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An Entity of Type : dbkwik:resource/T_Xa6MTBzqDo4B9WSkFD3g==, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

Colocar: encima de main y llamarlo Scene_Tablero Autor: sayonara-p Traductor: Cogotxe Funciona: Evento -> LLamar a evento -> $scene = Scene_Tablero.new Script: 1. * ============================================================================== 2. * ■ Game_Event * ============================================================================== class Game_Event < Game_Character 1. * -------------------------------------------------------------------------- 2. * ● name * -------------------------------------------------------------------------- def name return @event.name end end

AttributesValues
rdf:type
rdfs:label
  • Ruleta
  • Ruleta
  • Ruleta
rdfs:comment
  • Ruletka, v odporných kruhoch nazývaná Diabolské koleso je zariadenie, pomocou ktorého sa dajú zarábať peniaze v prípade, že sa vám nechce pracovať a nie ste príslušníkom istého etnika, ktoré ich získava výrobou detí.
  • Ruleta de Los Piojos: Verde paisaje del infierno.
  • La Ruleta está dividida en ocho secciones iguales cada una dividida en otras cinco secciones alternando los colores blanco y negro. La primera de dentro a fuera tiene dos de cada símbolo: cabezas, brazos, piernas y calaveras con corona. La segunda y cuarta sección son las más delgadas, con el número «10» en su interior. La tercera tiene el número «100» y la quinta el número «1000».
  • Lista de efectos: Estos efctos se pueden aplicar de 3 maneras: a los aliados, a los enemigos o a todos en el campo. * (2% de los casos) PA perdido por el blanco: 2~3 (1 turno) - AdE: Mapa|15px Inf * (2% de los casos) PM perdido por el blanco: 2~3 (1 turno) - AdE: Mapa|15px Inf * (2% de los casos) Deshechiza - AdE: Mapa|15px Inf * (2% de los casos) Hace pasar un turno - AdE: Mapa|15px Inf * (2% de los casos) +400 suerte (1 turno) - AdE: Mapa|15px Inf * (2% de los casos) +400 agilidad (1 turno) - AdE: Mapa|15px Inf * (2% de los casos) +400 inteligencia (1 turno) - AdE: Mapa|15px Inf * (2% de los casos) +400 fuerza (1 turno) - AdE: Mapa|15px Inf * (2% de los casos) -100% probabilidad de esquivar pérdidas de PA (1 turno) - AoE: Mapa|15px Inf * (2% de los c
  • Colocar: encima de main y llamarlo Scene_Tablero Autor: sayonara-p Traductor: Cogotxe Funciona: Evento -> LLamar a evento -> $scene = Scene_Tablero.new Script: 1. * ============================================================================== 2. * ■ Game_Event * ============================================================================== class Game_Event < Game_Character 1. * -------------------------------------------------------------------------- 2. * ● name * -------------------------------------------------------------------------- def name return @event.name end end
sameAs
dcterms:subject
dbkwik:resource/0RcW941vb37HZYdgkyQCpg==
  • Ruleta
dbkwik:resource/J0oaHwhfMRZkCUeK_zeNmA==
  • ルーレット
dbkwik:resource/JVDUKk_5OBltBZeQHKJPbg==
  • Capítulo 830
Colorscheme
  • BigMomColores
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  • 21(xsd:integer)
Elemento
  • N/A
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  • Rūretto
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dbkwik:es.dofuswik...iPageUsesTemplate
dbkwik:es.onepiece...iPageUsesTemplate
dbkwik:necyklopedi...iPageUsesTemplate
T
  • Propietaria
I
Clase
dbkwik:es.musica/p...iPageUsesTemplate
dbkwik:es.smallvil...iPageUsesTemplate
Tipo
  • Boost
Serie
  • 9(xsd:integer)
abstract
  • Ruletka, v odporných kruhoch nazývaná Diabolské koleso je zariadenie, pomocou ktorého sa dajú zarábať peniaze v prípade, že sa vám nechce pracovať a nie ste príslušníkom istého etnika, ktoré ich získava výrobou detí.
