5 New Scripts for Volleyball Legends

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Volleyball Legends is one of the most popular sports games on Roblox, challenging players to master serves, spikes, and teamwork. If you’re looking to enhance your gameplay experience, these scripts can help you automate farming, improve your hitting accuracy, and gain various advantages. Let’s explore some of the best scripts available for Volleyball Legends.

01. Legends Script OP

FeaturesDescription
Infinite MoneyWorks on Solara servers
Hitbox ChangerModify your hit range
Power ChangerAdjust your hitting power
Ability ChangerCustomize character abilities
loadstring(game:HttpGet("https://pastefy.app/zJh5O4hZ/raw"))()

02. Ball Landing Predictor

FeaturesDescription
Prediction SystemShows where the ball will land
Enhanced ReactionHelps position your character correctly
loadstring(game:HttpGet("https://raw.githubusercontent.com/froumes/script/refs/heads/main/VolleyballLegends"))()

03. The BSMT

FeaturesDescription
Auto FarmAutomatically earn resources
Auto Join MatchJoins games without manual intervention
Rotate In The AirEnhanced movement control
Break The MatchDisrupts gameplay (use responsibly)
Powerful ServeImproves serve effectiveness
loadstring(game:HttpGet("https://raw.githubusercontent.com/Cazzanos/The-basement/main/Basement%20hub", true))()

04. Good Script [UPD]

FeaturesDescription
Hitbox ModificationAdjust your hit range
Spike Power ControlIncrease spike effectiveness
Dive Power SettingsEnhance defensive capabilities
Speed MultiplierMove faster around the court
Multiple Extra FeaturesVarious gameplay enhancements
loadstring(game:HttpGet("https://api.luarmor.net/files/v3/loaders/e1cfd93b113a79773d93251b61af1e2f.lua"))()

05. Luna Script

FeaturesDescription
Configuration SystemSave your settings
User VerificationEnhanced security
Comprehensive ControlsFull gameplay automation
local Luna = loadstring(game:HttpGet("https://paste.ee/r/WSCKThwW", true))()

local HttpService = game:GetService("HttpService")

local configFile = "SterlingHubHaikyuuConfig.json"

local http = game:GetService("HttpService")
local userId = game.Players.LocalPlayer.UserId

--local blacklist = {1131586622, 1225643250, 1918988070}
--for _, id in pairs(blacklist) do
-- if userId == id then
-- game.Players.LocalPlayer:Kick("Access revoked from using Sterling Hub.")
-- end
--end

local config = {
spikePower = 1,
diveSpeed = 1,
blockPower = 1,
bumpPower = 1,
servePower = 1,
jumpPower = 1,
speed = 1,
setPower = 1,
powerfulServeEnabled = false,
spikeHitbox = 10,
bumpHitbox = 10,
diveHitbox = 10,
setHitbox = 10,
serveHitbox = 10,
blockHitbox = 10,
tiltPower = 1,
jumpsetHitbox = 10,
autoRotate = false
}

-- Load configuration function
local function loadConfig()
if isfile(configFile) then
local data = readfile(configFile)
local success, result = pcall(function()
return game:GetService("HttpService"):JSONDecode(data)
end)
if success then
for k, v in pairs(result) do
config[k] = v -- Update config fields directly
end
end
end
end

local function saveConfig()
local data = game:GetService("HttpService"):JSONEncode(config) -- Encode the config directly
writefile(configFile, data)
end

-- Save configuration function
local function saveConfig()
local data = game:GetService("HttpService"):JSONEncode(config) -- Encode the config directly
writefile(configFile, data)
end

-- Auto-load configuration on script start
loadConfig()


local Window = Luna:CreateWindow({
Name = "Sterling Hub",
Subtitle = nil,
LogoID = "90804827107744",
LoadingEnabled = true,
LoadingTitle = "Sterling Hub",
LoadingSubtitle = "by DAN",
ConfigSettings = {
RootFolder = nil,
ConfigFolder = "Sterling Hub"
},
})

