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Advertising your business and or services or promoting other business and or services is not permitted in usernames, the photo gallery, threads, posts or signatures without the permission of CLASS RACER. Classifieds: When starting a new thread, please put all of your Items in one thread. DON'T START MORE THAN ONE THREAD WITHIN TEN DAYS, OR PLACE THEM ONE AFTER ANOTHER. THIS IS FORM OF SPAMMING AND WILL NOT BE TOLERATED. Please do not bring your thread to the top for any reason other than questions being ask. This includes posting items were sold. If you wish to say some items are sold, click on the edit button in the lower right of your thread. Member's will be banned for one week if they can not follow the rules, all threads will be deleted permanently . If you feel you need your post to be seen again, wait 10 days and post a new thread. Continuous abuse will cause members to be banned permanently. Events: We do allow members to posts threads about upcoming events in the event section, but please do not abuse this privilege. Please only post threads promoting events once, do not bring the thread to the top unless questions are being asked. The event section is for racing events only, not practice tree tournaments. General Rules: We ask all members when starting new threads to place them in there respective locations. Although the administrators and moderators of the CLASS RACER FORUM will attempt to keep all objectionable messages off this forum, it is impossible for us to review all messages. All messages express the views of the author, CLASS RACER FORUM will not be held responsible for the content of any message. Political and religious discussions are not permitted anywhere on the Class Racer forum. Members are not allowed to post threads that accuse individuals or companies of illegal or fraudulent activity. Class Racer is not responsible for the products or services claimed by their respective owners. By agreeing to these rules, you warrant that you will not post any messages that are obscene, vulgar, sexually-oriented, hateful, threatening, or otherwise violate any laws. The owners of the CLASS RACER FORUM reserve the right to remove, edit, move or close any thread for any reason. |
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Instruction in Care and Handling Soft Contact Lenses (Cold Disinfection)
Before handling lenses, wash hands, rinse well and dry with a lint free towel. Fingernails should be short and smooth to avoid damaging the lens or scratching the eye.
One or two drops of lens lubricant is recommended if your lens feels dry or if blurred vision occurs while wearing.
Inspect the lens for any rips or tears. Also, make sure that the lens is not inverted. To ensure the lens is not inverted, place the lens on your fingertip to inspect it. If the lens is in the correct position, the edge of the lens will appear almost straight up. If the lens is inverted, the edges will flare out slightly. There are a number of lens manufacturers that have numbers or letters etched into the lens that act as an inversion indicator.
Wash hands before removal. Slide your lens down onto the white of your eye, then using your thumb and forefinger, gently squeeze the lens and pull away from your eye.
With the index finger of the left hand, firmly hold the upper lashes (not the lid) to prevent blinking. Hold the bottom lid down with the middle finger of your right hand. Now focus your sight on a steady point using the opposite eye. Place the lens on the center of your cornea, not the side of your eye.
Your contact lenses MUST be cleaned after wearing. Make sure your hands are clean and lint free. Carefully place the contact lens in the palm of your hand. Place three or four drops of a mutli-purpose solution on the contact lens and gently but firmly, rub in a straight back and forth motion for about ten seconds on each side. Then rinse both surfaces thoroughly with a forceful stream of the mutli-purpose solution.

subset: commoncrawl


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XG8AT3HEK Sophos XG 85 Rev 1 Firewall with 4 GE ports Flash Memory
XG8AT3HEK Sophos XG 85 Rev 1 Firewall with 4 GE ports Flash Memory takes an innovative approach across all areas of network security. From the way firewalls are managed, to the way they report information and how they work with other security systems around them, giving you an unprecedented level of simplicity, insight, and advanced threat protection.
Sophos XG Firewall – The ultimate security package
With an interface designed to eliminate unnecessary complexity, it enables you to use the powerful features without needing to become an IT security expert.
Advanced protection kept simple
Most firewall products make you set up and manage policies across multiple modules or screens. Not Sophos. We provide a powerful unified policy model that allows you to manage, view, filter, and sort all your user, application and network policies on a single screen.
Potent, powerful … fast
You get all the next-gen firewall features you need plus features you can't get anywhere else – including our revolutionary Security Heartbeat™, full web application firewall, and complete email anti-spam, encryption and DLP. No extra hardware. No extra cost. Simply choose what you want to deploy.
On-box reports included as standard
With hundreds of built-in reports you'll know exactly what's happening with your users and your network. You get detailed reports as standard, stored locally with no separate tools required. And our unique User Threat Quotient reports show you which of your users are putting your security at risk.
More-in-one protection
We've engineered XG Firewall to deliver outstanding performance. Our appliances are built using Intel multi-core technology, solid-state drives, and accelerated in-memory content scanning. In addition Sophos FastPath packet optimization technology ensures you'll always get maximum throughput.
Simply manage multiple firewalls
Sophos Firewall Manager provides a single console for the complete central management of multiple SF-OS firewalls. And if you also want to consolidate reporting across multiple SF-OS, Sophos UTM v9.x and Cyberoam OS appliances then with Sophos iView, you can.


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Transparent Grey Fade to Smokey Crystal w. Silver Metal Trim / Clear Blue Blocker Lens
Buy one, get one FREE prescription lenses
Limited time only. T&Cs apply.
FREE express shipping is available to all destinations in Australia and New Zealand for order totals over $180.00 (after discounts have been applied).
Most orders will be processed within 2 business days. For orders with prescription lenses, please allow up to 14 business days for your lenses to be custom made and fit to your frame.
Delivery to all Australian and New Zealand locations typically takes 2 - 5 business days after your order has been processed. Orders can take longer to arrive, depending on your location.
There will be no customs import duties or taxes applicable for orders delivered to Australian and New Zealand addresses.
Read our full Shipping & Delivery Policy to learn more about delivery & shipping costs for orders under $180.
Our products are supplied with a warranty on any manufacturing defects for 12 months from the date of purchase from an authorized retailer.
While we can't cover for scratches or accidental damage, all manufacturing faults are covered. Shattered, fractured, or scratched lenses are not covered. Damage not associated with normal wear, such as pressure breaks, excessive heat, intentional bending, abuse or general misuse is also not covered.
All warranty claims must be accompanied by an original proof of purchase, as the purchase date, product details and purchase location must be verified.
Read our full 12 Month Limited Warranty to learn more about what's covered and how to make a claim.
We are happy to offer store credit (in the form of a gift card) for change-of-mind purchases within 21 days of ordering, if the product:
- was not on sale at the time of purchasing;
- is in the original unworn, unused, unwashed and undamaged purchase condition;
- is accompanied by all original, undamaged and attached tags, stickers, parts and protective packaging.
The cost of return shipping will not be credited for change-of-mind returns.
On the rare occasion an item is deemed faulty due to manufacturing fault or defect, we are happy to provide a refund of the total purchase amount, or where possible provide a replacement product. For a refund or replacement to be given, all products must meet the criteria to be deemed faulty.
Products with prescription lenses are unable to be returned or refunded, unless deemed faulty, as they are custom-made products.
The cost of return shipping for items deemed faulty will be credited, provided an official receipt of cost of shipping is supplied along with the return.
Unfortunately, we do not offer free returns and are unable to provide a product exchange at this time.
Read our full Returns & Refund Policy to learn more about our return & refund criteria, or to find out how lodge a return.
#valleyeyewear @valleyeyewear on Instagram for a chance to be featured
Superior craftsmanship


