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adorabbly

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PostPosted: Tue May 25, 2010 2:48 am
http://media.photobucket.com/image/funny animals/FindStuff2/Funny/Funny Animals/myassoff5hh.png?o=10  
PostPosted: Tue May 25, 2010 3:33 am
http://www.greekmythology.com/ eek  

ketaroo


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PostPosted: Wed May 26, 2010 8:51 am
face_patch/201 pirate  
PostPosted: Wed May 26, 2010 9:03 am
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jerico081

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PostPosted: Wed May 26, 2010 12:03 pm
toktok  
PostPosted: Wed May 26, 2010 4:20 pm
[A0MW] Divided We Stand

The base spell is Evasion which provides the ability icon.

Variables
• Source //The Geomancer which triggered the trigger
• AbilityID //The ID of the ability which was leveled and which shall be processed
• Geomancer1 //The original Geomancer
• Geomancer2 //The second Geomancer
• Geomancer3 //The third Geomancer
• Geomancer4 //The fourth Geomancer
• RegularExp1 //The amount of regular experience gained by the first Geomancer
• RegularExp2 //The amount of regular experience gained by the second Geomancer
• RegularExp3 //The amount of regular experience gained by the third Geomancer
• RegularExp4 //The amount of regular experience gained by the fourth Geomancer
• AddedExp1 //The amount of experience added by triggers to the first Geomancer
• AddedExp2 //The amount of experience added by triggers to the second Geomancer
• AddedExp3 //The amount of experience added by triggers to the third Geomancer
• AddedExp4 //The amount of experience added by triggers to the fourth Geomancer
• GeoExp1 //The experience of the first Geomancer
• GeoExp2 //The experience of the second Geomancer
• GeoExp3 //The experience of the third Geomancer
• GeoExp4 //The experience of the fourth Geomancer
• ExpCalc1 //The amount of experience the first Geomancer has gained since the last iteration
• ExpCalc2 //The amount of experience the second Geomancer has gained since the last iteration
• ExpCalc3 //The amount of experience the third Geomancer has gained since the last iteration
• ExpCalc4 //The amount of experience the fourth Geomancer has gained since the last iteration
• AamkLevel //The level of the first Geomancer's stat bonus ability
• AgiNoBonus //The amount of agility the first Geomancer's has (only counting base agility)
• AgiWithBonus //The amount of agility the first Geomancer's has (counting all agility)
• AgiBonus //The amount of bonus agility the Geomancer's has (not counting that from the Stat Bonus ability)
• StrNoBonus //The amount of strength the first Geomancer's has (only counting base strength)
• StrWithBonus //The amount of strength the first Geomancer's has (counting all strength)
• StrBonus //The amount of bonus strength the Geomancer's has (not counting that from the Stat Bonus ability)
• IntNoBonus //The amount of intelligence the first Geomancer's has (only counting base intelligence)
• IntWithBonus //The amount of intelligence the first Geomancer's has (counting all intelligence)
• IntBonus //The amount of bonus intelligence the Geomancer's has (not counting that from the Stat Bonus ability)
• Multiplier //Multiplier used for stat calculations
• DeadGeomancer //The Geomancer which died
• EnumUnit //The level of the first Geomancer's stat bonus ability
• Boolean1 //Boolean used to determine if the manipulated item was a pair of boots
• Boolean2 //Boolean used to determine if the manipulated item was a pair of boots
• Boolean3 //Boolean used to determine if the manipulated item was a pair of boots
• Boolean4 //Boolean used to determine if the manipulated item was a pair of boots
• Boolean5 //Boolean used to determine if the manipulated item was a pair of boots
• Boolean6 //Boolean used to determine if the manipulated item was a pair of boots
• Boolean7 //Boolean used to confirm if an item was dropped
• Integer1 //Used to check if the item already has been processed
• Integer2 //Used to check if the item already has been processed
• Integer3 //Used to check if the item already has been processed
• Integer4 //Used to check if the item already has been processed
• Integer5 //Used to check if the item already has been processed
• Integer6 //Used to check if the item already has been processed
• Counter //Helper variable used to execute the loops
• Enum1 //The first out of two Geomancers to be processed
• Enum2 //The second out of two Geomancers to be processed
• Level1 to Level 5 //The levels of the abilities of Enum1
• Level6 to Level 10 //The levels of the abilities of Enum2
• Exp1 //The amount of experience Enum1 has
• Exp2 //The amount of experience Enum2 has
• Exp3 //The amount of experience the target enum unit has after adding experience
• CurrentExp //The current experience of the triggering unit
• Level //The level of the ability currently being processed
Abilities
• [A0MW] //Divided We Stand
• [Aamk] //Stat bonus
• [A0NB] //Earthbind
• [A0N8] //Poof
• [A0N7] //Geostrike
Functions
• Function 1
If Condition 1 is satisfied then
Call Function 2
• Function 2
Store the triggering unit as Source
Store the ability ID of the leveled ability as AbilityID

