Sorrontis Space Development Incorporated [Updated July25 2018]

Started by Sorrontis, September 18, 2016, 05:34:07 PM

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Sorrontis

Welcome to Sorrontis Space Development Incorporated. Please browse our archives at your leisure.


--- Maps ---

  • Wrong Side : You're on the wrong side of a sector. Get to the other side alive and retake the sector. [Map #35]
  • Death March : Oh no! There's no power sources. Win without losing your HQ or your entire fleet. [Map #47]
  • Power Strike : Another sector, another fight. Reclaim the Ticon defenses to provide you with some needed firepower. [Map #52]
  • GoodMorning, PlanetFall : A tribute to a few friends. [Map #58]
  • Pot Holes : Back to Basics! [Map #59]
  • Save Us : Come to the aid of a mining colony in redacted space. [Map #67]
  • Friction Coefficient : We've warped to a damaged part of Redacted space. Can we make it out? [Map #86]
  • The Bell Tolls : Another map. It's hard at the beginning. [Map #122]
  • Experiment 14 : HQ and a quick response fleet was sent to investigate what happened to Experiment 14. [Map #139]
  • Unexpected Aid : Sector 17f is under particulate attack. A full fleet is dispatched to deal with the menace. [Map #146]
  • Column : A sector unlike any other before. A good fire line cannot be maintained. Fight your way out. Destroy the progenitor. [Map #149]
  • Battle Tested : Enter Sector 25a to test the Kinetic Armour Vessels. [Map #164]
  • Wrong Turn : The SSDI entered Sector 16r, only to find an organized Particulate System. [Map #173]
  • Shot Blocked : The SSDI has come under fire by powerful Particulate & Enemy ships. Beware of Sector 23x. [Map #191]
  • Wipe-Out : These are tight quarters... wait, what happened to the fleet? Why is there nothing in this sector, we'll never know. [Map #206]
  • Flokka Flakka : Polka dots! of death! Yay! ... Wait... that's not good. [Map #215]
  • The Box : Maybe sometimes, thinking inside of it makes more sense. [Map #218]
  • Death Match : In our haste to conquer this sector, we have forgotten to bring Lathing vessels. Luckily, the Victor's cross possesses one. Protect the shipyard. [Map #244]
  • The Shipyard : An advance SSDI fleet has encountered a massive particulate aligned shipyard. [Map #268]
  • Minefield : Enter this sector with caution. There are particulate energy signatures hidden everywhere. [Map #308]
  • A new HQ : The SSDI new HQ ship has arrived. [Map #392]
  • The Cannon : The SSDI now enters a Red-listed SSDI:ADD sector. What will happen here, no one knows. [Map #404]
  • Time Warp : What have you done? Why did you enter another Red-listed SSDI:ADD sector? [Map #409]
  • Squire : Adopt the position squire, this will be the fight of our lives. The SSDI:ADD welcomes you to a new sector. [Map #435]
  • Preset Death : Another SSDI sector, another fleet. Holy salmon, those are titan class vessels coming after us. [Map #455]
  • So you like little ships : Another SSDI sector. Nothing to see here. Let's move on. [Map #467]
  • The Docile Sector : The SSDI is interested in understanding corporate response times to the particulate threat. Good luck. [Map #477]
  • The Merciless Sector : Part two of the experiment. [Map #481]
  • Emergency Landing : We arrived in this sector after an emergency jump. We should have remained in the previous sector. [Map #494]
  • Redacted Space : This space is beautiful, look at the sky box, beautiful! Enough enjoyment of the scenery, we have a problem. Why are there boxes? What do they do? [Map #523]
  • Quick & Dirty : Boom! It's Dirty! [Map #529]
  • Walnut & Chestnut : -nil description- [Map #535]
  • Event Horizon : Oh no! The event horizon! [Map #543]
  • Boxed Boxes Boxing : I'm losing my mind! [Map #561]
  • Metal Space : Beware, there's metal in space. [Map #581]
  • Octagons : That's a variation on squares.  [Map #591]
  • Diamonds : Why'd we come here? Are we diamond mining? Where are the diamonds? [Map #604]
  • The Wall : An inpenetrable wall stands before you. What do you do? [Map #617]
  • Dogs of War : Cry havoc and let slip the dogs of war! [Map #625]
  • Cats of War : Mow meeow meo mew meow mew meow mo meo! [Map #643]
  • Liar : I lied.... here's another map! [Map #651]
  • Megabone : There's no room, what should we do! [Map #653]
  • Surrounded : You really are. [Map #682]
  • Sorrontis' Evil : That's right, I can be evil some times. [Map #694]
  • A Long Break : Wow, I haven't made a map in a long time haven't I! [Map #724]
  • 128 x 128 : Are you kidding me Sorrontis? What's wrong with your head!? [Map #727]
  • Around the Block : Well, not really a round the block, but close enough. [Map #729]
  • The Fleet - Survive : We've landed in a heavy particulate controlled sector. [Map #731] <-- Sorrontis' favorite map so far.
  • Goodnight, Svartmes : Winner's Map of Contest #1 [Map #757]
  • The Rinser of Winds : Winner's Map of Contest #2 [Map #861]
  • Nebula : Enter the Nebula; you may not come out the same. [Map #872]
  • Quickly : A Quicky! [Map #884]
  • Condensed Milk : More time trials. Good luck! [Map #885]
  • Flight of the Chicken : Fly Chicken, Fly! [Map #890]
  • Master of Chaos : A little love to the chaos. [Map #893]
  • Hunger : You hunger for the flesh of the particulates. What is wrong with you!? [Map #896]
  • Easy Peasy Sorrontizzy : It's really easy. Just go up to the particle emitter. Poke it a few times, you win! [Map #898]
  • Corridor : Your salvation lies at the end of the corridor. Will you survive the journey? [Map #912]
  • Teaching Map : (Doesn't really matter) #TeachingTutorial [Map #918]
  • Cross : Don't you dare. The road is not for crossing.  [Map #1097]
  • A Proper Death : The SSDI is sending its massive fleet into another sector. Will it win? It must! [Map #1127]
  • Build A Bear : You enter another Sorrontis sector. Why? We don't know the mind of a mad man, for that is what you are, mad. [Map #1181]
  • JigglyPudding : he Pudding Jiggles. If you cannot stop the particulate matter here, will the pudding continue to jiggle? [Map #1193]

