1. #1

    Weak Auras LUA Question

    I am working on a custom color function. I would like a bar to change colors based on a comparison between how long it would take to consume my burning embers and how much time is left on my trinket proc. Before making the entire weak aura I wanted to test parts of it as I went using a text weak aura, returning things such as time remaining to check if items were given in milliseconds or seconds and similar things. One thing I tested is how many burning embers I have. It was working (by working I mean it displayed "X" on my screen when I had "X" embers). I made some additions which didn't seem to work properly, so I went back to reporting the number of burning embers I had, but it wasn't working any more, it just says 0 (rarely it returned nothing at all, not even nil. I made sure to check that the WA was triggering, but an empty string was being returned). I tried this with other items that were being returned properly, but now they all are screwed up. Can anyone see a problem with this custom text function?

    Code:
    function()
        local _,_,_,_,_,_, BuffExpires = UnitAura("player", "Molten Metal")
        local EmberBits = UnitPower("player", 14)
        local BitsPerEmber = 10
        local Embers = math.floor(EmberBits/BitsPerEmber)
        local _,_,_, CBCastTime = GetSpellInfo("Chaos Bolt")
        local BuffRemaining = BuffExpires - GetTime()
        local BurnTime = Embers*CBCastTime
        return tostring(Embers)
    end
    Is there a problem with weak auras not updating properly under certain conditions? I tested against a test dummy, made sure to leave combat, and even relogged to try to get it to work. The reason I wonder if this might be the issue is because the first time things weren't working properly I immediately reverted back to exactly what I had when it was properly reporting the number of embers, and even then it stopped working as expected.

  2. #2
    if you dont have Molten Metal - BuffExpires is nil so you script stop at

    Code:
    local BuffRemaining = BuffExpires - GetTime()
    and return nil

    so you can change it to something like

    Code:
    local BuffRemaining = ( BuffExpires  or 0 ) - GetTime()
    Last edited by Aleaa; 2015-06-17 at 05:45 PM.

  3. #3
    Quote Originally Posted by Aleaa View Post
    if you dont have Molten Metal - BuffExpires is nil so you script stop at

    Code:
    local BuffRemaining = BuffExpires - GetTime()
    and return nil

    so you can change it to something like

    Code:
    local BuffRemaining = ( BuffExpires  or 0 ) - GetTime()
    This did not fix the problem, but thanks for the response. For the final weak aura (the custom color function) I planned on adding

    Code:
    if BuffExpires == nil then return r1, b1, g1, a1 end
    so that the rest wouldn't even execute if I don't have the buff. I did not consider that it might be an issue while testing. Since this is a text WA for now I instead added

    Code:
    if  BuffExpires == nil then return "No Buff" end
    after the declaration of BuffExpires. So now when I don't have the buff it displays "No Buff" as expected, but when I do have the buff it still says I have 0 embers, even though I am sitting at 4.

  4. #4
    Code:
    local EmberBits = UnitPower("player", SPELL_POWER_BURNING_EMBERS, true);

  5. #5
    Thank you Aleaa, adding true fixed it entirely. All other calculations were wrong because my EmberBits variable was wrong. I didn't see that could be included as an option in the wowprogramming reference page for it. I had to look up what it does elsewhere. For anyone else who stumbles upon this, apparently if a resource (such as the entire burning embers bar) is divided into subunits (like embers), a standard call to unitpower() returns the amount relative to just the subunit. If you include "true" as an optional argument, then the value returned is relative to the entire bar. Admittedly, I got enough of an understanding to do what I need and moved on so that might not entirely accurate, but that's the general idea.