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17 Aralık 2010 katıldı
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No masseurs available in Orlando
Sexymasseur.com is a large directory of Gay Massage and Male Massage therapists. You can search for gay masseurs and male body workers all across America.
You can find male masseurs in popular cities like New York, Los Angeles, San Francisco, Chicago, Miami, Miami Beach, Washington D.C. Boston, Philadelphia, San Diego, Fort Lauderdale, Dallas, Houston, Atlanta or Las Vegas.
We divide the gay masseur services into three gay massage categories:
-Erotic Gay Massage
-Sensual Gay Massage
-Therapeutic Gay Massage and
-Erotic Male Massage
-Sensual Male Massage
-Therapeutic Male Massage
In each state there is a massage therapist who specializes in these different massages so you will have the freedom to choose which one you like. We also have a group of masseurs who specialize in offering other types of massage techniques like deep tissue, sports, reflexology, tantric, Thai, Swedish, Tandem four hands, Lomi Lomi, Aromatherapy and hot stone massage.
Ours is the most comprehensive male and gay massage website on the Internet. We carter to men looking exclusively for M4M massage or most common named "man to man massage". Make sure to read the massage reviews to help you to make your decision on your next massage appointment.
More frequent questions
Q: How SexyMasseur.com works?
A: SM: SexyMasseur.com is a free gay massage and male massage directory for men. When you browse through the site, you can gain access to a comprehensive directory of massage therapists depending on where you are located. There is an option for you to see if the masseur provides in calls or out calls. The rates per hour for booking their massage services as well as their specific location, are all indicated on their profiles. You can also learn more about the technique that the masseur you are interested offers by clicking through his profile.
Q: How do I contact a masseur on your site?
SM: If the masseur phone number is placed on his profile, you can call him. That's the best way to reach a masseur. You also can contact him through the email system.
Q: What are the most popular massage cities?
S.M: Our directory covers hundreds of cities in the United States. The top cities are New York, NY (Manhattan and it's neighborhoods such as Chelsea, Hell's Kitchen, Midtown West and Midtown East; Soho, Upper East Side and Upper West Side; West Village, Tribeca, Downtown Manhattan and Times Square, among others. Also you can find a masseur in other areas of New York City like Astoria Queens, Brooklyn, Bronx, Long Island and Long Beach). Other prominent cities are San Francisco, Miami, Miami Beach, Orlando, Tampa, Boston, Baltimore, Washington D.C., Los Angeles, Dallas, Las Vegas, Austin, Fort Lauderdale, Houston, San Diego, Austin, Philadelphia and Chicago.
Q: What types of services are offered in sexymasseur?
S.M: We have more than 400 therapists listed on the website. They offer different kind of massage services. Some masseurs offer only erotic massage or sensual massage and other strictly therapeutic or non-erotic massage.
Q: Any advice on how to select a masseur?
S.M: Masseurs are responsible for their certification and training. We recommend you to ask personally to the masseur for any kind of question you might be interested to know about.
Q: What does in call appointment and out call means?
SM: As you browse through our website, you can see that each masseur has an indicated in call and out call rate. For in call, it means that the masseur will come to your home or hotel once you book for his services. Out calls, on the other hand, means that you are willing to travel to his location.
Q: If I want to book an in call appointment with a masseur I do not know, are there any dangers in allowing a complete stranger to come to my home?
SM: Instead of looking at the massage therapist as an stranger, you should actually treat him on a professional way. Remember that these masseurs are just like any other employee or business owner – only the personal nature of their work makes clients look at them differently.
Although you need to exercise discretion and be wary about giving out too much information to a masseur, the transaction should be treated on a 100% professional basis. All of us here at SexyMasseur.com also encourage our clients to be conservative in giving out personal information as they interact with masseurs.
Q: Are the pictures of the masseurs on your website accurate?
SM: Due to safety and discretionary purposes, some masseurs may opt not to reveal their true identity by posting real pictures of themselves on our gallery. SexyMasseur.com has very strict Terms & Conditions which respect the privacy of our masseurs – so we recommend that you ask a masseur directly regarding the accuracy of the picture posted on his profile. There is absolutely nothing wrong or unprofessional in voicing out your concern about how a male masseur looks, because it's all part of the business.
Q: Are there gay bodyworkers who work in the nude?
SM: For some gay masseurs that offer erotic gay massage and sensual gay massage is possible to work in the nude. However, there are those who feel that this is unprofessional – so it is entirely up to you to ask the masseur if he is comfortable working non-clothed.
Q: Do you charge a fee for booking an appointment through your site?
SM: SexyMasseur.com is completely free. If you're a masseur, you can create an ad for yourself for free at any time.
Q: Are you a male escort or gay escort website?
SM: No. SexyMasseur.com is a professional male massage and gay massage directory only for men, not a male escort website or gay escort website.
Q: Do the massage therapists work only with men?
Our massage directory has been designed to provide male and gay massage services to men only. Expressions such as "man to man massage", "massage for gay men", "nude gay massage" and "m4m massage" are very popular in the gay communities. Anyhow, we can not decide who a masseur decides to work for. Women or men, we believe massage should be enjoyed for everybody.
Q: Are the male massage therapists gay oriented?
Our directory focus in man to man massage services. We ignore the sexual preferences of the male therapists listed in our directory. Like everything in life, we assume there is a gay masseur listed for sure in your city as well as one that is not gay. If you are looking for a gay masseur in specific, we recommend you to ask personally the masseur about their preference. As a professionals we recommend you not to judge the job of any masseur by their sexual orientation. On the contrary, we strongly recommend you to focus on their training, experience and overall services.
Q: What a gay massage means?
Do not worry too much about this concept. A gay massage is basically a massage performed by a gar masseur.
Q: Why some masseurs have private pictures in the profiles?
Many clients that enjoy erotic gay massage and sensual gay massage services feel the necessity to see nude pictures of the gay masseur they are interested in hiring. The reasons remains exclusively in the business relation between the client and the gay masseur. We understand the necessity of both parts about providing and seeing the private galleries but at the end, it's exclusively business of the masseur having private images or not.
Q: How can I see the private pictures of the masseur I am interested to hire?
Basically you must contact him by e-mail requesting his password. Once the masseur gets your e-mail, he will send the private password to you by e-mail as well. With that private password you will be able to type it on his profile and then to see his pictures.
Q: What's with your name?
S.M: The most common misspellings are sexymaseur, sexy masseur, sexy maseur, masseur sexy, sexy male masseur, male gay masseur, gay male masseur and sexymasseurs.com


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InvestingWould it surprise you to hear that China owns only about 7% of the total outstanding debt of the U.S. Government?¹
This still amounts to about $1.26 trillion, but China's ownership of Treasury securities is well behind two major domestic owners—Social Security and the Federal Reserve.²
Nevertheless, the emergence of a political and economic competitor on the world stage as a major owner of U.S. debt has unsettled some policymakers and citizens alike.
The Anatomy of Ownership
Chinese ownership of U.S. debt is primarily due to its exchange-rate policy, which fixes the value of its currency to the U.S. dollar at a rate that is lower than if it were freely traded in the marketplace.
To maintain this favorable exchange rate, China uses its currency to buy dollars, which must then be invested in dollar-denominated assets. It chooses to funnel them into Treasuries to keep its assets liquid and avoid the political objections that may follow the purchase of high profile U.S. assets, such as stocks or real estate.³
Is There a Danger?
This favorable exchange rate helps to promote Chinese exports. While low-cost Chinese products benefit American consumers, a major criticism of China's currency policy is that low-cost exports have the potential to take away American jobs. This concern has abated somewhat due to the repatriation of manufacturing, spurred by new sources of cheaper domestic energy made available through fracking technology.
The dilemma with the U.S. desire for a stronger Chinese currency lies in the potential of higher interest costs on U.S. debt, should the Chinese pare their purchases.
Chinese ownership may actually be more of a straight jacket for China than a means of leverage. Should China seek to unload its holdings, the move could drive Treasury prices down, hurting its own financial interests.
As J. Paul Getty once observed, "If you owe the bank $100 that's your problem. If you owe the bank $100 million, that's the bank's problem."⁴
- Treasury.gov, January 16, 2015
- Treasury.gov, January 19, 2016. U.S. Treasury securities are guaranteed by the federal government as to the timely payment of principal and interest. However, if you sell a Treasury security prior to maturity, it could be worth more or less than the original price paid.
- The return and principal value of stock prices will fluctuate as market conditions change. And shares, when sold, may be worth more or less than their original cost. Real estate property values can be significantly affected by economic downturns or changes in real estate pricing.
- BrainyQuote, January 2015.
The content is developed from sources believed to be providing accurate information. The information in this material is not intended as tax or legal advice. It may not be used for the purpose of avoiding any federal tax penalties. Please consult legal or tax professionals for specific information regarding your individual situation. This material was developed and produced by FMG Suite to provide information on a topic that may be of interest. FMG Suite is not affiliated with the named broker-dealer, state- or SEC-registered investment advisory firm. The opinions expressed and material provided are for general information, and should not be considered a solicitation for the purchase or sale of any security. Copyright 2019 FMG Suite.


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Check Ups in Michigan City, IN
Regular dental check-ups are a must for a good dental health. They are non-invasive and not painful, so there is no reason to fear them. Here are the most important facts about dentist check-ups:
What to expect of regular dental check-ups:
- The first dental check-up with Restore Dental Arts involves a discussion about your medical history, during which you will need to explain any dental and medical conditions you suffer from. Also, the dentist may ask about your diet, supplements you take on normal basis and any medications.
- The discussion is followed by a general X-ray, which reveals hidden cavities, abscesses or any other tooth problems that may not be visible. A hands-on examination will help the dentist evaluate the condition of your gums and teeth.
- Once the examination is complete, Dr. David Weber, Dr. Michael Kirk, or Dr. Jonathan Solares will present you with the results, and you decide the next steps. If cavities are discovered, the dentist will suggest fillings or crowns, if there are missing teeth, they may suggest bridges or implants, and if there are infections, they will prescribe you antibiotics to reduce the infection before treatment. If there are no dental problems, the dentist may proceed to a professional dental cleaning where the plaque and tartar build-up are removed to minimize cavity occurrence and increase teeth's aesthetics.
- The last phase of the check-up involves a series of recommendations to improve your oral health. Instructions about proper brushing and flossing are common, especially when the existing routine is not satisfying.
- During the subsequent check-ups, the dentist may not go through all the steps mentioned above, since they already have a medical record of your health conditions. Instead, they will check the problem areas to record their progress. Also, they will provide you a feedback on the way you implemented their recommendations and suggested further improvements or changes in the daily dental care routine.
How often should you go to the dentist?
Dental check-ups are best done every six months. Six months is the average time span between two check-ups, but depending on your dental health The Dentist may increase or decrease the number of annual check-ups. For example, if your teeth and gums are in good condition, and there is no significant plaque build-up in-between visits the dentist may agree to one annual check-up.
On the other hand, high-risk patients may need to increase the number of annual check-ups to three or even four. People who fall in this category are:
- Patients who smoke or chew tobacco
- Pregnant women
- Patients with diabetes
- Patients who suffer from gum diseases
- Patients with abnormal plaque and tartar build-up
- Persons with low immunity to infections.
Your check-up frequency should be discussed with the dentist, for a personalized approach. Visit us for dental check-ups to save yourself the pain of infections or other serious problems. We promise to maintain healthy teeth and give you a perfect smile. The importance of dental check-ups can never be over-emphasized.