--- Corporations of the Union---
We at the SSDI are glad to present the Corporations of the Union. We have been members of the Union since it's inception. Our goal, as part of the Union, is to effectively map out and conquer redacted space. The Union allows the member corporations to work together, exchange technology and weapons design, as well make use of developed sectors for training purposes.

For those Corporations not yet members of the Union, please take the time to review the options. You will see that this is the best way for humanity to succeed. Redirect your datastream towards the Union home page; here.


--- History of the SSDI---
The SSDI was formed 86 years ago under the original name Kakos Corp. Kakos Corp was primarily a food synth company that supported many other corporations with exquisite food stuffs. KC remained a small corporation with only a few fleet licenses under it's name. However, things were about to change drastically. Seventy four years after its founding, the son of founder Kakos, found some raw new talent; a young engineer known only as Sorrontis. No body knew where this engineer came from, or why he would join a minor corporation. This young man had ideas never dreamed of, even by the most research driven corporations. Sorrontis soon rose through the ranks; opening a massive research facility ship. Within five years, the new President of KC decided that he would promote Sorrontis, rather than his own son, as the Vice-President of KC. Sorrontis influence over the President grew stronger, boldly forcing Kakos Corp to enter further and further into Redacted Space; all for research you see. That is, until the President suddenly died of illness three year ago. Sorrontis was quick to act. He consolidated the corporation, took as many ship licenses as possible and entered Redacted Space. For four years, no one had heard from the Kakos Corporation; that is until only a few months ago, a new Corporation emerged from Redacted Space. The SSDI held huge numbers of unknown ship licenses, as well as the old Kakos Corp licenses. Not only that, the SSDI was in possession of a massive number of charted Sectors in Redacted Space. 

Year 1 of Redacted Space:
-Redacted-

Year 2 of Redacted Space:
-Redacted-

Year 3 of Redacted Space:
-Redacted-

Year 4 of Redacted Space:
-Redacted-




Maps from CW3: https://knucklecracker.com/forums/index.php?topic=21594
"If you want others to be happy, practice compassion. If you want to be happy, practice compassion."

Sorrontis

#1
--- Ships ---
The SSDI and SSDI:ADD ship lines are no longer classified by size or built time. Our vessels can now be found on the Redacted Space combat fleet online store. Please do use these vessels as you wish. More vessels will be added in due time. Ships with the "√" show that the vessel has an updated description and details.