Window:CreateHomeTab({
SupportedExecutors = {},
DiscordInvite = "J37PW97j6a",
Icon = 1,
})

local Tab = Window:CreateTab({
Name = "Auto Farm",
Icon = "agriculture",
ImageSource = "Material",
ShowTitle = true
})

local player = game.Players.LocalPlayer
local humanoid = player.Character:WaitForChild("Humanoid")
local humanoidRootPart = player.Character:WaitForChild("HumanoidRootPart")
local VirtualInputManager = game:GetService("VirtualInputManager")

local isRunning = false -- Tracks the toggle state

-- Functions
local function pressSpace()
VirtualInputManager:SendKeyEvent(true, Enum.KeyCode.Space, false, game)
task.wait(0.1)
VirtualInputManager:SendKeyEvent(false, Enum.KeyCode.Space, false, game)
end

local function pressClick()
VirtualInputManager:SendMouseButtonEvent(0, 0, 0, true, game, 1)
VirtualInputManager:SendMouseButtonEvent(0, 0, 0, false, game, 1)
end

local function getRandomTargetPart()
local positionsFolder = workspace.Map.BallNoCollide.Positions["2"]
local parts = {}

for _, part in ipairs(positionsFolder:GetChildren()) do
if part:IsA("BasePart") then
table.insert(parts, part)
end
end

if #parts > 0 then
return parts[math.random(1, #parts)]
end
return nil
end

local player = game.Players.LocalPlayer
local roundOverStats = player.PlayerGui.Interface.RoundOverStats
local backBtn = roundOverStats.BackBtn
local VirtualInputManager = game:GetService("VirtualInputManager")
local boundaryFolder = workspace:WaitForChild("Map"):WaitForChild("BallNoCollide"):WaitForChild("Boundaries")


local VirtualInputManager = game:GetService("VirtualInputManager")

local function pressEscTwice()
-- First press with delay of 0.3 seconds
task.wait(5)

VirtualInputManager:SendKeyEvent(true, Enum.KeyCode.Escape, false, game) -- Key down
VirtualInputManager:SendKeyEvent(false, Enum.KeyCode.Escape, false, game) -- Key up
task.wait(0.3) -- First delay (adjustable)

-- Second press with delay of 0.7 seconds
VirtualInputManager:SendKeyEvent(true, Enum.KeyCode.Escape, false, game) -- Key down
VirtualInputManager:SendKeyEvent(false, Enum.KeyCode.Escape, false, game) -- Key up
task.wait(0.7) -- Second delay (adjustable)

print("Esc key pressed twice with different delays!")
end

local escPressed = false -- Flag to track if Esc has been pressed

local function checkRoundOverStats()
while true do
-- Check if RoundOverStats is visible
if roundOverStats.Visible then
-- Only press Esc if it hasn't been pressed already
if not escPressed then
pressEscTwice() -- Call pressEscTwice only once when the GUI becomes visible
escPressed = true -- Set the flag to prevent multiple presses
end
else
-- Reset the flag when the RoundOverStats GUI is hidden
escPressed = false
end
task.wait(0.5) -- Check every 0.5 seconds
end
end


-- Toggle for all functionality
Tab:CreateToggle({
Name = "Auto Farm",
Description = "Toggle Auto Farm",
CurrentValue = false,
Callback = function(Value)
isRunning = Value
print("All functionality is now " .. (Value and "enabled" or "disabled"))
end
})

local function isInsidePart(part, position)
local size = part.Size / 2
local center = part.Position
return math.abs(position.X - center.X) <= size.X
and math.abs(position.Y - center.Y) <= size.Y
and math.abs(position.Z - center.Z) <= size.Z
end

local boundaryFolder = workspace:WaitForChild("Map"):WaitForChild("BallNoCollide"):WaitForChild("Boundaries")

if not boundaryFolder then
warn("Boundary folder not found! Check the path.")
return
end

local ballPrefix = "CLIENT_BALL_"

-- Function to find the ball
local function getBall()
for _, object in pairs(workspace:GetChildren()) do
if object:IsA("Model") and object.Name:match(ballPrefix) then
return object:FindFirstChild("Sphere.001") or object:FindFirstChild("Cube.001")
end
end
return nil
end

-- Start checking RoundOverStats visibility in parallel
task.spawn(checkRoundOverStats)

task.spawn(function()
while task.wait(0.3) do
if not isRunning then
continue
end

-- Ball tracking logic
local ballPart = getBall()

if ballPart then
-- Move to the ball
humanoid:MoveTo(ballPart.Position)

local distance = (ballPart.Position - humanoidRootPart.Position).Magnitude

if distance <= 15 then
local targetPart = getRandomTargetPart()
if targetPart then
-- Adjust character to face the target part
local lookVector = (targetPart.Position - humanoidRootPart.Position).Unit
humanoidRootPart.CFrame = CFrame.new(humanoidRootPart.Position, humanoidRootPart.Position + lookVector)
end