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The United States will have a presence at today's semifinal World Cup match between Brazil and Germany. It won't be the U.S. National Team on the field, but American referee Mark Geiger. FIFA selected Geiger to be on the officiating crew of the high-stakes match. It's the first time a U.S. referee has been used this late in a World Cup.
Earlier, Geiger made history when he officiated the knockout game between France and Nigeria on June 30. Before that, American referees had never been used beyond group play of the World Cup. Now, Geiger is making history again with his selection as the fourth official. He will handle administrative duties during the 4 p.m. ET match, including player substitutions. He'll also be the one who hoists the electronic board at midfield when players are entering or exiting the field.
Geiger has already had a strong World Cup despite some controversy during that France-Nigeria game. He was the center referee for three matches, was the fourth official in another, and now is in the semifinal.
The last time a U.S. referee was even used at the World Cup was in 2002. As a referee, just being selected to officiate at this level is a tremendous honor. Geiger was one of just 25 referees brought to Brazil. But one bad call in the first game, and your World Cup career can end. During games, FIFA assessors study every move, every call the referee makes (or doesn't), and give him a grade at the end of the game. If the score is not high enough, the referee is finished.
In announcing Geiger's selection and that of the other referees for the final games, FIFA said:
"The committee defined the list after careful monitoring of all referees and assistant referees on a daily basis together with the technical staff. In line with how designations have been made throughout the tournament, quality was the main criteria, while physical, medical and technical aspects were also taken into consideration."
Geiger is 39 and lives in Beachwood, N.J. Until last year, he was a high school math teacher. Like his success on the field, he was just as good in the classroom. In 2010 he won a prestigious Presidential Award for Excellence in Mathematics and Science Teaching. But he gave up his job to focus on being a full-time professional referee with hopes to make the World Cup. He got his start as a 13-year-old (to pocket some extra money) and moved up the ranks as a U.S. Soccer referee and eventually began officiating Major League Soccer games in 2004. He was the MLS Referee of the Year in 2011. A year later, he officiated during the London Olympics.
In an interview with the New York Daily News before the World Cup, Geiger said he was ready for the intense pressure of getting every call right.
"There's going to be debate on whether calls are correct or not. You do your best to do your homework, know who the players are and know which management technique is going to work with each of them."
For now, Geiger says he still loves life as a professional soccer referee. But he hasn't ruled out a return to the classroom at some point.
"I do miss the kids, I do miss the classroom. I can always go back in 10 years or so when the refereeing is done."
But Geiger's job at the World Cup isn't done. He'll have a front row seat to what could be one of the best games of this year's tournament so far.
You can watch coverage on ESPN starting at 3 p.m. ET. Univision is also streaming the games live on its website.
Copyright 2021 NPR. To see more, visit https://www.npr.org.


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Ever wonder what falling to Earth from space would be like?
Learn MorePIG Insider
...Never let a win go to your head, or a loss to your heart...
-PIG Insider
...Never let a win go to your head, or a loss to your heart...
-PIG Insider
Prime Intermarket Group Asia Pacific Limited, doing business as FXPIG™, holds a Principal's License for dealing in securities, granted by the Minister of Finance and Economic Development of Vanuatu, under the arm of the Vanuatu Financial Services Commission (VFSC Company Number 014578).
FXPIG™ does not open or maintain accounts for Vanuatu based entities or residents or U.S. based entities or residents who are classified as retail or low net worth clients as per the most recent definition of such by the CFTC. Governmental restrictions along with our own internal company policies prohibit FXPIG from opening accounts originating from restricted and/or OFAC sanctioned countries.
Forex Broker FXPIG™ proudly Services Clients from nearly 100 Countries WorldWide, including, but not limited to: Australia, specific provinces, where permissible by law in Canada, Germany, China, Russia, and many more.
Trading in the Forex or CFD Markets is speculative in nature and not appropriate for all investors. Investors in the Forex or CFD Markets should only use risk capital when trading futures, options, and Forex because there is always the risk of substantial loss.
Alchemy Prime Ltd, 13 Leyden Street,London E1 7LE, is the payment agent for FXPIG. Both Alchemy Prime Ltd and FXPig are part of the same group of companies under common ownership
FXPIG™ is an official sponsor of Signature Rally - a networking supercar travel experience with like-minded people taking part in some of the worlds most modern and rarest Supercars and GT sports cars.
All Rights Reserved ©2011 - 2018, Prime Intermarket Group Asia Pacific Ltd, operating as FXPIG™, the FOREX BROKER 'Where Forex Traders Come to Win,' headquartered at Level 2 Transpacific Haus Lini Highway, Port Vila, Republic of Vanuatu.


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Is a computer like a human brain or is a human brain like a computer? When machines allow us to extend our abilities, are we enhancing our humanness or becoming more machine-like? What are the meaningful distinctions between humans and machines and how do these impact our daily pursuits of health, well-being, and happiness?
One primary practical distinction is that humans initiate spontaneous, unique, non-predetermined actions and machines do not. Advanced machines such as military early warning systems may initiate spontaneous activities, but all of these are predetermined and predefined to a greater or lesser degree. And for any machine responses that are not previously designated and programmed as routine, human interaction is required for initiation of the suggested action.
Generally, even the "smartest" machine only has access to a built-in suite of responses. Noted exceptions include computer programs based on simple rules which emulate living systems. The "cellular automata" generated by these programs demonstrate spontaneous emergent behaviors not predictable from the simple rules themselves. The "artificial life" thus observed is exceedingly complex and can even provide optimal solutions to deep scientific problems posed to the system by investigators.
Cellular automata are examples of complex systems, defined as systems which are critically sensitive to small changes in initial conditions. Complex systems achieved fame in Michael Crichton's novel (and the subsequent Stephen Spielberg film), "Jurassic Park". In the book, the paleobotanist Dr. Ian Malcolm uses the weather as an example of the nature of complex systems. In a scene which has achieved iconic status, Malcolm relates how a butterfly flapping its wings in the Amazon rain forest can cause a tornado in the American Midwest. Small changes in a complex system's initial state can lead to substantial unpredictable results in the system as a whole.
The human nervous system is such a complex, dynamic system.1,2,3 Small changes in the nervous system's initial state can result in dramatic outcomes. For example, a spinal misalignment (resulting from an innocuous low back muscle strain) can irritate a spinal nerve (a small change in initial conditions) which can lead to chronic indigestion, allergies, migraine headaches, or even high blood pressure down the road.
Most machines are not complex in this way, but they do require regular maintenance and care. As human beings, we are complex systems by our very nature and the importance of regular maintenance and care is that much greater. A healthy spine and optimally functioning nerve system go very far toward ensuring the health of our body-as-machine and our associated happiness and well-being.


text: HTML::Lint is a pure-Perl HTML parser and checker for syntactic legitmacy. The "weblint" script is now pretty much a wrapper around the HTML::Lint module. You can also look into Apache::Lint which is a mod_perl wrapper around HTML::Lint. Finally, for those of you doing automated testing with Test::More and its brethren, Test::HTML::Lint lets you automate HTML checking. Please let me know if any tests fail. Andy Lester andy at petdance.com


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Regular price $299.00 Sale
Complete your performance suspension upgrade with the Eibach ANTI-ROLL-KIT performance sway bars. While the Eibach Pro-Kit and Sportline performance spring kits are regarded as the primary suspension performance enhancement, the Eibach ANTI-ROLL-KIT sway bars substantially reduce body-roll through increased design stiffness over your vehicles stock bars. The impressive results are increased balance, handling and cornering grip in all performance-driving situations.
Want more? Correct oversteer/understeer? Many of our most popular sway bar applications are adjustable to give you the ability to fine-tune the handling to suit your driving style and achieve the impressive results€"sought after by automotive enthusiasts worldwide.
Manufactured from hi-tensile aircraft-grade steel, precision cold-formed, tempered and shot-peened for years of precision performance. Finished with a long-lasting corrosion resistant phosphate undercoat and polyester powder coat finish, the Eibach ANTI-ROLL-KIT sway bars come complete with all necessary mounting hardware and instructions for easy installation.
Sold Out


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I was quite unhappy (to say the least!) with how this quilt was starting to look, and the "puffed up" stars without any quilting were certainly not adding to my love for this quilt. Having nothing to lose I threw the quilt into the washing machine, hoping that I would like it a little better when it later emerged from the tumble dryer, all crinkled and wrinkled.
Thank you for stopping by!


