Inactive [SEC/FUN/INFO] Towny v0.59 - Resident/Town/Nation hierarchy + Grid Based Protection [531]

Discussion in 'Inactive/Unsupported Plugins' started by Shade, Feb 4, 2011.

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    Towny is a plugin for Bukkit (originally from but discontinued from hMod) that allows players to create towns and nations, along with simple alliance controls. The world is broken up into a grid using 16x16 grid cells as default (for those familiar it's broken up into chunks). Each town is given a certain number of these cells and gains more as the town holds more players. These cells can be controlled by a town's mayor to set build/destroy permissions, define the town as PvP zone, and put plots up for sale using iConomy. Once a town joins a nation, it's residents can then start building in it's allied towns, but joining a nation makes you susceptible to losing your towns protection when the world is at war.

    Sec: Block permissions + Allies can't attack each other. Mob removal within towns. World PvP options.
    Chat: Town + Nation chat.
    Econ: Extension for iConomy that has a daily upkeep for towns and nations.
    Fun: War event.
    Info: Remembers when player last logged in as well as when they first registered.
    Tp: Town spawns and teleportation as well as onDeath that uses the town spawn.

    ~ News (Read this; it's usually of your interests)
    Add the node '' if you're using permissions. No one can expand their towns without it.

    March 24: I added a filtering system on names. Some people were getting some serious breakage when people used special characters for town names. If you installed one of the versions before 58, you will need to make sure this config value is correct name_check_regex=^[a-zA-Z0-9]+[a-zA-Z0-9._-]*$ or you'll get errors or worse for anything with underscores, dashes and periods. If you want to add to this, brush up on regular expressions or try this ^[^\s]+$ expression (1 character or more of any character but space). Be forwarned, I'm not sure that'll work as I'm rather new to them myself. You might want to make sure of this before updating, as your town names should be filtered accordingly. I also changed how world names were calculated, any worlds with / in it (to represent a subfolder) will probably have their world data reset (actually it's just starting a new file with a new name, so you could probably copy over you data in Towny/data/worlds).

    I also updated my website, so some links will probably break. Pretty much all them actually. In other news, the configuration page documentation is pretty!

    Old News:

    ~ Required Plugins
    This plugin isn't 100% required for Towny to run, but it eliminates gaping imbalance.
    • Questioner: link - Used to give confirmation to things like adding a player to a town, or asking the town's mayor/assistants to join a town. Towny will also use the polling feature to create elections, opt in wars, and other such things that require confirmation from both parties to not cause crazy imbalance. (Not all features in this description have been added as of yet).
    ~ Optional Plugin Extensibility

    These plugins are NOT required to be installed, and Towny should be 100% functional without them. If you notice a bug with them installed, post it.

    • Essentials: link - Used to check teleport cooldown and costs when using the /town spawn command. Requires EssentialsTele to be installed as well.

    • Permissions: link - Used to decipher if a player is a towny admin using the node 'towny.admin'. Otherwise, only operators will have the ability to use the admin commands.
    • Permissions 2.1 by Niji:link - No longer compiled against, but probably will continue to work.
    • GroupManager:link - Alternative to Permissions. Requires "fake" Permissions. Rename the fake plugin to "Permissions".
    Permission Nodes (open)

    • towny.admin : User is able to use /townyadmin, as well as the ability to build/destroy anywhere. User can also able to make towns or nations when set to admin only.
    • : User is able to create a town (only is use when TOWN_CREATION_ADMIN_ONLY is on)
    • : User is able to expand his town with /town claim
    • : User is able to create a nation (only is use when NATION_CREATION_ADMIN_ONLY is on)
    • towny.wild.* : User is able to build/destroy in wild regardless if the config says no.
    • towny.wild.destroy
    • towny.wild.switch
    • towny.wild.item_use
    • towny.wild.block.[block id] : User is able to edit [block id] in the wild.
    • towny.spawntp : Use /town spawn when allow_town_spawn=false
    • towny.publicspawntp : Use "/town spawn [town]" (teleport to other towns) when allow_town_spawn_travel=false.

