WLIB


WLIB

Static utility library built for dynamic bukkit plugins

WLIB is a utility library for bukkit servers that simplifies common plugin development tasks and reduces repetitive boilerplate code.

Features include:

* Dynamic command registration
* Static event management
* Plugin management APIs
* Debug and development tools
* Reflection and compatibility helpers
* Cross-platform Bukkit/Paper/Folia support
* General-purpose utility classes for plugin development

WLIB is intended as a lightweight developer library and is primarily used across projects from WebMC Development.

Wizards of Lua

**Wizards of Lua** brings [Lua programming](https://www.lua.org) to Minecraft, allowing server operators to run Lua scripts directly within the game. This **Fabric**-based rewrite of the original but outdated Forge mod provides enhanced control and flexibility for modders, server administrators, and advanced users.

## Applications
* Implement custom commands, rules, and behaviors.
* Develop engaging mini-games within the Minecraft environment.
* Customize game mechanics to suit your server’s needs.

## Examples
You can transform your Minecraft server with custom Lua scripts. Here are some possibilities:
* **Mini-Games:** Construct games such as King of the Hill, Capture the Flag, or [Journey](https://codeberg.org/mickkay/Wizards-of-Lua-Fabric/src/branch/main/src/examples/journey/Journey.md).
* **Land Claiming:** Implement a system allowing players to claim specific areas for personal building.
* **Aggressive Bees:** Create a new breed of bees that attack players on sight.
* **Safe Zones:** Establish areas where player-versus-player combat is disabled.
* **Magic Wand:** Develop a wand that summons lightning bolts targeting hostile mobs.
* **Vertical Minecart:** Design a minecart capable of ascending and descending vertically using ladders.

## Key Features
– **Run Lua Scripts In-Game:** Use the `/lua` command followed by your script to execute Lua code directly in Minecraft.
– **Modify Minecraft:** Place blocks, summon mobs, handle player events, and create new mechanics using an extensive Lua API.
– **Start Scripting Instantly:** Jump straight into coding with Lua. No knowledge of Java or modding frameworks required.
– **Use External Script Files:** Include Lua files stored in the `config/wizards-of-lua` folder and its subdirectories.
– **Code with Autocompletion:** Edit scripts in Visual Studio Code with IntelliSense and full type support.
– **Live Script Updates:** Modify your scripts while Minecraft is running. They’re recompiled automatically when used. No server restart necessary.
– **Create Instant or Long-Lasting Effects:** Write quick scripts for immediate changes, or develop long-running programs that influence the Minecraft world over hours or days.
– **Define Dynamic Commands:** Create custom Brigadier commands at runtime that invoke Lua code and support auto-completion. Define placeholders (e.g. `%i`, `%player`) to pass arguments to your Lua script.
– **Trigger Scripts on Events:** Automatically react to in-game events, such as players joining, breaking blocks, or swinging tools, using event-based scripting.
– **Monitor and Manage Scripts:** Use `/wol spell list` to view your running scripts and `/wol spell break` to stop them when needed.
– **Debug Easily in Real Time:** Use `print()` or `log()` to send output directly to the console, chat, or log files. This makes it easy to debug your scripts while playing.
– **Access Dynamic Server Data (Optional):** Use Placeholder API values in your scripts for advanced integration with other server plugins.
– **Use It Anywhere:** Create and run scripts in both singleplayer and multiplayer modes.
– **No Client Mods Needed:** Everything runs on the server. Players do not need to install anything.

## Command Permissions

Wizards of Lua includes support for permission plugins like [LuckPerms](https://luckperms.net).
You can grant access to specific commands using defined permission nodes.

For a full list of permission nodes and required levels, see the [Commands](https://wizards-of-lua.net/commands) documentation.

## Versioning

This project uses [Semantic Versioning](https://en.wikipedia.org/wiki/Software_versioning#Semantic_versioning). A version number follows the format:

“`
MAJOR.MINOR.PATCH-MCVERSION
“`

For example:
“`
4.0.2-1.21.11
“`

The part before the `-` follows Semantic Versioning and determines compatibility with your Lua scripts. The part after the `-` indicates the Minecraft version the mod was built for.

– You can safely update the mod if the **MINOR** or **PATCH** number increases.
– If the **MAJOR** version number increases, consult the [changelog](https://modrinth.com/mod/wizards-of-lua/changelog) because breaking changes may have been introduced, and your Lua scripts might need to be updated manually.

