Jump to content

Some problems with my custom character codes


Recommended Posts

Hello there i have been tried those problems about 3 hours and i can't get anything... First of all i need to make my character fridge inventory when he reached lvl 2

i tried this but it won't work i suppoise it's the tag i use but i can't find any other tags

	--level 2
elseif inst.level >20 and inst.level <=40 then
	inst.components.health.maxhealth = math.ceil (60)
	inst.components.hunger.max = math.ceil (60)
	inst.components.sanity.max = math.ceil (60)
                                         
elseif inst.level > 20 then
	inst.AddTag("fridge")
  .
  .
  .
  .
  .
  .
  .
  end
  .
  .
  .
  .
  
	

when i reached 41+exp i gor lost connection

 

i fixed it with just deleting the

elseif inst.level > 20 then
	inst.AddTag("fridge")

but now i got little problem with my counter attack code

 

here is the code

local function OnBeingAttacked(inst, data)
	local damage = data.damage
	
	if damage then
		local last_time_first_hit = inst.last_time_first_hit
		local current_time = GetTime()

	if inst.level <=40 then
		inst.components.talker:Say("My skills are sealed... for now. Nya~")
	end

--level 3
if inst.level >40 and inst.level <=70 then
	if (last_time_first_hit == nil) or (current_time_first_hit > 5) then
		inst.total_damage_received = damage
		inst.last_time_first_hit = current_time
		else
		inst.total_damage_received = inst.total_damage_received + damage
	end
	
	if inst.total_damage_received > 29.5 then
	
	local x, y, z  =inst.Transform:GetWorldPosition()
				inst.components.talker:Say("It hurts! Nya~")
			local ents = TheSim:FindEntities(x, y, z , 20, {"freezable"}, {"player"})
			for i, v in ipairs(ents) do
				v.components.freezable:SpawnShatterFX()
				v.components.freezable:AddColdness(3)
			end
				inst.total_damage_received = 0
				inst.last_time_hit = nil
		end
	end

--lvl- 4
if inst.level >70 and inst.level <=110 then
	if (last_time_first_hit == nil) or (current_time_first_hit > 5.5) then
		inst.total_damage_received = damage
		inst.last_time_first_hit = current_time
		else
		inst.total_damage_received = inst.total_damage_received + damage
	end
	
	if inst.total_damage_received > 34.5 then
	
	local x, y, z  =inst.Transform:GetWorldPosition()
				inst.components.talker:Say("It hurts! Nya~")
			local ents = TheSim:FindEntities(x, y, z , 20, {"freezable"}, {"player"})
			for i, v in ipairs(ents) do
				v.components.freezable:SpawnShatterFX()
				v.components.freezable:AddColdness(4
				)
			end
				inst.total_damage_received = 0
				inst.last_time_hit = nil
		end
	end
	
--lvl- 5
if inst.level >110 and inst.level <=160 then
	if (last_time_first_hit == nil) or (current_time_first_hit > 6) then
		inst.total_damage_received = damage
		inst.last_time_first_hit = current_time
		else
		inst.total_damage_received = inst.total_damage_received + damage
	end
	
	if inst.total_damage_received > 39.5 then
	
	local x, y, z  =inst.Transform:GetWorldPosition()
				inst.components.talker:Say("It hurts! Nya~")
			local ents = TheSim:FindEntities(x, y, z , 20, {"freezable"}, {"player"})
			for i, v in ipairs(ents) do
				v.components.freezable:SpawnShatterFX()
				v.components.freezable:AddColdness(5)
			end
				inst.total_damage_received = 0
				inst.last_time_hit = nil
		end
	end
	
--lvl-6
if inst.level >160 and inst.level <=220 then
	if (last_time_first_hit == nil) or (current_time_first_hit > 6.5) then
		inst.total_damage_received = damage
		inst.last_time_first_hit = current_time
		else
		inst.total_damage_received = inst.total_damage_received + damage
	end
	
	if inst.total_damage_received > 44.5 then
	
	local x, y, z  =inst.Transform:GetWorldPosition()
				inst.components.talker:Say("It hurts! Nya~")
			local ents = TheSim:FindEntities(x, y, z , 20, {"freezable"}, {"player"})
			for i, v in ipairs(ents) do
				v.components.freezable:SpawnShatterFX()
				v.components.freezable:AddColdness(6 )
			end
				inst.total_damage_received = 0
				inst.last_time_hit = nil
		end
	end
	
--lvl-7
if inst.level >220 and inst.level <=290 then
	if (last_time_first_hit == nil) or (current_time_first_hit > 7) then
		inst.total_damage_received = damage
		inst.last_time_first_hit = current_time
		else
		inst.total_damage_received = inst.total_damage_received + damage
	end
	
	if inst.total_damage_received > 49.5 then
	
	local x, y, z  =inst.Transform:GetWorldPosition()
				inst.components.talker:Say("It hurts! Nya~")
			local ents = TheSim:FindEntities(x, y, z , 20, {"freezable"}, {"player"})
			for i, v in ipairs(ents) do
				v.components.freezable:SpawnShatterFX()
				v.components.freezable:AddColdness(7)
			end
				inst.total_damage_received = 0
				inst.last_time_hit = nil
		end
	end
	
--lvl-8
if inst.level >290 and inst.level <=370 then
	if (last_time_first_hit == nil) or (current_time_first_hit > 7.5) then
		inst.total_damage_received = damage
		inst.last_time_first_hit = current_time
		else
		inst.total_damage_received = inst.total_damage_received + damage
	end
	
	if inst.total_damage_received > 54.5 then
	
	local x, y, z  =inst.Transform:GetWorldPosition()
				inst.components.talker:Say("It hurts! Nya~")
			local ents = TheSim:FindEntities(x, y, z , 20, {"freezable"}, {"player"})
			for i, v in ipairs(ents) do
				v.components.freezable:SpawnShatterFX()
				v.components.freezable:AddColdness(8)
			end
				inst.total_damage_received = 0
				inst.last_time_hit = nil
		end
	end
	
--lvl-9
if inst.level >370 and inst.level <=460 then
	if (last_time_first_hit == nil) or (current_time_first_hit > 8) then
		inst.total_damage_received = damage
		inst.last_time_first_hit = current_time
		else
		inst.total_damage_received = inst.total_damage_received + damage
	end
	
	if inst.total_damage_received > 59.5 then
	
	local x, y, z  =inst.Transform:GetWorldPosition()
				inst.components.talker:Say("It hurts! Nya~")
			local ents = TheSim:FindEntities(x, y, z , 20, {"freezable"}, {"player"})
			for i, v in ipairs(ents) do
				v.components.freezable:SpawnShatterFX()
				v.components.freezable:AddColdness(9)
			end
				inst.total_damage_received = 0
				inst.last_time_hit = nil
		end
	end
	
--lvl-10
if inst.level >460 and inst.level <=560 then
	if (last_time_first_hit == nil) or (current_time_first_hit > 10) then
		inst.total_damage_received = damage
		inst.last_time_first_hit = current_time
		else
		inst.total_damage_received = inst.total_damage_received + damage
	end
	
	if inst.total_damage_received > 69.5 then
	
	local x, y, z  =inst.Transform:GetWorldPosition()
				inst.components.talker:Say("It hurts! Nya~")
			local ents = TheSim:FindEntities(x, y, z , 20, {"freezable"}, {"player"})
			for i, v in ipairs(ents) do
				v.components.freezable:SpawnShatterFX()
				v.components.freezable:AddColdness(10)
			end
				inst.total_damage_received = 0
				inst.last_time_hit = nil
		end
	end
	
--lvl-11
if  inst.level >560 and inst.level <=670 then
	if (last_time_first_hit == nil) or (current_time_first_hit > 12.5) then
		inst.total_damage_received = damage
		inst.last_time_first_hit = current_time
		else
		inst.total_damage_received = inst.total_damage_received + damage
	end
	
	if inst.total_damage_received > 74.5 then
	
	local x, y, z  =inst.Transform:GetWorldPosition()
				inst.components.talker:Say("It hurts! Nya~")
			local ents = TheSim:FindEntities(x, y, z , 20, {"freezable"}, {"player"})
			for i, v in ipairs(ents) do
				v.components.freezable:SpawnShatterFX()
				v.components.freezable:AddColdness(12)
			end
				inst.total_damage_received = 0
				inst.last_time_hit = nil
		end
	end
	
--lvl-12
if inst.level >670 and inst.level <=790 then
	if (last_time_first_hit == nil) or (current_time_first_hit > 12.5) then
		inst.total_damage_received = damage
		inst.last_time_first_hit = current_time
		else
		inst.total_damage_received = inst.total_damage_received + damage
	end
	
	if inst.total_damage_received > 74.5 then
	
	local x, y, z  =inst.Transform:GetWorldPosition()
				inst.components.talker:Say("It hurts! Nya~")
			local ents = TheSim:FindEntities(x, y, z , 20, {"freezable"}, {"player"})
			for i, v in ipairs(ents) do
				v.components.freezable:SpawnShatterFX()
				v.components.freezable:AddColdness(12)
			end
				inst.total_damage_received = 0
				inst.last_time_hit = nil
		end
	end
	
--lvl-13
if inst.level >790 and inst.level <=920 then
	if (last_time_first_hit == nil) or (current_time_first_hit > 12.5) then
		inst.total_damage_received = damage
		inst.last_time_first_hit = current_time
		else
		inst.total_damage_received = inst.total_damage_received + damage
	end
	
	if inst.total_damage_received > 94.5 then
	
	local x, y, z  =inst.Transform:GetWorldPosition()
				inst.components.talker:Say("It hurts! Nya~")
			local ents = TheSim:FindEntities(x, y, z , 20, {"freezable"}, {"player"})
			for i, v in ipairs(ents) do
				v.components.freezable:SpawnShatterFX()
				v.components.freezable:AddColdness(12)
			end
				inst.total_damage_received = 0
				inst.last_time_hit = nil
		end
	end
	
--lvl-14
if inst.level >920 and inst.level <=1060 then
	if (last_time_first_hit == nil) or (current_time_first_hit > 12.5) then
		inst.total_damage_received = damage
		inst.last_time_first_hit = current_time
		else
		inst.total_damage_received = inst.total_damage_received + damage
	end
	
	if inst.total_damage_received > 94.5 then
	
	local x, y, z  =inst.Transform:GetWorldPosition()
				inst.components.talker:Say("It hurts! Nya~")
			local ents = TheSim:FindEntities(x, y, z , 20, {"freezable"}, {"player"})
			for i, v in ipairs(ents) do
				v.components.freezable:SpawnShatterFX()
				v.components.freezable:AddColdness(12)
			end
				inst.total_damage_received = 0
				inst.last_time_hit = nil
		end
	end
	
--lvl-15
if inst.level >1060 and inst.level <=1210 then
	if (last_time_first_hit == nil) or (current_time_first_hit > 15) then
		inst.total_damage_received = damage
		inst.last_time_first_hit = current_time
		else
		inst.total_damage_received = inst.total_damage_received + damage
	end
	
	if inst.total_damage_received > 99.5 then
	
	local x, y, z  =inst.Transform:GetWorldPosition()
				inst.components.talker:Say("It hurts! Nya~")
			local ents = TheSim:FindEntities(x, y, z , 20, {"freezable"}, {"player"})
			for i, v in ipairs(ents) do
				v.components.freezable:SpawnShatterFX()
				v.components.freezable:AddColdness(15)
			end
				inst.total_damage_received = 0
				inst.last_time_hit = nil
		end
	end
	
--lvl-16
if inst.level >1210 and inst.level <=1370 then
	if (last_time_first_hit == nil) or (current_time_first_hit > 17.5) then
		inst.total_damage_received = damage
		inst.last_time_first_hit = current_time
		else
		inst.total_damage_received = inst.total_damage_received + damage
	end
	
	if inst.total_damage_received > 124.5 then
	
	local x, y, z  =inst.Transform:GetWorldPosition()
				inst.components.talker:Say("It hurts! Nya~")
			local ents = TheSim:FindEntities(x, y, z , 20, {"freezable"}, {"player"})
			for i, v in ipairs(ents) do
				v.components.freezable:SpawnShatterFX()
				v.components.freezable:AddColdness(17)
			end
				inst.total_damage_received = 0
				inst.last_time_hit = nil
		end
	end
	
--lvl-17
if inst.level >1370 and inst.level <=1540 then
	if (last_time_first_hit == nil) or (current_time_first_hit > 17.5) then
		inst.total_damage_received = damage
		inst.last_time_first_hit = current_time
		else
		inst.total_damage_received = inst.total_damage_received + damage
	end
	
	if inst.total_damage_received > 124.5 then
	
	local x, y, z  =inst.Transform:GetWorldPosition()
				inst.components.talker:Say("It hurts! Nya~")
			local ents = TheSim:FindEntities(x, y, z , 20, {"freezable"}, {"player"})
			for i, v in ipairs(ents) do
				v.components.freezable:SpawnShatterFX()
				v.components.freezable:AddColdness(17)
			end
				inst.total_damage_received = 0
				inst.last_time_hit = nil
		end
	end
	
--lvl-18
if inst.level >1540 and inst.level <=1720 then
	if (last_time_first_hit == nil) or (current_time_first_hit > 17.5) then
		inst.total_damage_received = damage
		inst.last_time_first_hit = current_time
		else
		inst.total_damage_received = inst.total_damage_received + damage
	end
	
	if inst.total_damage_received > 134.5 then
	
	local x, y, z  =inst.Transform:GetWorldPosition()
				inst.components.talker:Say("It hurts! Nya~")
			local ents = TheSim:FindEntities(x, y, z , 20, {"freezable"}, {"player"})
			for i, v in ipairs(ents) do
				v.components.freezable:SpawnShatterFX()
				v.components.freezable:AddColdness(17)
			end
				inst.total_damage_received = 0
				inst.last_time_hit = nil
		end
	end
	
--lvl-19
if inst.level >1720 and inst.level <= 1910 then
	if (last_time_first_hit == nil) or (current_time_first_hit > 17.5) then
		inst.total_damage_received = damage
		inst.last_time_first_hit = current_time
		else
		inst.total_damage_received = inst.total_damage_received + damage
	end
	
	if inst.total_damage_received > 134.5 then
	
	local x, y, z  =inst.Transform:GetWorldPosition()
				inst.components.talker:Say("It hurts! Nya~")
			local ents = TheSim:FindEntities(x, y, z , 20, {"freezable"}, {"player"})
			for i, v in ipairs(ents) do
				v.components.freezable:SpawnShatterFX()
				v.components.freezable:AddColdness(17)
			end
				inst.total_damage_received = 0
				inst.last_time_hit = nil
		end
	end
	
--lvl-20
if inst.level >1910 and inst.level <=2110 then
	if (last_time_first_hit == nil) or (current_time_first_hit > 20) then
		inst.total_damage_received = damage
		inst.last_time_first_hit = current_time
		else
		inst.total_damage_received = inst.total_damage_received + damage
	end
	
	if inst.total_damage_received > 149.5 then
	
	local x, y, z  =inst.Transform:GetWorldPosition()
				inst.components.talker:Say("It hurts! Nya~")
			local ents = TheSim:FindEntities(x, y, z , 20, {"freezable"}, {"player"})
			for i, v in ipairs(ents) do
				v.components.freezable:SpawnShatterFX()
				v.components.freezable:AddColdness(19)
			end
				inst.total_damage_received = 0
				inst.last_time_hit = nil
		end
	end
	
--lvl-21
if inst.level >2110 and inst.level <=2320 then
	if (last_time_first_hit == nil) or (current_time_first_hit > 21.5) then
		inst.total_damage_received = damage
		inst.last_time_first_hit = current_time
		else
		inst.total_damage_received = inst.total_damage_received + damage
	end
	
	if inst.total_damage_received > 169.5 then
	
	local x, y, z  =inst.Transform:GetWorldPosition()
				inst.components.talker:Say("It hurts! Nya~")
			local ents = TheSim:FindEntities(x, y, z , 20, {"freezable"}, {"player"})
			for i, v in ipairs(ents) do
				v.components.freezable:SpawnShatterFX()
				v.components.freezable:AddColdness(21)
			end
				inst.total_damage_received = 0
				inst.last_time_hit = nil
		end
	end
	
--lvl-22
if inst.level >2320 and inst.level <=2540 then
	if (last_time_first_hit == nil) or (current_time_first_hit > 21.5) then
		inst.total_damage_received = damage
		inst.last_time_first_hit = current_time
		else
		inst.total_damage_received = inst.total_damage_received + damage
	end
	
	if inst.total_damage_received > 169.5 then
	
	local x, y, z  =inst.Transform:GetWorldPosition()
				inst.components.talker:Say("It hurts! Nya~")
			local ents = TheSim:FindEntities(x, y, z , 20, {"freezable"}, {"player"})
			for i, v in ipairs(ents) do
				v.components.freezable:SpawnShatterFX()
				v.components.freezable:AddColdness(21)
			end
				inst.total_damage_received = 0
				inst.last_time_hit = nil
		end
	end
	
--lvl-23
if inst.level >2540 and inst.level <=2770 then
	if (last_time_first_hit == nil) or (current_time_first_hit > 21.5) then
		inst.total_damage_received = damage
		inst.last_time_first_hit = current_time
		else
		inst.total_damage_received = inst.total_damage_received + damage
	end
	
	if inst.total_damage_received > 169.5 then
	
	local x, y, z  =inst.Transform:GetWorldPosition()
				inst.components.talker:Say("It hurts! Nya~")
			local ents = TheSim:FindEntities(x, y, z , 20, {"freezable"}, {"player"})
			for i, v in ipairs(ents) do
				v.components.freezable:SpawnShatterFX()
				v.components.freezable:AddColdness(21)
			end
				inst.total_damage_received = 0
				inst.last_time_hit = nil
		end
	end
	
--lvl-24
if inst.level >2770 and inst.level <=3010 then
	if (last_time_first_hit == nil) or (current_time_first_hit > 23) then
		inst.total_damage_received = damage
		inst.last_time_first_hit = current_time
		else
		inst.total_damage_received = inst.total_damage_received + damage
	end
	
	if inst.total_damage_received > 189.5 then
	
	local x, y, z  =inst.Transform:GetWorldPosition()
				inst.components.talker:Say("It hurts! Nya~")
			local ents = TheSim:FindEntities(x, y, z , 20, {"freezable"}, {"player"})
			for i, v in ipairs(ents) do
				v.components.freezable:SpawnShatterFX()
				v.components.freezable:AddColdness(23)
			end
				inst.total_damage_received = 0
				inst.last_time_hit = nil
		end
	end
	
--lvl-25
if inst.level >3010 and inst.level <=3260 then
	if (last_time_first_hit == nil) or (current_time_first_hit > 23) then
		inst.total_damage_received = damage
		inst.last_time_first_hit = current_time
		else
		inst.total_damage_received = inst.total_damage_received + damage
	end
	
	if inst.total_damage_received > 189.5 then
	
	local x, y, z  =inst.Transform:GetWorldPosition()
				inst.components.talker:Say("It hurts! Nya~")
			local ents = TheSim:FindEntities(x, y, z , 20, {"freezable"}, {"player"})
			for i, v in ipairs(ents) do
				v.components.freezable:SpawnShatterFX()
				v.components.freezable:AddColdness(23)
			end
				inst.total_damage_received = 0
				inst.last_time_hit = nil
		end
	end
	
--lvl-26
if inst.level >3260 and inst.level <=3520 then
	if (last_time_first_hit == nil) or (current_time_first_hit > 23) then
		inst.total_damage_received = damage
		inst.last_time_first_hit = current_time
		else
		inst.total_damage_received = inst.total_damage_received + damage
	end
	
	if inst.total_damage_received > 189.5 then
	
	local x, y, z  =inst.Transform:GetWorldPosition()
				inst.components.talker:Say("It hurts! Nya~")
			local ents = TheSim:FindEntities(x, y, z , 20, {"freezable"}, {"player"})
			for i, v in ipairs(ents) do
				v.components.freezable:SpawnShatterFX()
				v.components.freezable:AddColdness(23)
			end
				inst.total_damage_received = 0
				inst.last_time_hit = nil
		end
	end
	
--lvl-27
if inst.level >3520 and inst.level <=3790 then
	if (last_time_first_hit == nil) or (current_time_first_hit > 24.5) then
		inst.total_damage_received = damage
		inst.last_time_first_hit = current_time
		else
		inst.total_damage_received = inst.total_damage_received + damage
	end
	
	if inst.total_damage_received > 209.5 then
	
	local x, y, z  =inst.Transform:GetWorldPosition()
				inst.components.talker:Say("It hurts! Nya~")
			local ents = TheSim:FindEntities(x, y, z , 20, {"freezable"}, {"player"})
			for i, v in ipairs(ents) do
				v.components.freezable:SpawnShatterFX()
				v.components.freezable:AddColdness(25)
			end
				inst.total_damage_received = 0
				inst.last_time_hit = nil
		end
	end
	