    • iConomy: link - Used for a large amount of functionality like taxes, cost to start a town or nation, and selling plots. Towns and nations have their own bank account, used to deposit and withdraw during the daily upkeep. War brings in a another addition with stealing a bit of gold when you kill an opponent, and bankrupting towns in order to kick them from the event.
    Read this if your using iConomy (open)

    Balance. The default install of Towny cannot and will not balance it perfectly for every single server. This is where you, the admin, comes in. Also, just because you can put a price on it, doesn't mean you should.

    If you do not want to use iConomy with Towny, then turn this off.

    These, a the building blocks towny. They are what separate a user from being a hobo in the street to a fine war vet puffing on a cigar in his manor's den. Set the town to be a reasonable price. Either set this price low, so anyone can start a town, or set it high forcing a band of players to group together the funds. Same with nation. If you desire each and every town to have it's own nation, then set it low. If you desire only two or three nations over the land, then set it high. Remember that nations are used to let people build in other cities, so it shouldn't be unreasonable. If you want only a set amount of nations, make the creation of nations admin only.

    Do not make this price unreasonable. It will prevent a town from expanding unreasonably, but in doing so, also makes towns a very hard thing to establish. Big areas, or projects because very hard for users to protect, and you shouldn't deterr people from big projects as they will make your server more interesting.
    This price should probably scale on the lower side if you plan for towns to claim very large areas (or lots of town plots). In fact, since there are other ways to limit the size of towns (max town blocks) you should even consider expanding to be free.

    This is the server's own tax on the towns. It should kill off the inactive towns on your server.

    Makes dieing more fun, and more of a hassle even when your inventory is empty. The focus of the second, for during war, is to bankrupt a town. Since when a player runs out of funds, it's taken from his town, and when the town runs out of funds, the town is eliminated. Make the price zero if you do not wish for that.

    Same with the death price, but more direct towards the town.

    Don't charge a fee for this unless you have to.

    ~ Useful Links
    New Website
    Old Website
    Other Links
    ~ FAQ (Read This If You Have Questions)

    I've answered some common questions in the second post of this thread. Be sure to check it out.

    ~ Bugs
    If you notice a bug. First make sure you are up to date with the latest version of Towny. You can find out the version with the command /version Towny.

    Before posting the bug, please check the last page or two to check for if others have posted it. If you have anything to add to it, then quote that particular post. Checking my posts is usually a good idea as I tend to answer 5+ posts at once.

    Also be sure to check my Known Bugs & To Do List.

    Things that are useful to add to you posts:
    • Describe what you did right before the bug appeared. Describe the situation.
    • Error in the console (ca.xshade.bukkit.towny...). Paste the entire thing, use code tags.
    • Most logic has debugging messages. If your skilled at problem solving, try turning on debug mode (/ta set debugmode on) and read the console output during the time of the bug. This might not always apply to every bug possible.
    • If you notice any bugs in block protection going awry. Post the cache messages shown in debug mode. They help tell what towny is thinking during.
    ~ Spread The Love

    Donate! Donating keeps me interested in the project and more susceptible to implementing your outrageous demands! I'll more 'n likely add them anyways though, but the love is appreciated!
    For those wonderful people donating 1 cent. Save your money. Paypal takes 5% of transactions, rounded up to the nearest cent. One cent of one cent is, well let Jayne give you the idea. Your thoughts are appreciated though.

    Awesome Peeps: Hawkheart, Nameless 1¢ donator, Dharrk! Cool guy from Germany. Legionarius. Another 1¢ donator... The Quezo Collective. Rockstar04! ShatteredBeam. KHobbits, ! Janb !

    ~ Latest Version - Download Here
    [Usually Tested with:]
    • Install Notes:
      Place Towny.jar in the plugins folder that should be created when you launch the CraftBukkit server. Then run the server. If you're using permissions, be sure to add or users will not be able to expand their towns. Check the other permission nodes as well. After getting Towny running, configure it. Towny has lots of options allowing it to run in many different ways. The default setup is doubtful to be perfect for your server.
    Remember, remember, to back up your members. (Make a backup when updating)

    Note: v0.17 onwards will automatically backup the data folder in "plugin/Towny/backup/" as the server boots, and each daily interval.