    - - - Updated - - -

    So I'm close to having this figured out, but it's still not there. I have the text of the progress bar set to be the color that I want the bar to be (for testing purposes). I also have a custom color function set in the main animation section which should switch the color. The text works properly, it switches from blue to red as it is supposed to. But the color stays blue the entire time (yes, I did ensure that the color selectors are set to red and blue accordingly). I find this odd because I copied and pasted the code from the custom text function into the custom color function, then just changed the return values. Maybe someone can help. Here is the exported string for the weak aura I have:

    Code:
    dKeToaGikQlHssJsv4ukPwffjVsqjMfLCliYUaLQFrrOHbHJPeltj5zGQMgOKRHsSneX3qKghOsNdIQ7ji7JIOoiLswOO8qvvAIueCrkvBeuXhPi1jfvzLqntbf3uvvTtuQFsPudvvflvuvpvOPQQCvvv5ROKQXIskNfLeZLIi7vL)QknyPdJQftHEmctgrDzfBgfFgumAvrNMQwTGs61ukMTi3wGDtLFRudNcwosphKPdCDiTDikFxqPgVGQZlQSEqPy(GsP9t(wUVl6VyEoWqz4eJjLhX2bzsEhYEd8qeVaQ3zZaiz7F(UPgxUi0fxb7lWocyh(lgCrYxK89DriaNWgOOh2mhBwqCXWTndd0ao4GeCHNu4HlPWf5WIewwH8vWL0JbjybRls2dziXZ9nHdUiRsi8fZzBggObCWHfwyb5llKICeSSap8Sq6QJbjyrYfz2oaCsCyGUOT)7lm5X2(fHMeZpBVdCXmB)9z7)VOro93DAtVVJ9YbhsifUlWf5lRqaplKGCsibwhdsSG8J9QdoWILvlRibbCrScEsroPih(Jbjwi5yd)XE5axmT5KVVls2ZW4jqtGC33fdqta)9DGdCrkNyUVlgGMa(77ah4IOqZRBq2qpJxeWtJdCFxmanb833boWfP70CFxmanb833boWbUiDGXVDF5mmxKJs5g50l6DEWlXoWqAad5J9Yf3OGK3nx2fj2Pn9(o2lh7LJ9QJ9YXg(J9YXgwh7LdCrcuiWo4BchCrguhbWVDpwlSQQQAAtWtQVwVwVwVwVwVwQzOmm2d3GNoqQHu)Z5b2cLYFy2qINBOMTun))obgN6)dGNmVwyvvvvpJAgkdJ9Wn4PdKAOqQoFsf8CCQiH0Fo3qmqqCAoviVJyuzDBP6DCcGhzJQNr1TvnIYWyPAefOcXzgqovgpfciSQQQQQQQkDaOuNkcl1flvewQQ8fHvvvvhhzHvvvvtBcEs916161snJtydzkNbebCcBGudP(NZdSfkL)WSHep3qnBPAoJtydzkNbyETWQQQQPnbpPMH6tG8CMWK45udPskliewvvvnTj4jv7bghAMhaPgs9pNh8ZoSh6dZgs8Cd1SLA8h7HjmV)yBw3E(Vz)Lp78yB6x7)Nzp)OLkGIoRfwvvvnTj4j1mpa6NHApW4qvdPUGqyvvv10MGNuThyCOqQHud4GNWotAVPpShyCOzEaKjM5bq)mu7bgh6AHvvvvtBcEs916161s93SF5qGpFWOgs10diAysP8Cm7hM)9jFdPMTtaZRfwvvvnTj4j1mugM8NaU35DWOgs9rgkdJ9Wn4PdKksQMEaF(G5X61MAbbcecRQQQM2e8KAgk195dg1qQ2dmouit9B2VCiWNpyewvvv1ZOMXjSHmLZaIaoHnqQMCiv