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Siege of Orgrimmar (5.4)
Updated:07-16-14 07:17 AM
Created:06-06-11 11:10 AM
Downloads:6,650
Favorites:25
MD5:
5.4
oUF Fail  Popular! (More than 5000 hits)
Version: 1.6.1
by: Sauerkraut, MiRai
IMPORTANT:
This addon requires oUF please download the latest version oUF 1.6.*

Simple, Minimalistic oUF frames.

This is a fork of my oUF_Karma (http://www.wowinterface.com/downloads/info18617-oUF_Karma.html) addon. It changes the orientation of the power bar to the top of the frame. I have also added a small indicator arrow that moves along the bar in relation to the power. This layout is focused more on PvP and lacks some of the PvE features that were included in oUF_Karma.


A short video can been seen at http://youtu.be/Iq7Fy0Jr-g8

I've been working closely with MiRai on a new version of oUF_Fail that adds the power indicator arrows to several other frames. With the help of Phanx and Caleb we have been able to create something that works just the way we like. Huge credit goes to MiRai for coming up with the idea, and the solution. Now included in version 1.4.* and up!!!



Special thanks to Zork and Rainrider for helping me to get the arrow to update when the power type changes. Another thanks to Freebaser for coming up with the code to make the arrow possible.

Support for Player, Target, Target of Target, Focus, Party and Raid. Raid frames will adjust size depending on how large of a raid you are in. As the number of raid members increases the size of the frame decreases.


Addon support:
- oUF_RaidDebuffs (embedded)
- oUF_DebuffHighlight (embedded)
- oUF_AuraWatch (embedded)
- oUF_Smooth (modified and embedded) - !!!DO NOT USE AN EXTERNAL VERSION IT WILL BREAK THE ADDON!!!
- oUF_Combat Feedback
- oUF_WeaponEnchant
- oUF_boring_totembar
- oUF_Experience
- oUF_SVengeance
- oUF_Reputation *NEW*


All frames can be moved from within the cfg.lua file (or with oUF_Movableframes)as well as many other settings. Including the healthbar font size (Lily.Petal and webmasta ).


Credits:
Special thanks to unkn for making oUF_Karma better and keeping it updated. She really helped expedite this update. Zork for oUF_Simple that I used as a framework for my layout and for helping me not be such a noob at lua.
Freebaser, Drakull, Neverg, and Monolit. - Most of the code and inspiration came from their layouts.

Notes:
This is my personal layout and it's *not* finished so expect bugs. I will not add features that I will not use. If you aren't ready to edit code then please don't bother asking. Some features may not be fully functional or working at all. This add on eats baby seals and can be hazardous to your health. There is no in game configuration all changes must be done with a text editor. Personally I use Notepad++.

Questions or comments please feel free to leave a message I check back frequently. Have an issue that you can't figure out I can be found playing on Karmakaze@Burning Blade(US) or Fail@Altar of Storms(US).


I don't play much anymore so don't expect any real updates.

ATTENTION:
This addon requires oUF 1.6.* to work. (NOT INCLUDED)

Catch me via Battle Tag @ FailAoS
1.6.1 -
Minor correction

1.6.0 -
Changed height of player and target bars
removed size change for raid based on raid size (was causing too much taint)

1.5.7 -
Minor fixes mainly maintenance

1.5.4 -
Smooth power values re-introduced (with mana fix)
Boss frames working

1.5.3a -
typo

1.5.3 -
Minor fixes
Boss frames are working

1.5.2 -
Dunno it disappeared

1.5.1 -
A perfect example of why not to try and fix things when you are over tired.
Raid frames fixed, they were just off the screen *duh

1.5.0 -
Added warlock spec specific power tracking.
Added mage arcane blast charge power tracking.
Shaman totem support is still broken, I'm looking in to it.
There is a bug with combat feedback, a reloadui clears it but I'm trying to find the root.
Raid frames are still acting up. I'm lost on this one.