  • Lista de efectos: Estos efctos se pueden aplicar de 3 maneras: a los aliados, a los enemigos o a todos en el campo. * (2% de los casos) PA perdido por el blanco: 2~3 (1 turno) - AdE: Mapa|15px Inf * (2% de los casos) PM perdido por el blanco: 2~3 (1 turno) - AdE: Mapa|15px Inf * (2% de los casos) Deshechiza - AdE: Mapa|15px Inf * (2% de los casos) Hace pasar un turno - AdE: Mapa|15px Inf * (2% de los casos) +400 suerte (1 turno) - AdE: Mapa|15px Inf * (2% de los casos) +400 agilidad (1 turno) - AdE: Mapa|15px Inf * (2% de los casos) +400 inteligencia (1 turno) - AdE: Mapa|15px Inf * (2% de los casos) +400 fuerza (1 turno) - AdE: Mapa|15px Inf * (2% de los casos) -100% probabilidad de esquivar pérdidas de PA (1 turno) - AoE: Mapa|15px Inf * (2% de los casos) -100% probabilidad de esquivar pérdidas de PM (1 turno) - AdE: Mapa|15px Inf * (2% de los casos) +50 Golpe crítico (1 turno) - AdE: Mapa|15px Inf * (2% de los casos) +50 curaciones (1 turno) - AdE: Mapa|15px Inf Lo siguiente se aplica solo al lanzador del hechizo * (2% de los casos) PDV devueltos: 5000
  • Ruleta de Los Piojos: Verde paisaje del infierno.
  • Colocar: encima de main y llamarlo Scene_Tablero Autor: sayonara-p Traductor: Cogotxe Funciona: Evento -> LLamar a evento -> $scene = Scene_Tablero.new Script: 1. * ============================================================================== 2. * ■ Game_Event * ============================================================================== class Game_Event < Game_Character 1. * -------------------------------------------------------------------------- 2. * ● name * -------------------------------------------------------------------------- def name return @event.name end end 1. * ============================================================================== 2. * ■ Map_Base 3. * ------------------------------------------------------------------------------ 4. * Base class for mini maps 5. * 6. * made by squall // squall@loeher.zzn.com * ============================================================================== class Map_Base MP_VERSION = 5 1. * -------------------------------------------------------------------------- 2. * ● Initialize * -------------------------------------------------------------------------- def initialize(corner, use_windowskin) @tileset_name = $game_map.tileset_name @bg = Window_Base.new(0, 0, 144, 112) @bg.z = 9000 if no_display? @bg.windowskin = nil else unless use_windowskin @bg.dispose @bg = Window_Base.new(0, 0, 160, 128) @bg.contents = Bitmap.new(128, 96) @bg.windowskin = nil bmp = RPG::Cache.picture("mapback") @bg.contents.blt(0, 0, bmp, Rect.new(0, 0, 128, 96)) @bg.z = 9015 end end @map = Sprite.new @map.bitmap = Bitmap.new(map_width, map_height) @map.z = 9005 @event = Sprite.new @event.bitmap = Bitmap.new(map_width, map_height) @event.z = 9010 self.back_opacity = 180 self.opacity = 180 case corner when 1 self.x = 16 self.y = 16 when 2 self.x = 640 - width - 16 self.y = 16 when 3 self.x = 16 self.y = 480 - height - 16 when 4 self.x = 640 - width - 16 self.y = 480 - height - 16 else self.x = 16 self.y = 16 end end 1. * -------------------------------------------------------------------------- 2. * ● display_map? * -------------------------------------------------------------------------- def no_map_display? for event in $game_map.events.values if event.name.include?("[no map]") return true end end return false end 1. * -------------------------------------------------------------------------- 2. * ● display_map? * -------------------------------------------------------------------------- def no_event_display? for event in $game_map.events.values if event.name.include?("[no event]") return true end end return false end 1. * -------------------------------------------------------------------------- 2. * ● display_map? * -------------------------------------------------------------------------- def no_display? for event in $game_map.events.values if event.name.include?("[no map]") and event.name.include?