4vbphNQWQQQQQQQQzOu3NpyudPMHsDF(GXulimrsvvrcj6eSrM3bJkbhcOc8bJkDiJsa8BNkdDhOAKtydzkNbO(aEeS6AHvvvvhhzHvvvv9mQzOu3Npyunz1hzOmm5pbCVZ7Grfj1muFcKNZeMep3AvWZXjSQQQQQQQkDaOuNQ58hYMfwvvvDCKfwvvvLoauQt1CwcDml84ilSWclSWclSWclSWclSWclSWclSWclSWclSWclSWclSWclSWclSWclSWclSWclSWclSWxKShYqIN7BcheMHbCrwLq4lYD(aoWVD33fd4E39DrIDAtZ)yVCrYOuoWVDxC5Ie70MMDWHKvlKqk8Wtcc4xr6QvlKCmiXcPxKyN2utFSrCruO5fq5oOehmNXlcYzyUibkeyhCraL7GsCW8LZWCriaL7H5j4JYDqjoyUiGYDqjoyGdQJ4IQQQQ0bGsDQmOocGF7EyGUHHoqqwQqaofWAwQqaofWkwQKNeGZAwQKNeGZkRfwvvvvvLoauQtfcWPawtnSO(WaDddDGGunLk5jb4S2AlviaNcyf1WI6dd0nm0bcs1uQKNeGZkRfwvvvDCKfwv9Iqe80K7yVCrEYWt(XgXfj2Pn1wh7LlM7yJ4Ie70M(LZWCrcuiWo4IHFSrCruO5LyN20l7Ie70MchuhXfPdaL6uzqDea)29WaDddDGGSuPlwQWSyPACXsLVyPsxzPcZklvJRSu5RwlSQQQAAtWtQVwVwVwVwVwVwQzOmm2d3GNoqQHu)Z5b2cLYFy2qINBOMTun))obgN6)dGNmVwyvvvvpJAgkdJ9Wn4PdKAOqQoFsf8CCQiH0Fo3qmqqCAoviVJyuzDBP6DCcGhzJQNr1TvnIYWyPAefOcXzgqovgpfciSQQQQQQQkDaOuNkcl1flvewQQ8fHvvvvhhzHvvvvtBcEs916161snJtydzkNbebCcBGudP(NZdSfkL)WSHep3qnBPAoJtydzkNbyETWQQQQPnbpPMH6tG8CMWK45udPskliewvvvnTj4jv7bghAMhaPgs9pNh8ZoSh6dZgs8Cd1SLA8h7HjmV)yBw3E(Vz)Lp78yB6x7)Nzp)OLkGIoRfwvvvnTj4j1mpa6NHApW4qvdPUGqyvvv10MGNuThyCOqQHud4GNWotAVPpShyCOzEaKjM5bq)mu7bgh6AHvvvvtBcEs916161s93SF5qGpFWOgs10diAysP8Cm7hM)9jFdPMTtaZRfwvvvnTj4j1mugM8NaU35DWOgs9rgkdJ9Wn4PdKksQMEaF(G5X61MAbbcecRQQQM2e8KAgk195dg1qQ2dmouit9B2VCiWNpyewvvv1ZOMXjSHmLZaIaoHnqQMCiv4vbphNQksirNGnY8oyuj4qavGpyuPdzucGF7uzO7avJCcBit5ma1hWJGvxlSQQQQQQQAgk195dg1qQzOu3Npym1cctKuHvvvvhhzHvvvv9mQzOu3Npyunz1hzOmm5pbCVZ7Grfj1muFcKNZeMep3AvWZXPkSQQQQQQQkDaOuNkDLLkmRSunUYsLVsyvvv1Xrwyvvvv6aqPov6ILkmlwQgxSu5lcpoYQclSWclSWclSWclSWclSWclSWclSWclSWclSWclSWclSWclSWclSWclSWclSWclSWclSWcFr6gWbZXgXfHi4Pj8J9YboWfbupmWm077ItGXHErexeAJsjMlA2qINBOMVizukh43UlYYfD8Gb6(o2lx8)Dcmo1)hapDGlIcnVtGXHEzx0Wqjgh45WtGNxeXfrHMxOnkLyoJxCcmo03THHYbB6ffSn0frDdYgh4ICuW(IOqZRHHsmoWZHNapVSlAyOeJd8C4jWZ3THHYbB6ffSn0frHMxuNhCzh4IphpmpbhCifb8KaxsxbxeKUWc8KqcSogKGfjxemHdIEyZCSzbXfDObFupmWmuOJ9Yfb(GHg9WM5yZcIlgwrHaEMCxmm2HZ3f9KV43abUyy7jdEESHfceh4I877I)VtGXP()a4PlMNdmugoXys5rSDqMK3HS3apeXlG6D2mas2(NVBQXLdCrKDSxG1QLdCh
    For those who don't prefer to load a weak aura, my custom text function is:

    Code:
    function()
        local _,_,_,_,_,_, BuffExpires = UnitAura("player", "Molten Metal")
        if BuffExpires == nil then --Unnecessary since WA inactive if no buff, but safety first
            return 0, 1, 0,  a1
        end
        local _,_,_, BackdraftStacks = UnitAura("player", "Backdraft")
        local BuiltInDelay = 750
        local EmberBits = UnitPower("player", SPELL_POWER_BURNING_EMBERS, true)
        local BitsPerEmber = 10
        local Embers = math.floor(EmberBits/BitsPerEmber)
        local _,_,_, CBCastTime = GetSpellInfo("Chaos Bolt")
        local BuffRemaining = (BuffExpires - GetTime())*1000
        local BurnTime = Embers*CBCastTime
        if BackdraftStacks >= 3 then 
            BurnTime = BurnTime*10/7  --removing cast time reduction from backdraft (30%)
        end
        if BurnTime > (BuffRemaining - BuiltInDelay) then
            return "Red"
        end
        return "Blue"
    end
    and my custom color function is essentially the exact same thing (only changing return values to colors), but I'll include it for completeness:

    Code:
    function(progress, r1, g1, b1, a1, r2, g2, b2, a2)
        local _,_,_,_,_,_, BuffExpires = UnitAura("player", "Molten Metal")
        if BuffExpires == nil then --Unnecessary since WA inactive if no buff, but safety first
            return 0, 1, 0,  a1
        end
        local _,_,_, BackdraftStacks = UnitAura("player", "Backdraft")
        local BuiltInDelay = 750
        local EmberBits = UnitPower("player", SPELL_POWER_BURNING_EMBERS, true)
        local BitsPerEmber = 10
        local Embers = math.floor(EmberBits/BitsPerEmber)
        local _,_,_, CBCastTime = GetSpellInfo("Chaos Bolt")
        local BuffRemaining = (BuffExpires - GetTime())*1000
        local BurnTime = Embers*CBCastTime
        if BackdraftStacks >= 3 then  --removing cast time reduction from backdraft (30%)
            BurnTime = BurnTime*10/7
        end
        if BurnTime > (BuffRemaining - BuiltInDelay) then 
            return r2, g2, b2, a2
        end
        return r1, g1, b1, a1
    end

  6. #6
    Code:
    if BackdraftStacks and BackdraftStacks >= 3 then  --removing cast time reduction from backdraft (30%)
        BurnTime = BurnTime*10/7
    end

  7. #7
    Thanks to Aleaa for all of the help. The WA is working as intended now. For those interested, here is the exported string.