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To an ATV rider, there might be nothing quite like taking a ride out in some sand dunes out in the middle of the desert, or blazing through the trees in the forest. Whatever the activity, there's no denying that riding an all-terrain vehicle is fun. However, it can also be risky.
With a good variety of coverage types available, you should be able to work with an ATV insurance provider to create a policy that can provide you with maximum protection. There are multiple types of coverages available that you can choose from to create a comprehensive ATV insurance policy.
Common types of ATV insurance coverages include:
Keep in mind that not all insurance companies are the same. While the above are common ATV insurance coverages, some providers may not offer all of these. On the other hand, you might find that some ATV insurance companies will offer much more than the above.
Make sure to find the right insurance provider that can offer you all of the coverage types that you need.
ATV insurance is often sold as part of a broader range or insurance. For example, several companies sell ATV insurance through their motorcycle insurance divisions, while other companies might sell ATV insurance through an Off-Road Vehicle (ORV) insurance division.
When getting an ATV insurance quote, think about which vehicles you might want to insure. Remember that many companies offer a discount for insuring multiple vehicles under one policy.
Often ATVs can be insured along with your:


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Audemars Piguet
Very Mint Condition
All of our timepieces are guaranteed to be of high quality. If something goes wrong, we'll always strive to fix it in a timely manner and to the best of our ability. To everyone at Omniluxe, client satisfaction and trust are of the utmost importance.
The unworn watches that we sold at Omniluxe are covered by the warranty from the original manufacturer. For pre-owned watches, unless stated otherwise, are covered by either a limited six months or twelve months (only for Rolex Watch) warranty. This excludes any damage sustained due to improper use or accident. Due to their age, some pre-owned watches should not be subjected to the same conditions as when new.
Any of our pre-owned watches which have been serviced by their respective manufacturer, will carry the manufacturer's servicing guarantee. This is separate and supersedes, the standard warranty offered by Omniluxe.
Please see our Terms & Conditions for further information. You can write to us directly at omniluxe.id@gmail, for further clarification.
We provide free delivery and terms of payment 'cash on delivery' for Jakarta area only.
If you place an order before 11 AM (only applicable to JABODETABEK areas), your watch will be sent on the same working day. Otherwise, all watches will be delivered on the next working day.
For international or domestic orders, the delivery charges will be determined by the watch's value and the destination. Any import taxes and duties will be the buyer's responsibility.
[Domestic Delivery]
We use JNE for shipping once full payment is received. Refunds are not available.
[Overseas Delivery]
We ship using DHL or FEDEX, and refunds are not available.
As the largest buyer, seller, and trader of high-end luxury watches in Indonesia, you can be confident that any watch you see on Omniluxe is guaranteed to be authentic. We have team experts to verify the authenticity of every timepiece.
We will protect your treasured timepiece with a fully insured benefit.
Yes, you may contact us to enquire about the watch you're looking for.
Many of the watches on our website have the ability for you to make an offer. We strive to respond to your offer as quickly as possible during business
hours (11.00 A.M – 9.00 P.M)
High demand watches that produced by the retailer have a higher value on the secondary market. Omniluxe works very hard to give you an easiest access to the most popular watches at a fair market price.
We're located in Jakarta. You can visit us at Mall Artha Gading GF/B07/09, Jl. Artha Gading Sel. No.1, Jakarta, Daerah Khusus Ibukota Jakarta 14240
Yes, we will welcome you warmly at our store. In spite of that, if you are keen to buy the Consignment Item, you have to make a Down Payment first before we arrange delivery of watch from the owner.
Our preferred method of payment are by Cash or Transfer. We also accept Credit Cards, Debit Cards, Tokopedia, and Cryptocurrency.
Every watch we sell comes with store warranty*. We will provide coverage for the remaining time within the 30 days period (*Terms & Conditions Apply).
Yes, we ship domestically. Shipping costs will apply, and will be added at checkout. We run discounts and promotions all year, so stay tuned for exclusive deals.
It depends on where you are. Orders processed in JABODETABEK will take maximum 1 business days to arrive. Overseas deliveries can take anywhere from 7-16 days. Delivery details will be provided in your confirmation email.


text:
Suzuki 2009 Scooter OEM Parts
Suzuki 2009 Scooter Original Equipment Manufacturer Parts at MRCycles. Please select a model.
Notes on Availability of parts:
- Being able to add parts to your shopping cart is not an indication of parts being in stock. We sell millions of parts at wholesale prices and can't possibly keep them all in stock. What we don't stock is ordered direct from the manufacturer and shipped to you.
- Although we regularly receive updates about unavailable parts with older vehicles, occasionally, parts may be able to be added to your shopping cart that are discontinued and no longer in production. We will notify you if this is the case or you can email or call us to be sure before you make your purchase.


text:
As a landlord, you want insurance that's tailored specifically to protect your rental properties. A Landlord Protection policy gives you choices when purchasing the insurance coverage you need.
Rental property is a great investment, especially if you protect your assets with excellent coverage. Make sure that you and your property are covered when choosing a landlord protection insurance policy.
Landlord Protection liability insurance options protect you and your spouse or domestic partner against personal injury, wrongful eviction, or wrongful entry as well as other non-bodily injury claims such as libel and slander.
Many landlords supplement their coverage with personal umbrella liability insurance for broader protection. Talk to us today about the amount of coverage that's right for you.


text: Back to News James P. McGuire Cup to broadcast live on Fox Soccer McGuire Cup first awarded in 1935 Live on FOX Soccer at 7 p.m. ET Saturday, July 27 FRISCO, Texas (June 18, 2013) – The 2013 Under-19 Boys US Youth Soccer National Championship, James P. McGuire Cup, final will be broadcast live on FOX Soccer from Overland Park Soccer Complex in Overland Park, Kan., beginning with a pre-game show on Saturday, July 27 at 7 pm ET with kickoff at 7:30 p.m. The Under-19 Boys James P. McGuire Cup is the oldest trophy in youth sports dating back to 1935 with the inaugural youth championships and played annually except during World War II. Officially known as the United States Soccer Federation National Junior Challenge Cup, the competition was renamed the James P. McGuire Junior Champion Cup in 1975, after the late United States Soccer Federation President. He played for the Brooklyn Wanderers in 1929, and later joined the Brooklyn St. Mary's Celtics who with McGuire at center half won the U.S. Open Cup. James McGuire also served on World Cup and various other FIFA committees, and earned an international reputation as an excellent soccer administrator and leader. The McGuire Cup championship final is one of 14 taking place over the weekend and the culmination of the US Youth Soccer National Championship Series, the country's most prestigious national youth soccer tournament. The Series provides over 185,000 players (10,000 teams) from US Youth Soccer's 55 state associations, the opportunity to showcase their soccer skills against the best competition in the nation while emphasizing teamwork, discipline and fair play. The Series is known as the ultimate destination for the country's collegiate soccer coaches and the future of soccer. "We are happy to the James P. McGuire Cup final on Fox Soccer again this year from the US Youth Soccer National Championships," said Todd Roby, director of marketing and communications for US Youth Soccer. "The McGuire Cup final on live television has become a great tradition and tribute to our most storied cup and one that thousands have played for over the course of its 78-year history. Our hope is that the broadcast inspires current and future players to continue to chase their dreams." The US Youth Soccer National Championships consist of four US Youth Soccer Regional Champions in the Under-13 through Under-19 Boys and Girls age groups and the US Youth Soccer National League qualifiers in the Under-15 through Under-17 age groups to complete the field of 60 teams.