## Documentation

For detailed documentation and ready-to-use examples, please refer to the [documentation pages](https://wizards-of-lua.net/).

## Quick Start Video

To get started quickly, watch the [quick start guide on YouTube](https://youtu.be/4uTlyj3CPxs).

WingAuth

![Wingauth logo banner](https://cdn.modrinth.com/data/cached_images/028acecb41557cc7aecd2982b5a2d88831b910a6.png)
[![Forked from Elytrium](https://cdn.modrinth.com/data/cached_images/3e4ea30c8d6482de67d1ed4525a1d29a08c075ed.png)
](https://github.com/Elytrium)![Important! This plugin is split between an API and a Login plugin.
For it to work you need to download both of the plugins from the latest version (Click on the latest version’s title and scroll down)](https://cdn.modrinth.com/data/cached_images/e3d2adfb22030d118cc846b4d5c95292ef15a95c.png)

# WingAuth

WingAuth is a modern Velocity authentication plugin for offline/hybrid networks.

## How it works

It runs login/register protection before players reach backend servers, using a Limbo-based auth flow.
Designed for server admins who want strong account protection with flexible setup.

## Key features

– Velocity-only architecture (runs the login on a virtual world)
– Session handling and brute-force protection
– Premium/hybrid and Floodgate-compatible scenarios (Bedrock support)
– Configurable messages and behavior
– Database-backed account storage (legacy-compatible migration path)

Window to Reality

# window-to-reality

Simple mod to modify the Minecraft window to allow transparency. Made for video creators and map makers.

Technically Fabric API is optional, but there are still bugs so I wouldn’t recommend removing it yet.

## Features

– Makes the Minecraft game window support transparency.
– Adds four utility blocks with different breakable/passthrough combinations:
– `cutout` – breakable, solid
– `cutout_barrier` – unbreakable, solid
– `cutout_window` – breakable, passthrough
– `cutout_void` – unbreakable, passthrough
– Clear Sky builtin texturepack:
– Enables transparent sky rendering by modifying the sky shader and removing fog.

## Version Support

– Active updates are primarily done for the latest version.
– Older versions may receive releases and updates if requested or contributed through community pull requests.

No additional content features are currently planned. NeoForge support not planned.

## Compatibility

– No guarantee that mod custom screenshotting or rendering will work.
– Any texturepacks that modify `core/terrain.fsh` and `post/transparency.fsh` should apply the same fixes, otherwise transparency will break.

WildCards SMP

# **WildCards**

WildCards adds craftable ability cards to your Minecraft server, each with unique powers, cooldowns, and playstyles.

# Designed for Paper-based servers and compatible with:

– Paper
– Purpur
– Leaf
– Minecraft 1.20.x – 1.21.x

Each card gives players powerful abilities that can be activated by holding the card and using different click combinations.

# Features

– Craftable ability cards
– Unique primary and secondary abilities
– Cooldown system for every power
– Only one active card at a time
– Configurable plugin files
– Designed for modern Paper-based servers
– Lightweight and easy to use

# How It Works

Hold a card in your hand to activate its abilities:

– Right Click → Primary Ability
– Shift + Right Click → Secondary Ability

Each ability has its own cooldown, so players must use them strategically.

Only one card can be active at a time, helping keep gameplay balanced.

# Cards

# Inferno Card

A fire-based card focused on burning enemies and explosive close-range damage.

**Blaze Form**
*Right Click — 20s cooldown*

– Grants Fire Resistance
– Your hits ignite enemies
– Leaves flame particles behind you

**Eruption Burst**
*Shift + Right Click — 25s cooldown*

– Creates a small fire explosion around you
– Damages nearby players
– Knocks back enemies

# Stormbreaker Card

A lightning-themed card built for speed and control.

**Static Surge**
*Right Click — 18s cooldown*

– Grants a Speed boost
– Lightning strikes near enemies
– No terrain damage

**Thunder Lock**
*Shift + Right Click — 30s cooldown*

– Strikes your target with lightning
– Applies brief Slowness
– Applies Blindness

# Abyss Card

A dark mobility and control card.