Missing from list:
2767-2760 2702-2690 2475-2464 2400 1804-1796 1781-1776 1720-1718 1703-1696 1651-1645 1639 1638 1631 1630



The SSDI is proud to announce that we have designed approximately 25 20 18 17 14% 11% of the total Redacted Space fleets! Additionally, we have mapped out over 6 5% of all discovered Redacted Space Sectors!
"If you want others to be happy, practice compassion. If you want to be happy, practice compassion."

Sorrontis

#2
--- Hacking of Redacted Space---
We have moved the Hacking of Redacted Space to a new subsidiary of the SSDI. The SSDI Armament Development Division, or SSDI:ADD for short, will be responsible for all weapons development and hacking tools used in Redacted Space. Please keep a close eye on this section for new powerful tools to use in your corporation-claimed sectors.

These special software allows corporations to be truly prepared before entering Redacted Space. Look below for special coding.


Set Land Bulk *Do not use while fighting in Redacted Space*
Land Fill - Used as a Redacted Space Modifying tool


# --landbulk--
$radius:1 #Radius of a circle or half length of a square
$height:1 #Land height, 0 is space, 1-5 is land
$square:0 #If set to 0, the land formed will be a circle; 1 will be a square
CurrentX ->X
CurrentY ->Y

SetLandBulk(<-X <-Y <-height <-radius <-square)

#---Credits---
#Base Code: Sorrontis
#Information: VirgilW & planetfall

[close]

Countdown
Time for PRPL Unit - Visible Timer


# --Countdown--

once
$Time:3600 #Time is equal to total seconds * 30
<-Time ->CountingDown
$TimerPosition:15 #Positive timer shows above node, 0 on top of node, Negative below node
$DeathAtZero:0 #Node is destroyed once countdown hits 0
$SelfDestructType:2 #Decides the type of self destruction (sounds/visual effects)

#Other Needed Variables Below:
#--- --- ---



#--- --- ---
endonce

#Proper numbering of the timer
<-CountingDown 1800 div ->Minutes
<-CountingDown 1800 mod ->A
<-A 30 div 10 lt if
concat(0 <-A 30 div) ->Seconds
else
<-A 30 div ->Seconds
endif

SetText(<-Minutes ":" concat <-Seconds concat)
<-TimerPosition SetTextY #

#Countdown by single fram
<-CountingDown 1 sub ->CountingDown

#Resetting time at countdown finish + whatever countdown triggers
<-CountingDown eq0 if
<-DeathAtZero if
Self <-SelfDestructType DestroyUnit
endif

<-Time ->CountingDown

#Enter code for whatever happens Below:
#--- --- ---



#--- --- ---
endif

:Destroyed #What happens if it goes boom!

#---Credits---
#Base Code: Sorrontis
#Corrections: GoodMorning & planetfall
[close]

Burst Emitter While experimenting with particulate emitters, the SSDI has created this monstrosity.
Burst Emitter


#-- BurstEmitter --

$Delay:300
$MaxParticles:300
$BurstAmount:100
$ParticleHealth:1
$ParticleSpeed:1.0
$ParticleLifetime:900
$EdgeDestroy:0
$Flip:0

once
@Initialize
endonce

Self Self GetUnitHealth Self GetUnitMaxHealth neq SetUnitRecallChildParticles

<-Timer eq0 if
<-BurstAmount 0 do
<-MaxParticles Self GetOwnedParticleCount lte if
Break
endif
CurrentPixelCoords RandFloat TwoPi mul 0.1 0 <-isEnemy CreateParticle ->ParticleID
<-ParticleID <-EdgeDestroy SetParticleDestroyAtEdge
<-ParticleID <-ParticleSpeed SetParticleMaxSpeed
<-ParticleID <-ParticleHealth SetParticleHealth
<-ParticleID <-ParticleLifetime SetParticleMaxAge
loop
<-Delay ->Timer
else
<-Timer 1 sub ->Timer
endif


