Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- -------------------------------------------------------------------------------------------------------------------
- -- Setup functions for this job. Generally should not be modified.
- -------------------------------------------------------------------------------------------------------------------
- -- Initialization function for this job file.
- function get_sets()
- mote_include_version = 2
- -- Load and initialize the include file.
- include('Mote-Include.lua')
- end
- -- Setup vars that are user-independent. state.Buff vars initialized here will automatically be tracked.
- function job_setup()
- state.Buff['Burst Affinity'] = buffactive['Burst Affinity'] or false
- state.Buff['Chain Affinity'] = buffactive['Chain Affinity'] or false
- state.Buff.Convergence = buffactive.Convergence or false
- state.Buff.Diffusion = buffactive.Diffusion or false
- state.Buff.Efflux = buffactive.Efflux or false
- state.Buff['Unbridled Learning'] = buffactive['Unbridled Learning'] or false
- blue_magic_maps = {}
- -- Mappings for gear sets to use for various blue magic spells.
- -- While Str isn't listed for each, it's generally assumed as being at least
- -- moderately signficant, even for spells with other mods.
- -- Physical Spells --
- -- Physical spells with no particular (or known) stat mods
- blue_magic_maps.Physical = S{
- 'Bilgestorm'
- }
- -- Spells with heavy accuracy penalties, that need to prioritize accuracy first.
- blue_magic_maps.PhysicalAcc = S{
- 'Heavy Strike',
- }
- -- Physical spells with Str stat mod
- blue_magic_maps.PhysicalStr = S{
- 'Battle Dance','Bloodrake','Death Scissors','Dimensional Death',
- 'Empty Thrash','Quadrastrike','Sinker Drill','Spinal Cleave',
- 'Uppercut','Vertical Cleave'
- }
- -- Physical spells with Dex stat mod
- blue_magic_maps.PhysicalDex = S{
- 'Amorphic Spikes','Asuran Claws','Barbed Crescent','Claw Cyclone','Disseverment',
- 'Foot Kick','Frenetic Rip','Goblin Rush','Hysteric Barrage','Paralyzing Triad',
- 'Seedspray','Sickle Slash','Smite of Rage','Terror Touch','Thrashing Assault',
- 'Vanity Dive'
- }
- -- Physical spells with Vit stat mod
- blue_magic_maps.PhysicalVit = S{
- 'Body Slam','Cannonball','Delta Thrust','Glutinous Dart','Grand Slam',
- 'Power Attack','Quad. Continuum','Sprout Smack','Sub-zero Smash'
- }
- -- Physical spells with Agi stat mod
- blue_magic_maps.PhysicalAgi = S{
- 'Benthic Typhoon','Feather Storm','Helldive','Hydro Shot','Jet Stream',
- 'Pinecone Bomb','Spiral Spin','Wild Oats'
- }
- -- Physical spells with Int stat mod
- blue_magic_maps.PhysicalInt = S{
- 'Mandibular Bite','Queasyshroom'
- }
- -- Physical spells with Mnd stat mod
- blue_magic_maps.PhysicalMnd = S{
- 'Ram Charge','Screwdriver','Tourbillion'
- }
- -- Physical spells with Chr stat mod
- blue_magic_maps.PhysicalChr = S{
- 'Bludgeon'
- }
- -- Physical spells with HP stat mod
- blue_magic_maps.PhysicalHP = S{
- 'Final Sting'
- }
- -- Magical Spells --
- -- Magical spells with the typical Int mod
- blue_magic_maps.Magical = S{
- 'Blastbomb','Blazing Bound','Bomb Toss','Cursed Sphere','Dark Orb','Death Ray',
- 'Diffusion Ray','Droning Whirlwind','Embalming Earth','Firespit','Foul Waters',
- 'Ice Break','Leafstorm','Maelstrom','Rail Cannon','Regurgitation','Rending Deluge',
- 'Retinal Glare','Subduction','Tem. Upheaval','Water Bomb'
- }
- -- Magical spells with a primary Mnd mod
- blue_magic_maps.MagicalMnd = S{
- 'Acrid Stream','Evryone. Grudge','Magic Hammer','Mind Blast'
- }
- -- Magical spells with a primary Chr mod
- blue_magic_maps.MagicalChr = S{
- 'Eyes On Me','Mysterious Light'
- }
- -- Magical spells with a Vit stat mod (on top of Int)
- blue_magic_maps.MagicalVit = S{
- 'Thermal Pulse'
- }
- -- Magical spells with a Dex stat mod (on top of Int)
- blue_magic_maps.MagicalDex = S{
- 'Charged Whisker','Gates of Hades'
- }
- -- Magical spells (generally debuffs) that we want to focus on magic accuracy over damage.