1.4.7 -
TOC Update
Fixed Combat Feedback error
Hopefully fixed Raid frames

1.4.4 -
Fixed over lapping runes & exp/rep bar - Thanks MiRai!

1.4.3 -
Moved combo points back to their proper spot.

1.4.2 -
Added arrows for target, party, focus and focus target. Can be disabled in the cfg.lua file.
Experience and Reputation text now shows only on mouse over.
Fixed vengeance text display. Minor texture changes.

1.3.4 -
Fixed a tag error. Added support for oUF_Reputation.

1.3.3 -
Fix desaturating of debuffs

1.3.2 -
Fixed a tag error

1.3.1 -
Fixed overlapping items (again).

1.3.0 -
Updated Class power to work with oUF_1.6.* Added support for oUF_Experience

1.2.0 -
Went back to the original 1.0 format because I liked it better. Fixes overlapping cast bars and a few
other small things. Still a bit buggy, Paladin holy power is messed up. I think it works (more or less).

1.1.0b -
Been a while, lazy coding breeds extra updates

1.1.0a -
Fixed some secondary power issues

1.1.0 -
Updated for MoP

1.0.3 -
Bumped TOC for 4.3

1.0.2 -
Bumped TOC for 4.2
Minor Improvements

1.0.1 -
Initial Release
Archived Files (23)
File Name
Version
Size
Author
Date
1.6.0
181kB
Sauerkraut
04-26-14 09:29 AM
1.5.7
185kB
Sauerkraut
03-13-14 12:40 PM
1.5.4
183kB
Sauerkraut
12-15-13 09:17 PM
1.5.3a
182kB
Sauerkraut
10-27-13 07:06 AM
1.5.3
182kB
Sauerkraut
10-26-13 07:01 PM
1.5.1
182kB
Sauerkraut
10-06-13 10:09 AM
1.5.0
181kB
Sauerkraut
10-05-13 06:48 PM
1.4.7
175kB
Sauerkraut
09-26-13 05:32 PM
1.4.4
272kB
Sauerkraut
01-16-13 06:28 PM
1.4.3
272kB
Sauerkraut
01-14-13 02:00 PM
1.4.2
273kB
Sauerkraut
01-13-13 02:09 PM
1.3.4
246kB
Sauerkraut
01-12-13 12:18 PM
1.3.3
245kB
Sauerkraut
01-07-13 11:58 AM
1.3.2
245kB
Sauerkraut
12-18-12 04:43 PM
1.3.1
245kB
Sauerkraut
12-17-12 09:51 AM
1.3.0
254kB
Sauerkraut
12-16-12 06:47 PM
1.2.0
274kB
Sauerkraut
12-11-12 09:13 PM
1.1.0b
237kB
Sauerkraut
12-10-12 06:33 PM
1.1.0a
237kB
Sauerkraut
12-10-12 04:55 PM
1.1.0
175kB
Sauerkraut
12-10-12 04:42 PM
1.0.3
208kB
Sauerkraut
02-21-12 11:19 AM
1.0.2
208kB
Sauerkraut
06-26-11 10:27 AM
1.0.1
178kB
Sauerkraut
06-06-11 11:10 AM


Post A Reply Comment Options
Unread 01-07-13, 05:01 PM  
Sauerkraut
A Cyclonian
 
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Forum posts: 46
File comments: 221
Uploads: 11
Originally Posted by MiRai
Originally Posted by Sauerkraut
I'll look at my rage bar see if I can duplicate that.
Thanks a lot. I believe RealUI's oUF layout utilizes a nice smooth change in power values, but I could be wrong since I've not personally used his layout. I'm only mentioning this in case you wanted to look at some other code to see how someone else accomplishes this (if I'm even right about the way his layout works to begin with).