    ~ Old Versions
    Show Spoiler

    ~ Change Log
    Change Log for past versions
    	Fixed reloading the towny config.
    	Added regex check for all names. Names must be alphanumeric with the exception of underscores in place of spaces. Old names with invalid characters will be filtered appropriately.
    	World names are now filtered like the other objects in the universe, worlds with / are no longer just using the last token.
    	Reworded errors when making new towns. "You" was hardcoded, and didn't take into account admins making towns for others. To clarify, money is taken from the new mayor's bank account.
    	Added new config option save_on_load. It's defaulted to off (which is opposite to what it was before). It will no longer to a giant save on startup which assured that what's in memory = saved in file. This should speed up startup of particular large db.
    	Files are deleted when the object is deleted. It will not delete existing files, so files deleted outside of towny's regular actions will remain.
    	Added allow_resident_plots to enable/disable plot commands, essentially freezing the plot system.
    	Fixed admin add command (you couldnt add if you werent a mayor/assistant of any town).
    	The admin set mayor command will now add the person to town if he/she isn't already. The npc part of this command now works as well.
    	Fixed default setting for regex.
    	Removed debug statements.
    	Fixed default regex settings.
    ~ FAQ (Read this)

    What is a town?
    A town is a collection of residents (or just one resident) with one resident as the mayor. A town also has a bank which the mayor can withdraw from. A mayor can also have assistants who have the same powers as him/herself. Towns can have taxes that will be taken at the end of each day interval.

    How long is a day interval?
    Default is 24 hours. You can change this in the configuration.

    How do I start a town?
    Read the Brief Tutorial.

    Can someone belong to or own more than one town?
    No. You can claim outposts if you want to protect somewhere not connected to your borders.

    What is an outpost?
    An outpost is a type of claiming aspect that a town can do. Claiming an outpost will not limit you to your towns borders, allowing you to start a protected area some else, even another world.

    What is a nation?
    A nation is a collection of towns (or just one town) with one town as the capital. The mayor of that capital is the king. A nation can join the war event, as well as ally other nations. A nation also has it's own bank. It can also tax the towns that belong to it.

    Is MySql or another database format supported?
    No. Only flatfile, and loading flatfile-hmod is supported.

    How do I set up the maximum town blocks?

    Can I select a small cuboid, not attached to the grid for (my town/plot)?
    No. Towny is not cuboid, and depends on the grid system.

    Can I limit Town/Nation creation?
    Yes with town_creation_admin_only and similarly, nation_creation_admin_only.

    People can't build in the wild!
    The default for towny is to force a player to make a town before building, after gathering resources from the ignore item ids. You can turn this feature off with unclaimed_zone_ options in the config. You can also set specific permissions per world for the wild with the /townyworld command.

    What are the permissions?
    Each town and resident has his own permissions. For residents, the permissions are used for his/her residential plots. For towns, it affects all townblocks within the town that are unowned.
    • Switch permissions are for items like levers and buttons.
    • Item Use permissions are for letting people use items like buckets and lighters.
    • Resident plot permissions use the "resident" permission level a little different, as he/she doesn't control any residents. Instead, this permission is used for his/her friends list.
    Permissions are shown in your status with B=rao D=rao S=rao I=rao, where r = resident, a = ally, and o = outsider. The capital B= denotes the build permission. The minus symbol "-" is used to show that your are denying permission to the specific permission.

    To edit your permissions ingame, use the "/[res/town] set perm" command. Further examples of the commands can be found on the Master Command List.

    What are taxes?
    Taxes are an automatic method of keeping a town's economy, as well as slowly killing off town's that are inactive.

    Any player can view the taxing personal to them with /towny prices.

    Town Collection
    The following are taxes that a town's mayor can set. The taxes are deposited into the town bank. The mayor himself, as well as his staff (assistants) are exempt from these taxes.
    • Resident tax: Each resident in the town has to pay this. Failure to do so will kick you from the town. Mayors can set with /town set taxes [$].
    • Residential plot tax: Each resident who owns a plot in town will be charged this amount for each plot they own in that town. Failure to do so will have the resident losing ownership over the plot. This is charged before residential taxes. Mayors can set with /town set plottax [$].
    Nation Collection

    The following are taxes that a nation's king can set. The taxes are deposited into the nation's bank.
    • Town tax: Each town in the nation has to pay this except for the capital town. Kings can set with /nation set taxes [$].
    Server Imposed Taxes

    The following are taxes that the administrator must set in the configuration. These are global taxes intended to slowly kill off inactive towns/nations.
    • Town tax: Each town in the world pays this. Failure to pay will destroy the town.
    • Nation tax: Each nation in the world pays this. Failure to pay will destroy the nation.
    How do I configure the wilderness?