--lvl-28
if inst.level >3790 and inst.level <=4070 then
	if (last_time_first_hit == nil) or (current_time_first_hit > 24.5) then
		inst.total_damage_received = damage
		inst.last_time_first_hit = current_time
		else
		inst.total_damage_received = inst.total_damage_received + damage
	end
	
	if inst.total_damage_received > 209.5 then
	
	local x, y, z  =inst.Transform:GetWorldPosition()
				inst.components.talker:Say("It hurts! Nya~")
			local ents = TheSim:FindEntities(x, y, z , 20, {"freezable"}, {"player"})
			for i, v in ipairs(ents) do
				v.components.freezable:SpawnShatterFX()
				v.components.freezable:AddColdness(25)
			end
				inst.total_damage_received = 0
				inst.last_time_hit = nil
		end
	end
	
--lvl-29 
if inst.level >4070 and inst.level <=4360 then
	if (last_time_first_hit == nil) or (current_time_first_hit > 24.5) then
		inst.total_damage_received = damage
		inst.last_time_first_hit = current_time
		else
		inst.total_damage_received = inst.total_damage_received + damage
	end
	
	if inst.total_damage_received > 209.5 then
	
	local x, y, z  =inst.Transform:GetWorldPosition()
				inst.components.talker:Say("It hurts! Nya~")
			local ents = TheSim:FindEntities(x, y, z , 20, {"freezable"}, {"player"})
			for i, v in ipairs(ents) do
				v.components.freezable:SpawnShatterFX()
				v.components.freezable:AddColdness(25)
			end
				inst.total_damage_received = 0
				inst.last_time_hit = nil
		end
	end
	
--lvl-30
if inst.level >4360 and inst.level <=4660 then
	if (last_time_first_hit == nil) or (current_time_first_hit > 30) then
		inst.total_damage_received = damage
		inst.last_time_first_hit = current_time
		else
		inst.total_damage_received = inst.total_damage_received + damage
	end
	
	if inst.total_damage_received > 219.5 then
	
	local x, y, z  =inst.Transform:GetWorldPosition()
				inst.components.talker:Say("It hurts! Nya~")
			local ents = TheSim:FindEntities(x, y, z , 20, {"freezable"}, {"player"})
			for i, v in ipairs(ents) do
				v.components.freezable:SpawnShatterFX()
				v.components.freezable:AddColdness(30)
			end
				inst.total_damage_received = 0
				inst.last_time_hit = nil
		end
	end
end
end

i just tried it when my character has 50+exp and the crush is lost connection

 

here is some of client logs and othre crushes may you need

 

crush with counterattack.txt

crush with fridge.txt

client_log_2019-06-06-10-24-20.txt

client_log_2019-06-06-10-25-05.txt

client_log_2019-06-06-10-28-33.txt

client_log_2019-06-06-10-33-55.txt

client_log_2019-06-06-10-38-33.txt

client_log_2019-06-06-05-41-49.txt

client_log_2019-06-06-09-31-58.txt

client_log_2019-06-06-09-39-57.txt

Link to comment
Share on other sites

Three things:

  1. In order to see the errors, we need the server logs, not the client logs. The client logs are (almost) only helpful when the crash happens in the menu or while loading/creating the server. After entering the game, almost everything is logged in the server logs instead. See my newcomer post for more info and a lot of introductionary stuff for new modders.
  2. It's inst:AddTag("fridge") instead of inst.AddTag("fridge"). You used a period instead of a colon. That crashes the client, but not the server.
  3. That's way too much code to post directly. It would be much easier to handle, if you attached the file with your code, and gave some line numbers or function names for us to look at. It's just waaay too much. In relation, if I were you I would make functions for each "tier", instead of having all the code be one large if-statement. Then you have all the individual functionality in little boxes, and the big, beastly if-statement can then be considered a separate section of code, which you only ever need to look at, if your level-progression is buggy.
    local level11to30 = function()
    	-- do something
    end
    
    local level31to50 = function()
    	-- do something
    end
    
    local mainfunction = function()
    	if inst.level > 10 and inst.level <= 30 then
    		level11to30()
    	elseif inst.level > 30 and inst.level <= 50 then
    		level31to50()
    	elseif blablablabla
    		......
    	end
    end

     

 

Edited by Ultroman
Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

×
  • Create New...