**Shadow Step**
*Right Click — 15s cooldown*

– Short instant teleport
– Prevents fall damage after use

**Void Grasp**
*Shift + Right Click — 25s cooldown*

– Pulls nearby players toward you
– Applies Weakness

# Frostbite Card

A freezing card focused on slowing and controlling enemies.

**Ice Walker**
*Passive Toggle*

– Freezes water beneath you
– Slows enemies you hit

**Blizzard Zone**
*Shift + Right Click — 20s cooldown*

– Creates a snowstorm around you
– Applies Slowness
– Applies Mining Fatigue to nearby players

# Titan Card

A heavy tank-style card with durability and area damage.

**Stone Skin**
*Right Click — 20s cooldown*

– Grants Resistance
– Increases knockback resistance

**Ground Slam**
*Shift + Right Click — 35s cooldown*

– Leap and smash the ground
– Damages nearby players
– Launches enemies upward

# Phantom Card

A stealth-focused card made for quick attacks and repositioning.

**Phase Walk**
*Right Click — 22s cooldown*

– Grants short invisibility
– Gives a Speed boost

**Backstab Mark**
*Shift + Right Click — 25s cooldown*

– Your next hit deals bonus damage
– Marks the target with Glowing

# Natureborn Card

A support/control card with healing and crowd control.

**Regrowth**
*Right Click — 20s cooldown*

– Grants Regeneration
– Slowly repairs worn armor

**Root Snare**
*Shift + Right Click — 25s cooldown*

– Traps nearby enemies
– Applies heavy Slowness
– Prevents jumping

# Configuration

WildCards automatically creates its plugin folder and configuration files when the server starts.

This allows server owners to customize and manage:

– plugin settings
– ability values
– cooldowns
– balancing options
– card behavior

# Commands

`/wildcards`
Main admin command

`/wc`
Alias of `/wildcards`

Example usage:

– `/wildcards start`
– `/wildcards stop`
– `/wildcards give`
– `/wildcards reload`
– `/wildcards crafteditor`
– `/wildcards list`
– `/wildcards status`

# Permissions

– `wildcards.admin` — Access to admin commands
– `wildcards.use` — Allows using ability cards
– `wildcards.craft` — Allows crafting ability cards

# Compatibility

Supported platforms:

– Paper
– Purpur
– Leaf

Supported versions:

– 1.20.x
– 1.21.x

# Notes

WildCards is built to be lightweight, fun, and easy to use for survival, PvP, and custom server gameplay.

If you want unique combat abilities, magical card powers, and more strategic PvP or events on your server, WildCards is made for you.

Wildborne – Worldgen & Data Tweaks

![Updated Logo for consistency](https://cdn.modrinth.com/data/cached_images/5c2254dc69f8aaa70842c11bee34ca5c789b9986.png)

**Designed for the Wildborne Modpack (Coming soon) – This Modded Datapack implements various custom JSON files, functions and other code to change world generation, tags, structures and other various features to enhance the realism, support, or immersion of various vanilla mechanics, as well as modded mechanics!**

## IMPORTANT NOTES – READ FOR AN IDEAL EXPERIENCE:

**This Data Pack is currently a work in progress! Expect new files to be added to the project, & changes to existing ones until the project is fully finished!**

**This pack IS NO LONGER COMPATIBLE WITH JUST VANILLA ALONE!**

**THE EPIC TERRAIN COMPATIBLE MOD IS NOW REQUIRED FOR THIS DATAPACK TO WORK!**

**FEATURE RECYCLER, WORLDGEN FEATURE FIX & LAKE FEATURE FIX MODS ARE ALSO NOW REQUIRED FOR THIS DATAPACK TO WORK!**

**I tried my best to get my custom biomes, features/structures and data to load in vanilla regardless of mods, but due to the MAJOR bug in vanilla Minecraft that causes “minecraft:lake” features and “minecraft:freeze_top_layer” features to crash when dealing with water, it was simply not possible to do this & keep using Epic Terrain Compatible :(**

**Maybe in a future version of the datapack I can delve deep into the nightmarish mess of density function and noise settings to add my own custom epic looking terrain when I have time, but for now, this is the best solution**

**For MODDED use, I HIGHLY recommend the Global Packs mod, so that this datapack can apply to EACH new world you create when placed in global_packs -> required_data!**

**Use this pack in combination with the Wildborne – Photorealistic VANILLA Resource Pack (Currently in BETA) for full immersion/realism! Link here:**

