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tevak

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Hi Yanfly, I'm having a problem with Auto Passive States in which when using the <Passive Condition: HP Below x%> tag it disables notetags (but not traits) for all passive states instead of just the one with the tag. (or am i just misunderstanding the tag?)
 

dgenxp

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Hi Yanfly


I am trying to use the latest plugin update and i am getting the following error


I have not got any custom plugins running i have not made any changes from before i just simply updated what i had, I do have other downloaded plugins running i will attach a list at the bottom of my error report, 


The error only happens when entering Battle i Use the CTB Battle option andas soon as it selects  the first icon to fight it brings me an error -- Cannot read property 'list' of undefined


TypeError: Cannot read property 'list' of undefined
    at Game_Interpreter.setupReservedCommonEvent (rpg_objects.js:8783)
    at Game_Troop.setupBattleEvent (rpg_objects.js:5316)
    at Function.BattleManager.updateEventMain (/H:/Development/Chronicles%20of%20Arcadore/The%20War%20of%20Blades/js/plugins/YEP_X_BattleSysCTB.js:875)
    at Function.BattleManager.updateEvent (/H:/Development/Chronicles%20of%20Arcadore/The%20War%20of%20Blades/js/plugins/YEP_BattleEngineCore.js:1606)
    at Function.BattleManager.update (/H:/Development/Chronicles%20of%20Arcadore/The%20War%20of%20Blades/js/plugins/YEP_X_BattleSysCTB.js:852)
    at Scene_Battle.updateBattleProcess (rpg_scenes.js:2050)
    at Scene_Battle.update (rpg_scenes.js:2042)
    at Scene_Battle.update (/H:/Development/Chronicles%20of%20Arcadore/The%20War%20of%20Blades/js/plugins/YEP_BattleEngineCore.js:3960)
    at Scene_Battle.update (/H:/Development/Chronicles%20of%20Arcadore/The%20War%20of%20Blades/js/plugins/YEP_VictoryAftermath.js:817)
    at Scene_Battle.update (/H:/Development/Chronicles%20of%20Arcadore/The%20War%20of%20Blades/js/plugins/YEP_RowFormation.js:1983)rpg_managers.js:1618 SceneManager.catchException


I want to keep up to date with all these plugins but it seems every so often errors pop up when i update so i am always dubious to update the plugins.


the plugins i am running are


All of the yanfly ones 


Galv_Magic Shards


HIME_LevelUpEvents


ET_Minimap


AlternativeSaveLoadScreen


MoogleX_ElementBoost


SSEP_BattleSpeedup


CORE_ExitButtonReplace


SSG_DificultySettings


YED_InvertTarget


and thats it, please any help to fix this would be amazing


I feel like such an ameteur, just worked it out.. i had entered events into the force advantage plugin that were above the threshold i simply set them to 0 (as im currently not using it) and it all worked just fine....
 

Yanfly

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Yeah I get that and can live without the decimal just have to change the tags ive already done that's all. Thanks for the quick response; however, it seems that HIT CRI MEV EVA CEV all now add 100% with any tag plus the value; so a  +1% CEV tag adds 101%  which negates any viable use of those parameters.

Hello! thanks for the elemental rate fix on your augments plug-in but now it seems my critical and hit gems are now increasing the crit rate by 102% instead of just +2%


Do i need to get the parameter plug-ins to use this?


This is the notetag i'm using


<Augment: Minor Orasha>


Cri: +2%


</Augment: Minor Orasha>


Thanks, I'll get this fixed by tonight.


---

Congrats on your latest ******* milestone, Yanfly! :D


Thanks for your support!


---

Hi Yanfly, I'm having a problem with Auto Passive States in which when using the <Passive Condition: HP Below x%> tag it disables notetags (but not traits) for all passive states instead of just the one with the tag. (or am i just misunderstanding the tag?)


Hi, I'll need you to do the following steps:


1. Download all the newest updates of the plugin.
2. Create a new project. Do NOT just copy over your game project folders. This should be just a stock, empty, new RPG Maker MV project.
3. If the project's file size is above 200 MB, remove unnecessary audio and image files until you reach that size. Usehttp://forums.rpgmakerweb.com/index.php?/topic/47985-mvstripper-remove-unused-assets-from-your-mv-project/ if you need some help doing so.
4. Install -only- the affected plugins. If you're using non-YEP plugins, do NOT include them.
5. Do -NOT- rename the plugins' filenames. They cease to work if you do so.
6. Make sure they're in the right order listed on http://yanfly.moe/yep/
7. Recreate the error.
8. Archive the project with WinZip or WinRAR. Do not archive it multiple times. It does not compress it further.
9. Upload the project online (do -not- deploy it) to a website like MediaFire.com or Mega.co.nz or Dropbox. Please do not use a website that involves timers like 4shared, RapidShare, etc.
10. Post the link here and I'll take a look at it.