- -- Add Int for damage where available, though.
- blue_magic_maps.MagicAccuracy = S{
- '1000 Needles','Absolute Terror','Actinic Burst','Auroral Drape','Awful Eye',
- 'Blank Gaze','Blistering Roar','Blood Drain','Blood Saber','Chaotic Eye',
- 'Cimicine Discharge','Cold Wave','Corrosive Ooze','Demoralizing Roar','Digest',
- 'Dream Flower','Enervation','Feather Tickle','Filamented Hold','Frightful Roar',
- 'Geist Wall','Hecatomb Wave','Infrasonics','Jettatura','Light of Penance',
- 'Lowing','Mind Blast','Mortal Ray','MP Drainkiss','Osmosis','Reaving Wind',
- 'Sandspin','Sandspray','Sheep Song','Soporific','Sound Blast','Stinking Gas',
- 'Sub-zero Smash','Venom Shell','Voracious Trunk','Yawn'
- }
- -- Breath-based spells
- blue_magic_maps.Breath = S{
- 'Bad Breath','Flying Hip Press','Frost Breath','Heat Breath',
- 'Hecatomb Wave','Magnetite Cloud','Poison Breath','Radiant Breath','Self-Destruct',
- 'Thunder Breath','Vapor Spray','Wind Breath'
- }
- -- Stun spells
- blue_magic_maps.Stun = S{
- 'Blitzstrahl','Frypan','Head Butt','Sudden Lunge','Tail slap','Temporal Shift',
- 'Thunderbolt','Whirl of Rage'
- }
- -- Healing spells
- blue_magic_maps.Healing = S{
- 'Healing Breeze','Magic Fruit','Plenilune Embrace','Pollen','Restoral','White Wind',
- 'Wild Carrot'
- }
- -- Buffs that depend on blue magic skill
- blue_magic_maps.SkillBasedBuff = S{
- 'Barrier Tusk','Diamondhide','Magic Barrier','Metallic Body','Plasma Charge',
- 'Pyric Bulwark','Reactor Cool',
- }
- -- Other general buffs
- blue_magic_maps.Buff = S{
- 'Amplification','Animating Wail','Battery Charge','Carcharian Verve','Cocoon',
- 'Erratic Flutter','Exuviation','Fantod','Feather Barrier','Harden Shell',
- 'Memento Mori','Nat. Meditation','Occultation','Orcish Counterstance','Refueling',
- 'Regeneration','Saline Coat','Triumphant Roar','Warm-Up','Winds of Promyvion',
- 'Zephyr Mantle'
- }
- -- Spells that require Unbridled Learning to cast.
- unbridled_spells = S{
- 'Absolute Terror','Bilgestorm','Blistering Roar','Bloodrake','Carcharian Verve',
- 'Droning Whirlwind','Gates of Hades','Harden Shell','Pyric Bulwark','Thunderbolt',
- 'Tourbillion'
- }
- end
- -------------------------------------------------------------------------------------------------------------------
- -- User setup functions for this job. Recommend that these be overridden in a sidecar file.
- -------------------------------------------------------------------------------------------------------------------
- -- Setup vars that are user-dependent. Can override this function in a sidecar file.
- function user_setup()
- state.OffenseMode:options('Normal', 'Acc', 'Refresh', 'Learning')
- state.WeaponskillMode:options('Normal', 'Acc')
- state.CastingMode:options('Normal', 'Resistant')
- state.IdleMode:options('Normal', 'PDT', 'Learning')
- gear.macc_hagondes = {name="Hagondes Cuffs", augments={'Phys. dmg. taken -3%','Mag. Acc.+29'}}
- -- Additional local binds
- send_command('bind ^` input /ja "Chain Affinity" <me>')
- send_command('bind !` input /ja "Efflux" <me>')
- send_command('bind @` input /ja "Burst Affinity" <me>')
- update_combat_form()
- select_default_macro_book()
- end
- -- Called when this job file is unloaded (eg: job change)
- function user_unload()
- send_command('unbind ^`')
- send_command('unbind !`')
- send_command('unbind @`')
- end
- -- Set up gear sets.