[https://modrinth.com/resourcepack/wildborne-photorealistic-vanilla-resource-pack](https://modrinth.com/resourcepack/wildborne-photorealistic-vanilla-resource-pack)

### CURRENTLY IMPLEMENTED FEATURES:

– TASTEFULLY increased Grass, Tall Grass, Fern, Large Fern & Cactus in all world generation in all biomes for increased realism/immersion

– Tags that attempt to add Ocean Ruins to Ocean Explorer Maps (WIP, still iffy at times)

– Tags that add more items to the Lit On Fire mod so that more fire ignition sources can light torches/campfires

– CUSTOM VILLAGER TRADES when combined with the Villager Config mod (WIP, more to be added/implemented – _**NOTE => SOME TRADES MAY BREAK DUE TO MISSING ITEMS FROM OTHER MODS/KUBEJS SCRIPTS DESIGNED FOR THE UPCOMING WILDBORNE MODPACK – USE AT YOUR OWN RISK**_)

– 5 NEW EPIC WILDBORNE BIOMES ADDED TO THE OVERWORLD! – The Sinkhole Biomes! – Based off a bug that was previously patched out of Minecraft 1.19.3 world generation – I’ve now added 5 different biomes with the chance of generating full fledged MASSIVE sinkholes! – The Desert Sinkhole, Badlands Sinkhole, Temperate Sinkhole, Icy Sinkhole and Jungle Sinkhole biomes! (See more in the image gallery)

![Desert Sinkhole Biome Looking Up From The Bottom In Darkness](https://cdn.modrinth.com/data/cached_images/70afa71a69b4721c2020f20c063f564e9c6a9388_0.webp)

– Compatibility for Epic Terrain Compatible mod/datapack in a way that smoothly tranistions biomes based on temperature, humidity/vegetation, erosion, continents, and size, while the world also generates 400 block tall mountains with 450 block deep sinkholes that just add a breathtaking sense of wonder and adventure to any world!

– IMPROVED/NEW FOSSIL STRUCTURES! – These can generate on BOTH the surface of the overworld, AND underground in caves/Sinkhole biomes, with 4 variations of each part of the fossil (Skull, Spine, Tail) – support for modded biomes from Biomes O’ Plenty, YUNG’s Cave Biomes, Regions Unexplored, & Biomes We’ve Gone included! (See more in the image gallery)

![Desert Tail Fossil On Overworld Surface](https://cdn.modrinth.com/data/cached_images/2f59c7fff2b8a173f0d98bca4b2cec007ed8cb5c_0.webp)

### WIP/PLANNED FEATURES:

– Increased/decreased foliage placed features for Vanilla/other mods featured in the upcoming Wildborne Modpack as needed (ie, Biomes O’ Plenty, Regions Unexplored etc)

– MORE Custom Villager Trades using the Villager Config mod for the modpack as needed

– More tag additions/removals as needed for fine tuning items/blocks/mechanics in the upcoming modpack as well

– Minor tweaks to improve vanilla structure generation for compatibility with the new Sinkhole Biomes

Wild Battle API

### [Please consider supporting me on ko-fi if you like the mod and can afford it, I appreciate even 1 dollar. ](https://ko-fi.com/raguto)Ko-fi


_**I grant permission to anyone seeking to add my mod to a modpack**_


# Wild Battle API

Wild Battle API is a shared wild battle AI framework for Cobblemon.

For players and pack authors, it provides configurable smarter wild battle behavior with built-in presets and admin tools. For developers, it exposes a supported public API for registering custom wild `BattleAI` implementations without replacing Cobblemon internals directly.

Wild Battle API installs a delegating AI on wild battle actors at battle start. On each AI decision:

– Higher-priority providers are checked first.
– The first provider that returns a non-null `BattleAI` is used.
– Returning `null` defers to lower-priority providers.
– If no provider claims the context, the actor’s original Cobblemon AI is used as fallback.

This lets multiple mods cooperate safely while keeping a reliable fallback path when no custom provider applies.

## Included Features

– Shared API for wild battle AI extensions
– Priority-based provider resolution
– Safe fallback to the actor’s original Cobblemon AI
– Built-in configurable smart wild AI behavior
– Difficulty presets from `easy` to `extreme`
– Admin UI and debug commands
– Fabric and NeoForge support for Minecraft `1.21.1`

## Admin Commands

Wild Battle API includes operator/admin commands for testing and configuration.