If [Source is an illusion or satisfies Condition 2 then
Prevent the trigger from running
If [AbilityID = [A0MV]] and [the level of AbilityID is 1] then
Store the triggering unit as Geomancer1
Call Function 4
Call Function 5
Set RegularExp1 to hold the current experience of Source
Set AddedExp1 to 0
Disable the triggering trigger
Call Function 3
Enable the triggering trigger
If [AbilityID = [A0MV]] then
Call Function 4
Call Function 5
Disable the triggering trigger
Call Function 12
Enable the triggering trigger
If [AbilityID = [A0N8]] or [AbilityID = [A0NB]] or [AbilityID = [A0N7]] or [AbilityID = [Aamk]] then
Call Function 4
Call Function 5
Disable the triggering trigger
Call Function 13
Enable the triggering trigger
• Function 3
Create a timer which runs at a 0.1 second interval
Call Function 4 for each interval
Create a timer which runs at a 0.3 second interval
Call Function 5 for each interval
If [a unit which satisfies Condition 3 dies] then
Call Function 6
If [a unit which satisfes Condition 3 picked up or dropped an item] then
Call Function 7
Call Function 8
• Function 4
Store the current experience of Geomancer1 as GeoExp1
Store the current experience of Geomancer2 as GeoExp2
Store the current experience of Geomancer3 as GeoExp3
Store the current experience of Geomancer4 as GeoExp4

Set ExpCalc1 to GeoExp1-RegularExp1-AddedExp1
Set ExpCalc2 to GeoExp2-RegularExp2-AddedExp2
Set ExpCalc3 to GeoExp3-RegularExp3-AddedExp3
Set ExpCalc4 to GeoExp4-RegularExp4-AddedExp4

If [Geomancer1 has more than 1 HP] then
Set RegularExp1 to RegularExp1+ExpCalc1
Set RegularExp2 to RegularExp2+ExpCalc2
Set RegularExp3 to RegularExp3+ExpCalc3
Set RegularExp4 to RegularExp4+ExpCalc4

If [Geomancer1 != null] then
Add ExpCalc1 experience to Geomancer2

If [the current experience of Geomancer2 is not GeoExp2] then
Set AddedExp2 to AddedExp2+ExpCalc1
Add ExpCalc1 experience to Geomancer3

If [the current experience of Geomancer3 is not GeoExp3] then
Set AddedExp3 to AddedExp3+ExpCalc1
Add ExpCalc1 experience to Geomancer4

If [the current experience of Geomancer4 is not GeoExp4] then
Set AddedExp4 to AddedExp4+ExpCalc1
If [Geomancer2 != null] then
Add ExpCalc2 experience to Geomancer1

If [the current experience of Geomancer1 is not GeoExp1] then
Set AddedExp1 to AddedExp1+ExpCalc2
Add ExpCalc2 experience to Geomancer3

If [the current experience of Geomancer3 is not GeoExp3] then
Set AddedExp3 to AddedExp3+ExpCalc2
Add ExpCalc2 experience to Geomancer4

If [the current experience of Geomancer4 is not GeoExp4] then
Set AddedExp4 to AddedExp4+ExpCalc2
If [Geomancer3 != null] then
Add ExpCalc3 experience to Geomancer1

If [the current experience of Geomancer1 is not GeoExp1] then
Set AddedExp1 to AddedExp1+ExpCalc3
Add ExpCalc3 experience to Geomancer2

If [the current experience of Geomancer2 is not GeoExp2] then
Set AddedExp2 to AddedExp2+ExpCalc3
Add ExpCalc3 experience to Geomancer4

If [the current experience of Geomancer4 is not GeoExp4] then
Set AddedExp4 to AddedExp4+ExpCalc3
If [Geomancer4 != null] then
Add ExpCalc4 experience to Geomancer1