:Destroyed
<-Flip if
"PRPLCORE" CurrentCoords CreateUnit ->clone
<-isEnemy not ->clone.UnitIsEnemy
<-clone "BurstEmitter.prpl" AddScriptToUnit
<-clone "BurstEmitter.prpl" "BurstAmount" <-BurstAmount SetScriptVar
<-clone "BurstEmitter.prpl" "MaxParticles" <-MaxParticles SetScriptVar
<-clone "BurstEmitter.prpl" "ParticleHealth" <-ParticleHealth SetScriptVar
<-clone "BurstEmitter.prpl" "Delay" <-Delay SetScriptVar
<-clone "BurstEmitter.prpl" "EdgeDestroy" <-EdgeDestroy SetScriptVar
<-clone "BurstEmitter.prpl" "ParticleSpeed" <-ParticleSpeed SetScriptVar
<-clone "BurstEmitter.prpl" "ParticleLifetime" <-ParticleLifetime SetScriptVar
endif

:Initialize
<-Delay ->Timer
Self ->self
<-self.unitIsEnemy dup ->self.unitMissionGoal ->isEnemy
1 ->self.unitLatheTargets
--self
self "main" "DEFAULT" SetImage
<-isEnemy if
self "main" 255 0 0 255 SetImageColor
else
self "main" 0 0 255 255 SetImageColor
endif

#---Credits---
#Base Code: Sorrontis
#Inspiration: Virgil, Planetfall, GoodMorning
[close]

Mine Further experimentation with particulate emitters has formed this type of invisible exploding emitter. Beware of these types of emitters.
Spoiler

# --Mines--

$BurstAmount:20
$ParticleHealth:2
$ParticleSpeed:0.75
$ParticleLifetime:1800
$EdgeDestroy:0
$Range:30 #In grid coordinates (not pixels)
$ParticleOffset:20 #Limit this value based on range. -- In pixel
$JiggerAmplitude:3 #Limit this value to <15 best effect when between 5 and 10 -- These are pixel jitters

once
self "main" "none" SetImage
endonce


GetGameTimeFrames 2 mod eq0 if
CurrentCoords <-Range 0 GetAllShipsInRange ->Ships
<-Ships GetListCount 0 do
<-Ships[I] GetShipIsEnemy not if
<-Ships[I] ->TargetShip
<-TargetShip GetShipPixelCoords ->ShipY ->ShipX
Self 1 DestroyUnit
endif
loop
endif

:Destroyed
CurrentPixelCoords ->MineY ->MineX
<-ShipX sub(<-MineX) ->deltaX
<-ShipY sub(<-MineY) ->deltaY
atan2(<-deltaY <-deltaX) ->AngleOfAttack
mul(<-ParticleOffset sin(<-AngleOfAttack)) <-MineY add ->ParticleY
mul(<-ParticleOffset cos(<-AngleOfAttack)) <-MineX add ->ParticleX

<-BurstAmount 0 do
<-ParticleX add(@Jitter) <-ParticleY add(@Jitter) 0 0.1 0 1 CreateParticle ->ParticleID
<-ParticleID <-EdgeDestroy SetParticleDestroyAtEdge
<-ParticleID <-ParticleSpeed SetParticleMaxSpeed
<-ParticleID <-ParticleHealth SetParticleHealth
<-ParticleID <-ParticleLifetime SetParticleMaxAge
loop

:Jitter
RandFloat mul(<-JiggerAmplitude) sub(<-JiggerAmplitude 2 div)

#---Credits---
#Base Code: Sorrontis
#Inspiration: Nicant & GoodMorning & VirgilW
#Corrections: GoodMorning & Planetfall
[close]

Cannon While working with Particulate Cannons, the SSDI:ADD made a mistake. Beware of this cannon. Further modifications can be done so that the cannon targets other particulates.
Spoiler

Images Used:




# EvilCannon

Once
$ParticleHealth:12
$Burst:3
$BurstGrowth:1
$BurstGrowthInterval:3600
$ParticleSpeed:7.0
$ParticleLifetime:1800
$EdgeDestroy:1
$Range:180
$JiggerAmplitude:5
$TimerReset:60
$FirstShot:300
$MaxParticles:300
Self ->self

<-FirstShot ->Timer
<-Burst ->Count
Self "main" "Custom0" SetImage
Self "spin" "Custom1" SetImage
Self "spin2" "Custom1" SetImage
Self "spin2" 255 50 50 255 SetImageColor
CurrentPixelCoords ->MineY ->MineX
10 ->ShipX ->ShipY
endonce