Commands:
– `/wildbattleapi ui`
– `/wildbattleapi difficulty `
– `/wildbattleapi debug on`
– `/wildbattleapi debug off`
– `/wildbattleapi debug status`

Aliases:
– `/wba ui`
– `/wba difficulty `
– `/wba debug on|off|status`

These commands require permission level `2`.

Developer Usage

## Developer Usage

### Supported Public API

Use only these classes for third-party integrations:

– `com.github.raguto.wildbattleapi.api.WildBattleAPI`
– `com.github.raguto.wildbattleapi.api.WildAIProvider`
– `com.github.raguto.wildbattleapi.api.WildAIContext`

Do not depend on internal packages such as `impl`, `mixin`, `config`, or `network`.

### Runtime Dependency

Install Wild Battle API anywhere your dependent mod loads. In normal modpacks, that means both client and server.

Mod ID:
– `wild_battle_api`

Also declare it as a dependency in your mod metadata.

Fabric (`fabric.mod.json`):

“`json
{
“depends”: {
“wild_battle_api”: “*”
}
}
“`

NeoForge (`META-INF/neoforge.mods.toml`):

“`toml
[[dependencies.your_mod_id]]
modId = “wild_battle_api”
type = “required”
versionRange = “[1.0.0,)”
ordering = “AFTER”
side = “BOTH”
“`

Adjust the minimum version to the first Wild Battle API version your mod supports.

### Compile-Time Dependency

If you are not consuming a published Maven artifact, compile against the loader-specific jar directly.

Fabric example:

“`gradle
dependencies {
modCompileOnly files(“libs/wild_battle_api-fabric-1.0.0.jar”)
}
“`

NeoForge example:

“`gradle
dependencies {
compileOnly files(“libs/wild_battle_api-neoforge-1.0.0.jar”)
}
“`

Use the loader-appropriate jar for your environment.

### Registering a Provider

Register your provider once during your mod’s common initialization.

“`java
import com.github.raguto.wildbattleapi.api.WildBattleAPI;
import com.github.raguto.wildbattleapi.api.WildAIContext;

public final class MyWildAIRegistration {
public static void init() {
WildBattleAPI.registerProvider(150, context -> {
if (shouldUseMyAI(context)) {
return new MyCustomWildBattleAI();
}
return null;
});
}

private static boolean shouldUseMyAI(WildAIContext context) {
return context.getBattle() != null && context.getActor() != null;
}
}
“`

You can also register at the default priority:

“`java
WildBattleAPI.registerProvider(context -> null);
“`

### Priority Guidance

– `0`: catch-all or default provider
– `50`: standard override
– `100+`: high-priority or boss-specific override
– `200+`: hard override, use carefully

If your provider only handles specific cases, return `null` for everything else.

### Implementing Your Own BattleAI

You may provide any class that implements Cobblemon’s `BattleAI`.

“`java
import com.cobblemon.mod.common.api.battles.model.PokemonBattle;
import com.cobblemon.mod.common.api.battles.model.ai.BattleAI;
import com.cobblemon.mod.common.battles.ActiveBattlePokemon;
import com.cobblemon.mod.common.battles.BattleSide;
import com.cobblemon.mod.common.battles.PassActionResponse;
import com.cobblemon.mod.common.battles.ShowdownActionResponse;
import com.cobblemon.mod.common.battles.ShowdownMoveset;
import com.cobblemon.mod.common.net.messages.client.battle.BattleHealthChangePacket;
import org.jetbrains.annotations.Nullable;

public final class MyCustomWildBattleAI implements BattleAI {
@Override
public ShowdownActionResponse choose(
ActiveBattlePokemon activeBattlePokemon,
PokemonBattle battle,
BattleSide side,
@Nullable ShowdownMoveset moveset,
boolean forceSwitch
) {
if (forceSwitch || moveset == null) {
return PassActionResponse.INSTANCE;
}

// Replace this with your own move or switch logic.
return PassActionResponse.INSTANCE;
}

@Override
public void onHealthChange(BattleHealthChangePacket packet) {
// Optional state tracking.
}
}
“`

### WildAIContext

`WildAIContext` gives providers the information needed to decide whether to claim a wild battle actor.