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text:
- 1 Interface actions
- 2 [inspect]
- 3 [message]
- 4 [objectives]
- 5 [set_menu_item]
- 6 [clear_menu_item]
- 7 Other interface tags
- 7.1 [change_theme]
- 7.2 [item]
- 7.3 [remove_item]
- 7.4 [print]
- 7.5 [move_unit_fake]
- 7.6 [move_units_fake]
- 7.7 [hide_unit]
- 7.8 [unhide_unit]
- 7.9 [lock_view]
- 7.10 [unlock_view]
- 7.11 [scroll]
- 7.12 [scroll_to]
- 7.13 [scroll_to_unit]
- 7.14 [select_unit]
- 7.15 [sound]
- 7.16 [sound_source]
- 7.17 [story]
- 7.18 [remove_sound_source]
- 7.19 [music]
- 7.20 [volume]
- 7.21 [color_adjust]
- 7.22 [screen_fade]
- 7.23 [delay]
- 7.24 [redraw]
- 7.25 [unit_overlay]
- 7.26 [remove_unit_overlay]
- 7.27 [animate_unit]
- 7.28 [label]
- 7.29 [floating_text]
- 7.30 [deprecated_message]
- 7.31 [wml_message]
- 7.32 [test_condition]
- 7.33 [open_help]
- 7.34 [show_objectives]
- 7.35 [chat]
- 7.36 [zoom]
- 8 Useful Macros
- 9 See Also
Interface actions
Part of ActionWML, interface actions are actions that do not have a direct effect on gameplay; instead, they show something to the player. The main interface tags are [message] and [objectives], but several other tags affect the interface also.
This user interface instantly displays the gamestate inspector dialog at the current scenario state (the same one that can be brought up with the :inspect command), which can be used to inspect the values of WML variables, AI configuration, recall lists, and more.
- name: optional attribute to specify the name of this gamestate inspector dialog. It is just a label to help differentiate between different invocations of gamestate inspector dialog.
The most commonly used interface action is [message], which displays a message to the user in a dialog box. It can also be used to take input from the user.
The following key/tags are accepted for [message]:
- StandardUnitFilter: The unit whose profile and name are displayed. Do not use a [filter] tag. If no unit matching this filter is found, the message is not displayed (The unit has probably been killed).
[message] elements should be constructed so that it is either guaranteed that a certain unit is alive, or so that dialog flows smoothly even if the message isn't displayed.
- speaker: an alternative to standard unit filter. You may specify as the value of the speaker attribute a unit id or any of the following special values:
- narrator: the dialog box is displayed without a caption for the unit speaking or a unit image
- unit: the primary unit for the event is speaking
- second_unit: the secondary unit for the event is speaking
- message: (translatable) the text to display to the right of the image. message is sometimes multiple lines; if it is, be sure to use quotes( ' or " )
- male_message, female_message: (Version 1.13.2 and later only) (translatable) Used instead of message if the unit's gender matches. Never used if there is no unit (ie speaker=narrator). (Version 1.13.6 and later only) This matches the primary unit, not the secondary unit.
- wait_description: (Version 1.13.2 and later only) the description of this message displayed when other players in a mp game wait for one player doing input in a [message] (with [option]s or [text_input]).
- [show_if]: if present then this message will only be displayed if the conditional statement in this tag is passed (see ConditionalActionsWML)
- side_for: (default: all sides) comma-separated list of sides for who message is shown. This will not work with messages that take user input ([option]/[text_input]), which can only ever be shown to the current player. (Version 1.13.0 and later only) side_for= is now also accepted for messages with user input, it specifies on which side the message is shown (defaults to the currently playing side). For messages with input it does not accept a comma seperated list only a single number.
- image: (default: profile image of speaker) the image to display to the left of the message text. Append ~RIGHT() if you want the image to appear on the right side.
- (Version 1.13.0 and later only) none: display no image
- mirror: (Version 1.13.5 and later only)whether to mirror the image specified by the image attribute.
- second_image: (Version 1.13.6 and later only)same as the image attribute, but the image is displayed on the right of the message text. (Version 1.17.7 and later only)not working anymore, but there is plan to fix it eventually https://github.com/wesnoth/wesnoth/issues/8770
- second_mirror: (Version 1.13.6 and later only)same as mirror, but for the second_image attribute.
- image_pos: (Version 1.13.5 and later only) whether to show the image on the left or right; supercedes the use of ~RIGHT() described above
- caption: (default: name of speaker) the caption to display beside the image. Name to be displayed. Note: use a translation mark to avoid wmllint errors.
- scroll: Boolean specifying whether the game view should scroll to the speaking unit. Defaults to yes.
- highlight: (Version 1.13.5 and later only) Boolean specifying whether to highlight the speaker. Defaults to yes.
- sound: a sound effect (wav file) to play as the message is displayed. This can be a comma-separated list, from which one will be randomly chosen.
- voice, male_voice, female_voice: (Version 1.13.? and later only) a sound to be played as the message is displayed. This can also be a comma-separated list, from which one will be randomly chosen. This is intended for voiceovers for the message. The gendered forms are applied the same as for message. They are never used when the speaker is the narrator - only voice is used in that case.
- [option]: No [option] elements have to be used. If [option] elements are present, then each option will be displayed in a menu for the user to select one option. Note: Messages with options will not be shown at all in prestart events
- message: (translatable) the text displayed for the option. (Version 1.15.1 and later only) This is now a synonym for description=.
- image, label, description, default: See DescriptionWML.
- value: (Version 1.13.? and later only) Gives the option a value to be stored in a variable.
- [show_if]: if present then this option will only be displayed if the conditional statement in this tag is passed (see ConditionalActionsWML)
- [command]: an element containing actions which are executed if the option is selected.
- variable: (Version 1.13.? and later only) If present, either the index or the value of the chosen option will be stored in the specified variable. Option indexing starts from 1. If option has [show_if] condition evaluated as false, then it is hidden and excluded from the indexing.
- [text_input]: there can be only one [text_input] tag. this adds a text input field to the message. Note: Messages with text_input will not be shown at all in prestart events
- variable: the variable that the user's input will be written to
- label: a text label to the left of the input field
- max_length: the maximum number of characters that may be typed into the field
- text: text that is written into the field in the beginning
- Check EventWML#Multiplayer_safety to find out in which events you can safely use [option] and [text_input] without causing OOS.
[message] and other tags such as unit names (user_description), objectives, and floating text can make use of Pango markup formatting codes.
Prefer to use single quotes (') instead of double quotes (") within the formatting string, as double quotes would need to be escaped in WML (""). Escaping markup can be done with HTML entities.
For example, if you wanted to write "You are victorious!" in large, italic, gold letters, you might write it this way:
You are victorious!
These are the codes taken from the Pango markup formatting guide:
- font, font_desc: A font description string, such as "Sans Italic 12".
- font_family, face: A font family name.
- font_size, size: Font size in 1024ths of a point, or one of the absolute sizes 'xx-small', 'x-small', 'small', 'medium', 'large', 'x-large', 'xx-large', or one of the relative sizes 'smaller' or 'larger'.
- font_style, style: One of 'normal', 'oblique', 'italic'.
- font_weight, weight: One of 'ultralight', 'light', 'normal', 'bold', 'ultrabold', 'heavy', or a numeric weight.
- font_variant, variant: One of 'normal' or 'smallcaps'.
- font_stretch, stretch: One of 'ultracondensed', 'extracondensed', 'condensed', 'semicondensed', 'normal', 'semiexpanded', 'expanded', 'extraexpanded', 'ultraexpanded'.
- foreground, fgcolor, color: An RGB color specification such as '#00FF00' or a color name such as 'red'. The full list of color names may be found in Pango's rgb.txt file.
- background, bgcolor: An RGB color specification such as '#00FF00' or a color name such as 'red'.
- underline: One of 'none', 'single', 'double', 'low', 'error'.
- underline_color: The color of underlines; an RGB color specification such as '#00FF00' or a color name such as 'red'.
- rise: Vertical displacement, in 10000ths of an em. Can be negative for subscript, positive for superscript.
- strikethrough: 'true' or 'false' whether to strike through the text.
- strikethrough_color: The color of strikethrough lines; an RGB color specification such as '#00FF00' or a color name such as 'red'
- fallback: 'true' or 'false' whether to enable fallback. If disabled, then characters will only be used from the closest matching font on the system. No fallback will be done to other fonts on the system that might contain the characters in the text. Fallback is enabled by default. Most applications should not disable fallback.
- letter_spacing: Inter-letter spacing in 1024ths of a point.
- gravity: One of 'south', 'east', 'north', 'west', 'auto'.
- gravity_hint: One of 'natural', 'strong', 'line'.
The following pango attributes are also available directly as attributes of the [message] tag: (Version 1.13.4 and later only)
- font
- font_family
- font_size
- font_style
- font_weight
- font_variant
- font_stretch
- color
- bgcolor
- underline
- underline_color
- rise
- strikethrough
- strikethrough_color
- fallback
- letter_spacing
- gravity
- gravity_hint
The other tag used for plot development is [objectives]. The [objectives] tag overwrites any previously set objectives, and displays text which should describe the objectives of the scenario. Scenario objectives are displayed on the player's first turn after the tag is used, or as part of the event if it triggers during that player's turn. Objectives can also be accessed at any time in a scenario using the "Scenario Objectives" game menu option, making this tag useful for scenario-specific information that the player may need to refer to during play.
Attributes of [objectives]:
- side: Default '0'. The side to set the objectives for. A value of 0 sets objectives for all sides. note: There are side-specific objectives and default objectives, which are used in case a side doesn't have specific ones. Specifying 0 sets the default ones.
- StandardSideFilter tags and keys: Sets the objectives of all matching sides to these passed specifications (the rest of this [objectives] tag). If no sides (such as when passing side=0) or all sides match, sets the default objectives, and the side specific ones for the matching sides otherwise.
- bullet: Default '• '. Replaces the default bullet, with whatever is passed, for all objectives, gold carryover notes, and notes defined with [note].
- summary: Displayed first in the objectives text, this should describe the basic objective for the overall scenario. Can be omitted.
- note: Displayed last in the objectives text, this is sometimes used for hints or additional information. Can be omitted.
- victory_string: Default ' _ "Victory:"', this text precedes the victory objectives. Can be set to "" too.
- defeat_string: Default ' _ "Defeat:"', this text precedes the defeat objectives. Can be set to "" too.
- gold_carryover_string: Default ' _ "Gold carryover:"', this text precedes the gold carryover information.
- notes_string: Default ' _ "Notes:"', this text precedes the notes.
- silent: Default: not present. If set to "yes", the objectives are silently changed. Else, they will be shown to the user when appropriate.
- delayed_variable_substitution: (Version 1.13.8 and later only) If set to yes, any variables or [insert_tag] are not substituted right away. Instead, they are substituted whenever the objectives are actually viewed.
Tags of [objectives]:
- [objective]: describes a win or loss condition. Most scenarios have multiple win or loss conditions, so use a separate [objective] subtag for each line; this helps with translations.
- bullet: Default '• ' or whatever is set in the parent [objectives] block. Replaces the default bullet, with whatever is provided, for the objective defined by the [objective] block.
- red: Default '0' for winning objectives, '255' for losing objectives. Overrides the default red coloring of the entire objective, including the bullet.
- green: Default '255' for winning objectives, '0' for losing objectives. Overrides the default green coloring of the entire objective, including the bullet.
- blue: Default '0'. Overrides the default blue coloring of the entire objective, including the bullet.
- description: text for the specific win or loss condition.
- caption: a text which will be displayed above the description. This can be used to display a subcategory of objectives below victory_string or defeat_string.
- condition: The color and placement of the text. Values are 'win'(colored green, placed after victory_string) and 'lose'(colored red, placed after defeat_string).
- show_turn_counter: If set to yes, displays the number of turns remaining in the scenario. Default is no.
- [show_if]: A condition that disables the objective if it doesn't hold. Conditional objectives are refreshed at [show_objectives] time only, or when manually opening the scenario objectives.
- [gold_carryover]: describes how the gold carryover works in this scenario. This is intended to be a more convenient way of displaying carryover information than using the note= key in [objectives].
- bullet: Default '• ' or whatever is set in the parent [objectives] block. Replaces the default bullet with whatever is provided.
- red: Default '255'. Overrides the default red coloring of the entire objective, including the bullet.
- green: Default '255'. Overrides the default green coloring of the entire objective, including the bullet.