Originally Posted by Sauerkraut
Adding more arrows should be fairly easy the code is already in place you just need to copy it to the bar section that you want it in.
You're right, I was overlooking that section of the code yesterday. Just as a test I threw an arrow on every frame except for the TargetOfTarget using this code:

Lua Code:
  1. if f.mystyle ~= "tot" then
  2.     s.arrow = s:CreateTexture(nil, "OVERLAY")
  3.     s.arrow:SetTexture([[Interface\Addons\oUF_Fail\media\textureArrow]])
  4.     s.arrow:SetSize(16,16)
  5.     s.arrow:SetPoint("BOTTOM", s:GetStatusBarTexture(), "RIGHT", 1, 8)
  6.     fixTex(s.arrow)
  7.        
  8.     local powa = lib.gen_fontstring(f.Health, cfg.font, 18, "OUTLINE")
  9.     powa:SetPoint("RIGHT", s.arrow, "LEFT", 6, -8)
  10.     powa:SetJustifyH("RIGHT")
  11.     f:Tag(powa, "[fail:pp]")
  12. end

And here was my quick and dirty result (I pulled the target's power values):





I think I'm going to like the look of more arrows, but I would like the arrows of the other frames to inherit the color of that frame's power bar. How would I go about making that happen?

As another quick test I tried adding the following to the Focus Target section of the core.lua file:

Lua Code:
  1. self.Power.arrow.colorPower = true
  2. self.Power.arrow.PostUpdate = lib.setArrowColor
  3. self:RegisterEvent("PLAYER_LOGIN", lib.setArrowColor)
  4. self:RegisterEvent("PLAYER_ENTERING_WORLD", lib.setArrowColor)
  5. self:RegisterEvent("UNIT_DISPLAYPOWER", lib.setArrowColor)


That didn't actually change anything and, as you can see, my Lua knowledge pretty much extends as far as copying & pasting or just straight up breaking things until I figure out what certain values do. Next, I'll assume that something needs to be added or changed around line 118 of lib.lua, but I'm not entirely sure.

Lua Code:
  1. -- Power Bar Arrow function
  2.  
  3. local arrow = {[[Interface\Addons\oUF_Fail\media\textureArrow]]}
  4.  
  5. --set color -- Huge thanks to Zork and Rainrider for helping me figure this out.
  6. lib.setArrowColor = function(self)
  7.     local _, pType = UnitPowerType("player")
  8.     local pcolor = oUF.colors.power[pType] or {.3,.45,.65}
  9.     self.Power.arrow:SetVertexColor(unpack(pcolor))
  10. end


Originally Posted by Sauerkraut
I don't use the focus cast bar atm but I'll look into it.
Thanks for this, as well. I would like to keep it enabled in the event that my focus's target is casting a spell that I may need to help interrupt or reflect.
Damn you now you have me curious :P. I know getting the arrow to match the power color was a huge pain in the ass in the first place. It will probably need an if loop so that it selects power color for "player" (you) and class type for everyone else to match the power bar. It wasn't meant for other frames just for mine to help me keep track of rage.

I think I had focus cast bars setup at some point when I was doing a lot of arena. I'll have to look at it.

Everything I've learned about Lua was from copy and paste testing. I've ventured out on my own a few times (Sandman for instance) but it never really went well.
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Unread 01-07-13, 03:23 PM  
MiRai
A Theradrim Guardian

Forum posts: 68
File comments: 76
Uploads: 0
Originally Posted by Sauerkraut
I'll look at my rage bar see if I can duplicate that.
Thanks a lot. I believe RealUI's oUF layout utilizes a nice smooth change in power values, but I could be wrong since I've not personally used his layout. I'm only mentioning this in case you wanted to look at some other code to see how someone else accomplishes this (if I'm even right about the way his layout works to begin with).