If [the current experience of Geomancer1 is not GeoExp1] then
Set AddedExp1 to AddedExp1+ExpCalc4
Add ExpCalc1 experience to Geomancer2

If [the current experience of Geomancer2 is not GeoExp2] then
Set AddedExp2 to AddedExp2+ExpCalc4
Add ExpCalc1 experience to Geomancer3

If [the current experience of Geomancer3 is not GeoExp3] then
Set AddedExp3 to AddedExp3+ExpCalc4
• Function 5
Store the level of the Geomancer1 unit's [Aamk] ability as AamkLevel
Set AamkBonus to 2*AamkLevel
Set AgiNoBonus to the current agility of Geomancer1 excluding bonus stats
Set AgiWithBonus to the current agility of Geomancer1 including bonus stats
Set AgiBonus to AgiWithBonus-AgiNoBonus-AamkBonus
Set StrNoBonus to the current strength of Geomancer1 excluding bonus stats
Set StrWithBonus to the current strength of Geomancer1 including bonus stats
Set StrlBonus to StrWithBonus-StrNoBonus-AamkBonus
Set IntNoBonus to the current intelligence of Geomancer1 excluding bonus stats
Set IntWithBonus to the current intelligence of Geomancer1 including bonus stats
Set IntBonus to IntWithBonus-IntNoBonus-AamkBonus
Set Multiplier to 0.25

If [Geomancer1 has more than 1 HP] then
If [Geomancer2 != null] then
Set the agility of Geomancer2 to AgiNoBonus+AgiBonus*Multiplier
Set the strength of Geomancer2 to StrNoBonus+StrBonus*Multiplier
Set the intelligence of Geomancer2 to IntNoBonus+IntBonus*Multiplier
If [Geomancer3 != null] then
Set the agility of Geomancer3 to AgiFinalBonus
Set the strength of Geomancer3 to StrBonus
Set the intelligence of Geomancer3 to IntFinalBonus
If [Geomancer4 != null] then
Set the agility of Geomancer4 to AgiFinalBonus
Set the strength of Geomancer4 to StrFinalBonus
Set the intelligence of Geomancer4 to IntFinalBonus
• Function 6
Store the triggering unit as DeadGeomancer
Disable the trigger which displays kill messages //This is done to prevent more than one kill message when Geomancer dies
If [Geomancer1 != null] and [Geomancer1 != DeadGeomancer] then
Kill Geomancer1
If [Geomancer2 != null] and [Geomancer2 != DeadGeomancer] then
Kill Geomancer2
If [Geomancer3 != null] and [Geomancer3 != DeadGeomancer] then
Kill Geomancer3
If [Geomancer4 != null] and [Geomancer4 != DeadGeomancer] then
Kill Geomancer4
Enable the trigger which displays kill messages
• Function 7
Store the triggering unit as EnumUnit
Set Boolean1 to False
Set Boolean2 to False
Set Boolean3 to False
Set Boolean4 to False
Set Boolean5 to False
Set Boolean6 to False
Set Boolean7 to False
Set Integer1 to 0
Set Integer2 to 0
Set Integer3 to 0
Set Integer4 to 0
Set Integer5 to 0
Set Integer6 to 0
Set Counter to 0

Disable the triggering trigger

If [the unit ID of EnumUnit is [H00J]] then
Remove the item in slot 0
Enable the triggering trigger
Prevent the rest of the function from being executed
If [the manipulated item was not a pair of boots] then
Enable the triggering trigger
Prevent the rest of the function from being executed
Disable the generic item trigger
If [this function was called because an item was dropped] then
Set Boolean7 to True
Create a loop and exit when [Counter > 5]
Store the item ID of the item in slot Counter as ItemID
If [ItemID = "Boots of Speed"] then
Set Integer1 to Integer1+1
If [Boolean7 != True and the item ID of the manipulated item was not ItemID] or [Integer1 > 1 and the manipulated item has the same ID as ItemID] then
Set Boolean1 to True
If [ItemID = "Boots of Travel"] then
Set Integer2 to Integer2+1
If [Boolean7 != True and the item ID of the manipulated item was not ItemID] or [Integer2 > 1 and the manipulated item has the same ID as ItemID] then
Set Boolean2 to True
If [ItemID = "Power Treads (Intelligence)"] then
Set Integer3 to Integer3+1
If [Boolean7 != True and the item ID of the manipulated item was not ItemID] or [Integer3 > 1 and the manipulated item has the same ID as ItemID] then
Set Boolean3 to True
If [ItemID = "Power Treads (Strength)"] then
Set Integer4 to Integer4+1
If [Boolean7 != True and the item ID of the manipulated item was not ItemID] or [Integer4 > 1 and the manipulated item has the same ID as ItemID] then
Set Boolean4 to True
If [ItemID = "Power Treads (Agility)"] then
Set Integer5 to Integer5+1
If [Boolean7 != True and the item ID of the manipulated item was not ItemID] or [Integer5 > 1 and the manipulated item has the same ID as ItemID] then
Set Boolean5 to True
If [ItemID = "Phase Boots"] then
Set Integer6 to Integer6+1
If [Boolean7 != True and the item ID of the manipulated item was not ItemID] or [Integer6 > 1 and the manipulated item has the same ID as ItemID] then
Set Boolean6 to True
Remove the item stored in slot 0 on Geomancer2