- function init_gear_sets()
- --------------------------------------
- -- Start defining the sets
- --------------------------------------
- sets.buff['Burst Affinity'] = {feet=""}
- sets.buff['Chain Affinity'] = {head="Mavi Kavuk +1", feet="Assimilator's Charuqs"}
- sets.buff.Convergence = {head=""}
- sets.buff.Diffusion = {feet=""}
- sets.buff.Enchainment = {body=""}
- sets.buff.Efflux = {legs="Mavi Tayt +2"}
- -- Precast Sets
- -- Precast sets to enhance JAs
- sets.precast.JA['Azure Lore'] = {hands=""}
- -- Waltz set (chr and vit)
- sets.precast.Waltz = {ammo="",
- head="",
- body="",hands="",ring1="Airy Ring",
- back="",waist="Warwolf Belt",legs="",feet="Thurandaut boots"}
- -- Don't need any special gear for Healing Waltz.
- sets.precast.Waltz['Healing Waltz'] = {}
- -- Fast cast sets for spells
- sets.precast.FC = {ammo="",
- head="",ear2="Loquacious Earring",
- body="Mavi Mintan +1",hands="Mavi Bazubands +1",ring1="",
- back="",waist="",legs="",feet=""}
- sets.precast.FC['Blue Magic'] = set_combine(sets.precast.FC, {body="Mavi Mintan +1"})
- -- Weaponskill sets
- -- Default set for any weaponskill that isn't any more specifically defined
- sets.precast.WS = {
- head="Ocelomeh Headpiece +1",neck=gear.ElementalGorget,ear1="Brutal Earring",ear2="Suppanomimi",
- body="Toci's Harness",hands="Thurandaut Gloves",ring1="Rajas Ring",ring2="",
- back="Atheling Mantle",waist=gear.ElementalBelt,legs="Mavi Tayt +2",feet="Thurandaut Boots"}
- sets.precast.WS.acc = set_combine(sets.precast.WS, {hands=""})
- -- Specific weaponskill sets. Uses the base set if an appropriate WSMod version isn't found.
- sets.precast.WS['Requiescat'] = set_combine(sets.precast.WS, {ring1="Angel's Ring",feet=""})
- sets.precast.WS['Sanguine Blade'] = {
- head="",neck="Promise Badge",ear1="Communion Earring",ear2="Hecate's Earring",
- body="",hands="",ring1="Sapphire Ring",ring2="",
- back="",legs="",feet="Thurandaut Boots"}
- -- Midcast Sets
- sets.midcast.FastRecast = {
- head="Ocelomeh headpiece +1",ear2="Loquacious Earring",
- body="Mavi Mintan +1",hands="",ring1="",
- back="",waist="",legs="",feet=""}
- sets.midcast['Blue Magic'] = {}
- -- Physical Spells --
- sets.midcast['Blue Magic'].Physical = {ammo="Mavi Tathlum",
- head="Ocelomeh Headpiece +1",neck="Mavi Scarf",ear1="",ear2="",
- body="Toci's Harness",hands="Thurandaut Gloves",ring1="Rajas Ring",ring2="Airy Ring",
- back="",waist="Warwolf Belt",legs="Mavi Tayt +2",feet="Thurandaut Boots"}
- sets.midcast['Blue Magic'].PhysicalAcc = {ammo="Mavi Tathlum",
- head="Ocelomeh headpiece +1",neck="Houyi's gorget",ear1="",ear2="",
- body="Toci's Harness",hands="Buremte Gloves",ring1="Rajas Ring",ring2="Airy Ring",
- back="Atheling Mantle",waist="Potent Belt",legs="Mavi Tayt +2",feet="Thurandaut Boots"}
- sets.midcast['Blue Magic'].PhysicalStr = set_combine(sets.midcast['Blue Magic'].Physical,
- {body="",hands=""})
- sets.midcast['Blue Magic'].PhysicalDex = set_combine(sets.midcast['Blue Magic'].Physical,
- {ammo="",body="Iuitl Vest",hands="",