Thanks for helping!
 

Servidion

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Hi, Yanfly!


Having some trouble with Item Synthesis.


I'll give examples:


Ascalon


<Synthesis Ingredients>


item 2


</Synthesis Ingredients>


This weapon shows up just fine in Synthesis.


Haute-Claire


<Synthesis Ingredients>


weapon 20


</Synthesis Ingredients>


This weapon does not show up in Synthesis.


If I changed Haute-Claire's note tag to:


<Synthesis Ingredients>


item 2


weapon 20


</Synthesis Ingredients>


Just the item 2 (Tonic) shows up as an ingredient, but not the weapon 20 (Ascalon).


I have durability, item upgrade, and augments all turned off, so I don't think it would be considered an Independent Item.


*edit* In the ItemCore plugin settings I can turn Max Weapons to "0" which makes it so there's no independent items. This allows the weapon to show up as an ingredient, but disables the ability to use Augments. Is there no way to use Augments and Item Synthesis?
 
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Punamaagi

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I noticed something a bit curious about the Extended Message Pack 1. I'm using the plugin's text code for dimmed name boxes (i.e. \nd<x>) a lot, and sometimes the length of the name box changes between messages even if the name remains the same.


Here are three pictures to illustrate what I mean:










As you can see, the length of the name box changes between the second and the third picture even though the name inside it remains the same.

I tried turning off all the other plugins except for Core Engine, Message Core and Extended Message Pack 1, and the effect still persisted.


I'm not sure if this counts as a bug as such because it doesn't hinder gameplay in any way, but I was just wondering what might be causing it.
 
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Lady_Mischievous

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Plugin Name: Item Synthesis


 


Error Message: SyntaxError Unexpected number


Uncaught TypeError: Cannot read property 'toLowerCase' of undefined
rpg_managers.js:1722 SyntaxError: Unexpected number
    at Object.parse (native)
    at Function.DataManager.processISNotetags1 (file:///C:/Users/Lady%20Mischievous/Documents/Games/Life%20and%20Death/js/plugins/YEP_ItemSynthesis.js:404:26)
    at Function.DataManager.isDatabaseLoaded (file:///C:/Users/Lady%20Mischievous/Documents/Games/Life%20and%20Death/js/plugins/YEP_ItemSynthesis.js:336:9)
    at Function.DataManager.isDatabaseLoaded (file:///C:/Users/Lady%20Mischievous/Documents/Games/Life%20and%20Death/js/plugins/YEP_SkillCore.js:399:50)
    at Function.DataManager.isDatabaseLoaded (file:///C:/Users/Lady%20Mischievous/Documents/Games/Life%20and%20Death/js/plugins/YEP_EquipCore.js:244:50)
    at Function.DataManager.isDatabaseLoaded (file:///C:/Users/Lady%20Mischievous/Documents/Games/Life%20and%20Death/js/plugins/YEP_X_ProfileStatusPage.js:140:48)
    at Function.DataManager.isDatabaseLoaded (file:///C:/Users/Lady%20Mischievous/Documents/Games/Life%20and%20Death/js/plugins/VE_BasicModule.js:190:50)
    at Function.DataManager.isDatabaseLoaded (file:///C:/Users/Lady%20Mischievous/Documents/Games/Life%20and%20Death/js/plugins/Moogle_X_ActorsFriendshipSystem.js:873:52)
    at Scene_Boot.isReady (file:///C:/Users/Lady%20Mischievous/Documents/Games/Life%20and%20Death/js/rpg_scenes.js:183:28)
    at Function.SceneManager.updateScene (file:///C:/Users/Lady%20Mischievous/Documents/Games/Life%20and%20Death/js/rpg_managers.js:178


I've been careful with the notetags, and I even followed turtorials step by step. I'm not sure what I'm doing wrong or if it's a bug.
 

wifflefish

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Hey, so I'm going to be a massive pain and unload another error on you Yanfly :p


2016-04-20.png


When upgrading to the next skill there's a problem with EquipSkillTiers. I think because you're equipping skill Id 0 in the removeHiddenEquippedSkill method, but the EquipSkillTiers alias has no idea what to do with skill 0 when passed to equipSkill.