    Towny has a few options for this. The default being that you cannot edit in the wild at all. Forcing players to make towns to begin construction. You can turn this option off globally in the configuration (unclaimed_zone_[permission]). You can also change it for a particular world with the /townyworld (/tw) command. Anything to do with the wild globally can be set per world.

    Towny also has the ability to ignore certain blocks in the wild. Such as logs and leaves (in the default). These block ids can be set with in the UNCLAIMED_ZONE_IGNORE variable in the config. The default has it so that you can edit ores, glowstone, ladders, torches and minetracks in the wild.

    You can also change the name of the wild that pops up when you leave a town. Setting this per world would make the "wilderness" be more personal to that specific world. Eg: Setting the name to "Hell" for a nether type world would create a nice note when transitioning world to world.

    What are the "modes" a player can have?
    Each player has the ability to change how Towny interacts with him/her. The most common are for popup displays that show up as the player moves around in the world. They can be set with the /resident set mode [mode] ... [mode]. The modes are as follows:
    • map: Equivalent to typing "/towny map" as you walk between townblocks.
    • townclaim: Equivalent to typing "/town claim" as you walk between townblocks.
    • townunclaim: Equivalent to typing "/town unclaim" as you walk between townblocks.
    • tc: Your main chat output is to the town channel.
    • nc: Your main chat output is to the nation channel.
    Why are the cells off by 1 in the negative planes? and why is the plots 15x16 or 15x15 near origin?
    Read this post here. It's a simple fix, however, it would shift 3/4 of existing plots on every server currently using Towny, so I'm not changing this.

    How can I make it so resident can only build in their own plots?
    If you want this as default for every town on your server, be sure to change the default permissions in the config with default_town_perm_ to false. Now only the mayor + assistants have permission for newly created towns. If you want this for existing towns, or you only want your town to act in this way, you need to use /town set perm off.

    EDIT by Moderator: merged posts, please use the edit button instead of double posting.
    Last edited by a moderator: May 8, 2016
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    It involves releasing a new version and fixing a bug.
    --- merged: Feb 14, 2011 7:26 AM ---
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    is towny supposed to stop tnt and fire?
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    Ok great, thank you :)
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    I ran past all the parameters a dozen times but I cant seem to get the spawn on death fixed.
    So if anyone knows how to fix this.
    When I die on world B. I get spawned at world B but on the position that is set in towny/data/towns/town.txt in the town in world A (Helios).
    I tried overwriting it with the MultiVerse spawn but that doesn't seem to help, Towny seems to get the say where a spawn.

    CB 323
    Towny 0.17
    Essential RB191
    MultiVerse 0.5.4
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    Any chance of getting the physical walls/borders for town implemented?
    Like the one being made for the hey0 plugin.

    Regards, Adam.
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    Hey, firstly loved this plugin.

    Wondering if we could get a couple more permissions.
    A resident only permission
    A town only permission

    Also, was wondering if anyone can tell me if this plugin supports multiworlds?
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    THat's bukkits fault. Already reported it.
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    Thanks for the quick responds.
    Was thinking I was doing something wrong.
    Just have to wait then :)
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    MySQL support, please? :3
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    Please add MySQL support =)
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    Have a plan when this will happen? Just out of curiosity.
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    Would it possible to allow citizens to be residents in multiple towns? Is it already incorporated or is it possible to add it as a configurable option?
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    When people use /town add, they basically kidnap someone into their town. It's possible then for people to just add like 10 people, expand their town while the kidnapped people are in their town, and basically get land they weren't supposed to have gotten.