- waist="",legs=""})
- sets.midcast['Blue Magic'].PhysicalVit = set_combine(sets.midcast['Blue Magic'].Physical,
- {body="",hands="",back=""})
- sets.midcast['Blue Magic'].PhysicalAgi = set_combine(sets.midcast['Blue Magic'].Physical,
- {body="",hands="",ring2="",
- waist="",feet=""})
- sets.midcast['Blue Magic'].PhysicalInt = set_combine(sets.midcast['Blue Magic'].Physical,
- {ear1="",body="",hands="",
- ring2="",back="",feet=""})
- sets.midcast['Blue Magic'].PhysicalMnd = set_combine(sets.midcast['Blue Magic'].Physical,
- {ear1="Communion earring",body="",hands="",
- ring2="",back=""})
- sets.midcast['Blue Magic'].PhysicalChr = set_combine(sets.midcast['Blue Magic'].Physical,
- {body="",hands="",back="",
- waist=""})
- sets.midcast['Blue Magic'].PhysicalHP = set_combine(sets.midcast['Blue Magic'].Physical)
- -- Magical Spells --
- sets.midcast['Blue Magic'].Magical = {ammo="Mavi Tathlum",
- head="",neck="Mavi Scarf",ear1="",ear2="Hecate's Earring",
- body="Mavi Mintan +1",hands="Mavi Bazubands +1",ring1="",ring2="",
- back="",waist="",legs="",feet=""}
- sets.midcast['Blue Magic'].Magical.Resistant = set_combine(sets.midcast['Blue Magic'].Magical,
- {body="",ring1="",legs="",feet=""})
- sets.midcast['Blue Magic'].MagicalMnd = set_combine(sets.midcast['Blue Magic'].Magical,
- {ring1=""})
- sets.midcast['Blue Magic'].MagicalChr = set_combine(sets.midcast['Blue Magic'].Magical)
- sets.midcast['Blue Magic'].MagicalVit = set_combine(sets.midcast['Blue Magic'].Magical,
- {ring1=""})
- sets.midcast['Blue Magic'].MagicalDex = set_combine(sets.midcast['Blue Magic'].Magical)
- sets.midcast['Blue Magic'].MagicAccuracy = {ammo="Mavi Tathlum",
- head="Mirage Keffiyeh +1",neck="Mavi Sscarf",ear1="",ear2="Hecate's Earring",
- body="Mavi Mintan +1",hands="Mavi bazubands +1",ring2="",
- back="",legs="",feet=""}
- -- Breath Spells --
- sets.midcast['Blue Magic'].Breath = {ammo="Mavi Tathlum",
- head="Mirage Keffiyeh +1",neck="Mavi Scarf",ear1="Hecate's Earring",ear2="",
- body="Mavi Mintan +1",hands="Mavi Bazubands +1",ring1="",ring2="",
- back="",legs="",feet=""}
- -- Other Types --
- sets.midcast['Blue Magic'].Stun = set_combine(sets.midcast['Blue Magic'].MagicAccuracy,
- {waist=""})
- sets.midcast['Blue Magic']['White Wind'] = {
- head="",neck="",ear1="",ear2="Loquacious Earring",
- body="",hands="",ring1="",ring2="",
- back="",waist="",legs="",feet=""}
- sets.midcast['Blue Magic'].Healing = {
- head="",ear1="",ear2="Loquacious Earring",
- body="",hands="",ring1="",ring2="",
- back="",legs="",feet=""}
- sets.midcast['Blue Magic'].SkillBasedBuff = {ammo="Mavi Tathlum",
- head="Mirage Keffiyeh +1",neck="Mavi Scarf"
- body="",hands="",ring1"",ring2"",
- back="",legs="Mavi Tayt +2",feet=""}
- sets.midcast['Blue Magic'].Buff = {}
- sets.midcast.Protect = {ring1=""}
- sets.midcast.Protectra = {ring1=""}
- sets.midcast.Shell = {ring1=""}
- sets.midcast.Shellra = {ring1=""}
- -- Sets to return to when not performing an action.
- -- Gear for learning spells: +skill and AF hands.