Originally Posted by Sauerkraut
Adding more arrows should be fairly easy the code is already in place you just need to copy it to the bar section that you want it in.
You're right, I was overlooking that section of the code yesterday. Just as a test I threw an arrow on every frame except for the TargetOfTarget using this code:

Lua Code:
  1. if f.mystyle ~= "tot" then
  2.     s.arrow = s:CreateTexture(nil, "OVERLAY")
  3.     s.arrow:SetTexture([[Interface\Addons\oUF_Fail\media\textureArrow]])
  4.     s.arrow:SetSize(16,16)
  5.     s.arrow:SetPoint("BOTTOM", s:GetStatusBarTexture(), "RIGHT", 1, 8)
  6.     fixTex(s.arrow)
  7.        
  8.     local powa = lib.gen_fontstring(f.Health, cfg.font, 18, "OUTLINE")
  9.     powa:SetPoint("RIGHT", s.arrow, "LEFT", 6, -8)
  10.     powa:SetJustifyH("RIGHT")
  11.     f:Tag(powa, "[fail:pp]")
  12. end

And here was my quick and dirty result (I pulled the target's power values):





I think I'm going to like the look of more arrows, but I would like the arrows of the other frames to inherit the color of that frame's power bar. How would I go about making that happen?

As another quick test I tried adding the following to the Focus Target section of the core.lua file:

Lua Code:
  1. self.Power.arrow.colorPower = true
  2. self.Power.arrow.PostUpdate = lib.setArrowColor
  3. self:RegisterEvent("PLAYER_LOGIN", lib.setArrowColor)
  4. self:RegisterEvent("PLAYER_ENTERING_WORLD", lib.setArrowColor)
  5. self:RegisterEvent("UNIT_DISPLAYPOWER", lib.setArrowColor)


That didn't actually change anything and, as you can see, my Lua knowledge pretty much extends as far as copying & pasting or just straight up breaking things until I figure out what certain values do. Next, I'll assume that something needs to be added or changed around line 118 of lib.lua, but I'm not entirely sure.

Lua Code:
  1. -- Power Bar Arrow function
  2.  
  3. local arrow = {[[Interface\Addons\oUF_Fail\media\textureArrow]]}
  4.  
  5. --set color -- Huge thanks to Zork and Rainrider for helping me figure this out.
  6. lib.setArrowColor = function(self)
  7.     local _, pType = UnitPowerType("player")
  8.     local pcolor = oUF.colors.power[pType] or {.3,.45,.65}
  9.     self.Power.arrow:SetVertexColor(unpack(pcolor))
  10. end


Originally Posted by Sauerkraut
I don't use the focus cast bar atm but I'll look into it.
Thanks for this, as well. I would like to keep it enabled in the event that my focus's target is casting a spell that I may need to help interrupt or reflect.
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Unread 01-07-13, 12:03 PM  
Sauerkraut
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File comments: 221
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Originally Posted by MiRai
Sauerkraut, in addition to the celebration of your return and the update to this layout, I do have a few questions/suggestions.

Power Bar Arrow Value:
As the behavior of the arrow stands right now it has a smooth motion when the player's power changes, but the actual power values jump from one to the next (e.g. 36 Rage jumps straight to 66 Rage). Is it possible to make the change in power values feel more fluid like the arrow itself?


Power Bar Arrow:
Would you perhaps entertain the idea of adding more power bar arrows to some of the other frames? If this isn't something you want to do with your layout, how would someone go about doing so? I see where you generate the power bar arrow in lib.lua, but I have no idea how it actually works. I would really like to see how the arrow looks on other frames in addition to just the player frame.


Focus Target Castbar:
After enabling the focus target castbar I noticed that it actually shows up a little after the cast begins. This was when I was just testing it out on myself while mounting. Is this typical focus target castbar behavior?

The other thing is that it when the cast is complete, the bar itself does not fade out nicely like the player/target/focus castbars do. I will continue looking through the code to see if I can see why this is, but figured I would ask here as well.


Thanks.