-- Jump and interact if the ball is above the player
if ballPart.Position.Y > humanoidRootPart.Position.Y + 5 then
pressSpace()
pressClick()
end
end
end
end
end)

-- Declare the player
local player = game.Players.LocalPlayer
local enablejoin = false
local VirtualInputManager = game:GetService("VirtualInputManager")

-- Function to handle team selection (called after the reset)
local function teamSelection()
if not enablejoin then return end

task.wait(10)

-- Check if Team Selection GUI exists and can be accessed
local teamSelectionGui = player.PlayerGui.Interface.TeamSelection
local gameInterface = player.PlayerGui.Interface.Game

-- Only make the team selection GUI visible if the game interface is not yet visible
if not gameInterface.Visible then
teamSelectionGui.Visible = true
end

while not gameInterface.Visible and enablejoin do
-- Select a random number between 1 and 6
local randomNum = math.random(1, 6)
local button = teamSelectionGui["2"][tostring(randomNum)]

if button and button:IsA("ImageButton") then
local absPos = button.AbsolutePosition
local absSize = button.AbsoluteSize
local clickPosition = absPos + (absSize / 2) -- Center of the button

-- Simulate mouse button down
VirtualInputManager:SendMouseButtonEvent(clickPosition.X, clickPosition.Y, 0, true, game, 1)
-- Simulate mouse button up
VirtualInputManager:SendMouseButtonEvent(clickPosition.X, clickPosition.Y, 0, false, game, 1)
end

-- Add a random delay between clicks to simulate human-like behavior
task.wait(math.random(5, 15) / 10) -- Delay between 0.5 and 1.5 seconds
end

-- Hide the team selection GUI when the game GUI becomes visible
if gameInterface.Visible then
teamSelectionGui.Visible = false
end
end

-- Listen for the player's character reset and re-trigger the team selection
player.CharacterAdded:Connect(function(character)
-- If the toggle is on, start the team selection after the reset
if enablejoin then
-- Wait a bit to make sure the character has fully loaded
teamSelection()
end
end)

-- Toggle for Auto Join Match (waiting 30 seconds before starting team selection)
Tab:CreateToggle({
Name = "Auto Join Match",
Description = "Automatically join a match after waiting for 30 seconds(to avoid getting bugged)",
CurrentValue = false,
Callback = function(Value)
enablejoin = Value
if enablejoin then
-- Wait 30 seconds before starting the team selection
teamSelection()
end
end
})

Tab:CreateSection("Misc")

local autoRotateConnection -- Variable to hold the Heartbeat connection

local function autorotateon()
local player = game.Players.LocalPlayer
local humanoid = player.Character:WaitForChild("Humanoid")

-- Start monitoring AutoRotate
autoRotateConnection = game:GetService("RunService").Heartbeat:Connect(function()
if humanoid.AutoRotate == false then
humanoid.AutoRotate = true
print("AutoRotate has been re-enabled.")
end
end)
end

local function autorotateoff()
-- Stop monitoring AutoRotate
if autoRotateConnection then
autoRotateConnection:Disconnect()
autoRotateConnection = nil
print("AutoRotate monitoring has been disabled.")
end
end

-- Toggle for enabling/disabling AutoRotate monitoring
Tab:CreateToggle({
Name = "Enable Rotate In The Air",
Description = "Toggle Rotate In The Air(Re-Enable This When You Switch Team",
CurrentValue = config.autoRotate,
Callback = function(State)
config.autoRotate = State
saveConfig()
print("Toggle Rotate is now " .. (State and "enabled" or "disabled"))

if State then
autorotateon() -- Enable monitoring
else
autorotateoff() -- Disable monitoring
end
end
})



local Button = Tab:CreateButton({
Name = "Break The Match",
Description = "Stops the match(must be serving)",
Callback = function()

local ohNil1 = nil
local ohNumber2 = 0.95

game:GetService("ReplicatedStorage").Packages._Index["sleitnick_knit@1.7.0"].knit.Services.GameService.RF.Serve:InvokeServer(ohNil1, ohNumber2)
end
})

local UserInputService = game:GetService("UserInputService")