- sets.Learning = {ammo="Mavi Tathlum",hands="Magus Bazubands"}
- --head="Luhlaza Keffiyeh",
- --body="Assimilator's Jubbah",hands="Assimilator's Bazubands +1",
- --back="Cornflower Cape",legs="Mavi Tayt +2",feet="Luhlaza Charuqs"}
- sets.latent_refresh = {waist="Fucho-no-obi"}
- -- Resting sets
- sets.resting = {
- head="Ocelomeh Headpiece +1",neck="",
- body="",hands="Serpentes Cuffs",ring1="",ring2="",
- waist="",feet="Serpentes Boots"}
- -- Idle sets
- sets.idle = {ammo="",
- head="",neck="Twilight Torque",ear1="",ear2="Loquacious Earring",
- body="",hands="Serpentes Cuffs",ring1="",ring2="",
- back="",waist="",legs="",feet="Serpentes Sabots"}
- sets.idle.PDT = {ammo="",
- head="",neck="Twilight Torque",ear1="",ear2="Loquacious Earring",
- body="",hands="Serpentes Gloves",ring1="",ring2="",
- back="",waist="",legs="",feet="Serpentes Sabots"}
- sets.idle.Town = {main="",ammo="",
- head="",neck="",ear1="",ear2="Loquacious Earring",
- body="",hands="",ring1="",ring2="",
- back="",waist="",legs="",feet=""}
- sets.idle.Learning = set_combine(sets.idle, sets.Learning)
- -- Defense sets
- sets.defense.PDT = {ammo="",
- head="",neck="Twilight Torque",ear1="",
- body="",hands="",ring1="",ring2=gear.DarkRing.physical,
- back="",waist="",legs="",feet=""}
- sets.defense.MDT = {ammo="",
- head="",neck="Twilight Torque",ear1="",
- body="",hands="",ring1="",ring2="",
- back="",waist="",legs="",feet=""}
- sets.Kiting = {legs="Crimson Cuisses"}
- -- Engaged sets
- -- Variations for TP weapon and (optional) offense/defense modes. Code will fall back on previous
- -- sets if more refined versions aren't defined.
- -- If you create a set with both offense and defense modes, the offense mode should be first.
- -- EG: sets.engaged.Dagger.Accuracy.Evasion
- -- Normal melee group
- sets.engaged = {ammo="Mantis Eye",
- head="Ocelomeh headpiece +1",neck="Houyi's gorget",ear1="Brutal Earring",ear2="Suppanomimi",
- body="Toci's Harness",hands="Thurandaut Gloves",ring1="Rajas Ring",ring2="Tyrant's Ring",
- back="Atheling Mantle",waist="Twilight Belt",legs="Mavi Tayty +2",feet="Thurandaut Boots"}
- sets.engaged.Acc = {ammo="Mantis Eye",
- head="Ocelomeh headpiece +1",neck="Houyi's gorget",ear1="Brutal Earring",ear2="Suppanomimi",
- body="Toci's Harness",hands="Thurandaut Gloves",ring1="Rajas Ring",ring2="Tyrant's Ring",
- back="Atheling Mantle",waist="Twilight Belt",legs="Mavi Tayty +2",feet="Thurandaut Boots"}
- sets.engaged.Refresh = {ammo="Mantis Eye",
- head="Ocelomeh headpiece +1",neck="Houyi's gorget",ear1="Brutal Earring",ear2="Suppanomimi",
- body="Toci's Harness",hands="Thurandaut Gloves",ring1="Rajas Ring",ring2="Tyrant's Ring",
- back="Atheling Mantle",waist="Twilight Belt",legs="Mavi Tayty +2",feet="Thurandaut Boots"}
- sets.engaged.DW = {ammo="Mantis Eye",
- head="Ocelomeh headpiece +1",neck="Houyi's gorget",ear1="Brutal Earring",ear2="Suppanomimi",
- body="Toci's Harness",hands="Thurandaut Gloves",ring1="Rajas Ring",ring2="Tyrant's Ring",
- back="Atheling Mantle",waist="Twilight Belt",legs="Mavi Tayty +2",feet="Thurandaut Boots"}
- sets.engaged.DW.Acc = {ammo="Mantis Eye",
- head="Ocelomeh headpiece +1",neck="Houyi's gorget",ear1="Brutal Earring",ear2="Suppanomimi",
- body="Toci's Harness",hands="Thurandaut Gloves",ring1="Rajas Ring",ring2="Tyrant's Ring",
- back="Atheling Mantle",waist="Twilight Belt",legs="Mavi Tayty +2",feet="Thurandaut Boots"}
- sets.engaged.DW.Refresh = {ammo="Mantis Eye",
- head="Ocelomeh headpiece +1",neck="Houyi's gorget",ear1="Brutal Earring",ear2="Suppanomimi",
- body="Toci's Harness",hands="Thurandaut Gloves",ring1="Rajas Ring",ring2="Tyrant's Ring",
- back="Atheling Mantle",waist="Twilight Belt",legs="Mavi Tayty +2",feet="Thurandaut Boots"}
- sets.engaged.Learning = set_combine(sets.engaged, sets.Learning)
- sets.engaged.DW.Learning = set_combine(sets.engaged.DW, sets.Learning)
- sets.self_healing = {ring1="",ring2=""}
- end
- -------------------------------------------------------------------------------------------------------------------
- -- Job-specific hooks for standard casting events.