- blue: Default '192'. Overrides the default blue coloring of the entire objective, including the bullet.
- bonus (boolean): whether an early finish bonus is granted. If omitted, early finish bonus is not mentioned.
- carryover_percentage: the amount of carryover gold. If omitted, the amount is not mentioned.
- [show_if]: (Version 1.13.11 and later only) Gold carryover will not be shown if the specified condition isn't met. Conditional gold carryover is refreshed at [show_objectives] time only.
- [note]: describes a note, usually used for hints or additional information. This is an easier way of adding several notes than concatenating them together into a single string to use with the note= key.
- bullet: Default '• ' or whatever is set in the parent [objectives] block. Replaces the default bullet with whatever is provided for the note defined by the [note] block.
- red: Default '255'. Overrides the default red coloring of the entire note, including the bullet.
- green: Default '255'. Overrides the default green coloring of the entire note, including the bullet.
- blue: Default '255'. Overrides the default blue coloring of the entire note, including the bullet.
- description: the text of the note.
- [show_if]: The note will not be shown if the specified condition isn't met. Conditional notes are refreshed at [show_objectives] time only.
This tag is used to add a custom option in the right-click context menu which can then be used to trigger arbitrary WML commands. The menu items can be set and modified during any event, for example during "start" or "prestart" events. The user can also assign hotkeys to these WML commands unless specified otherwise. When the hotkey is pressed the event will be fired/filtered at the current mouse position.
Note: Due to limitations in portable devices where there are no scroll bars for context menus, there is a hard-coded limit of 7 custom WML menu items. If you really need to have more than 7 menu items, try combining some of them in a submenu. (Version 1.13.0 and later only) This limitation is being removed in a future version of Wesnoth.
- id: the unique id for this menu item. If a menu item with this id already exists, it allows you to set specific changes to that item. All menus will be sorted lexicographically by the id string. The ordering is underscores, digits, and finally letters.
- description: the in-game text that will appear for this item in the menu.
- image: the image to display next to this item, defaults to "buttons/WML-custom.png"
- needs_select: if yes (default no), then the latest select event (see EventWML) that triggered before this menu item was chosen will be transmitted over the network before this menu item action will be. This only has any effect in networked multiplayer, and is intended to allow more elaborate menu item behaviour there without causing out of sync errors. If you don't know what this means, just leave it. (Version 1.13.6 and later only) needs_select=yes is deprecated, consider using manual variable syncing with [sync_variable].
- synced (Version 1.13.1 and later only): if no (default yes) the command handler will only be run on the client that invoked the menu item; this means that changing the gamestate in a command handler of a menu item with synced=no will cause OOS
- use_hotkey: if no (default yes), then the user cannot assign hotkeys to this menu item. If only, the menu item is only accessible via hotkeys, not via right-click context; you can use this in combination with [default_hotkey] if you want custom hotkeys in your campaign/mp.
- [show_if]: If present, the menu item will only be available if the conditional statement (see ConditionalActionsWML) within evaluates to true. When this is evaluated, the WML variables $x1 and $y1 will point to the location on which the context menu was invoked, so it's possible to for example only enable the option on empty hexes or on a particular unit.
- [filter_location]: contains a StandardLocationFilter similar to the one found inside Single Unit Filters. The menu item will only be available on matching locations.
- [default_hotkey]: contains a hotkey WML to specify what hotkey to assign to this, if the user has no hotkey assigned to this yet. (Unlike the rest of a menu item definition, modifying this tag has no effect on the game; it is only effective when initially defining a menu item.) Hotkey WML matches the format in the preferences file and contains the following keys:
- key: a string that contains the key to assign to this.
- alt, shift, cmd(apple only), ctrl: boolean values.
- repeat_on_hold (Version 1.13.12 and later only): if yes (default no), holding the hotkey will repeat the action continuously, unless it blocks input with something like [message]. Due to a bug, versions older than 1.13.12 always repeat the action, with no way to disable it.
- [command]: contains the WML actions to be executed when the menu item is selected. Again, the WML variables $x1 and $y1 will point to the location on which the context menu was invoked on.
- delayed_variable_substitution (boolean yes|no, default: yes): If no, forces a variable substitution run onto the wml included in this [command] block. Use this, if you want variables which are to substitute to get the values they have at execution time of the event where this set_menu_item appears. Other than that, they get the values they have at invocation time of the menu item.
Removes a menu item from the scenario. Normally menu items are, including all their defining wml, automatically carried over between scenarios. This tag prevents this. (The behavior is comparable to set_variable/clear_variable).
- id: (string): id of the menu item to clear. Can be a comma-separated list.
Other interface tags
The following tags are also action tags:
(Version 1.13.8 and later only)
Change the current interface theme.
- theme: The ID of the new theme. Use
(empty key) to switch back to the theme that the player has selected in Preferences. On 1.14.2 and later it is also possible to omit the key entirely to achieve the same effect (on previous versions this will crash the Lua engine).
Makes a graphical item appear on a certain hex. Note this only places the graphics for an item. It does not make the item do anything. Use a moveto event to make moving onto the item do something. (Hint: There are a number of predefined items that are used in various campaigns that you can make use of. You can find a list of them if you look into the items.cfg file in the wesnoth install directory (under /data/core/macros).)
- x, y: the location to place the item. (only for [event][item]: full SLF support)
- image: the image (in images/ as .png) to place on the hex. This image is aligned with the top-left of the hex (which is 72 pixels wide and 72 pixels tall). It is drawn underneath units. (Hint: If using an image smaller than 72x72, then it might be useful to BLIT the image onto misc/blank-hex.png (a blank 72x72 image).)
- halo: an image to place centered on the hex. It is drawn on top of units. Use this instead of image if the image is bigger than the hex or if you want to animate an image (https://github.com/wesnoth/wesnoth/issues/1219).
- name an id that can be used to remove the item.
Example (where the integer after the colon is the duration of each frame or square bracket expansion as per AnimationWML is used): halo=scenery/fire1.png:100,scenery/fire2.png:100,scenery/fire3.png:100,scenery/fire4.png:100,scenery/fire5.png:100,scenery/fire6.png:100,scenery/fire7.png:100,scenery/fire8.png:100 or equivalently (requires Wesnoth 1.11.2+): halo=scenery/fire[1~8].png:100
- team_name: name of the team for which the item is to be displayed (hidden for others). For multiple teams just put all the names in one string, for example separated by commas. (Version 1.15.0 and later only) In 1.14 the [side]team_name attribute was expected to be a substring of this team_name. In 1.15 both are expected to be comma-separated lists of names and the item is visible if the lists intersect. ([[1]])
- visible_in_fog: whether the item should be visible through fog or not. Default yes.
- redraw: (boolean yes|no, default: yes): If no, disables implicit calls to [redraw] when placing the items.
- [filter_team]: (Version 1.15.0 and later only) A StandardSideFilter. Set team_name to the union of all [side]team_name attributes of all sides that match the SSF. ([[2]])
- (Version 1.15.0 and later only) If both team_name and [filter_team] are set, team_name is ignored.
Removes any graphical items on a given hex.
- StandardLocationFilter: the hexes to remove items from
- image: if specified, only removes the given item if one of its 'image', 'halo' or 'name' attributes is exactly this value. (for 'halo' and 'image' this in particular means that the image name must include any image path functions appended to the original image name.)
Displays a message across the screen. The message will disappear after a certain time, or when another [print] tag is encountered.
- text: (translatable) the text to display. Can be an empty string to remove a previous message without showing a new one.
- size: (default=12) the pointsize of the font to use
- duration: the length of time to display the text for.
- (Before 1.15.4) This is measured in the number of 'frames', and the default is 50. A frame in Wesnoth is usually displayed for around 30ms.
- (Version 1.15.4 and later only) This is measured in milliseconds. Don't use the default value, because it's a mere 50ms.
- (Version 1.15.14 and later only) The default is 5000 milliseconds.
- (Version 1.15.14 and later only) The string unlimited displays the text until it's removed by another [print] tag.
- color: (default 0,0,0) three comma-separated values giving the red, green and blue values (0-255).
- red, green, blue: deprecated, use color=0,0,0 instead.
Moves an image of a unit along a certain path on the map. The path does not need to be a continuous list of adjacent hexes, so for example only the start and end points can be given, in which case the straightest line between those points will be calculated and used.
- type: the type of the unit whose image to use
- x: a comma-separated list of x locations to move along
- y: a comma-separated list of y locations to move along (x and y values are matched pairs)
- side: the side of the fake unit, used for team-coloring the fake unit
- gender: the gender of the fake unit. Example: gender=female
- variation: the variation of the fake unit. Example: variation=undead
- image_mods: image path functions sequence to be applied on the fake unit.
- force_scroll: Whether to scroll the map or not even when [lock_view] is in effect or Follow Unit Actions is disabled in Advanced Preferences. Defaults to yes starting with version 1.11.6; the attribute did not exist in previous versions and this action behaved as if no was passed instead.
moves multiple images of units along paths on the map. These units are moved in lockstep.
- force_scroll: (Version 1.15.0 and later only) Has the same meaning as in [move_unit_fake] but a different default.
- [fake_unit]: A fake unit to move
- type: the type of unit whose image to use
- x: a comma-separated list of x locations to move along
- y: a comma-separated list of y locations to move along (x and y values are matched pairs)
- side: the side of the fake unit, used for team-coloring the fake unit
- skip_steps: the number of steps to skip before this unit starts moving
Temporarily prevents the engine from displaying the given unit. The unit does not become invisible, as it would be with the [hides] ability; it is still the same plain unit, but without an image. Useful in conjunction with [move_unit_fake]: to move a leader unit into position on-screen. Until 1.8 each [hide_unit] tag only hides one unit.
- StandardUnitFilter: All matching units will be hidden
Stops the currently hidden units from being hidden.
- StandardUnitFilter: Only the matching units will be unhidden
Locks gamemap view scrolling for human players, so they cannot scroll the gamemap view until it is unlocked. WML or Lua actions such as [scroll_to] will continue to work normally, as they ignore this restriction; the locked/unlocked state is preserved when saving the current game.
This feature is generally intended to be used in cutscenes to prevent the player scrolling away from scripted actions.
(Version 1.13.8 and later only) This now also blocks the player from zooming the gamemap view. WML or Lua zoom will continue to work normally.
Unlocks gamemap view scrolling for human players.
Scroll a certain number of pixels in a given direction. Useful for earthquake/shaking effects.
- x, y: the number of pixels to scroll along the x and y axis
- side: the side or sides for which this should happen. By default, the [scroll] happens for everyone.
- [filter_side]: a StandardSideFilter to select the sides for which this should happen. By default, the [scroll] happens for everyone.
Scroll to a given hex
- StandardLocationFilter, do not use a [filter_location] sub-tag. If more than one location matches the filter, only the first matching location will be used.
- check_fogged: whether to scroll even to locations covered in fog or shroud. Possible values yes (don't scroll to fog) and no (scroll even to fog), with no as the default.
- immediate: whether to instantly warp to the target hex regardless of the scroll speed setting in Preferences (defaults to no).
- highlight: (Version 1.13.5 and later only) Whether to highlight the hex being scrolled to (defaults to no).
- side: the side or sides for which this should happen. By default, the [scroll_to] happens for everyone.
- [filter_side]: a StandardSideFilter to select the sides for which this should happen. By default, the [scroll_to] happens for everyone.
Scroll to a given unit
- StandardUnitFilter; do not use a [filter] subtag.
- check_fogged: whether to scroll even to locations covered in fog or shroud. Possible values yes (don't scroll to fog) and no (scroll even to fog), with no as the default.
- immediate: whether to instantly warp to the target hex regardless of the scroll speed setting in Preferences (defaults to no).
- highlight: (Version 1.13.5 and later only) Whether to highlight the hex the unit is on (defaults to no).
- for_side: the side or sides for which this should happen. By default, the [scroll_to_unit] happens for everyone.