Always available:
– `getActor()`
– `getPokemonList()`
– `getBattle()`
– `isForceSwitch()`

Nullable depending on the current decision:
– `getActiveBattlePokemon()`
– `getAiSide()`
– `getMoveset()`

Guard nullable fields before using them.

### Integration Notes

– Keep provider logic fast and predictable.
– Return `null` when your mod does not want to claim the current context.
– Avoid throwing exceptions from provider or AI logic.
– Test in both dedicated server and integrated singleplayer.
– If multiple mods register providers, higher numeric priority is checked first.

## Licensing

Wild Battle API code and binaries are All Rights Reserved.

Third-party usage and distribution permissions are defined by the author policy on the mod page.

When Entities Die

[![](https://jitpack.io/v/top.offsetmonkey538/When-Entities-Die.svg)](https://jitpack.io/#top.offsetmonkey538/When-Entities-Die)
# Description
## Installation
Just download the latest version from the [versions page](https://modrinth.com/mod/when-entities-die/versions) and put it in the `mods` folder. Fabric API is not needed to use this mod. **The mod only needs to be installed on the server**
## Usage
### Datapacks
Inside a datapack, you make a normal advancement and use the `when-entities-die:killed_using_item` trigger.

Example advancement that triggers when a player kills a skeleton using a diamond sword:
“`json
{
“display”: {
“icon”: {
“item”: “minecraft:apple”
},
“title”: {
“text”: “Test advancement”
},
“description”: {
“text”: “Test advancement description”
},
“frame”: “task”,
“show_toast”: true,
“announce_to_chat”: true,
“hidden”: false
},
“criteria”: {
“requirement”: {
“trigger”: “when-entities-die:killed_using_item”,
“conditions”: {
“item”: {
“items”: [
“minecraft:diamond_sword”
]
},
“entity”: {
“type”: “minecraft:skeleton”
}
}
}
}
}
“`
### Mods
Inside a mod, you do exactly the same thing as in a datapack.

You can also include this mod in your mod.
#### Example repositories block in build.gradle
“`groovy
repositories {
maven {
name = “JitPack”
url = “https://jitpack.io/”
content {
includeGroup “top.offsetmonkey538”
}
}
}
“`
#### Example dependencies block in build.gradle
“`groovy
dependencies {
modImplementation include(“top.offsetmonkey538:when-entities-die:v1.0+1.19”)
}
“`
> Note: this example will **not** get updated to use the latest version. You can look at all the versions on [github](https://github.offsetmonkey538.top/When-Entities-Die).

WHAT THE GECK’O!?

WHAT THE GECK’O BRO GECKOS IN MINECRAFT!? Yes that’s what you heard, here you can found geckos,reptiles, lizards,Tuataras and amphibians. You can expands Minecraft Fauna,enjoy the adventures to find them and turn to them to pets =3.

![REPLACE ME WITH YOUR ALT TEXT](https://media.forgecdn.net/attachments/thumbnails/777/529/310/172/sprite-0001_scaled_32x_pngcrushed.png)

——————————————————————————————————
![REPLACE ME WITH YOUR ALT TEXT](https://cdn.modrinth.com/data/RCqMAUyS/images/29016aaaaa952755c114ec0b80885dc6c8246268.png)

——————————————————————————————————

==Have cute ones, the rare ones and other!==
🦖🐢🐍🦎🐸🐊🐲🐉

Reptiles:
-Tuatara
-Bearded Dragon
-Tegu
-Gila Monster
-Marine Iguana

Amphibians:
-HellBender
-Olm
-Chinese Giant Salamender

![REPLACE ME WITH YOUR ALT TEXT](https://media.forgecdn.net/attachments/thumbnails/776/412/310/172/discord_scaled_15x_pngcrushed.png)

——————————————————————————————————

==Join In our Discord Server to more updates, mods, beta testers and report bugs==

https://discord.gg/yAdCkxqbav

What I Am Wearing

This mod adds a icon which shows under the crosschair whcih shows what we are wearing Elytra and chestplate.

BTW. i have also a youtube channel and a discord server so if you want any version of my any creation so just contact me on my discord server.

[(Youtube)](https://www.youtube.com/@itachisx7-official)

[(Discord)](https://discord.gg/Qz3aEZ4PyK)

And also subscribe my youtube channel pls!!!!!!! 🙂