EDIT: Figured out one of my questions and removed it.
EDIT2: Added another question.
I'll look at my rage bar see if I can duplicate that. Adding more arrows should be fairly easy the code is already in place you just need to copy it to the bar section that you want it in. I don't use the focus cast bar atm but I'll look into it.
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Unread 01-07-13, 12:00 PM  
Sauerkraut
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Originally Posted by lynce
how do i desaturate debuffs on target that are not my own? Also, how can i make it to show just two rows of debuffs?
I fixed the debuff coloring in this latest push. You can change the number of debuffs in the lib.lua file line 747.
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Unread 01-06-13, 11:08 AM  
MiRai
A Theradrim Guardian

Forum posts: 68
File comments: 76
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Sauerkraut, in addition to the celebration of your return and the update to this layout, I do have a few questions/suggestions.

Power Bar Arrow Value:
As the behavior of the arrow stands right now it has a smooth motion when the player's power changes, but the actual power values jump from one to the next (e.g. 36 Rage jumps straight to 66 Rage). Is it possible to make the change in power values feel more fluid like the arrow itself?


Power Bar Arrow:
Would you perhaps entertain the idea of adding more power bar arrows to some of the other frames? If this isn't something you want to do with your layout, how would someone go about doing so? I see where you generate the power bar arrow in lib.lua, but I have no idea how it actually works. I would really like to see how the arrow looks on other frames in addition to just the player frame.


Focus Target Castbar:
After enabling the focus target castbar I noticed that it actually shows up a little after the cast begins. This was when I was just testing it out on myself while mounting. Is this typical focus target castbar behavior?

The other thing is that it when the cast is complete, the bar itself does not fade out nicely like the player/target/focus castbars do. I will continue looking through the code to see if I can see why this is, but figured I would ask here as well.


Thanks.

EDIT: Figured out one of my questions and removed it.
EDIT2: Added another question.
Last edited by MiRai : 01-06-13 at 01:09 PM.
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Unread 01-05-13, 07:11 PM  
MiRai
A Theradrim Guardian

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Sauerkraut, you sexy son of a b...

Thank you for updating this layout. I had managed to put enough band-aids on it for MoP to keep it working on my Warrior, but was worried that w/o any real Lua knowledge my other characters were going to need a new set of unit frames.

Disaster averted.
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Unread 01-02-13, 04:17 AM  
lynce
A Cyclonian

Forum posts: 40
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how do i desaturate debuffs on target that are not my own? Also, how can i make it to show just two rows of debuffs?
Last edited by lynce : 01-02-13 at 07:40 AM.
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Unread 12-26-12, 08:24 AM  
Blazingstorm
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Castbar Issue

I am getting the following error message when gathering the crops at the private farm. This is the same error I am getting with ouF_Karma. Unsure way, because I'm not having any other casting issues. If anyone has a quick fix for this, it would greatly be appreciated. Thanks

Code:
Message: Interface\AddOns\oUF_Fail\castbar.lua:70: attempt to perform arithmetic on field 'timeDiff' (a nil value)
Time: 12/26/12 09:13:47
Count: 1674
Stack: [C]: ?
Interface\AddOns\oUF_Fail\castbar.lua:70: in function <Interface\AddOns\oUF_Fail\castbar.lua:55>

Locals:
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Unread 12-23-12, 09:35 AM  
Sauerkraut
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Originally Posted by Zellglas
Pls make a Masque Layout that match witch your buff Layout
Try Masque: Clean Icons Square
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Unread 12-23-12, 12:24 AM  
Zellglas
A Kobold Labourer
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Pls make a Masque Layout that match witch your buff Layout
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Unread 12-15-12, 07:54 PM  
Sauerkraut
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Originally Posted by lynce
Awesome! Thanks

Request: Indicate when the target is casting a non-interruptible spell.
It already does this. The cast bar goes red rather than blue. You can change the colors in the castbar.lua file.
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Unread 12-13-12, 06:47 PM  
Sauerkraut
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Weird. I'll look into it but I honestly haven't a clue what that could be.
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Unread 12-13-12, 11:11 AM  
lynce
A Cyclonian