-- Create the toggle UI element
Tab:CreateToggle({
Name = "Enable Powerful Serve",
Description = "Press Z to Powerful Serve",
CurrentValue = config.powerfulServe,
Callback = function(State)
powerfulServe = State
config.powerfulServeEnabled = State
saveConfig() -- Save the config after toggling
end
})

UserInputService.InputBegan:Connect(function(input, gameProcessedEvent)
if not gameProcessedEvent and input.KeyCode == Enum.KeyCode.Z then
if powerfulServe then
game:GetService("ReplicatedStorage").Packages._Index["sleitnick_knit@1.7.0"].knit.Services.GameService.RF.Serve:InvokeServer(Vector3.new(0, 0, 0), math.huge)
end
end
end)

local Tab = Window:CreateTab({
Name = "Misc",
Icon = "autorenew",
ImageSource = "Material",
ShowTitle = true
})


Tab:CreateSection("Stat Changer")

local Slider = Tab:CreateSlider({
Name = "Dive Speed",
Range = {0, 5},
Increment = 0.1,
CurrentValue = config.diveSpeed,
Callback = function(value)
game.Players.LocalPlayer:SetAttribute("GameDiveSpeedMultiplier", value)
print("Dive Speed updated to " .. value)
config.diveSpeed = value
saveConfig()
end
})


local Slider = Tab:CreateSlider({
Name = "Spike Power",
Range = {0, 500},
Increment = 0.1,
CurrentValue = config.spikePower,
Callback = function(value)
game.Players.LocalPlayer:SetAttribute("GameSpikePowerMultiplier", value)
print("Spike Power updated to " .. value)
config.spikePower = value
saveConfig()
end
})

local Slider = Tab:CreateSlider({
Name = "Tilt Power",
Range = {0, 500},
Increment = 0.1,
CurrentValue = config.tiltPower,
Callback = function(value)
game.Players.LocalPlayer:SetAttribute("GameTiltPowerMultiplier", value)
print("Tilt Power updated to " .. value)
config.tiltPower = value
saveConfig()
end
})

local Slider = Tab:CreateSlider({
Name = "Speed",
Range = {0, 1.5},
Increment = 0.1,
CurrentValue = config.speed,
Callback = function(value)
game.Players.LocalPlayer:SetAttribute("GameSpeedMultiplier", value)
print("Speed updated to " .. value)
config.speed = value
saveConfig()
end
})

local Slider = Tab:CreateSlider({
Name = "Set Power",
Range = {0, 500},
Increment = 0.1,
CurrentValue = config.setPower,
Callback = function(value)
game.Players.LocalPlayer:SetAttribute("GameSetPowerMultiplier", value)
print("Set Power updated to " .. value)
config.setPower = value
saveConfig()
end
})

local Slider = Tab:CreateSlider({
Name = "Serve Power",
Range = {0, 500},
Increment = 0.1,
CurrentValue = config.servePower,
Callback = function(value)
game.Players.LocalPlayer:SetAttribute("GameServePowerMultiplier", value)
print("Serve Power updated to " .. value)
config.servePower = value
saveConfig()
end
})

local Slider = Tab:CreateSlider({
Name = "Jump Power",
Range = {0, 5},
Increment = 0.1,
CurrentValue = config.jumpPower,
Callback = function(value)
game.Players.LocalPlayer:SetAttribute("GameJumpPowerMultiplier", value)
print("Jump Power updated to " .. value)
config.jumpPower = value
saveConfig()
end
})

local Slider = Tab:CreateSlider({
Name = "Bump Power",
Range = {0, 500},
Increment = 0.1,
CurrentValue = config.bumpPower,
Callback = function(value)
game.Players.LocalPlayer:SetAttribute("GameBumpPowerMultiplier", value)
print("Bump Power updated to " .. value)
config.bumpPower = value
saveConfig()
end
})

local Slider = Tab:CreateSlider({
Name = "Block Power",
Range = {0, 500},
Increment = 0.1,
CurrentValue = config.blockPower,
Callback = function(value)
game.Players.LocalPlayer:SetAttribute("GameBlockPowerMultiplier", value)
print("Block Power updated to " .. value)
config.blockPower = value
saveConfig()
end
})

local Hitbox = Window:CreateTab({
Name = "Hitboxes",
Icon = "settings",
ImageSource = "Material",
ShowTitle = true
})