If [Geomancer3 != null] then
Remove the item stored in slot 0 on Geomancer3
If [Geomancer4 != null] then
Remove the item stored in slot 0 on Geomancer4
If [Boolean6 = True] then
Create a "Phase Boots" item and add it to slot 0 on Geomancer2

If [Geomancer3 != null] then
Create a "Phase Boots" item and add it to slot 0 on Geomancer3
If [Geomancer4 != null] then
Create a "Phase Boots" item and add it to slot 0 on Geomancer4
If [Boolean5 = True] then
Create a "Power Treads (Agility)" item and add it to slot 0 on Geomancer2

If [Geomancer3 != null] then
Create a "Power Treads (Agility)" item and add it to slot 0 on Geomancer3
If [Geomancer4 != null] then
Create a "Power Treads (Agility)" item and add it to slot 0 on Geomancer4
If [Boolean4 = True] then
Create a "Power Treads (Strength)" item and add it to slot 0 on Geomancer2

If [Geomancer3 != null] then
Create a "Power Treads (Strength)" item and add it to slot 0 on Geomancer3
If [Geomancer4 != null] then
Create a "Power Treads (Strength)" item and add it to slot 0 on Geomancer4
If [Boolean3 = True] then
Create a "Power Treads (Intelligence)" item and add it to slot 0 on Geomancer2

If [Geomancer3 != null] then
Create a "Power Treads (Intelligence)" item and add it to slot 0 on Geomancer3
If [Geomancer4 != null] then
Create a "Power Treads (Intelligence)" item and add it to slot 0 on Geomancer4
If [Boolean2 = True] then
Create a "Boots of Travel" item and add it to slot 0 on Geomancer2

If [Geomancer3 != null] then
Create a "Boots of Travel" item and add it to slot 0 on Geomancer3
If [Geomancer4 != null] then
Create a "Boots of Travel" item and add it to slot 0 on Geomancer4
If [Boolean1 = True] then
Create a "Boots of Speed" item and add it to slot 0 on Geomancer2

If [Geomancer3 != null] then
Create a "Boots of Speed" item and add it to slot 0 on Geomancer3
If [Geomancer4 != null] then
Create a "Boots of Speed" item and add it to slot 0 on Geomancer4
Enable the triggering trigger
Enable the generic item trigger
• Function 8
Create a timer which runs at a 0.2 second interval
Call Function 9 for each interval
• Function 9
Set Enum1 to Geomancer1
Set Enum2 to Geomancer2
Call Function 10
Set Enum1 to Geomancer1
Set Enum2 to Geomancer3
Call Function 10
Set Enum1 to Geomancer1
Set Enum2 to Geomancer4
Call Function 10
Set Enum1 to Geomancer2
Set Enum2 to Geomancer3
Call Function 10
Set Enum1 to Geomancer2
Set Enum2 to Geomancer4
Call Function 10
Set Enum1 to Geomancer3
Set Enum2 to Geomancer4
Call Function 10
• Function 10
Store the level of the [A0N8] which Enum1 has as Level1
Store the level of the [A0NB] which Enum1 has as Level2
Store the level of the [A0N7] which Enum1 has as Level3
Store the level of the [A0MW] which Enum1 has as Level4
Store the level of the [Aamk] which Enum1 has as Level5
Store the level of the [A0N8] which Enum2 has as Level6
Store the level of the [A0NB] which Enum2 has as Level7
Store the level of the [A0N7] which Enum2 has as Level8
Store the level of the [A0MW] which Enum2 has as Level9
Store the level of the [Aamk] which Enum2 has as Level10
Call Function 11