Self "spin" Self "spin" GetImageRotation 0.1 add SetImageRotation
Self "spin2" Self "spin2" GetImageRotation 0.11 sub SetImageRotation


GetGameTimeFrames 1 add <-BurstGrowthInterval mod eq0 if
<-BurstMod <-BurstGrowth add ->BurstMod
endif

<-Timer eq0 if
<-Count add(<-Burst <-BurstMod) eq if
@RandomShip ->ShipY ->ShipX

<-ShipX sub(<-MineX) ->deltaX
<-ShipY sub(<-MineY) ->deltaY
atan2(<-deltaY <-deltaX) ->AngleOfAttack
Self "main" <-AngleOfAttack SetImageRotation
endif
<-Count eq0 if
<-TimerReset ->Timer
add(<-Burst <-BurstMod) ->Count
else
2 ->Timer
<-self.unitIsEnemy dup ->self.unitMissionGoal ->Enemy
<-MineX add(@Jitter) <-MineY add(@Jitter) <-AngleOfAttack <-ParticleSpeed 0 <-Enemy CreateParticle ->ParticleID
<-ParticleID <-ParticleSpeed SetParticleMaxSpeed
<-ParticleID <-EdgeDestroy SetParticleDestroyAtEdge
<-ParticleID <-ParticleHealth SetParticleHealth
<-ParticleID <-ParticleLifetime SetParticleMaxAge
<-Count 1 sub ->Count
endif
endif

<-Timer 1 sub ->Timer


:Jitter
RandFloat mul(<-JiggerAmplitude) sub(<-JiggerAmplitude 2 div)

:RandomShip
CreateList ->potentials
GetAllShipsInRange(0 0 9999 true) ->ships
do(<-ships.listCount 0)
<-ships[I] ->ship
if (not(<-ship.shipIsEnemy) and (GetShipCMBuiltAmt(<-ship) gt(0)))
AppendToList(<-potentials <-ship)
endif
loop
if (<-potentials.listCount gt (0))
RandInt(0 <-potentials.listCount) ->randomShip
GetShipPixelCoords(<-potentials[<-randomShip])
else
-1 RANDINT(MapHeight 3 Mul 0)
endif

#---Credits---
#Base Code: Sorrontis
#RandShip Function: VirgilW
#Corrections: GoodMorning
[close]

Twinkle Little Star
Spoiler

Images Used:
Custom1 =
Custom2 =
Custom3 =
Custom4 =
Custom5 =
Custom6 =


once
RandInt(0 6) ->ImageState

endonce

and(<-ImageState 8 gt  <-ImageState 10 lte) if
Self "main" "Custom1" SetImage
Self "main" 6 6 1 SetImagePosition
endif

and(<-ImageState 10 gt <-ImageState 13 lte) if
Self "main" "Custom2" SetImage
endif

and(<-ImageState 13 gt <-ImageState 15 lte)  if
Self "main" "Custom3" SetImage
endif

and(<-ImageState 15 gt <-ImageState 17 lte)  if
Self "main" "Custom4" SetImage
endif

and(<-ImageState 17 gt <-ImageState 18 lte)  if
Self "main" "Custom5" SetImage
endif

<-ImageState 18 gt if
Self "main" "Custom6" SetImage
endif

<-ImageState lte(19) if
<-ImageState 1 add ->ImageState
else
Self "main" "none" SetImage
0 ->ImageState
endif

#---Credits---
#Base Code: Sorrontis
#Images: Sorrontis


[close]
"If you want others to be happy, practice compassion. If you want to be happy, practice compassion."

Sorrontis

#3
Particle Dividers It's some sort of defense field
Particle Dividers

# --ParticleLine-- 4/29/2017 12:15:22 PM
once
0 ->Count
endonce

GetGameTimeFrames 16 mod eq0 if
72 0 do #Do-loops must be manually edited to fit map
CurrentX CurrentY I add 1 1 1 GETPARTICLECOUNTINRADIUS ->Num
<-Num eq0 if
CurrentX CurrentY I add CELLTOPIXEL 0 1 1 1 CreateParticle ->PID
<-PID 0 SetParticleMaxSpeed
<-PID 10 SetParticleHealth
<-PID 100000 SetParticleMass
Break
endif
loop
endif