    Code:
    dGuCkaGivvUefrgLQKtPk1QOuXReLKzju3IIYUKsLFjkPggLYXeYYOqpdPQPbvLRrr12uf6BijJtuIZHKY9ufTpPu0bvvvwOQYdHQyIsPKlcbBuvv(OuQ6KqvALQmtkv6MuQANiXpPimuKkTuKkEkQMQO6QiP6RsPWyvf4SQcAUsPu7LQ)crdgCyuwmf8yOmzOYLvAZuYNLsgne60sA1uevVMI0Sf52sXUf8Bjgosz5iEUunDfxhsBhQQ(ofrz8IsDErX8vvvTFYEKN7CMN7C7lPzdcSFhwY54nmlXIHTTnEXkHEBxd4hztTJHCi1GP78yPIiYcXqKpoV7CJTlQD2Ah9oVX54Coop35zBclR(o(FMLf6PI(SqvwOg(E0CJuZywOYTmdF4Z54QDAjwM8n7X5MeMoNNXeww9D8)m3CZPwuevuZM5r0tV5uz0TmdFp6CRsy(lXA1DUjOEUDXlfeCEFtw0TudJZ)mrEUjS35gye8usfIN7uI8)WN5gJm(OTSyZi9urnQOMr3YmZPYPy0Pe5JZtfgop354Qwwvm00KXZDEdAAQEUp(4CcdB9CN3GMMQN7JpohTVidl(xIBW5dlTHXZDEdAAQEUp(4CsjTEUZBqtt1Z9XhFCozBvlH8m0wNZqjmdmIZRH6GeR0qlTZIZPe58c6KQH1)CowjviEUtjYPe5um6uICk07uICk4ZPe5JZXq7tPjFZECUfAaBQLWR36eiqGaYoOKGGF2JMMAFivt3F62aoD60PtNoD60PtNoD60PtNoD60PtNoD60PtNoD60PtNoD60PtNoD60PtNoD6CoUANwILjFZES7Ano3KW05CwO2WMAj45oVHvdEUZXkPcHooLiNJdLWMAj48iNJvsfYN)3JgJEKk6P)rB0BKkJgJE0TmZCQCowjviT3PyZ5O9f5qyHEInRBW5tgARZXq7tPX5dHf6j2S5zOToVpewTfItoHf6j2SoFiSqpXM9p0aMZfiqGaYoOKGal0a2ulHx0iLwKT3Jf0hgzEqSG(WiZdJfGBtd7bXcWTPH9W36eiqGabci7Gscc6dJmpqqwj4fnsPfz7Db2raUnnSh8owqFyK5HcYkbVOrkTiBVlWocWTPH9W36eiqGGnGtNaboVJXsBgNsKZzjAiYCk2Cowjvi)ZPe58mofBohRKkK8m0wNJH2NsJZZ2PyZ5O9fjwjvi(NZXkPc5p0aMZj7GsccSqdytTeErJuAr2EpwajkwqROybgIIfWIIfqmglOLXybgmglGz8TobceiivWyjbiJrgJmgzmYyKXc(qTSqiBAvY2f8ua1d15FOe2RF0sSml5xSGF2xsZgey)oS0V36eiqGGQLGpulleYMwLSDbpFkiutcge3GaZmJ6HWIT9oJKrqVgWwbTX)eudmSPI)vq1sqOiWaQLvSadOJGoZANmcSQK(OtGabceiqGaYoOKGaBXcIIfylwGawKobceiyd40jqGabPcgljazmYyKXc(yyMIJWSg(WWmTl4PaQhQZ)qjSx)OLyzwYVyb)(yyMIJWSMFV1jqGabPcglj4dTMg8gARnXYi4PaQm3MobceiivWyjbi0yyjF1Pl4PaQhQdDlMSL86hTelZs(flGtxeSRDrsxt0giqhKFuNouWlL2Jeb7)qGo8ybdbDFRtGabcsfmwsWxD60Dji0yyjcEkiYMobceiivWyjbi0yyjDbpf0WgeBNvQuiVqOXWs(QtpR)QtNUlbHgdl5TobceiivWyjbiJrgJmwaE(WdRp51MvWtbTFhoTnLWBWQ86hEqKv6c(kP53BDceiqqQGXsc(qTSOZ2WQHAOLGNcE9HAzHq20QKTlWmbTFN8AZ(69B7ezZMnDceiqqQGXsc(qjH8AZk4PaeAmSKUDWZhEy9jV2S6eiqGGQLGxFmmtXrywdFyyM2f0Mpfq)BbSaobV(yyMIJWSg(WWmTlq))PGqn9wGGbXniqGzMr2Mc(RHwcWy9rWuBwbKfhk2ulbbwKsJadmmtXrywJGx0BZKERtGabceiqGGpusiV2ScEk4dLeYRnRDISL1uPtGabc2aoDceiqq1sWhkjKxBwbTPGxFOww0zBy1qn0sGzc(qRPbVH2AtSmVfmiUbb6eiqGabceiGSdkjiGymwqlJXcmymwaZOobceiyd40jqGabKDqjbbKOybTIIfyikwals3gWjqNoD60PtNoD60PtNoD60PtNoD60PtNoD60PtNoD60PtNoD60PtNoD60PtNoD6CoPmSzDk2CEhJL2SDkr(4JZhsTvRL45oFBmSeNBZ59ckbBD(pAjwML8Z54qjSPwco3CNhynB3ZDkro3(sA2Ga73HL8X5O9f52yyj(NZPTeSnmiUS0GOZT5C0(ISxqjyRBW5BJHLGSqBjSPqCU()tNJgw8VHX5m0P4C0(IK2sW2WG4YsdI(NZPTeSnmiUS0GiYcTLWMcX56)pDoAFrIgQJ)5JZdOn5KARwlP7uICUjhTpvRmo3Ui8xUZR4C(xIHzkISaUUa7RyKIa8qqXQgsRpoh)oLi8zmYh3b

