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- ScriptName SCPT
- ;This is your script name. It doesn't need to start SCPT, but it's good for quick reference.
- ;Don't start it with a number! Don't start any editor ID with a number.
- Begin Gamemode
- ;Gamemode runs when the player isn't in a menu
- If GetGameRestarted
- ;GetGameRestarted returns 1 once per script per restart. Many old style integrations use a "short DoOnce" check to do this, but that only happens once per *save*, meaning you can't update the integration levels at all once the a save has been made with the mod installed
- ;printc "my template startup script has begun
- ;this is a debug line. uncomment it by deleting the ; and the script will print to the console when it starts. This is useful for knowing if your script has started and finished successfully.
- ;ListAddForm is better than AddItemToFormlist, since it isn't savebaked
- ListAddForm NVALLWeapons qqq
- ;Any weapons not added to the NVAllWeapons list won't be removed when going into casinos
- ListAddForm WeaponListRangedAll qqq
- ;qqq stands for the base form, i.e. WeapNV9mmPistol for the 9mm Pistol
- ListAddForm GunsList qqq
- ;Guns list also appears to be all ranged weapons, including energy weapons
- ListAddForm WeaponRiflesList qqq
- ListAddForm WeaponMachinegunList qqq
- ;Machinegun list is a list of all ballistic automatic weapons, mostly used for making sure that perks and other effects don't increase their fire rate
- ListAddForm WeaponListMeleeAll qqq
- ListAddForm WeaponGrenadeMineLIST qqq
- ListAddForm WeaponsAutomaticMeleeLIST qqq
- ;Automatic
- ListAddForm ExplodesGasTrapsOnHit qqq
- ListAddForm NVDLC01ExplodesGasTrapsOnHit qqq
- ;Ranged weapons
- ListAddForm ExplodesGasTrapsOnTouch qqq
- ;Fiery non-ranged weapons
- ListAddForm NVHoldoutWeapons qqq
- ListAddForm NVImprovedHoldoutWeapons qqq
- ListAddForm TheProfessionalWeaponsList qqq
- ListAddForm PerkCowboyWeapons qqq
- ListAddForm ShotgunSurgeonWeaponsList qqq
- ListAddForm WeaponShotgunLIST qqq
- ListAddForm WeaponLauncherLIST qqq
- ListAddForm BeamChallengeWeaponLIST qqq
- ;Rifle grip energy weapons of all types
- ListAddForm EnergyWeapons qqq
- ListAddForm LaserCommanderWeaponsList qqq
- ;Just laser weapons, but pulse weapons are here in the base game too
- ListAddForm PlasmaSpazWeaponList qqq
- ;plasma weapons
- ListAddForm NVDLC02PerkGruntWeapons qqq
- ListAddForm PerkPyromaniacWeaponsUsingAmmo qqq
- ;Any 12 ga shotguns go here, cause of the dragon's breath ammo
- ListAddForm SupermutantWeapons qqq
- ;They won't use any weapons not in this list
- ListAddForm PerkPyromaniacWeapons qqq
- ListAddForm PerkDemolitionExpertWeapons qqq
- ListAddForm MS10SetHaroldOnFireWeaponsList qqq
- ;Yes, this is only used in Fallout 3, but the list still exists in NV, and adding it here will improve TTW compatibility at no cost to you
- ListAddForm GrenadeList qqq
- ListAddForm FireWeapons qqq
- ListAddForm FistWeaponsList qqq
- ListAddForm BaseballBatsList qqq
- ListAddForm NVDLC02DaturaPoisonWeapons qqq
- ;appears to be the weapons that datura poison is valid to apply to
- ListAddForm NVDLC03EMPWeaponList qqq
- ListAddForm NVDLC05ChallengeBenefitOrAHazardWeapons qqq
- ;556 Pistols
- ListAddForm NVDLC05ChallengeCuriosAndRelicsWeapons qqq
- ;unique weapons
- ListAddForm NVDLC05ChallengeEvenAGodKingCanBleedWeapons qqq
- ;throwing spears
- ListAddForm NVDLC05ChallengeHistoricalProprietyList qqq
- ;knives
- ListAddForm NVDLC05ChallengeOverkillWeapons qqq
- ;weapons using mini nukes
- ListAddForm NVDLC05ChallengeTheSameCouldBeSaidWeapons qqq
- ;holy weapons
- ;These are all of the potentially important formlists to add your new weapon to ^
- ListAddForm RepairNVDLC04FlareGun qqq
- ;This is a reminder to add your weapon to any base game repair lists
- ListAddForm Hats qqq
- ;Mostly just used for Rex's "doesn't like hats" barking, but other mods use it for other stuff
- ListAddForm RockItLauncherAmmo qqq
- ListAddForm FoodNoneAvailable qqq
- ListAddForm MeatFood qqq
- ListAddForm NonAlchoholicDrinks qqq
- ListAddForm NukaBottleDrinks qqq
- ListAddForm NVFiendDrugList qqq
- ListAddForm AlchoholicDrinks qqq
- ListAddForm WaterLIST qqq
- ListAddForm NVDLC01Poisons qqq
- ListAddForm NVDLC02MQ02cBooze qqq
- ;the valid alcohols you can use to sterilize the medkit in HH
- ListAddForm NVDLC02PreWarFood qqq
- ListAddForm NVDLC03AllEmptyBottlesLIST qqq
- ListAddForm NVDLC03AllIngestiblePlants qqq
- ListAddForm NVDLC03HQBuddiesMuggyAllDinnerwareLIST qqq
- ListAddForm NVDLC03HQBuddiesMuggyAllDinnerwareLIST qqq
- ListAddForm NVDLC03PerkRelatedAllChemsLIST qqq
- ListAddForm NVDLC03PerkRelatedAllFoodLIST qqq
- ListAddForm NVDLC03PerkRelatedAllStimpaksLIST qqq
- ListAddForm NVDLC03PerkRelatedDrinks10RadLIST qqq
- ListAddForm NVDLC03PerkRelatedDrinks16RadLIST qqq
- ListAddForm NVDLC03PerkRelatedDrinks3RadLIST qqq
- ListAddForm NVDLC03PerkRelatedDrinks6RadLIST qqq
- ListAddForm MugDrinks qqq
- ;this is used by an idle, contains unpurified water and ant nectar
- ListAddForm NVLegionAllButMedsChemsList qqq
- ListAddForm NVLegionBannedList qqq
- ListAddForm NVLegionBannedMedList qqq
- ListAddForm NVLegionChemsList qqq
- ListAddForm NVLegionDrugList qqq
- ;not exactly sure which of these is used for what part of item confiscation at the fort
- ListAddForm FactionGearNVBrotherhood qqq
- ListAddForm FactionGearNVGreatKhans qqq
- ListAddForm FactionGearNVNCR qqq
- ListAddForm FactionGearNVNCR qqq
- ListAddForm FactionGearNVCaesar qqq
- ListAddForm NVDLC01ArmorVsBeamTorso qqq
- ;metal armors
- ListAddForm NVDLC01ArmorVsBeamEyewear qqq
- ;reflective eyewear
- LeveledListAddForm kkk www 1 1 .
- ;Syntax for LeveledListAddForm is "LeveledListAddForm LeveledListToAddToEditorID LeveledItemToAdd Level Count Condition"
- ;Most lists should have WithAmmo lists added to them, unless they're melee or unarmed weapons, in which case condition lists should be used
- if GetINIFloat "MyMod Settings:fBigGun" "MyMod Config.ini" > 0
- iSkill = (GetINIFloat "MyMod Settings:fBigGun" "MyMod Config.ini")
- SetWeaponSkill 33, WEAPONIDGOESHERE
- SetWeaponRequiredSkill iSkill, WEAPONIDGOESHERE
- endif
- ;this is a section that will make any weapon whose ID you put there automatically change itself to use Big Guns, at the skill level that's set in the config ini
- ;you will need to create a config folder, make sure it's in the same containing folder as your meshes/textures/etc., then create a new text file, name it to (Your Mod) Config.ini, then update the "MyMod" with your ini's name
- ;after you've done that, take the updated MyMod Settings from above with your mod's name in it, then put it in brackets at the top of your config ini
- ;then, put the name of your weapon after fBigGun, above, and copy paste fBigGunMinigun or whatever your equivalent is below the bracketed settings line above. Put =0 after it, and your setting has been made. I recommend putting a recommended skill level after a ; on the next line
- ;for example
- ;[Minigun Settings]
- ;fBigGunMinigun=0
- ;recommended 100
- ;the user simply has to change the value after the = and the weapon will use Big Guns at the level set
- ;this does not work on negative numbers or numbers higher than 100, and it won't do anything if the number is set to 0
- if isModLoaded "TaleOfTwoWastelands.esm"
- ;TTW 3.3 implemented a system wide economy rebalance, wherein the price of weapons and armors were dramatically reduced, with new values of approximately 10-20% of their NV values
- ;this means that if your standard item value for a weapon is calibrated for NV, it will be wildly expensive to buy and valuable to sell in TTW if it's value is not changed
- ;this line allows you to calibrate what your item will be worth in TTW. 3.2.2 did *not* do this, so if you put this line in, your mod will only be compatible with 3.3
- ;armors, weapon mods, and weapons' values were reduced much more than ingestible and misc item values, but they were generally reduced substantially too
- ;I strongly suggest using a reference value for what you set here - if you're implementing say, a lousier version of the stimpak, look at the 3.3 stimpak value and calibrate from there
- ;for 3.3 support, you will likely need to do this for literally every single weapon, ingestible, armor, weapon mod, misc item and ammo in your game
- SetBaseItemValue WEAPONIDGOESHERE 100
- endif
- if isModLoaded "TaleOfTwoWastelands.esm"
- ;there are a few perks in TTW that apply to Big Guns. They do this by adding all the big guns to a formlist, and just checking that instead of the weapon's used skill, like above, so that they don't have to require JIP restored Big Guns skill by default
- ;this line will add your weapon to that formlist. You should probably do this *and* the above big guns option with the config option, to ensure compatibility with base TTW players, and those who use JIP's reimplemented Big Guns skill
- ref rTTWWeaponBigGuns = EditorIdToFormID "TTWWeaponBigGuns"
- ListAddForm rTTWWeaponBigGuns WEAPONIDGOESHERE
- endif
- if isModLoaded "S6S Base Game Perks Redux.esp"
- ref rPerkSuperSlamThrownWeapons = EditorIdToFormID "PerkSuperSlamThrownWeapons"
- ListAddForm rPerkSuperSlamThrownWeapons WEAPONIDGOESHERE
- ;my base game perk redux adds heavier throwing weapons, like the throwing spear and hatchet, to a formlist that allows them to also receive a chance to knock down. These lines will add your weapon to that list if you see fit
- ref rXenotechWeapons = EditorIdToFormID "XenotechWeapons"
- ListAddForm rXenotechWeapons WEAPONIDGOESHERE
- ;my base game perk redux changes the Xenotech perk to check weapons against a formlist instead of checking for item IDs specifically
- endif
- if isModLoaded "New Blood.esp"
- ;New Blood implements formula based blunt weapon knockdown on critical hit
- ;if you'd like to make your weapon automatically perform the same way, you can use this to do so, without the need for requiring the New Blood esp
- ref rSCPTBluntKnockdownEffect = EditorIdToFormID "SCPTBluntKnockdownEffect"
- SetOnCriticalHitEventHandler rSCPTBluntKnockdownEffect 1 XMarker XMarker WEAPONIDGOESHERE
- ;this sets the event handler to apply anytime a critical hit is landed with the weapon, regardless of target or wielder
- SetCritPerc x WEAPONIDGOESHERE
- ;blunt weapons are generally tuned to have low critical damage, but moderately high critical chance. The chance to get free hits in on a target once they're knocked down is a very strong advantage, so they shouldn't be getting strong crit damage if knockdown is enabled
- ;you may want your baseline implementation of the weapon to have different crit values if crit knockdown is enabled on it, so these commands allow you to adjust them if the crit knockdown is applied
- SetWeaponCritDamage x WEAPONIDGOESHERE
- ;replace x with your number
- ;some weapons have knockdown as their VATS effect, and if they can land it at other times, the effect may be a waste of AP
- ;you can use these lines to tweak the VATS effect values to be more useful with crit knockdown enabled
- SetWeaponVatsTraitNumeric WEAPONIDGOESHERE 2 x
- ;damage multiplier for the attack
- SetWeaponVatsTraitNumeric WEAPONIDGOESHERE 3 x
- ;AP cost
- SetWeaponVatsTraitNumeric WEAPONIDGOESHERE 1 x
- ;skill requirement to perform
- ;BLADED
- ;New Blood implements formula based bladed weapon bleed on critical hit
- ;if you'd like to make your weapon automatically perform the same way, you can use this to do so, without the need for requiring the New Blood esp
- ref rSCPTCritBleedEffect1for30 = EditorIdToFormID "SCPTCritBleedEffect1for30"
- SetOnCriticalHitEventHandler SCPTCritBleedEffect1for30 1 XMarker XMarker WEAPONIDGOESHERE
- ref rSCPTCritBleedEffect1for60 = EditorIdToFormID "SCPTCritBleedEffect1for60"
- SetOnCriticalHitEventHandler rSCPTCritBleedEffect1for60 1 XMarker XMarker WEAPONIDGOESHERE
- ref rSCPTCritBleedEffect2for30 = EditorIdToFormID "SCPTCritBleedEffect2for30"
- SetOnCriticalHitEventHandler rSCPTCritBleedEffect2for30 1 XMarker XMarker WEAPONIDGOESHERE
- ref rSCPTCritBleedEffect2for60 = EditorIdToFormID "SCPTCritBleedEffect2for60"
- SetOnCriticalHitEventHandler rSCPTCritBleedEffect2for60 1 XMarker XMarker WEAPONIDGOESHERE
- ;in contrast to blunt weapons, which all share the same knockdown effect, bladed weapons may deal 1 bleeding health damage per second for thirty seconds, for 60 seconds, 2 damage per second for 30, or 60 seconds
- ;choose one severity and delete the other lines
- SetCritPerc x WEAPONIDGOESHERE
- ;bleed is a very strong effect, so crit percentages generally shouldn't be very high, and neither should crit damage
- SetWeaponCritDamage x WEAPONIDGOESHERE
- endif
- if isModLoaded "S6S Perks.esp" == 1
- ;S6S Perks
- ; ref rsssFLSTBoltActionWeapons = EditorIdToFormID "sssFLSTBoltActionWeapons"
- ; ListAddForm rsssFLSTBoltActionWeapons WEAPONIDGOESHERE
- ; ref rsssFLSTtruepartymember = EditorIdToFormID "sssFLSTtruepartymember"
- ; ListAddForm rsssFLSTtruepartymember WEAPONIDGOESHERE
- ;communist, chinese, russian, eastern european, and guerilla weapons
- ; ref rsssFLSTRevolvers = EditorIdToFormID "sssFLSTRevolvers"
- ; ListAddForm rsssFLSTRevolvers WEAPONIDGOESHERE
- ; ref rsssFLSTdemorocket = EditorIdToFormID "sssFLSTdemorocket"
- ; ListAddForm rsssFLSTdemorocket WEAPONIDGOESHERE
- ;rocket/missile/fat man weapons
- ; ref rsssFLSTroadrageweapons = EditorIdToFormID "sssFLSTroadrageweapons"
- ; ListAddForm rsssFLSTroadrageweapons WEAPONIDGOESHERE
- ;wasteland weapons, especially those featured in the mad max films
- ;generally not weapons that overlap with cowboy, grunt, or true party member
- ;antique weapons, homemade ones, knuckle type weapons, ones in strange calibers
- ;meant to buff iconic wasteland weapons that aren't particularly viable
- ; ref rsssFLSTRepairWeaponsLow = EditorIdToFormID "sssFLSTRepairWeaponsLow"
- ; ListAddForm rsssFLSTRepairWeaponsLow WEAPONIDGOESHERE
- ;homemade/crafted weapons, ones that are involved in repairing/breaking down things, like sledgehammers and chainsaws
- ;most non-military produced explosives, like tin grenades and fire bombs are in here
- ;"low" repair weapons are *weaker* weapons that get *better* buffs, to make them more viable
- ;for example, a wrench weapon should probably go in low, while the arc welder belongs in high
- ;DO NOT put a weapon in both lists! The bonuses will both apply at the same time, resulting in crazy buffs
- ; ref rsssFLSTRepairWeaponsHigh = EditorIdToFormID "sssFLSTRepairWeaponsHigh"
- ; ListAddForm rsssFLSTRepairWeaponsHigh WEAPONIDGOESHERE
- ; ref rsssFLSTMadScienceWeaponsLow = EditorIdToFormID "sssFLSTMadScienceWeaponsLow"
- ; ListAddForm rsssFLSTMadScienceWeaponsLow WEAPONIDGOESHERE
- ;pretty self explanatory, mad science weapons
- ;high tech weapons, but not mainline production ones like plasma rifles
- ;pulse/recharging weapons, things used in experiments like cattle prods
- ;atomic and nuclear weapons are in here
- ; ref rsssFLSTMadScienceWeaponsHigh = EditorIdToFormID "sssFLSTMadScienceWeaponsHigh"
- ; ListAddForm rsssFLSTMadScienceWeaponsHigh WEAPONIDGOESHERE
- ; ref rsssFLST45AutoSadistic = EditorIdToFormID "sssFLST45AutoSadistic"
- ; ListAddForm rsssFLST45AutoSadistic WEAPONIDGOESHERE
- ;1911/.45 Auto style pistols, ideally with 6 or 7 rounds
- ;weapons which *look* similar to those handguns and aren't above 6/7 rounds per reload are fine
- ; ref rsssFLSTDiplomatSuit = EditorIdToFormID "sssFLSTDiplomatSuit"
- ; ListAddForm rsssFLSTDiplomatSuit WEAPONIDGOESHERE
- ;diplomat suits, generally those representing some kind of faction
- ; ref rsssFLSTBladedWeapons = EditorIdToFormID "sssFLSTBladedWeapons"
- ; ListAddForm rsssFLSTBladedWeapons WEAPONIDGOESHERE
- ;all bladed weapons, including things like chainsaws and proton axes, and any energy melee weapon which emulates a blade
- ;blunt weapons with attached, non blade items that are still sharp *do not* count
- ;no nail boards
- ; ref rsssFLSTBowieKnives = EditorIdToFormID "sssFLSTBowieKnives"
- ; ListAddForm rsssFLSTBowieKnives WEAPONIDGOESHERE
- ;bowie/machete/kabar styled/combat knives
- ;one handed only
- ;other knives which evoke notions of australia are appropriate
- ; ref rsssFLSTHeavyMelee = EditorIdToFormID "sssFLSTHeavyMelee"
- ; ListAddForm rsssFLSTHeavyMelee WEAPONIDGOESHERE
- ;heavy two handed melee weapons
- endif
- if isModLoaded "DMT _Dead Money Tweaks_.esm" == 1
- ;DMT - Dead Money Tweaks
- ; ref rsDMFLSTAdvancedArmor = EditorIdToFormID "sDMFLSTAdvancedArmor"
- ; ListAddForm rsDMFLSTAdvancedArmor WEAPONIDGOESHERE
- ;DMT introduces additional mechanics to weapon repair kits, and adds armor repair kits
- ;it allows you to use silver/gold coins to get more repair value on your basic/high tech weapons, respectively
- ;generally any armor with circuitry should go here
- ;rarer armors made from uncommon items, like gold or something like that, should also go in here
- ;this is for torso armor pieces
- ; ref rsDMFLSTAdvancedHelmet = EditorIdToFormID "sDMFLSTAdvancedHelmet"
- ; ListAddForm rsDMFLSTAdvancedHelmet WEAPONIDGOESHERE
- ;above, but for helmets
- ;accessories can go in here
- ; ref rsDMFLSTCloudBody = EditorIdToFormID "sDMFLSTCloudBody"
- ; ListAddForm rsDMFLSTCloudBody WEAPONIDGOESHERE
- ;DMT adds cloud protection mechanics using full body or two part protection
- ;this is for things like the space suit's body, which requires that you have the helmet to gain cloud protection
- ;you have to have *any* body and *any* head protection combo for two part protection
- ; ref rsDMFLSTCloudHead = EditorIdToFormID "sDMFLSTCloudHead"
- ; ListAddForm rsDMFLSTCloudHead WEAPONIDGOESHERE
- ;these are the helmets and such that cover the whole head, like the space suit
- ; ref rsDMFLSTCloudMask = EditorIdToFormID "sDMFLSTCloudMask"
- ; ListAddForm rsDMFLSTCloudMask WEAPONIDGOESHERE
- ;this is masks which grant complete breathing protection on their own, like the breathing mask
- ;these must have the mask biped flag set to function correctly
- ; ref rsDMFLSTCloudSuit = EditorIdToFormID "sDMFLSTCloudSuit"
- ; ListAddForm sDMFLSTCloudSuit WEAPONIDGOESHERE
- ;this is for things like rad suits, that are a single item that provides wholesale breathing protection
- ; ref rsDMFLSTGloveSafeList = EditorIdToFormID "sDMFLSTGloveSafeList"
- ; ListAddForm rsDMFLSTGloveSafeList WEAPONIDGOESHERE
- ;this is a list of distinct glove items that can be worn to prevent the super heated cosmic knives from hurting your health and hand
- ; ref rsDMFLSTHighTechWeapon = EditorIdToFormID "sDMFLSTHighTechWeapon"
- ; ListAddForm rsDMFLSTHighTechWeapon WEAPONIDGOESHERE
- ;the repair kit high tech list for weapons
- ;energy weapons are automatically covered for this, this is for things like the red glare or smmg, which have more advanced technical components
- ;fancy weapons with engravings and such should also go in here, like the ranger sequoia
- ; ref rsDMFLSTPoliceArmors = EditorIdToFormID "sDMFLSTPoliceArmors"
- ; ListAddForm rsDMFLSTPoliceArmors WEAPONIDGOESHERE
- ;police themed armors
- ; ref rsDMFLSTPoliceArmorsRiot = EditorIdToFormID "sDMFLSTPoliceArmorsRiot"
- ; ListAddForm rsDMFLSTPoliceArmorsRiot WEAPONIDGOESHERE
- ;riot police themed armors
- ;cool armors that don't stack up in the end game, like the assassin suit are often here for their visual similarity to things like the LR riot armor, and to buff them
- ; ref rsDMFLSTPoliceWeapons = EditorIdToFormID "sDMFLSTPoliceWeapons"
- ; ListAddForm rsDMFLSTPoliceWeapons WEAPONIDGOESHERE
- ;basic police issue weapons
- ;generally not automatic weapons
- ;*nothing scoped*
- ; ref rsDMFLSTPoliceWeaponsBreacher = EditorIdToFormID "sDMFLSTPoliceWeaponsBreacher"
- ; ListAddForm rsDMFLSTPoliceWeaponsBreacher WEAPONIDGOESHERE
- ;compact weapons, ideal for use in breaching of rooms
- ;also, explosive breaching tools like satchel charges and c4
- ;the 10mm smg is included here, for example
- ;clip fed and pump shotguns, no sawed offs
- ;flashbangs and stun weapons
- ; ref rsDMFLSTPoliceWeaponsRiot = EditorIdToFormID "sDMFLSTPoliceWeaponsRiot"
- ; ListAddForm rsDMFLSTPoliceWeaponsRiot WEAPONIDGOESHERE
- ;high capacity, usually highly powered weapons that would excel in mowing down crowds of people
- ;silenced automatic weapons are usually included
- ;scatter energy weapons are here, 10mm pistol is here cause it could use the buff
- ; ref rsDMFLSTPoliceWeaponsSniper = EditorIdToFormID "sDMFLSTPoliceWeaponsSniper"
- ; ListAddForm rsDMFLSTPoliceWeaponsSniper WEAPONIDGOESHERE
- ;police sharpshooter weapons
- ;these should nearly exclusively have scopes, the perk is tuned for it
- ;the anti material rifle is *not* appropriate here, this is for non-automatic scoped weapons that could concievably be used by the police
- ; ref rsDMFLSTPoliceWeaponsSpecialAgent = EditorIdToFormID "sDMFLSTPoliceWeaponsSpecialAgent"
- ; ListAddForm rsDMFLSTPoliceWeaponsSpecialAgent WEAPONIDGOESHERE
- ;weapons used by Leon Kennedy in Resident Evil 4 belong in here, along with relatively powerful antique weapons
- ;frag and incendiary grenades, pump action shotguns, bolt action and semi auto sniping rifles (unscoped is fine)
- ;12.7mm handguns and smgs are included here, as handling a .50 cal handgun/smg would require a high degree of skill
- ; ref rsDMFLSTShovels = EditorIdToFormID "sDMFLSTShovels"
- ; ListAddForm rsDMFLSTShovels WEAPONIDGOESHERE
- ;shovels
- endif
- ;printc "my template startup script has finished
- endif
- end
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