Forum posts: 40
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I'm getting allot of taint from this addon. It is entering/exiting combat related. Funny thing its the exact same taint when using karma layout.

some of it:
Execution tainted by oUF while reading poiWorldMapPOIFrame4_4 - Interface\FrameXML\QuestPOI.lua:203 QuestPOI_HideButtons()
Interface\FrameXML\WorldMapFrame.lua:2169 WorldMapFrame_UpdateQuests()
Interface\FrameXML\WorldMapFrame.lua:1951 WorldMapFrame_DisplayQuests()
Interface\FrameXML\WorldMapFrame.lua:2037 WorldMapFrame_UpdateMap()
Interface\FrameXML\WorldMapFrame.lua:306
SetMapToCurrentZone()
Interface\FrameXML\WorldMapFrame.lua:252
WorldMapFrame:Show()
Interface\FrameXML\UIParent.lua:1703 <unnamed>:SetUIPanel()
Interface\FrameXML\UIParent.lua:1545 <unnamed>:ShowUIPanel()
Interface\FrameXML\UIParent.lua:1481
<unnamed>:SetAttribute()
Interface\FrameXML\UIParent.lua:2193 ShowUIPanel()
Interface\FrameXML\UIParent.lua:2177 ToggleFrame()
TOGGLEWORLDMAP:1
An action was blocked in combat because of taint from oUF - WorldMapBlobFrame:Show()
Interface\FrameXML\WorldMapFrame.lua:1963 WorldMapFrame_DisplayQuests()
Interface\FrameXML\WorldMapFrame.lua:2037 WorldMapFrame_UpdateMap()
Interface\FrameXML\WorldMapFrame.lua:306
SetMapToCurrentZone()
Interface\FrameXML\WorldMapFrame.lua:252
WorldMapFrame:Show()
Interface\FrameXML\UIParent.lua:1703 <unnamed>:SetUIPanel()
Interface\FrameXML\UIParent.lua:1545 <unnamed>:ShowUIPanel()
Interface\FrameXML\UIParent.lua:1481
<unnamed>:SetAttribute()
Interface\FrameXML\UIParent.lua:2193 ShowUIPanel()
Interface\FrameXML\UIParent.lua:2177 ToggleFrame()
TOGGLEWORLDMAP:1
An action was blocked in combat because of taint from oUF - WorldMapBlobFrame:Show()
Interface\FrameXML\WorldMapFrame.lua:1963 WorldMapFrame_DisplayQuests()
Interface\FrameXML\WorldMapFrame.lua:2037 WorldMapFrame_UpdateMap()
Interface\FrameXML\WorldMapFrame.lua:306
SetMapToCurrentZone()
Interface\FrameXML\WorldMapFrame.lua:252
WorldMapFrame:Show()
Interface\FrameXML\UIParent.lua:1703 <unnamed>:SetUIPanel()
Interface\FrameXML\UIParent.lua:1545 <unnamed>:ShowUIPanel()
Interface\FrameXML\UIParent.lua:1481
<unnamed>:SetAttribute()
Interface\FrameXML\UIParent.lua:2193 ShowUIPanel()
Interface\FrameXML\UIParent.lua:2177 ToggleFrame()
TOGGLEWORLDMAP:1
just wanted to let you know
Last edited by lynce : 12-13-12 at 11:12 AM.
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Unread 12-11-12, 07:59 PM  
Sauerkraut
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Yah it's still buggy atm. I've got a few things I'm trying to work out.
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Unread 12-11-12, 11:22 AM  
lynce
A Cyclonian

Forum posts: 40
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Uploads: 0
Awesome! Thanks

Request: Indicate when the target is casting a non-interruptible spell.
Also, the runebar overlaps the player castbar.
Last edited by lynce : 12-11-12 at 05:47 PM.
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