Capture.PNG
 

Yanfly

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Tips & Tricks - Runic Blade Remade












As a lot of users were having problems making the original Runic Blade Tips & Tricks, this verison is remade using the Buffs & States Core for more control and flexibility including better ease of use. Runic Blade is a skill that provides the user with a magical taunt. It will also nullify any magical damage and absorb the skill's MP cost for the affected user, too.


You can grab the copy/paste code here:
Yanfly.moe: http://yanfly.moe/2016/04/20/tips-tricks-runic-blade-remade-final-fantasy-6/
 

Yanfly

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Hi, Yanfly!


Having some trouble with Item Synthesis.


I'll give examples:


Ascalon


<Synthesis Ingredients>


item 2


</Synthesis Ingredients>


This weapon shows up just fine in Synthesis.


Haute-Claire


<Synthesis Ingredients>


weapon 20


</Synthesis Ingredients>


This weapon does not show up in Synthesis.


If I changed Haute-Claire's note tag to:


<Synthesis Ingredients>


item 2


weapon 20


</Synthesis Ingredients>


Just the item 2 (Tonic) shows up as an ingredient, but not the weapon 20 (Ascalon).


I have durability, item upgrade, and augments all turned off, so I don't think it would be considered an Independent Item.


*edit* In the ItemCore plugin settings I can turn Max Weapons to "0" which makes it so there's no independent items. This allows the weapon to show up as an ingredient, but disables the ability to use Augments. Is there no way to use Augments and Item Synthesis?


As stated inside of the help file:


 *   * Note: If you are using Item Core, Independent Items cannot become an
 *   ingredient for a recipe and will therefore be automatically omitted.


---

I noticed something a bit curious about the Extended Message Pack 1. I'm using the plugin's text code for dimmed name boxes (i.e. \nd<x>) a lot, and sometimes the length of the name box changes between messages even if the name remains the same.


Here are three pictures to illustrate what I mean:










As you can see, the length of the name box changes between the second and the third picture even though the name inside it remains the same.

I tried turning off all the other plugins except for Core Engine, Message Core and Extended Message Pack 1, and the effect still persisted.


I'm not sure if this counts as a bug as such because it doesn't hinder gameplay in any way, but I was just wondering what might be causing it.


The namebox width always changed according to the length of the text inside of the namebox window. This is not a bug.


---

Plugin Name: Item Synthesis


 


Error Message: SyntaxError Unexpected number


Uncaught TypeError: Cannot read property 'toLowerCase' of undefined
rpg_managers.js:1722 SyntaxError: Unexpected number
    at Object.parse (native)
    at Function.DataManager.processISNotetags1 (file:///C:/Users/Lady%20Mischievous/Documents/Games/Life%20and%20Death/js/plugins/YEP_ItemSynthesis.js:404:26)
    at Function.DataManager.isDatabaseLoaded (file:///C:/Users/Lady%20Mischievous/Documents/Games/Life%20and%20Death/js/plugins/YEP_ItemSynthesis.js:336:9)
    at Function.DataManager.isDatabaseLoaded (file:///C:/Users/Lady%20Mischievous/Documents/Games/Life%20and%20Death/js/plugins/YEP_SkillCore.js:399:50)
    at Function.DataManager.isDatabaseLoaded (file:///C:/Users/Lady%20Mischievous/Documents/Games/Life%20and%20Death/js/plugins/YEP_EquipCore.js:244:50)
    at Function.DataManager.isDatabaseLoaded (file:///C:/Users/Lady%20Mischievous/Documents/Games/Life%20and%20Death/js/plugins/YEP_X_ProfileStatusPage.js:140:48)
    at Function.DataManager.isDatabaseLoaded (file:///C:/Users/Lady%20Mischievous/Documents/Games/Life%20and%20Death/js/plugins/VE_BasicModule.js:190:50)
    at Function.DataManager.isDatabaseLoaded (file:///C:/Users/Lady%20Mischievous/Documents/Games/Life%20and%20Death/js/plugins/Moogle_X_ActorsFriendshipSystem.js:873:52)
    at Scene_Boot.isReady (file:///C:/Users/Lady%20Mischievous/Documents/Games/Life%20and%20Death/js/rpg_scenes.js:183:28)
    at Function.SceneManager.updateScene (file:///C:/Users/Lady%20Mischievous/Documents/Games/Life%20and%20Death/js/rpg_managers.js:178


I've been careful with the notetags, and I even followed turtorials step by step. I'm not sure what I'm doing wrong or if it's a bug.