GetGameTimeFrames 4 add 16 mod eq0 if
73 0 do
CurrentX CurrentY I sub 1 1 1 GETPARTICLECOUNTINRADIUS ->Num
<-Num eq0 if
CurrentX CurrentY I sub CELLTOPIXEL 0 1 1 1 CreateParticle ->PID
<-PID 0 SetParticleMaxSpeed
<-PID 10 SetParticleHealth
<-PID 100000 SetParticleMass
Break
endif
loop
endif

GetGameTimeFrames 8 add 16 mod eq0 if
230 0 do
CurrentX I sub CurrentY 1 1 1 GETPARTICLECOUNTINRADIUS ->Num
<-Num eq0 if
CurrentX I sub CurrentY CELLTOPIXEL 0 1 1 1 CreateParticle ->PID
<-PID 0 SetParticleMaxSpeed
<-PID 10 SetParticleHealth
<-PID 100000 SetParticleMass
Break
endif
loop
endif

GetGameTimeFrames 12 add 16 mod eq0 if
206 0 do
CurrentX I add CurrentY 1 1 1 GETPARTICLECOUNTINRADIUS ->Num
<-Num eq0 if
CurrentX I add CurrentY CELLTOPIXEL 0 1 1 1 CreateParticle ->PID
<-PID 0 SetParticleMaxSpeed
<-PID 10 SetParticleHealth
<-PID 100000 SetParticleMass
Break
endif
loop
endif
[close]
"If you want others to be happy, practice compassion. If you want to be happy, practice compassion."

IncoherentRage


Sorrontis

- empty -

retain for further use.
"If you want others to be happy, practice compassion. If you want to be happy, practice compassion."

Sorrontis

- empty -

retain for further use.
"If you want others to be happy, practice compassion. If you want to be happy, practice compassion."

Ninja


Sorrontis

Quote from: Ninja on October 06, 2016, 05:25:17 PM
Commission fees?  :o

(Carrier 2.0, Titan)

Just a joke ... these are Corporations right? A little role play never hurt anyone :P
"If you want others to be happy, practice compassion. If you want to be happy, practice compassion."

Ninja

Quote from: Sorrontis on October 06, 2016, 05:31:38 PM
Quote from: Ninja on October 06, 2016, 05:25:17 PM
Commission fees?  :o

(Carrier 2.0, Titan)

Just a joke ... these are Corporations right? A little role play never hurt anyone :P
Hah, figured. Just curious as I didn't see the other part of the asterisk (*) anywhere.
Since we're talking about Corporations....

Shop Ninja Shipyards! Wonderful ships built for wonderful purposes.

Sorrontis

- empty -

retain for further use.
"If you want others to be happy, practice compassion. If you want to be happy, practice compassion."

Zoura3025

Greeting, headmaster. We trust you've been busy. As a registered developer of GalCorp, we recieve ample payment for our toils. We hope you will accept our diplomatic request to form a union. We can provide ample funding for your acceptance, as well as our Engineer Vulpe's input on designs, pointing out flaws, traits, and such. Of course, to make this deal beneficial to your needs, request anything that may prove of service.

~~ Zoura Thirty Twenty-five, Head Recorder of Fleet Zero operational servers.
(09:06:07) Zoura3025: But for us diehard fans: "Time is Sanity"

Sorrontis

It's a pleasure to make your acquaintance Head Recorder.

We would gladly work to exchange technology and information as we discover something of note. We can continue this conversation once I return from Sector 14a. A certain test has gone in an unexpected direction. We have added your listings to our corporate servers.

-Sorrontis, CEO of SSDI
"If you want others to be happy, practice compassion. If you want to be happy, practice compassion."

Zoura3025

Quote from: Sorrontis on October 09, 2016, 12:30:23 AM
It's a pleasure to make your acquaintance Head Recorder.

We would gladly work to exchange technology and information as we discover something of note. We can continue this conversation once I return from Sector 14a. A certain test has gone in an unexpected direction. We have added your listings to our corporate servers.

-Sorrontis, CEO of SSDI

Of course good friend. We hope you return safely. Anything we can provide to you is yours, as tribute to our alliance. We hope we can grow strong and one day co-operate to provide our own new Corporation to the galaxy and beyond.
(09:06:07) Zoura3025: But for us diehard fans: "Time is Sanity"

Sorrontis

- empty -

retain for further use.
"If you want others to be happy, practice compassion. If you want to be happy, practice compassion."