If [Level1 > Level6] then
Make Enum2 level its [A0N8] ability
Else if [Level1 < Level6] then
Make Enum1 level its [A0N8] ability
If [Level2 > Level7] then
Make Enum2 level its [A0NB] ability
Else if [Level2 < Level7] then
Make Enum1 level its [A0NB] ability
If [Level3 > Level8] then
Make Enum2 level its [A0N7] ability
Else if [Level3 < Level8] then
Make Enum1 level its [A0N7] ability
If [Level4 > Level9] then
Make Enum2 level its [A0MW] ability
Else if [Level4 < Level9] then
Make Enum1 level its [A0MW] ability
If [Level5 > Level10] then
Make Enum2 level its [Aamk] ability
Else if [Level5 < Level10] then
Make Enum1 level its [Aamk] ability
• Function 11
Store the experience of Enum1 as Exp1
Store the experience of Enum2 as Exp2

If [Exp1 > Exp2] then
Set ExperienceGain to Exp1-Exp2
Add ExperienceGain experience to Enum2
Set Exp3 to the current experience of Enum2

If [Exp2 != Exp3] then
If [Enum1 = Geomancer1] then
Set RegularExp1 to RegularExp1+ExperienceGain
If [Enum1 = Geomancer2] then
Set RegularExp2 to RegularExp2+ExperienceGain
If [Enum1 = Geomancer3] then
Set RegularExp3 to RegularExp3+ExperienceGain
If [Enum1 = Geomancer4] then
Set RegularExp4 to RegularExp4+ExperienceGain
Else if [Exp1 < Exp2] then
Set ExperienceGain to Exp2-Exp1
Add ExperienceGain experience to Enum1
Set Exp3 to the current experience of Enum1

If [Exp1 != Exp3] then
f [Enum1 = Geomancer1] then
Set RegularExp1 to RegularExp1+ExperienceGain
If [Enum1 = Geomancer2] then
Set RegularExp2 to RegularExp2+ExperienceGain
If [Enum1 = Geomancer3] then
Set RegularExp3 to RegularExp3+ExperienceGain
If [Enum1 = Geomancer4] then
Set RegularExp4 to RegularExp4+ExperienceGain
• Function 12
Store the amount of experience Source has as CurrentExp
Store the level of the [A0MW] ability as Level
Set AbilityID to [A0MW]
Call Function 13
If [Level = 1] then
Create a [H00J] unit for the owner of Source at the location of Source and store this unit as Geomancer2
Add CurrentExp to Geomancer2
Set AddedExp2 to CurrentExp
Set RegularExp2 to 0
If [Level = 2] then
Create a [H00J] unit for the owner of Source at the location of Source and store this unit as Geomancer3
Add CurrentExp to Geomancer3
Set AddedExp3 to CurrentExp
Set RegularExp3 to 0
If [Level = 3] then
Create a [H00J] unit for the owner of Source at the location of Source and store this unit as Geomancer4
Add CurrentExp to Geomancer4
Set AddedExp4 to CurrentExp
Set RegularExp4 to 0
Store the newly created unit as EnumClone
Call Function 14
Call Function 15
• Function 13
If [Geomancer1 != null] and [Geomancer1 != Source] then
Make Geomancer1 level its AbilityID ability
If [Geomancer2 != null] and [Geomancer2 != Source] then
Make Geomancer2 level its AbilityID ability
If [Geomancer3 != null] and [Geomancer3 != Source] then
Make Geomancer3 level its AbilityID ability
If [Geomancer4 != null] and [Geomancer4 != Source] then
Make Geomancer4 level its AbilityID ability
• Function 14
Set Counter to 1
Set AbilityID to [A0N8]
Store the level of the Source unit's AbilityID skill as Level
Create a loop and exit when [Counter > Level]
Make EnumClone level its AbilityID skill
Set Counter to Counter+1
Set Counter to 1
Set AbilityID to [A0NB]
Store the level of the Source unit's AbilityID skill as Level
Create a loop and exit when [Counter > Level]
Make EnumClone level its AbilityID skill
Set Counter to Counter+1
Set Counter to 1
Set AbilityID to [A0N7]
Store the level of the Source unit's AbilityID skill as Level
Create a loop and exit when [Counter > Level]
Make EnumClone level its AbilityID skill
Set Counter to Counter+1
Set Counter to 1
Set AbilityID to [Aamk]
Store the level of the Source unit's AbilityID skill as Level
Create a loop and exit when [Counter > Level]
Make EnumClone level its AbilityID skill
Set Counter to Counter+1
Set Counter to 1
Set AbilityID to [A0MW]
Store the level of the Source unit's AbilityID skill as Level
Create a loop and exit when [Counter > Level]
Make EnumClone level its AbilityID skill
Set Counter to Counter+1
• Function 15
Set Counter to 0
Set Boolean1 to False
Set Boolean2 to False
Set Boolean3 to False
Set Boolean4 to False
Set Boolean5 to False
Set Boolean6 to False