Please follow the basic troubleshooting steps from the first post:


BASIC TROUBLE SHOOTING


1. Are all your plugins up to date? If they're not, download the updated versions from here: http://yanfly.moe/yep/changelog/


2. Did you rename any of their plugins from their default filenames? If you did, then the plugins won't work. Do NOT rename them.


3. Did you make sure all of the plugins are placed in order as http://yanfly.moe/yep/ inside of the Plugin Manager?


4. When you updated the plugin, did you /open up/ the plugin within the Plugin Manager? 


You are getting the error because you updated the plugin and did not go into the plugin itself like the instructions here in the first video:http://yanfly.moe/yep/changelog/


Why is this important? Because whenever new parameters are added to a plugin upon a new update, you have to enter the plugin in order for the Plugin Manager to add those new parameters into your game. Otherwise, you will get undefined errors and "random" crashes. Skipping that step is not optional and is very crucial to getting updated plugins to work.


5. If you are using non-Yanfly plugins, turn off ALL of the non-Yanfly plugins to see if there are any conflicts.


6. If you are testing your project in Battle Test and aren't seeing any changes made after updating your plugin, make sure you -save- your project. RPG Maker MV does not carry over changes to Battle Test until you save your project.


---

Hey, so I'm going to be a massive pain and unload another error on you Yanfly :p


View attachment 36719


When upgrading to the next skill there's a problem with EquipSkillTiers. I think because you're equipping skill Id 0 in the removeHiddenEquippedSkill method, but the EquipSkillTiers alias has no idea what to do with skill 0 when passed to equipSkill.


View attachment 36721


Thanks this will get resolved tonight.
 

Quickdraws

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I'll take that as a "No. Augments and Synthesis cannot be used together". Sorry to sound smug, but it feels like you didn't read the edit on my post.


It's  a defintate no if you read the help files on those plugins attach augment states that it turns the weapons and armors into independent items. Which then the synthesis script directly tells you those items cannont be used in recipes. Be grateful yanfly even responds has a ton of things helping people with and doing besides real job most plugin writers wouldn't even respond to issues where people didn't read the directions.
 

Servidion

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I read the help file, I just misunderstood the Augments. I was under the impression they become independent items when socketed. I apologize.
 

Punamaagi

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The namebox width always changed according to the length of the text inside of the namebox window. This is not a bug.
In my case, though, the namebox width changed even though text inside the namebox didn't. I think the length might have been sort of anticipating the next namebox, though, as the person speaking in the picture 1 spoke after the "????" person.


I won't trouble you any more with this, though, since it isn't probably worth the time and effort to fix something so minor. :)  Thank you for the excellent plugins!
 

Lady_Mischievous

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I'm sorry for the trouble, I did as was directed and I'm still having the issue. (I didn't mean to post the issue I was having in this thread, I meant to post it in "bug report" but I was on the wrong tab.)
 

Yanfly

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In my case, though, the namebox width changed even though text inside the namebox didn't. I think the length might have been sort of anticipating the next namebox, though, as the person speaking in the picture 1 spoke after the "????" person.


I won't trouble you any more with this, though, since it isn't probably worth the time and effort to fix something so minor. :)  Thank you for the excellent plugins!


Ah, I didn't notice the next screenshot with the same ????. For some reason, in my mind, it registered as the same picture. I see what you mean. I'll get this fixed by tonight.


---

I'm sorry for the trouble, I did as was directed and I'm still having the issue. (I didn't mean to post the issue I was having in this thread, I meant to post it in "bug report" but I was on the wrong tab.)


If you're still getting the error:


1. Download all the newest updates of the plugin.
2. Create a new project. Do NOT just copy over your game project folders. This should be just a stock, empty, new RPG Maker MV project.
3. If the project's file size is above 200 MB, remove unnecessary audio and image files until you reach that size. Usehttp://forums.rpgmakerweb.com/index.php?/topic/47985-mvstripper-remove-unused-assets-from-your-mv-project/ if you need some help doing so.
4. Install -only- the affected plugins. If you're using non-YEP plugins, do NOT include them.
5. Do -NOT- rename the plugins' filenames. They cease to work if you do so.
6. Make sure they're in the right order listed on http://yanfly.moe/yep/
7. Recreate the error.
8. Archive the project with WinZip or WinRAR. Do not archive it multiple times. It does not compress it further.
9. Upload the project online (do -not- deploy it) to a website like MediaFire.com or Mega.co.nz or Dropbox. Please do not use a website that involves timers like 4shared, RapidShare, etc.
10. Post the link here and I'll take a look at it.