- [for_side]: a StandardSideFilter to select the sides for which this should happen. By default, the [scroll_to_unit] happens for everyone.
Selects a given unit.
- StandardUnitFilter: The first unit found will be selected.
- fire_event: whether a select event should be triggered or not (def. no). (Note that select events aren't multiplayer save.)
- highlight: whether the unit's current hex should be highlighted (def. yes).
Note: fire_event does not appear to work in 1.14 or 1.16.
Plays a sound
- name: the filename of the sound to play (in sounds/ as .wav or .ogg). This can be a comma-separated list, from which one sound will be chosen randomly.
- repeat: repeats the sound for a specified additional number of times (default=0)
Creates a sound source. "Sound sources" is a general name for a mechanism which makes possible for map elements to emit sounds according to some rules, where "map elements" can be specific locations or terrain types. For now, only sound sources tied to locations are supported.
- id: a unique identification key of the sound source
- sounds: a list of comma separated, randomly played sounds associated with the sound source
- delay: a numerical value (in milliseconds) of the minimal delay between two playbacks of the source's sound if the source remains visible on the screen; if one scrolls out and back in, the source will be considered as ready to play
- chance: a percentage (a value from 0 to 100) describing the chance of the source being activated every second after the delay has passed or when the source's location appears on the screen (note that it cannot play more than one file at the same time)
- check_fogged: possible values yes and no - yes means the source will not play if its locations are fogged
- check_shrouded: possible values yes and no - yes means the source will not play if its locations are shrouded
- x,y: similar to x,y as found in a StandardLocationFilter, these are the locations associated with the sound source
- fade_range (default = 3): distance in hexes that determines a "circular" area around the one specified by full_range where sound volume fades out linearly
- full_range (default = 14): distance in hexes that determines a "circular" area where source plays with full volume, relative to screen center
- loop: number of times a sound sample should be looped if it stays visible. -1 means infinite (~65000)
(Version 1.13.8 and later only)
Shows the story screen.
- title: Default title used if a part does not specify one — unlike the intro storyscreen, the scenario name is not used as a default title.
- [part], [if], [switch], [wml_message], [deprecated_message] : See IntroWML.
Removes a previously defined sound source.
- id: the identification key of the sound source to remove
Switches to playing different music
- name: the filename of the music to play (in music/ as .ogg)
- see MusicListWML for the correct syntax
Changes the game volume to a percent of the preferences volume for the game being played. Values can go from 0 to 100:
- music: Changes the music volume.
- sound: Changes the sound volume.
Adjust the color tint of terrain, by adjusting time-of-day coloring.
- red, green, blue: values from -255 to 255, the amount to tint by for each color
(Version 1.17.6 and later only)
Overlay the game display with the given color, fading over the specified duration. This can be used for screen fade effects.
- red, green, blue: values from 0 to 255, the final overlay color (defaults to 0,0,0)
- alpha: value from 0 to 255, the strength of the effect. 0 means no effect and can be used to fade in. 255 means fully opaque and can be used to fully fade out to the given color. Intermediate values will end up with a partial overlay tint on the game screen.
- duration: the length of time it will take to complete the fade, in milliseconds. If 0 the effect is immediate.
Pauses the game.
- time: the time to pause in milliseconds
- accelerate (boolean yes|no, default no): (Version 1.13.0 and later only) whether the delay is affected by acceleration. When [delay] is used to make an animation, this should be set to yes so that your animation matches the ones generated by the game.
Redraws the screen (this normally isn't done during events, although some of the other interface actions cause the screen or parts of it to be redrawn).
- clear_shroud (boolean yes|no, default no): If yes, clears fog and shroud around existing units. Useful if you, for example, spawn friendly units in the middle of an event and want the shroud to update accordingly (otherwise units that spawn inside fog would remain invisible for the duration of the event, since the fog would not automatically get cleared around them).
- StandardSideFilter: the sides for which to recalculate fog and shroud.
- side: If used (forces clear_shroud=yes), clears fog and shroud for that side.
Sets an image that will be drawn over a particular unit, and follow it around
- StandardUnitFilter: All matching units will get the overlay (do not use [filter])
- image: the image to place on the unit
- object_id: object id to use, defaults to the image key with an "overlay_" prefix; this allows using [remove_object]
- duration: object duration
Removes a particular overlayed image from a unit
- StandardUnitFilter: The overlay will get removed from all matching units (do not use [filter])
- image: the image to remove from the unit
- object_id: object id to use
Using [remove_object] is also possible, see https://github.com/wesnoth/wesnoth/commit/26c2f941f2bcdd89528481e114c0375ad2a46271
Uses an animation of a unit to animate it on screen (if the unit has the corresponding animation).
- flag: The key to find the custom animation in the unit description (see the [extra_anim] description in AnimationWML). Standard animations can be triggered with the following keywords: leading recruited standing idling levelout levelin healing healed poisoned movement defend attack death victory pre_teleport post_teleport
- [filter] with a StandardUnitFilter as argument, see FilterWML. By default, the unit at the event location will be animated. You can use this tag to choose any other unit to animate.
- [primary_attack]: If this tag is not present, the filter for animation will be triggered with no attack. If it is here, all attacks from the unit will be filtered, and a matching one will be used to filter the animation. Takes a weapon filter as argument, see FilterWML.
- [secondary_attack]: Similar to [primary_attack]. May be needed to trigger a defense animation correctly, if there are more than one animations available for the defending unit.
- hits: yes/no/hit/miss/kill: which according variation of a attack/defense animation shall be chosen (required)
- text: a text to hover during the animation
- male_text, female_text: (Version 1.13.2 and later only) (translatable) gender-specific versions of the above
- red: red value for the text color (0-255)
- green: green value for the text color
- blue: blue value for the text color
- with_bars: yes/no: whether to display the status bars during the animation (e.g. the hitpoint bar)
- [animate]: a sub block with the same syntax as [animate_unit] except that the [filter] block is mandatory to find the unit. This block will find and animate another unit simultaneously.
- [facing]: a StandardLocationFilter specifying what hex the unit should be facing when animated
Places a label on the map.
- x, y: the location of the label. (Version 1.13.1 and later only) (only for [event][label]: full SLF support)
- text: what the label should say. If you put an empty string
as an argument, the label will be completely removed. Use this method if you want to remove a specific label from any location. - team_name: if specified, the label will only be visible to the given team.
- color: color of the label. The format is r,g,b; r, g and b are numbers between 0 and 255.
- visible_in_fog: whether the label should be visible through fog or not. Default yes.
- visible_in_shroud: whether the label should be visible through shroud or not. Default no.
- immutable: whether this label is protected from being removed or changed by players. Default yes.
- category: the Show/Hide Labels dialog allows showing/hiding all labels of a given category by toggling a checkbox.
- tooltip: A tooltip visible when mouseovering the hex the label is on
- side: the number of the side that placed the label. Can be 0 for labels placed by WML.
Floats text (similar to the damage and healing numbers) on the given locations.
- StandardLocationFilter: the text will be floated on all matching locations simultaneously (do not use [filter] unless you intend to match one or more units).
- text: the text to display.
The default text color is #6b8cff. To change the color, use Pango markup. For example:
# Float some golden yellow text at 20,20. [floating_text] x,y=20,20 text="" + _ "Your text here" + "" [/floating_text]
Shows a deprecated message in the message area, this feature is only intended to be used to warn about deprecated macros in mainline. The message is not translatable.
- message: the message to show.
- level: (Version 1.13.10 and later only) The deprecation level, a number from 1 to 3.
- what: (Version 1.13.10 and later only) The name of the thing being deprecated. Use this instead of message if possible; a stock message will be generated from it. Use message only if more information is required; it will be appended to the stock message. This should not be translatable
- version: (Version 1.13.10 and later only) For deprecation levels 2 and 3, this indicates the version in which the feature could be removed. It does not indicate the version in which it became deprecated.
The meanings of the deprecation levels are as follows:
- Deprecated, but will only be removed if absolutely necessary. The version key is ignored.
- It will be removed no earlier than a specified version.
- It will be removed in the next stable version
- It has already been removed, leaving just a stub to inform users of how to update their code.
Note that as of 1.13.11, deprecation messages show only in the log, not in the chat message area. The message can be translatable, but does not need to be.
Outputs a message to Wesnoth's console output. Intended for campaign designers to output silent text to the console, without annoying the player; then, that text might contain information useful for later bug-reporting. The log domain for it is wml, and the debug/dbg log level is available for use with the logger attribute. Depending on the current log level (error by default), which may be changed with the in-game :log command, or the --log-<level>=wml command line switch, the messages are echoed to the in-game chat.
- message: the message to show.
- logger: the Wesnoth engine output logger that should catch the text; this might be 'err' (the errors log level), 'warn'/'wrn' (the warnings log level) or anything else (the information log level). Not all information will be displayed depending on the log level chosen when starting Wesnoth.
Note: As of 1.9.4/1.9.5 (r48805) the following "loggers" should work: If in [wml_message]: err/error, warn/wrn/warning, debug/dbg; using the :log command: Only the long forms error, warning, info and debug (this part gathered by trying rather than source inspecting). The long forms are most likely also the only ones working when starting wesnoth with --log-<level>=wml. For log level warning or error (as during normal play), only wml_messages with logger error or warning display (for both). With logger info or debug, additionally wml_messages with logger info or debug display (for both).
(Version 1.13.2 and later only)
Evaluates the contained conditional tags. If they evaluate to the expected value, it prints out a message to the console explaining which part of the condition caused this result in a way similar to [wml_message]. This can be used if your conditional test is failing and you're not sure why.
- result: Whether you expect the conditions to fail or succeed. If no (the default), a message will be printed if the conditional tags fail. If yes, a message will instead be printed if the conditional tags pass.
- logger: Same as for [wml_message]. Defaults to "warning".
Opens the in-game help.
- topic: the id of the topic to open
Examples of ids:
- unit_Mage
- unit_Dark Adept
- weaponspecial_charge
- terrain_human_castle
The engine will print the topic ids if run from the command line with the --log-debug=help option.
refreshes the objectives defined by [objectives] and its [show_if] tags, and displays them. (It is also called whenever the user explicitly asks for the objectives; this matters only if the tag was overridden by a Lua script.)
- side: the side to show the objectives. If not set, all sides are used.
- StandardSideFilter tags and keys: Tag affects the matching sides instead of just all or the one given by the integer value of the side= key.
Displays a message in the chat area, not visible for observers. Alternative unconditionally visible for everyone: LuaWML:Display#wesnoth.message. (Version 1.13.9 and later only) can be visible for observers.
- speaker: (default="WML") A string for the name of the sender of the message.
- message: The message that should be displayed.
- observable (boolean yes|no, default yes): (Version 1.13.9 and later only) Whether the message is displayed for observers.
- StandardSideFilter tags and keys as argument; if the same client controls multiple sides that match, then the message will only be displayed once.
(Version 1.13.8 and later only)
Changes the zoom level of the map.
- factor: The new zoom factor, measured as a multiple of the base zoom.
- relative: If yes, zoom relative to current zoom level. Otherwise, set the absolute zoom level. Default no.
Useful Macros
There are some predefined macros that you find useful for interface actions. You can find a complete list along with a detailed explanation of how they work here.
- {HIGHLIGHT_UNIT} Highlight a unit on the map. Use this to show important units
- {HIGHLIGHT_IMAGE} Places and highlights an image on the map. Use this to show important items or locations
- {SET_IMAGE} Places an image on the map which has no other function.
- {QUAKE <soundfile>} Creates a tremor-like screenshake and plays <soundfile>. For example, {QUAKE (rumble.ogg)}.
- {FLASH_WHITE} Flash the screen white momentarily. You can also replace WHITE with RED, BLUE or GREEN for a different colour.