    Perhaps also add a penalty when someone leaves the town, or create an invite/accept system?
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    i currently have a mineos ramserver up and running. i succesfully installed permissions iconomy and essentials. but for some reason towny doesent start up. the .jar is in the apps folder and when i view the logs for the server it doesent even try and start towny. Please help. Did i miss something somewhere. im fairly new to java. thanks
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    Im still trying to read n learn how this works. Say I wanna have two "factions" and want all the towns to either join one or the other would i set them up as 2 nations, or will it still let player create there own? if so how can i keep it at only 2 nations?
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    Set that to true. Then only an admin can create a nation after you make the first two.
    --- merged: Feb 15, 2011 7:30 AM ---
    apps folder? Towny.jar should be placed in the same folder as the other plugins.
    --- merged: Feb 15, 2011 7:32 AM ---
    --- merged: Feb 15, 2011 7:33 AM ---
    Invitational system is planed.
    --- merged: Feb 15, 2011 7:35 AM ---
    Soonish. Finally finished my book.
    --- merged: Feb 15, 2011 7:36 AM ---
    It's not necessary for gameplay thus it's farther back on the list. Also, MySql would be read only.
    --- merged: Feb 15, 2011 7:38 AM ---
    Parden? Resident only? Define what the permission does.

    It supports multiworld, but there is a respawn bug with town spawns.
    --- merged: Feb 15, 2011 7:38 AM ---
    WallGen? Eventually maybe when I finish learning about threading properly with Bukkit.
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    Oh nice ty. So to double check Nation is the biggest right?
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    Residents must first make a town. Then a town can start a nation to become a collection of towns. So yes, nation is the highest point in the hierarchy.
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    Just a little bug report a town with the pvp flag off residents can still be hurt with arrows both fired on and off the claimed area.

    To help visualize where the boarder and center of a claimed area is can you add a command like /town mark or something that would spawn a cobble at the corners of the chunk at the foot level of the area you're standing in and another cobble to mark the center just so we know visually where each chunk begins and ends after claiming.
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    I absolutely love this plugin, thank you so much for all your work in releasing it consistently to this community - it is very much so appreciated.

    I am having trouble using the settings, however, as when I change them in ftp they don't seem to change anything in-game. I specifically am trying to increase the block sizes of the towns, and it wont catch on. The names update fine (i removed all titles under mayor) but the blocks seem stubborn... anyway just passing on what *may* be a bug!

    All in all, this is an AMAZING plugin, damn fine work sir, damn fine.
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    apps folder? Towny.jar should be placed in the same folder as the other plugins.
    --- merged: Feb 15, 2011 7:32 AM ---

    yea its there with the others. they work fine. its just towny for some reason.
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    First off, what a superb plugin this is! Simple to set up, easy to get a hang of, but with clear depth too. Put this on the server a few days ago and users have loved it. Controls griefing in a fun way. Forced the kids to work together rather than aimlessly run around.

    There's always room for suggestions tho! So here are mine based on feedback:


    • Invites as noted above, be great if a person can apply to a town too.
    • Customizable below ground protections - so say 30 layers above bedrock and below are free for all. Either server set or paid for by town. Mob protection could end here too.
    • Using WorldGuard for protections? Already well established and very good, could be used to make the above suggestion easier, and also better so the two do not interfere with each other.
    • Borders - again as noted above visible but unobtrusive borders would be fantastic. Take a look at the War plugin, which does this well.

    • People should definitely be able to harvest plants, trees etc outside of their town. I think currently it is a little bit too harsh. Maybe they should also be able to plant, if possible.
    • Quotas! Be great if with above, servers can set how much a town/person can harvest outside in the wilderness. Broken down into indivdual blocks would be best, but not 100% needed. So for example a town can harvest 4 trees per real hour, 50 leaves, and 10 of each flower. Just example numbers but I hope you get what I mean!
    • Perhaps quotas on planting too, so that a town doesn't cactus+tree grief another towns borders. Not sure if that's even a viable thing to do, considering none will even grow near each other.

    I noticed on the website it has commands for NPCs, but unless I am being dumb couldn't get it to work. Maybe this is a WIP or waiting for a specific bukkit feature. Thats cool, if/when it comes it would be great if an admin can hand over control to an NPC sitting in the world looking dandy, but still have it function like a player town, as well as admins be able to change its values/money settings etc. So we could setup a super town and have high rent accomodation available in it.