("[no event]") return true end end return false end 1. * -------------------------------------------------------------------------- 2. * ● dispose * -------------------------------------------------------------------------- def dispose @bg.dispose @map.bitmap.dispose @map.dispose @event.bitmap.dispose @event.dispose end 1. * -------------------------------------------------------------------------- 2. * ● map * -------------------------------------------------------------------------- def map return @map end 1. * -------------------------------------------------------------------------- 2. * ● event * -------------------------------------------------------------------------- def event return @event end 1. * -------------------------------------------------------------------------- 2. * ● width * -------------------------------------------------------------------------- def width return 128 end 1. * -------------------------------------------------------------------------- 2. * ● opacity= * -------------------------------------------------------------------------- def height return 96 end 1. * -------------------------------------------------------------------------- 2. * ● opacity= * -------------------------------------------------------------------------- def visible=(bool) @bg.visible = bool @event.visible = bool @map.visible = bool end 1. * -------------------------------------------------------------------------- 2. * ● opacity * -------------------------------------------------------------------------- def visible return @bg.visible end 1. * -------------------------------------------------------------------------- 2. * ● opacity= * -------------------------------------------------------------------------- def opacity=(opacity) @event.opacity = opacity @map.opacity = opacity end 1. * -------------------------------------------------------------------------- 2. * ● opacity * -------------------------------------------------------------------------- def opacity return @event.opacity end 1. * -------------------------------------------------------------------------- 2. * ● back_opacity= * -------------------------------------------------------------------------- def back_opacity=(opacity) @bg.opacity = opacity @bg.contents_opacity = opacity if @bg.contents != nil end 1. * -------------------------------------------------------------------------- 2. * ● back_opacity * -------------------------------------------------------------------------- def back_opacity return @bg.opacity end 1. * -------------------------------------------------------------------------- 2. * ● x= * -------------------------------------------------------------------------- def x=(x) @bg.x = x - (@bg.width - 128) / 2 @event.x = x + 8 @map.x = x + 8 end 1. * -------------------------------------------------------------------------- 2. * ● x * -------------------------------------------------------------------------- def x return @bg.x end 1. * -------------------------------------------------------------------------- 2. * ● y= * -------------------------------------------------------------------------- def y=(y) @bg.y = y - (@bg.height - 96) / 2 @event.y = y + 8 @map.y = y + 8 end 1. * -------------------------------------------------------------------------- 2. * ● y * -------------------------------------------------------------------------- def y return @bg.y end 1. * -------------------------------------------------------------------------- 2. * ● map_width * -------------------------------------------------------------------------- def map_width return $game_map.width * 112/20 end 1. * -------------------------------------------------------------------------- 2. * ● map_height * -------------------------------------------------------------------------- def map_height return $game_map.height * 80/15 end 1. * -------------------------------------------------------------------------- 2. * ● display_x * -------------------------------------------------------------------------- def display_x return $game_map.display_x / 128 * 112/20 end 1. * -------------------------------------------------------------------------- 2. * ● map_height * -------------------------------------------------------------------------- def display_y return $game_map.display_y / 128 * 80/15 end end 1. * ============================================================================== 2. * ■ Map_Mini 3. * ------------------------------------------------------------------------------ 4. * Base class for mini maps 5. * 6. * made by squall // squall@loeher.zzn.com * ============================================================================== class Map_Mini < Map_Base 1. * -------------------------------------------------------------------------- 2. * ● initialize * -------------------------------------------------------------------------- def initialize(corner, use_windowskin) super(corner, use_windowskin) unless no_map_display? draw_map end end 1. * -------------------------------------------------------------------------- 2. * ● update * -------------------------------------------------------------------------- def update map.src_rect.set(display_x, display_y, width - 16, height - 16) if @tileset_name != $game_map.tileset_name @tileset_name = $game_map.tileset_name unless no_map_display? map.bitmap.clear draw_map end end end 1. * -------------------------------------------------------------------------- 2. * ● draw_map * -------------------------------------------------------------------------- def draw_map bitmap = Bitmap.new($game_map.width * 32, $game_map.height * 32) for i in 0...