text:
A sharp drop in the cost of a gallon of gasoline helped pull consumer prices down 0.3 percent in November, the Bureau of Labor Statistics reports.
According to BLS, gas prices plunged 7.4 percent last month.
Excluding the food and energy sectors, the so-called core rate of inflation rose just 0.1 percent.
Reuters notes that the overall decline points to "muted inflation pressures that should allow the Federal Reserve to stay on its ultra-easy monetary policy path as it nurses the economy back to health."
The drop followed a scant 0.1 percent increase in October. The inflation rate, which spiked in August and September when gas prices rose sharply, now appears to be back in check. Stiff competition for consumers' dollars — especially the price cuts many retailers are advertising — is also helping to hold inflation down.
For the year ended Nov. 30, the consumer price index is up 1.8 percent.
Related news: "Inflation Index Fix Could Cut Federal Deficit."
Copyright 2021 NPR. To see more, visit https://www.npr.org.


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text:
The Top Challenges Facing Banking IT in 2013
2012 was a year of growth, however minimal, for bank IT departments. After years of flat or declining budgets due to the fallout of the recession of 2008-09, banks by-and-large saw their IT budgets grow this past year.
As we enter 2013, IT faces a kind of transition in the banking industry. No longer off on its own, IT is playing a greater role in helping banks carry out marketing, sales and channel integration initiatives in financial services. Bank Systems & Technology asked a sampling of industry veterans and watchers what they thought will be IT's biggest challenge in 2013.
Bryan Yurcan is associate editor for Bank Systems and Technology. He has worked in various editorial capacities for newspapers and magazines for the past 8 years. After beginning his career as a municipal and courts reporter for daily newspapers in upstate New York, Bryan has ... View Full Bio


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Isabella Stewart Gardner collected and carefully displayed a collection comprised of more than 7500 paintings, sculptures, furniture, textiles, silver, ceramics, 3000 rare books, and 7000 archival objects-from ancient Rome, Medieval Europe, Renaissance Italy, Asia, the Islamic world and 19th-century France and America. Explore objects in Isabella's collection below.
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