Thanks for helping!
 

Bugabii

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I posted this to the Javascript help sub-forum a few weeks back but no one answered, so I'm reposting it here.

First of all, I'm using Yanfly's Battle Engine Core plugin with the Action Sequence expansions, as well as his CTB Battle System plugin. All plugins are up to date.


I want to make an event where when you get the target down to a certain amount of HP, it'll say something by means of the show text command. I've set the event span to "battle" and the condition for when the enemy HP falls to 50% or below, but what ends up happening is the event ends up cutting off whatever action sequence is currently playing as soon as the HP condition is satisfied, but then it resumes the sequence once the event is finished.


This is problematic since some of my action commands hide the HUD, and since the sequence is being interrupted, the message box becomes completely transparent, so you can't even read what's being said. Additionally, if I wanted to make the enemy say something with their dying breath and have them collapse right after, after advancing past the message box, the enemy would collapse only after the action sequence completely finishes. Is this a known issue, and is there a workaround? Is this happening to anyone else? Setting the condition to occur on "turn end" doesn't fix the problem since that just makes the event initiate later than desired, sometimes even after three or four battler actions.


Here's a project file with only the plugins in question installed, plus Core Engine. Just walk up and talk to the enemy to initiate the battle and only use the "special" skill Plasma Slicer. He has 2,000 HP, and when he drops to 50%, he says something, and he says something again at 0%.


Download: https://www.mediafire.com/?ojnunm28cgpyn6y
 
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HeroicJay

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Okay, I decided to use your Event Mini Labels for my ferry system. What exactly is being counted by the Y buffer? It's certainly not pixels. Because this (focus on Artengo, which is the town being selected):


ArtengoZero.png


is a Y buffer of zero. This:


ArtengoMinusOne.png


is a Y buffer of minus one.


Is there no middle ground? Neither is exactly an ideal distance from the circle.


EDIT: Minus 2 is, as should be expected, one pixel off of minus 1. But minus 1 is nowhere near zero.
 
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Yanfly

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I posted this to the Javascript help sub-forum a few weeks back but no one answered, so I'm reposting it here.


Events occurring mid-sequence is an intended effect. What I recommend is you figure out a different way to the death message.


---

Okay, I decided to use your Event Mini Labels for my ferry system. What exactly is being counted by the Y buffer? It's certainly not pixels. Because this (focus on Artengo, which is the town being selected):


View attachment 36739


is a Y buffer of zero. This:


View attachment 36738


is a Y buffer of minus one.


Is there no middle ground? Neither is exactly an ideal distance from the circle.


EDIT: Minus 2 is, as should be expected, one pixel off of minus 1. But minus 1 is nowhere near zero.


Are you shrinking the scale of them? If so, that may have something to do with the buffer not "working".


Otherwise, everything is working as intended for me as per this SS:





The "text" on the tree starts with a -50 Y buffer. Removal of the buffer results in it using the default buffer of +36. The red box in the middle of the screen is to show the visual difference between the top of each text. The red box is 86 pixels tall.
 

Bugabii

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I suppose I could just turn off switch X at the beginning of every action sequence and turn it on at the end, and have that switch be one of the conditions along with the health percentage. Kind of an ugly workaround, but it should work just fine. If anyone has a suggestion for a better workaround, please let me know!
 

HYX1337

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So first of all, thank you so much for all your hard work. I use quite a lot of your plugins and I have everything I need for the game I wanted to make!


I've installed the Item Durability plugin and it's working great so far! But I have a weapon type that can hex/heal/buff/debuff enemies and allies. I made a simple one that simply heals your allies, it uses the official "WeaponSkill" plugin to tie it to a Heal skill which has a scope of 1 ally. Whenever I use it though, it never gets affected by durability. Do weapons that use skills (or that target allies?) not get affected by the plugin? I saw no setting for this on the plugin so I'm not sure if it's outside the scope of your plugin. Any ideas?


Thanks!
 

HeroicJay

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No, I get it. The system insists on having the plus or minus sign. Without it, the Y buffer fails entirely. I had been literal and said the buffer was "0" - not "+0" or "-0", just "0". (I actually thought the + sign was optional even for positive numbers; I had included it for sake of consistency with your examples.) The plugin didn't like it, so it ignored it. So it instead used the default, which I hadn't touched.
 
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