- -------------------------------------------------------------------------------------------------------------------
- -- Set eventArgs.handled to true if we don't want any automatic gear equipping to be done.
- -- Set eventArgs.useMidcastGear to true if we want midcast gear equipped on precast.
- function job_precast(spell, action, spellMap, eventArgs)
- if unbridled_spells:contains(spell.english) and not state.Buff['Unbridled Learning'] then
- eventArgs.cancel = true
- windower.send_command('@input /ja "Unbridled Learning" <me>; wait 1.5; input /ma "'..spell.name..'" '..spell.target.name)
- end
- end
- -- Run after the default midcast() is done.
- -- eventArgs is the same one used in job_midcast, in case information needs to be persisted.
- function job_post_midcast(spell, action, spellMap, eventArgs)
- -- Add enhancement gear for Chain Affinity, etc.
- if spell.skill == 'Blue Magic' then
- for buff,active in pairs(state.Buff) do
- if active and sets.buff[buff] then
- equip(sets.buff[buff])
- end
- end
- if spellMap == 'Healing' and spell.target.type == 'SELF' and sets.self_healing then
- equip(sets.self_healing)
- end
- end
- -- If in learning mode, keep on gear intended to help with that, regardless of action.
- if state.OffenseMode.value == 'Learning' then
- equip(sets.Learning)
- end
- end
- -------------------------------------------------------------------------------------------------------------------
- -- Job-specific hooks for non-casting events.
- -------------------------------------------------------------------------------------------------------------------
- -- Called when a player gains or loses a buff.
- -- buff == buff gained or lost
- -- gain == true if the buff was gained, false if it was lost.
- function job_buff_change(buff, gain)
- if state.Buff[buff] ~= nil then
- state.Buff[buff] = gain
- end
- end
- -------------------------------------------------------------------------------------------------------------------
- -- User code that supplements standard library decisions.
- -------------------------------------------------------------------------------------------------------------------
- -- Custom spell mapping.
- -- Return custom spellMap value that can override the default spell mapping.
- -- Don't return anything to allow default spell mapping to be used.
- function job_get_spell_map(spell, default_spell_map)
- if spell.skill == 'Blue Magic' then
- for category,spell_list in pairs(blue_magic_maps) do
- if spell_list:contains(spell.english) then
- return category
- end
- end
- end
- end
- -- Modify the default idle set after it was constructed.
- function customize_idle_set(idleSet)
- if player.mpp < 51 then
- set_combine(idleSet, sets.latent_refresh)
- end
- return idleSet
- end
- -- Called by the 'update' self-command, for common needs.
- -- Set eventArgs.handled to true if we don't want automatic equipping of gear.
- function job_update(cmdParams, eventArgs)
- update_combat_form()
- end
- -------------------------------------------------------------------------------------------------------------------
- -- Utility functions specific to this job.
- -------------------------------------------------------------------------------------------------------------------
- function update_combat_form()
- -- Check for H2H or single-wielding
- if player.equipment.sub == "Genbu's Shield" or player.equipment.sub == 'empty' then
- state.CombatForm:reset()
- else
- state.CombatForm:set('DW')
- end
- end
- -- Select default macro book on initial load or subjob change.
- function select_default_macro_book()
- -- Default macro set/book
- if player.sub_job == 'DNC' then
- set_macro_page(2, 7)
- else
- set_macro_page(1, 7)
- end
- end
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement