCurrentXPCount(playerID): Returns the current (not total) XP for the player.

[(      )] trPlayerDefeated(playerID): returns true/false if the player has been defeated.

[(      )] trPlayerGetDiplomacy(playerID playerID): gets the diplomacy status between players.

[(      )] trPlayerGetPopulation(playerID): returns the player population.

[(      )] trPlayerGrantResources(player, resource, amount): advances the campaign.

[(      )] trPlayerKillAllBuildings(&lt;playerID&gt; Kills all of the buildings of a given player.

[(      )] trPlayerKillAllUnits(&lt;playerID&gt; Kills all of the units of a given player.

[(      )] trPlayerModifyLOS(playerID cansee playerID): Adds/removes LOS between players.

[(      )] trPlayerOverrideArtCulture(playerID, culture) : Overrides the culture used for choosing the player's art.

[(      )] trPlayerOverrideSoundCiv(playerID, civilization) : Overrides the civilization used for choosing the player's vocal sound effects.

[(      )] trPlayerResetBlackMap(&lt;playerID&gt;: Resets the black map for a given HUMAN player.

[(      )] trPlayerResetBlackMapForAllPlayers(Resets the black map for all HUMAN players.

[(      )] trPlayerResourceCount(playerID, resource): returns the number of resources for the player.

[(      )] trPlayerSetActive(playerID): sets the active player.

[(      )] trPlayerSetAge(playerID, age, displayEffect): Sets the age of the specified player.

[(      )] trPlayerSetDiplomacy(playerID playerID status): sets the diplomacy status between players.

[(      )] trPlayerSetHCAccess(playerID, hcAccess): Sets whether the player has access to the HC.

[(      )] trPlayerToggleAllowNewCWSpawning(playerID, allowSpawning) : Toggles whether the player can spawn new covered wagons.

[(      )] trPlayerToggleAllowTCSpawning(playerID, allowSpawning) : Toggles whether the player's TC can spawn units.

[(      )] trPlayerTribute(from, resource, amount to): tributes resources to a player.

[(      )] trPlayerUnitAndBuildingCount(playerID): returns the number of units and buildings for the player.

[(      )] trPlayerUnitCount(playerID): returns the number of units for the player.

[(      )] trPlayerUnitCountSpecific(playerID, protoName): returns the number of units for the player.

[(      )] trPlayerVPCount(playerID): returns the number of victory points for the player.

[(      )] trPlayMovie(&lt;FileName&gt;) -- plays movies from the AVI directory

[(      )] trPlayNextMusicTrack(): Plays the next song in the music play list.

[(      )] trQuestVarCopy(var1, var2) : copies value of one of the trigger scratch variables

[(      )] trQuestVarEcho(varname, value) : chats out the value of one of the trigger scratch variables

[(      )] trQuestVarGet(varname) : retrieve value of a trigger scratch variable, returns zero if unset

[(      )] trQuestVarSet(varname, value) : sets one of the trigger scratch variables

[(      )] trQuestVarSetFromRand(varname, minval, maxval, round) : sets one of the trigger scratch variables within a random range

[(      )] trRateConstruction(&lt;rate&gt;): modify construction rate.

[(      )] trRateResearch(&lt;rate&gt;): modify research rate.

[(      )] trRatesNormal(void): restore all rates to normal.

[(      )] trRateTrain(&lt;rate&gt;): modify training rate.

[(      )] trRenderRain(&lt;float percent&gt;): controls rain rendering.

[(      )] trRenderSky(&lt;true/false&gt; &lt;skyName&gt;): turn sky rendering on/off and set which sky to use.

[(      )] trRenderSnow(&lt;float percent&gt;): controls snow rendering.

[(      )] trRevealEntireMap(): shows whole map, similar to how revealed mode works

[(      )] trSetCinematicUnitSpeaking(objectScenarioName, speaking, duration): Sets the unit as speaking or not.

[(      )] trSetCounterDisplay(text)

[(      )] trSetCurrentPlayerStatus(&lt;active&gt;): sets the current player as active or inactive.

[(      )] trSetFogAndBlackmap(&lt;true/false&gt; &lt;true/false&gt;): turn fog and black map on/off.

[(      )] trSetLighting(setname, fadetime): fades to the specified lighting set over fadetime.

[(      )] trSetObscuredUnits( &lt;bool&gt; ): Sets whether or not units can be drawn obscured or not.

[(      )] trSetPauseInObjectiveWindow()

[(      )] trSetPauseOnAgeUpgrade()

[(      )] trSetPlayerDefeated: call this when a player is defeated on the local machine (meaning that this func must be called synchronously on all machines, it will not pass around a command.)

[(      )] trSetPlayerWon: call this when a player has won on the local machine (meaning that this func must be called synchronously on all machines, it will not pass around a command.)

[(      )] trSetRevealerActiveState(revealerName, active) : Finds the specified revealer and sets it to active or inactive.

[(      )] trSetShadowFarClip( &lt;enable&gt;, &lt;distance&gt; ): Enable or disables the shadow far clippping plane.

[(      )] trSetUnitIdleProcessing( &lt;bool&gt; ): Sets whether or not units can do their idle processing.

[(      )] trSetUserControls(&lt;active&gt;): sets the player controls on or off.

[(      )] trShowCampaignDlg(NextCampaign): .

[(      )] trShowChoiceDialog(maintext, choice1, event1, choice2, event2) : displays dialog with 2 choices, and activates a trigger in response

[(      )] trShowDamage

[(      )] trShowHCView(playerID): Sets the view to the HC if the player specified is the current player.

[(      )] trShowImageDialog(texture, subtitle) : displays a custom image in a dialog, with a subtitle

[(      )] trShowSPCNote(&lt;Title&gt; &lt;Text&gt;): Displays the SPC Note Dlg with the specified title and text.

[(      )] trShowWinLose(text, soundfile): message and sound.

[(      )] trShowWorldView(playerID): Sets the view to the world if the player specified is the current player.

[(      )] trSoundPlayDialog(&lt;filename&gt;, &lt;event&gt;, &lt;ignoreOnAbort&gt;, &lt;subtitle&gt;, &lt;portrait&gt;): Plays the sound associated with the filename.

[(      )] trSoundPlayDialogue(&lt;stringID&gt;, &lt;eventID&gt;, &lt;ignoreOnAbort&gt;, &lt;seconds&gt;): Plays the sound associated with the dialogue.

[(      )] trSoundPlayFN(&lt;filename&gt;): Plays the sound associated with the filename.

[(      )] trSoundPlayPaused(&lt;filename&gt;): Plays the sound associated with the filename.

[(      )] trSoundTimer(long milliseconds, long eventID) creates a high performance sound timer and passes the eventID as data.

[(      )] trStartGameRecord: add help string.

[(      )] trStopGameRecord: add help string.

[(      )] trTechSetStatus(playerID techID status): sets the tech status for the player.

[(      )] trTechStatusActive(playerID techID): returns true if tech is active for player.

[(      )] trTechStatusCheck(playerID, techID, techStatus): returns true if tech's status is techStatus.

[(      )] trTechStatusResearching(playerID techID): returns true if tech is being researched for player.

[(      )] trTime( void ): Returns the current gametime in Seconds.

[(      )] trTimeMS( void ): Returns the current gametime in Milliseconds.

[(      )] trTradeRouteSetLevel(traderouteindex, level) : Sets the specified trade route to the specified level from a trigger.

[(      )] trTradeRouteSetPosition(position): Places train on a specified position on the route.

[(      )] trTradeRouteToggleState(position): Enable or disables the unit from showing.

[(      )] trUIFadeToColor(&lt;r&gt; &lt;g&gt; &lt;b&gt; &lt;duration&gt; &lt;delay&gt; &lt;inout&gt;): fade in/out using color specified.

[(      )] trUIFlash(&lt;gadget name&gt; &lt;flashLimit&gt; &lt;colorR&gt; &lt;colorG&gt; &lt;colorB&gt;): flashes a UI element.

[(      )] trUIFlashCategory(&lt;category&gt; &lt;flash&gt;): flashes a UI element (maybe).

[(      )] trUIFlashTech(&lt;tech id&gt; &lt;flash&gt;): flashes a UI element (maybe).

[(      )] trUIFlashTrain(&lt;proto name&gt; &lt;flash&gt;): flashes a UI element (maybe).

[(      )] trUIStopFlash(&lt;gadget name&gt;): stops the flashing of a UI element.

[(      )] trUnBlockAllAmbientSounds(): Unblocks all ambient sounds that were previously blocked from playing

[(      )] trUnblockAllSounds(): Unblocks all sounds that were previously blocked from playing

[(      )] trUnforbidProtounit(player, protoname): removes protounit from the forbidden list

[(      )] trUnitAlive( void ): Returns true if all selected units are alive.

[(      )] trUnitBuildUnit( &lt;protoUnitName&gt; &lt;BVector position (x,y,z): Selects units and makes the build a unit at specified location

[(      )] trUnitChangeName(name): set an override name for a specific unit

[(      )] trUnitChangeProtoUnit : changes the proto unit for a given set of units.

[(      )] trUnitCinematicRemoveControlAction() - Removes the current control action so the next thing can take effect immediately. (For IGC)

[(      )] trUnitConvert(playerID): converts the selected units to player.

[(      )] trUnitCreate( &lt;protoName&gt; &lt;scenarioName&gt; &lt;x&gt; &lt;y&gt; &lt;z&gt; &lt;heading&gt; &lt;playerID&gt; ): creates a new unit.

[(      )] trUnitDead( void ): Returns true if all selected units are dead.

[(      )] trUnitDelete( remove ): removes or kills the selected unit(s).

[(      )] trUnitDestroy(void): destroys the selected unit(s).

[(      )] trUnitDistanceToPoint( &lt;x&gt; &lt;y&gt; &lt;z&gt; ): Returns the shortest distance between the trRT units and the point.

[(      )] trUnitDistanceToUnit( &lt;unitScenarioName&gt; ): Returns the shortest distance between the trRT units and the given unit.

[(      )] trUnitDistanceToUnitID( &lt;unitID&gt; ): Returns the shortest distance between the trRT units and the given unit.

[(      )] trUnitDoWorkOnUnit( &lt;unitScenarioName&gt; &lt;eventID&gt; ): Tasks the selected unit(s) to perform work on the given unit.

[(      )] trUnitEjectContained : ejects all contained units.

[(      )] trUnitFaceUnit( &lt;unitScenarioName&gt; &lt;eventID&gt; : Moves the selected unit(s) to face the given unit.

[(      )] trUnitGarrison( &lt;unitScenarioName&gt; &lt;eventID&gt; ): Tasks the selected unit(s) to garrision into another unit.

[(      )] trUnitGetContained : returns the number of units contained.

[(      )] trUnitGetHeading( &lt;scenarioName&gt; ): returns the units heading.

[(      )] trUnitGetIsContained(protounit) : returns true if this unit is contained by the specified protounit.

[(      )] trUnitHasLOS(playerID): returns true if the player can see the selected unit, otherwise returns false.

[(      )] trUnitHighlight(seconds) : does something to highlight the units selected.

[(      )] trUnitIsOwnedBy(playerID): determines if the selected units are owned by the player specified.

[(      )] trUnitIsSelected : returns if the specified unit is selected.

[(      )] trUnitMakeInvulnerable( &lt;enable&gt; ) : Makes a unit invulnerable to damage. Turn it off to return the unit to normal.

[(      )] trUnitMoveFromArea( &lt;x&gt; &lt;y&gt; &lt;z&gt; &lt;eventID&gt; &lt;bAttackMove&gt; &lt;player&gt; &lt;unitType&gt; &lt;radius&gt;): Moves all matching units near the selected unit(s) to the given position.

[(      )] trUnitMoveToPoint( &lt;x&gt; &lt;y&gt; &lt;z&gt; &lt;eventID&gt; &lt;bAttackMove&gt; &lt;bUnitRun&gt; &lt;runSpeedMultiplier&gt;): Moves the selected unit(s) to the given position.

[(      )] trUnitMoveToUnit( &lt;unitScenarioName&gt; &lt;eventID&gt; &lt;bAttackMove&gt; &lt;bUnitRun&gt; &lt;runSpeedMultiplier&gt;): Moves the selected unit(s) to the spot occupied by the given unit.

[(      )] trUnitPercentComplete : returns the percent complete as 0 to 100

[(      )] trUnitPercentDamaged : returns the percent damaged as 0 to 100

[(      )] trUnitPlayerDefakify() : Sets the selected unit as not having a fake player

[(      )] trUnitPlayerFakify(fakePlayerIndex) : Sets the selected unit as having the fake player with the specified index (0-7)

[(      )] trUnitSelect( &lt;unitScenarioName&gt; ): 'Selects' the unit in the trigger selection system.

[(      )] trUnitSelectByID( &lt;unitID&gt; ): 'Selects' the unit in the trigger selection system.

[(      )] trUnitSelectClear( void ): Clears the units in the trigger selection system.

[(      )] trUnitSetAnimation( &lt;AnimName&gt; &lt;versionIndex&gt; &lt;loop&gt; &lt;eventID&gt; &lt;destroyOnNextControlAction&gt; ): Sets the cinematic animation version for the selected unit(s).

[(      )] trUnitSetHeading( &lt;degrees&gt; ): sets the units heading.

[(      )] trUnitSetHP( &lt;hitpoints&gt; ): set the hitpoints for all selected units.

[(      )] trUnitSetStance : set the stance for the given set of units.

[(      )] trUnitSuspendAction( actionName, &lt;suspend&gt; ) : Makes an action on a unit suspened or not.

[(      )] trUnitTeleport : moves units from current position to position specified

[(      )] trUnitTypeIsSelected : returns if the specified unit is selected.

[(      )] trUnitVisToPlayer(playerID): returns true if the player can see the selected unit, and it is on screen.

[(      )] trVPAnnualAwards(enable): enables/disables the award of VP's each year.

[(      )] trWaypointAddPoint( &lt;vector&gt; ): Adds the waypoint into the trigger selection system.

[(      )] trWaypointAddUnit( &lt;unitScenarioName&gt; ): Adds the unit's position as a waypoint in the trigger selection system.

[(      )] trWaypointClear( void ): Clears the waypoints in the trigger selection system.

[(      )] trWriteToLog(message): Writes text to the Age3Log

[(      )] trYouLose(text): player loses, specifies message.

[(      )] trYouWin(directToMenu): player wins. If you set directToMenu to true, you go directly to Campaign Menu.

<br></pre><pre style="white-space:pre-wrap;word-wrap:break-word;font-size:12.0pt;"><br></pre><pre style="white-space:pre-wrap;word-wrap:break-word;font-size:12.0pt;">        </pre>

本命令由外挂研究中心-孑影孓导出。

eguxotwadez 发表于 2019-10-9 19:37:48

what's this?

ovufaha 发表于 2019-10-9 20:17:58

{:4_93:}

edizuyiakawu 发表于 2019-10-10 03:23:42

{:4_88:}

bazotubimadr 发表于 2019-10-10 03:31:55

{:4_88:}
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