Hitbox:CreateSection("Hitbox Extender")

local Slider = Hitbox:CreateSlider({
Name = "Spike Hitbox Size",
Range = {1, 100}, -- Adjust the range as needed
Increment = 0.1,
CurrentValue = config.spikeHitbox,
Callback = function(value)
local spikeHitbox = game:GetService("ReplicatedStorage").Assets.Hitboxes.Spike
local part = spikeHitbox:FindFirstChild("Part") -- Ensure we get the correct Part

if part and part:IsA("BasePart") then
-- Update the size of the part for all axes (X, Y, Z)
part.Size = Vector3.new(value, value, value)
print("Spike Part size updated to " .. tostring(part.Size))
config.spikeHitbox = value
saveConfig()
else
warn("Part not found in Spike hitbox!")
end
end
})

local Slider = Hitbox:CreateSlider({
Name = "Jump Set Hitbox Size",
Range = {1, 100}, -- Adjust the range as needed
Increment = 0.1,
CurrentValue = config.jumpsetHitbox,
Callback = function(value)
local jumpset = game:GetService("ReplicatedStorage").Assets.Hitboxes.JumpSet
local part = jumpset:FindFirstChild("Part") -- Ensure we get the correct Part

if part and part:IsA("BasePart") then
-- Update the size of the part for all axes (X, Y, Z)
part.Size = Vector3.new(value, value, value)
print("Spike Part size updated to " .. tostring(part.Size))
config.jumpsetHitbox = value
saveConfig()
else
warn("Part not found in Jump Set hitbox!")
end
end
})

local Slider = Hitbox:CreateSlider({
Name = "Set Hitbox Size",
Range = {1, 100}, -- Adjust the range as needed
Increment = 0.1,
CurrentValue = config.setHitbox,
Callback = function(value)
local setHitbox = game:GetService("ReplicatedStorage").Assets.Hitboxes.Set
local part = setHitbox:FindFirstChild("Part") -- Ensure we get the correct Part

if part and part:IsA("BasePart") then
-- Update the size of the part for all axes (X, Y, Z)
part.Size = Vector3.new(value, value, value)
print("Set Part size updated to " .. tostring(part.Size))
config.setHitbox = value
saveConfig()
else
warn("Part not found in Set hitbox!")
end
end
})

local Slider = Hitbox:CreateSlider({
Name = "Serve Hitbox Size",
Range = {1, 100}, -- Adjust the range as needed
Increment = 0.1,
CurrentValue = config.serveHitbox,
Callback = function(value)
local serveHitbox = game:GetService("ReplicatedStorage").Assets.Hitboxes.Serve
local part = serveHitbox:FindFirstChild("Part") -- Ensure we get the correct Part

if part and part:IsA("BasePart") then
-- Update the size of the part for all axes (X, Y, Z)
part.Size = Vector3.new(value, value, value)
print("Serve Part size updated to " .. tostring(part.Size))
config.serveHitbox = value
saveConfig()
else
warn("Part not found in Serve hitbox!")
end
end
})

local Slider = Hitbox:CreateSlider({
Name = "Dive Hitbox Size",
Range = {1, 100}, -- Adjust the range as needed
Increment = 0.1,
CurrentValue = config.diveHitbox,
Callback = function(value)
local diveHitbox = game:GetService("ReplicatedStorage").Assets.Hitboxes.Dive
local part = diveHitbox:FindFirstChild("Part") -- Ensure we get the correct Part

if part and part:IsA("BasePart") then
-- Update the size of the part for all axes (X, Y, Z)
part.Size = Vector3.new(value, value, value)
print("Dive Part size updated to " .. tostring(part.Size))
config.diveHitbox = value
saveConfig()
else
warn("Part not found in Dive hitbox!")
end
end
})

local Slider = Hitbox:CreateSlider({
Name = "Bump Hitbox Size",
Range = {1, 100}, -- Adjust the range as needed
Increment = 0.1,
CurrentValue = config.bumpHitbox,
Callback = function(value)
local bumpHitbox = game:GetService("ReplicatedStorage").Assets.Hitboxes.Bump
local part = bumpHitbox:FindFirstChild("Part") -- Ensure we get the correct Part