Disable this trigger
Disable the generic item trigger

Create a loop and exit when [Counter > 5]
If [the item in slot Counter on the Source unit is "Boots of Speed"] then
Set Boolean1 to True
If [the item in slot Counter on the Source unit is "Boots of Travel"] then
Set Boolean2 to True
If [the item in slot Counter on the Source unit is "Power Treads (Intelligence)"] then
Set Boolean3 to True
If [the item in slot Counter on the Source unit is "Power Treads (Strength)"] then
Set Boolean4 to True
If [the item in slot Counter on the Source unit is "Power Treads (Agility)"] then
Set Boolean5 to True
If [the item in slot Counter on the Source unit is "Phase Boots"] then
Set Boolean6 to True
Set Counter to Counter+1
If [Boolean6 = True] then
Create a "Phase Boots" item and add it to slot 0 in the inventory of EnumClone
Else if [Boolean5 = True] then
Create a "Power Treads (Agility)" item and add it to slot 0 in the inventory of EnumClone
Else if [Boolean4 = True] then
Create a "Power Treads (Strength)" item and add it to slot 0 in the inventory of EnumClone
Else if [Boolean3 = True] then
Create a "Power Treads (Intelligence)" item and add it to slot 0 in the inventory of EnumClone
Else if [Boolean2 = True] then
Create a "Boots of Travel" item and add it to slot 0 in the inventory of EnumClone
Else if [Boolean1 = True] then
Create a "Boots of Speed" item and add it to slot 0 in the inventory of EnumClone
Enable this trigger
Enable the generic item trigger  

DreLL v01


Nostalgic Parasols

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PostPosted: Wed May 26, 2010 9:20 pm
usted sabe el momento adecuado


sweatdrop  
PostPosted: Thu May 27, 2010 12:30 am
*wala*  

Ponkotsu
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Ponkotsu
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PostPosted: Thu May 27, 2010 8:21 am
JournalisMO  
PostPosted: Thu May 27, 2010 11:25 pm
http://www.gaiaonline.com/launch/rally/?room_id=36218&server=72.5.72.104&room_name=PINOY IWONCLAN GUILD's;rally-map_1&xpos=622&ypos=508

Oha. rofl  

Serhendipity

Lavish Sophomore


Ponkotsu
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PostPosted: Fri May 28, 2010 1:51 am
*wala*  
PostPosted: Fri May 28, 2010 9:50 am
User Image

Guys, pls prepare a sexy outfit para sa The summer face of 2010.
bandang 3 to 5 PM magsisimula na tayo pag kumpleto na kayo.
Doon sa Rally gaganapin ang pakontes. Icheck nyo rin ang thread natin para sa iba pang mga updates.

Maghanda din kayo kung paano nyo iintroduce ang inyong sarili.
Halimbawa:

"Naniniwala ako na ang pagiging sexy ay anyong pisikal lamang. Mas importante pa rin ang busilak na kalooban. Ako po si JACKAL17, 22 years old. Mabuhay!!!" --Pwede english o tagalog..

-Yan, dapat naka lagay na yan sa notepad para copy paste na lang...

Eto ang halimbawa na pwede ninyong suotin bukas. dapat SEXY.
http://www.tektek.org/avatar/36951040
http://www.tektek.org/avatar/28483992

Pls pumunta kayo bukas.. Kung wala kayo mafo-forfeit ang premyo.
Salamat!

Practice tayo mga 12 noon. Mag online sana kayo. Tnx ulet!!
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jerico081

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PostPosted: Sat May 29, 2010 12:15 am
Dragon Ball Kai  
PostPosted: Sat May 29, 2010 7:01 am
*wala*  

Ponkotsu
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Serhendipity

Lavish Sophomore

PostPosted: Sun May 30, 2010 12:07 am
Y Ba KZ~ nuSO pa 2, N0H?  
Reply
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