($game_map.width * $game_map.height) x = i % $game_map.width y = i / $game_map.width for level in 0...3 tile_id = $game_map.data[x, y, level] if tile_id >= 384 tileset_bitmap = RPG::Cache.tile($game_map.tileset_name, tile_id, 0) src_rect = Rect.new(0, 0, 32, 32) bitmap.blt(x * 32, y * 32, tileset_bitmap, src_rect) end if tile_id >= 48 and tile_id < 384 id = tile_id / 48 - 1 tileset_bitmap = RPG::Cache.autotile($game_map.autotile_names[id]) src_rect = Rect.new(32, 64, 32, 32) bitmap.blt(x * 32, y * 32, tileset_bitmap, src_rect) end end end d_rect = Rect.new(0, 0, map_width, map_height) s_rect = Rect.new(0, 0, bitmap.width, bitmap.height) map.bitmap.stretch_blt(d_rect, bitmap, s_rect) bitmap.clear bitmap.dispose end end 1. * ============================================================================== 2. * ■ Map_Event 3. * ------------------------------------------------------------------------------ 4. * draw the events and hero position * ============================================================================== class Map_Event < Map_Mini 1. * -------------------------------------------------------------------------- 2. * ● initialize * -------------------------------------------------------------------------- def initialize(corner = 4, windowskin = true) super(corner, windowskin) @dots = [] end 1. * -------------------------------------------------------------------------- 2. * ● refresh_dots * -------------------------------------------------------------------------- def refresh_event_dots for event in $game_map.events.values bitmap = nil x = event.x * map_width / $game_map.width y = event.y * map_height / $game_map.height next if event.list == nil for i in 0...event.list.size if event.list[i].parameters[0].is_a?(String) if event.list[i].parameters[0] == "event" bitmap = RPG::Cache.picture(event.list[i].parameters[0]) break elsif event.list[i].parameters[0] == "enemy" bitmap = RPG::Cache.picture(event.list[i].parameters[0]) break elsif event.list[i].parameters[0].include?("teleport") bitmap = RPG::Cache.picture("teleport") break elsif event.list[i].parameters[0] == "chest" bitmap = RPG::Cache.picture(event.list[i].parameters[0]) break elsif event.list[i].parameters[0] == "npc" bitmap = RPG::Cache.picture(event.list[i].parameters[0]) break elsif event.list[i].parameters[0] == "savepoint" bitmap = RPG::Cache.picture(event.list[i].parameters[0]) break else bitmap = nil end end end @dots.push([x, y, bitmap]) end end 1. * -------------------------------------------------------------------------- 2. * ● refresh_dots * -------------------------------------------------------------------------- def refresh_player_dot x = $game_player.x * map_width / $game_map.width y = $game_player.y * map_height / $game_map.height bitmap = RPG::Cache.picture("hero") @dots.push([x, y, bitmap]) end 1. * -------------------------------------------------------------------------- 2. * ● update * -------------------------------------------------------------------------- def update super @dots.clear event.bitmap.clear refresh_event_dots unless no_event_display? refresh_player_dot unless no_display? for dot in @dots unless dot[2] == nil event.bitmap.blt(dot[0], dot[1], dot[2], Rect.new(0, 0, 4, 4)) end end event.src_rect.set(display_x, display_y, width - 16, height - 16) end end 1. * ============================================================================== 2. * ■ Map_Full 3. * ------------------------------------------------------------------------------ 4. * made by squall // squall@loeher.zzn.com * ============================================================================== class Map_Full 1. * -------------------------------------------------------------------------- 2. * ● Initialize * -------------------------------------------------------------------------- def initialize @dots = [] @teleport_sprites = [] if $game_map.width > $game_map.height @map_width = 640 @map_height = $game_map.height * @map_width / $game_map.width if @map_height > 480 @map_height = 480 end else @map_height = 480 @map_width = $game_map.width * @map_height / $game_map.height if @map_width > 640 @map_width = 640 end end @map = Sprite.new @event = Sprite.new @map.bitmap = Bitmap.new(width, height) @event.bitmap = Bitmap.new(width, height) @map.x = @event.x = 320 - width / 2 @map.y = @event.y = 240 - height / 2 draw_map unless no_map_display? draw_event_dots unless no_event_display? draw_player_dot unless no_display? if no_display? @message = Window_Base.new(0, 208, 640, 