if part and part:IsA("BasePart") then
-- Update the size of the part for all axes (X, Y, Z)
part.Size = Vector3.new(value, value, value)
print("Bump Part size updated to " .. tostring(part.Size))
config.bumpHitbox = value
saveConfig()
else
warn("Part not found in Bump hitbox!")
end
end
})

local Slider = Hitbox:CreateSlider({
Name = "Block Hitbox Size",
Range = {1, 100}, -- Adjust the range as needed
Increment = 0.1,
CurrentValue = config.blockHitbox,
Callback = function(value)
local blockHitbox = game:GetService("ReplicatedStorage").Assets.Hitboxes.Block
local part = blockHitbox:FindFirstChild("Part") -- Ensure we get the correct Part

if part and part:IsA("BasePart") then
-- Update the size of the part for all axes (X, Y, Z)
part.Size = Vector3.new(value, value, value)
print("Block Part size updated to " .. tostring(part.Size))
config.blockHitbox = value
saveConfig()
else
warn("Part not found in Block hitbox!")
end
end
})

local Spin = Window:CreateTab({
Name = "Auto Spin",
Icon = "shopping_cart",
ImageSource = "Material",
ShowTitle = true
})

local autoSpin = false


local Toggle = Spin:CreateToggle({
Name = "Auto Spin",
Description = nil,
CurrentValue = false,
Callback = function(Value)
autoSpin = Value
if autoSpin then
print("Auto Spin Enabled")
startAutoSpin()
else
print("Auto Spin Disabled")
end
end
})

local desiredStyles = {} -- A table to store multiple selected styles

local Dropdown = Spin:CreateDropdown({
Name = "Select Desired Style",
Description = "Choose your desired style",
Options = {"Oikawa", "Bokuto", "Kageyama", "Sawamura", "Ushijima", "Kozume", "Kuroo", "Yamamoto", "Azumane", "Yaku", "Hinata"},
CurrentOption = {"Hinata"},
MultipleOptions = true,
SpecialType = nil,
Callback = function(Option)
desiredStyles = Option -- Update the selected styles (can be multiple)
print("Selected Styles:", table.concat(desiredStyles, ", "))
end
})

-- Function to Display Notification
function showNotification(styleName)
Luna:Notification({
Title = "Style Obtained!",
Icon = "check_circle", -- You can use other Material icons
ImageSource = "Material",
Content = "You successfully obtained the style: " .. styleName,
})
end

-- Function to Perform Auto Spin
function startAutoSpin()
coroutine.wrap(function()
while autoSpin do
local currentStyle = game:GetService("Players").LocalPlayer.PlayerGui.Interface.Lobby.Styles.TopPanel.DisplayName.Text
if table.find(desiredStyles, currentStyle) then -- Check if the current style is in the selected styles
print("STOP! You got:", currentStyle)
autoSpin = false -- Stop spinning automatically
showNotification(currentStyle) -- Show notification
break
else
game:GetService("ReplicatedStorage").Packages._Index["sleitnick_knit@1.7.0"].knit.Services.StylesService.RF.Roll:InvokeServer(false)
print("Spinning... Current result:", currentStyle)
wait(0.5) -- Delay between spins
end
end
end)()
end

How to Use These Scripts

Using these scripts is straightforward. Simply copy the script code that you want to use and paste it into your Roblox executor. Make sure you have a reliable executor that’s compatible with Roblox’s current version. After pasting the script, execute it while in the Volleyball Legends game. The script’s features should activate immediately, giving you access to the various functions and enhancements.

See also  5 Best Scripts for GO FISHING

For scripts with multiple features, you’ll typically see a user interface appear on your screen after execution, allowing you to toggle different options on or off according to your preferences.

Benefits of Using Volleyball Legends Scripts

These scripts can significantly enhance your Volleyball Legends experience in several ways. First, auto-farming features allow you to accumulate in-game currency and experience without the grind, saving you countless hours of repetitive gameplay. This means you can unlock new characters, abilities, and cosmetics much faster.

The hitbox modification features help improve your accuracy, making it easier to hit the ball consistently and perform successful spikes or blocks. This is especially helpful for newer players who might struggle with the game’s timing and positioning requirements.

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