  8. #8
    Thanks to Aleaa for the help. The WA is working as intended. For those interested, here is the exported string. This can easily be modified for other buffs, just change the name from "Molten Slag" both in the trigger, and also in the custom color function in the animations tab.

    Code:
    dGuCkaGivvUefrgLQKtPk1QOuXReLKzju3IIYUKsLFjkPggLYXeYYOqpdPQPbvLRrr12uf6BijJtuIZHKY9ufTpPu0bvvvwOQYdHQyIsPKlcbBuvv(OuQ6KqvALQmtkv6MuQANiXpPimuKkTuKkEkQMQO6QiP6RsPWyvf4SQcAUsPu7LQ)crdgCyuwmf8yOmzOYLvAZuYNLsgne60sA1uevVMI0Sf52sXUf8Bjgosz5iEUunDfxhsBhQQ(ofrz8IsDErX8vvvTFYEKN7CMN7C7lPzdcSFhwY54nmlXIHTTnEXkHEBxd4hztTJHCi1GP78yPIiYcXqKpoV7CJTlQD2Ah9oVX54Coop35zBclR(o(FMLf6PI(SqvwOg(E0CJuZywOYTmdF4Z54QDAjwM8n7X5MeMoNNXeww9D8)m3CZPwuevuZM5r0tV5uz0TmdFp6CRsy(lXA1DUjOEUDXlfeCEFtw0TudJZ)mrEUjS35gye8usfIN7uI8)WN5gJm(OTSyZi9urnQOMr3YmZPYPy0Pe5JZtfgop354Qwwvm00KXZDEdAAQEUp(4CcdB9CN3GMMQN7JpohTVidl(xIBW5dlTHXZDEdAAQEUp(4CsjTEUZBqtt1Z9XhFCozBvlH8m0wNZqjmdmIZRH6GeR0qlTZIZPe58c6KQH1)CowjviEUtjYPe5um6uICk07uICk4ZPe5JZXq7tPjFZECUfAaBQLWR36eiqGaYoOKGGF2JMMAFivt3F62aoD60PtNoD60PtNoD60PtNoD60PtNoD60PtNoD60PtNoD60PtNoD60PtNoD6CoUANwILjFZES7Ano3KW05CwO2WMAj45oVHvdEUZXkPcHooLiNJdLWMAj48iNJvsfYN)3JgJEKk6P)rB0BKkJgJE0TmZCQCowjviT3PyZ5O9f5qyHEInRBW5tgARZXq7tPX5dHf6j2S5zOToVpewTfItoHf6j2SoFiSqpXM9p0aMZfiqGaYoOKGal0a2ulHx0iLwKT3Jf0hgzEqSG(WiZdJfGBtd7bXcWTPH9W36eiqGabci7Gscc6dJmpqqwj4fnsPfz7Db2raUnnSh8owqFyK5HcYkbVOrkTiBVlWocWTPH9W36eiqGGnGtNaboVJXsBgNsKZzjAiYCk2Cowjvi)ZPe58mofBohRKkK8m0wNJH2NsJZZ2PyZ5O9fjwjvi(NZXkPc5p0aMZj7GsccSqdytTeErJuAr2EpwajkwqROybgIIfWIIfqmglOLXybgmglGz8TobceiivWyjbiJrgJmgzmYyKXc(qTSqiBAvY2f8ua1d15FOe2RF0sSml5xSGF2xsZgey)oS0V36eiqGGQLGpulleYMwLSDbpFkiutcge3GaZmJ6HWIT9oJKrqVgWwbTX)eudmSPI)vq1sqOiWaQLvSadOJGoZANmcSQK(OtGabceiqGaYoOKGaBXcIIfylwGawKobceiyd40jqGabPcgljazmYyKXc(yyMIJWSg(WWmTl4PaQhQZ)qjSx)OLyzwYVyb)(yyMIJWSMFV1jqGabPcglj4dTMg8gARnXYi4PaQm3MobceiivWyjbi0yyjF1Pl4PaQhQdDlMSL86hTelZs(flGtxeSRDrsxt0giqhKFuNouWlL2Jeb7)qGo8ybdbDFRtGabcsfmwsWxD60Dji0yyjcEkiYMobceiivWyjbi0yyjDbpf0WgeBNvQuiVqOXWs(QtpR)QtNUlbHgdl5TobceiivWyjbiJrgJmwaE(WdRp51MvWtbTFhoTnLWBWQ86hEqKv6c(kP53BDceiqqQGXsc(qTSOZ2WQHAOLGNcE9HAzHq20QKTlWmbTFN8AZ(69B7ezZMnDceiqqQGXsc(qjH8AZk4PaeAmSKUDWZhEy9jV2S6eiqGGQLGxFmmtXrywdFyyM2f0Mpfq)BbSaobV(yyMIJWSg(WWmTlq))PGqn9wGGbXniqGzMr2Mc(RHwcWy9rWuBwbKfhk2ulbbwKsJadmmtXrywJGx0BZKERtGabceiqGGpusiV2ScEk4dLeYRnRDISL1uPtGabc2aoDceiqq1sWhkjKxBwbTPGxFOww0zBy1qn0sGzc(qRPbVH2AtSmVfmiUbb6eiqGabceiGSdkjiGymwqlJXcmymwaZOobceiyd40jqGabKDqjbbKOybTIIfyikwals3gWjqNoD60PtNoD60PtNoD60PtNoD60PtNoD60PtNoD60PtNoD60PtNoD60PtNoD6CoPmSzDk2CEhJL2SDkr(4JZhsTvRL45oFBmSeNBZ59ckbBD(pAjwML8Z54qjSPwco3CNhynB3ZDkro3(sA2Ga73HL8X5O9f52yyj(NZPTeSnmiUS0GOZT5C0(ISxqjyRBW5BJHLGSqBjSPqCU()tNJgw8VHX5m0P4C0(IK2sW2WG4YsdI(NZPTeSnmiUS0GiYcTLWMcX56)pDoAFrIgQJ)5JZdOn5KARwlP7uICUjhTpvRmo3Ui8xUZR4C(xIHzkISaUUa7RyKIa8qqXQgsRpoh)oLi8zmYh3b

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