    Shops, with the various shop plugins being developed, it would be FANTASTIC (once they work) if one or two were supported, and you could somehow (maybe need coordination with shop dev) set whether R/A/O can use, price differences etc. So a resident pays 75% and sells at 110% set values, ally 100/100, and outsiders 120/75. Or whatever the town chooses, if outsiders can even buy at all!


    Most importantly I feel for the advancement of this plugins growth, is the war. I believe that instead of a globally declared war time, each town should be able to simply pay to go to war, which makes a declaration to both sides, then a timer is set, where the defining factors would be as follows:

    • Costs of war based on size of town and members, ratio to defending town size and members.
    • Server defined minimum wait time, ie 5mins/10mins/1day/1week before start.
    • (server choice to enable) Premium upkeep from defenders - a heavy cost means they can set a window of attack (server defined cost and size)Definable town chosen leeway for start, say +/- 4 hours from wait time. Each hour difference costs X gold.
    • This is so that heavily/only euro/usa/etc servers can have all the fun concentrated into social hours. Does not have to be active if mixed continent servers feel it would break the game. This balances itself fairly, because a town might sneak their attack window in unsocial hours, but there will always be a team ready to attack at that hour, and can easily backfire if no defenders are on because they are all asleep! Especially on mixed continent servers.
    • Definable max wars per town and perhaps server as a whole.
    • Definable length of war period.
    • Max number of war decs per day/week for a town.
    • Keep the admin global war option too? Just for fun!
    Well thats my views, hope some of this goes towards improving this already amazing addon. Keep up the fantastic work mate. If you would like further justification for any ideas just let me know, I'll be happy to flesh out reasons and balance rationale.

    Edit: one last thing!
    • It would be fantastic if there was an ability to define town creation rights per world. We have a build/cheat/creative world which I would like people to be able to come and look at, play in etc, but not claim or build in. Approved builders only. ATM it's just set so that only those with build permission can portal there, but that's not ideal, I'd much rather it was wide open!
    • PVP toggle would be great. There are plugins whicch work sort of, but are very bloated, be great if this could handle a couple of options, such as PVP protection in town (cost per day etc) protection in world on/off either forced or player option, no protection during war.
    I thought I was done:
    • Auto join a specified town on new player. Any new guys should get put with 'BeginnersVille' or what have you, so combined with the above NPC run town, they'd have a spot to start out in, use available chests/materials (if users are so kind!) but not build/destroy/harvest etc. This would be very good for big online servers.
    • Some kind of tie in with chest protection (paid for by town) like LWC or WorldGuard
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    I'm loving the plugin so far, with very few bugs. However, I'm still lost as to how to get the taxes to work.
    Since v0.16 using bukkit #302 I've found that taxes haven't automatically taken from people's accounts each day, requiring the /ta newday command. With this though, it seems to refuse to allow the newday command to be used more than once - after it works the first time, it acts as if the command doesn't exist anymore.

    Now using bukkit #323 I've found it's impossible to take taxes at all. When the newday command is used, it messages saying that taxes are being collected - but no money is taken from anybody (No matter what the value of taxes is). Again, the newday command stops working after using it once.

    If anybody has any help I'd really appreciate it.
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    My threading was crap. Try the update.
    --- merged: Feb 15, 2011 1:05 PM ---
    Well, try redownlowding. Can't help you more than that.
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    I redownloaded the jar and its creates a folder now but when i try to make new town nothing happend i have Iconomy installed but when i try it without Iconomy everything works fine :(

    Is there any way to fix it ? :( I really want to use this for my RP server
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    Do you have enough money to start a town?
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    Probably know your answer, but will it be possible to use towny in the future with a multi-world setup?
    I now have one normal world, one world especially designed for the war plugin, and I would like to have another one setup with towny.
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    Woah, just as I was about to restart with 0.19, another update. Keep up the good work!
    --- merged: Feb 15, 2011 2:02 PM ---
    Oh wait, derp, where's the download for 0.20? You missed 0.17 too last time.
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    I deposited myself 10000 coins [​IMG]
    and its says i need 100 coins
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    This looks just awesome.

    A bit overwhelming though at first.

    I'd love to test this, hopefully I'll have some time to when the server is relatively empty so I can reset the server a few times when I inevitably screw up some permissions or something in the config files :D
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