64) message = "the map is not available" @message.contents = Bitmap.new(608, 32) @message.contents.font.name = $fontface @message.contents.font.size = 32 @message.contents.font.color.set(255, 255, 255, 100) @message.contents.draw_text(-1, -1, 608, 32, message, 1) @message.contents.draw_text(-1, 1, 608, 32, message, 1) @message.contents.draw_text(1, -1, 608, 32, message, 1) @message.contents.draw_text(1, 1, 608, 32, message, 1) @message.contents.font.color.set(255, 255, 255, 50) @message.contents.draw_text(-2, -2, 608, 32, message, 1) @message.contents.draw_text(-2, 2, 608, 32, message, 1) @message.contents.draw_text(2, -2, 608, 32, message, 1) @message.contents.draw_text(2, 2, 608, 32, message, 1) @message.contents.font.color.set(255, 255, 255) @message.contents.draw_text(0, 0, 608, 32, message, 1) @message.windowskin = nil end end 1. * -------------------------------------------------------------------------- 2. * ● display_map? * -------------------------------------------------------------------------- def no_map_display? for event in $game_map.events.values if event.name.include?("[full]") return false end if event.name.include?("[no map]") return true end end return false end 1. * -------------------------------------------------------------------------- 2. * ● display_map? * -------------------------------------------------------------------------- def no_event_display? for event in $game_map.events.values if event.name.include?("[full]") return false end if event.name.include?("[no event]") return true end end return false end 1. * -------------------------------------------------------------------------- 2. * ● display_map? * -------------------------------------------------------------------------- def no_display? for event in $game_map.events.values if event.name.include?("[full]") return false end if event.name.include?("[no map]") and event.name.include?("[no event]") return true end end return false end 1. * -------------------------------------------------------------------------- 2. * ● dispose * -------------------------------------------------------------------------- def dispose for sprite in @teleport_sprites sprite.dispose end @message.dispose if no_display? @map.bitmap.dispose @map.dispose @event.bitmap.dispose @event.dispose end 1. * -------------------------------------------------------------------------- 2. * ● width * -------------------------------------------------------------------------- def width return @map_width end 1. * -------------------------------------------------------------------------- 2. * ● opacity= * -------------------------------------------------------------------------- def height return @map_height end 1. * -------------------------------------------------------------------------- 2. * ● draw_map * -------------------------------------------------------------------------- def draw_map bitmap = Bitmap.new($game_map.width * 32, $game_map.height * 32) for i in 0...($game_map.width * $game_map.height) x = i % $game_map.width y = i / $game_map.width for level in 0...3 tile_id = $game_map.data[x, y, level] if tile_id >= 384 tileset_bitmap = RPG::Cache.tile($game_map.tileset_name, tile_id, 0) src_rect = Rect.new(0, 0, 32, 32) bitmap.blt(x * 32, y * 32, tileset_bitmap, src_rect) end if tile_id >= 48 and tile_id < 384 id = tile_id / 48 - 1 tileset_bitmap = RPG::Cache.autotile($game_map.autotile_names[id]) src_rect = Rect.new(32, 64, 32, 32) bitmap.blt(x * 32, y * 32, tileset_bitmap, src_rect) end end end d_rect = Rect.new(0, 0, width, height) s_rect = Rect.new(0, 0, bitmap.width, bitmap.height) @map.bitmap.stretch_blt(d_rect, bitmap, s_rect) bitmap.clear bitmap.dispose end 1. * -------------------------------------------------------------------------- 2. * ● refresh_dots * -------------------------------------------------------------------------- def draw_event_dots for event in $game_map.events.values bitmap = nil x = event.x * width / $game_map.width y = event.y * height / $game_map.height next if event.list == nil for i in 0...event.list.size if event.list[i].parameters[0].is_a?(String) if event.list[i].parameters[0] == "event" bitmap = RPG::Cache.picture(event.list[i].parameters[0]) break elsif event.list[i].parameters[0] == "enemy" bitmap = RPG::Cache.picture(event.list[i].parameters[0]) break elsif event.list[i].parameters[0].include?("teleport") bitmap = RPG::Cache.picture("teleport") name = event.list[i].parameters[0].dup name.slice!("teleport, ") @teleport_sprites.push(new_name_sprite(name, x, y)) break elsif event.list[i].parameters[0] == "chest" bitmap = RPG::Cache.picture(event.list[i].parameters[0]) break elsif event.list[i].parameters[0] == "npc" bitmap = RPG::Cache.picture(event.list[i].parameters[0]) break elsif event.list[i].parameters[0] == "savepoint" bitmap = RPG::Cache.picture(event.list[i].parameters[0]) break else bitmap = nil end end end @dots.push([x, y, bitmap]) end for dot in @dots unless dot[2] == nil @event.bitmap.blt(dot[0], dot[1], dot[2], Rect.new(0, 0, 4, 4)) end end end 1. * -------------------------------------------------------------------------- 2. * ● new_name_sprite * -------------------------------------------------------------------------- def new_name_sprite(name, x, y) sprite = Sprite.new sprite.y = y + 240 - height / 2 x + 128 > 640 ? sprite.x = 512 : sprite.x = x + 320 - width / 2 bitmap = Bitmap.new(128, 32) bitmap.font.name, bitmap.font.size = $fontface, 20 bitmap.font.color.set(255, 255, 255) bitmap.draw_text(0, 0, 128, 32, name) sprite.bitmap = bitmap return sprite end 1. * -------------------------------------------------------------------------- 2. * ● refresh_dots * -------------------------------------------------------------------------- def draw_player_dot x = $game_player.x * width / $game_map.width y = $game_player.y * height / $game_map.height bitmap = RPG::Cache.picture("hero") @event.bitmap.blt(x, y, bitmap, Rect.new(0, 0, 4, 4)) end end 1. * ============================================================================== 2. * ■ Scene_MiniMap 3. * ------------------------------------------------------------------------------ 4. * draw the map full screen * ============================================================================== class Scene_MiniMap 1. * -------------------------------------------------------------------------- 2. * ● main * -------------------------------------------------------------------------- def main @map = Map_Full.new Graphics.transition loop do Graphics.update Input.update update if $scene != self break end end Graphics.freeze @map.dispose end 1. * -------------------------------------------------------------------------- 2. * ● Update the contents of all five windows on the main menu * -------------------------------------------------------------------------- def update if Input.trigger?(Input::B) | Input.trigger?(Input::ALT) $game_system.se_play($data_system.cancel_se) $scene = Scene_Map.new return end end end 1. * ============================================================================== 2. * ■ Scene_Map 3. * ------------------------------------------------------------------------------ 4. * draw the mini map 5. * @corner is the corner you want the mini map to be displayed in. 6. * 1 is upper left, 2 is upper right, 3 is bottom left and 4 is bottom right 7. * 8. * @use_windowskin is whether true or false. true if you want to use the 9. * the current windowskin for the minimap background. 10. * or false if you want to use the picture named mapback in your picture folder. * ============================================================================== class Scene_Map alias main_minimap main alias update_minimap update alias transfer_minimap transfer_player 1. * -------------------------------------------------------------------------- 2. * ● initialize * -------------------------------------------------------------------------- def initialize @corner = 4 # 1 or 2 or 3 or 4 @use_windowskin = false # true or false end 1. * -------------------------------------------------------------------------- 2. * ● main * -------------------------------------------------------------------------- def main @event_map = Map_Event.new(@corner, @use_windowskin) main_minimap @event_map.dispose end 1. * -------------------------------------------------------------------------- 2. * ● update * -------------------------------------------------------------------------- def update @event_map.update if $game_system.map_interpreter.running? @event_map.visible = false else @event_map.visible = true end if Input.trigger?(Input::ALT) $game_system.se_play($data_system.decision_se) $scene = Scene_MiniMap.new return end update_minimap end 1. * -------------------------------------------------------------------------- 2. * ● transfer_player * -------------------------------------------------------------------------- def transfer_player transfer_minimap @event_map.dispose @event_map = Map_Event.new(@corner, @use_windowskin) end end
  • La Ruleta está dividida en ocho secciones iguales cada una dividida en otras cinco secciones alternando los colores blanco y negro. La primera de dentro a fuera tiene dos de cada símbolo: cabezas, brazos, piernas y calaveras con corona. La segunda y cuarta sección son las más delgadas, con el número «10» en su interior. La tercera tiene el número «100» y la quinta el número «1000».
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