Monsters in CombatLib

Hello, I newly added CombatLib to my game and I created a goblin. But when I attacked it, it doesn't attack me. I didn't mark the "Do not attack even if the player attacks" option but still, it doesn't attack. I will be pleased if you help me.


It's been almost 3 days and unfortunately I still have not received a reply. I will be pleased if you help me.


Counter question: I have created a game and it does not run. Can you tell me what the reason is?


In case that isn't clear enough: You can't tell a mechanic "my car won't start" and expect them to tell you how to fix it.
To fix problems with your game, you need to either show us a copy of the code that has the problem, or let us see the game.

Sharing a link to the game is usually the better option, because it's not always obvious exactly where the problem is.


This is the code of whole game

<!--Saved by Quest 5.8.6836.13983-->
<asl version="580">
  <include ref="English.aslx" />
  <include ref="Core.aslx" />
  <include ref="CombatLib.aslx" />
  <include ref="ConvLib.aslx" />
  <include ref="QuestLib.aslx" />
  <include ref="ShopLib.aslx" />
  <include ref="StackLib.aslx" />
  <game name="Terebrisia">
    <gameid>9825a9ed-83dc-4bb7-bdac-6791a95cb0a8</gameid>
    <version>1.0</version>
    <firstpublished>2021</firstpublished>
    <showhealth />
    <showmoney />
    <feature_lightdark />
    <attr name="feature_asktell" type="boolean">false</attr>
    <appendobjectdescription />
    <setbackgroundopacity type="boolean">false</setbackgroundopacity>
    <deactivatecommandlinks type="boolean">false</deactivatecommandlinks>
    <underlinehyperlinks type="boolean">false</underlinehyperlinks>
    <defaultforeground>White</defaultforeground>
    <defaultbackground>Black</defaultbackground>
    <defaultlinkforeground>Gold</defaultlinkforeground>
    <menubackground>Black</menubackground>
    <menuforeground>Gold</menuforeground>
    <panestheme>Black</panestheme>
    <moneyformat>! Gold</moneyformat>
    <defaultfont>'Palatino Linotype', 'Book Antiqua', Palatino, serif</defaultfont>
    <enablehyperlinks type="boolean">false</enablehyperlinks>
    <clearscreenonroomenter type="boolean">false</clearscreenonroomenter>
    <attr name="autodescription_youarein_useprefix" type="boolean">false</attr>
    <feature_advancedwearables />
    <turnoffplacesandobjects type="boolean">false</turnoffplacesandobjects>
    <attr name="feature_limitinventory" type="boolean">false</attr>
    <attr name="feature_advancedscripts" type="boolean">false</attr>
    <attr name="autodescription_youarein" type="int">0</attr>
    <attr name="autodescription_youcansee" type="int">0</attr>
    <attr name="autodescription_youcango" type="int">0</attr>
    <attr name="autodescription_description" type="int">1</attr>
    <attr name="autodescription_youarein_newline" type="boolean">false</attr>
    <autodescription />
    <showdescriptiononenter />
    <start type="script">
      CombatInitialise
      WearGarment (underpants)
    </start>
    <onhealthzero type="script">
    </onhealthzero>
  </game>
  <object name="Bedroom">
    <inherit name="editor_room" />
    <dropdestination type="object">Bedroom</dropdestination>
    <description type="script">
      msg ("This is your white painted small bedroom. There is a drawer right next to your bed, and there is a wardrobe across the bed. There is your study desk and your bookshelf in the west wall. Also the door of the room is going to your living room. Some struggle sounds coming from the other side of the door.")
      msg (GetRoomDescription())
    </description>
    <beforefirstenter type="script">
      msg ("You wake up with the sounds coming from the other parts of the home. You slowly stand up in your bed, take the blanket on you and throw it to the other side of the bed. You shiver as your bare feet touch the cold stone floor.")
    </beforefirstenter>
    <object name="Drawer">
      <inherit name="editor_object" />
      <inherit name="container_closed" />
      <feature_container />
      <hidechildren type="boolean">false</hidechildren>
      <listchildren />
      <look>It is your old but reliable drawer. You made it from wood in the old days...</look>
      <displayverbs type="stringlist">
        <value>Look at</value>
        <value>Open</value>
        <value>Close</value>
      </displayverbs>
      <usedefaultprefix />
      <listchildrenprefix>In it there is</listchildrenprefix>
      <transparent type="boolean">false</transparent>
      <isopen type="boolean">false</isopen>
      <object name="Key of the Bedroom">
        <inherit name="editor_object" />
        <inherit name="childstack_object" />
        <look>It is the old key of your bedroom.</look>
        <alias>Key of the Bedroom</alias>
        <usedefaultprefix type="boolean">false</usedefaultprefix>
        <inroomdescription>There is also a key where you are.</inroomdescription>
        <feature_usegive />
        <stackparent type="object">Keychain</stackparent>
        <ontake type="script">
        </ontake>
        <take type="script">
          if (this.alias = null) {
            this.alias = this.name
          }
          container = this.stackparent
          this.parent = container
          SetStack (container)
          if (this.takemsg = null) {
            msg (DynamicTemplate("TakeSuccessful", object))
          }
          else {
            msg (this.takemsg)
          }
        </take>
        <selfuseon type="scriptdictionary">
          <item key="Door of the bedroom">
            UnlockExit (Exit to Living Room)
            msg ("You unlock the door with the key")
          </item>
        </selfuseon>
      </object>
      <object name="Handful of Gold">
        <inherit name="editor_object" />
        <inherit name="cash_object" />
        <inherit name="plural" />
        <look>There are 23 gold. This golds are your little treasure that you make with your own sweat.</look>
        <money type="int">23</money>
        <usedefaultprefix type="boolean">false</usedefaultprefix>
      </object>
    </object>
    <object name="Bookshelf">
      <inherit name="editor_object" />
      <look>It is your old bookshelf and it is pretty dusty because you don't have enough time for reading books because you are making very important things... Okay, you just hate books, this is the reason...</look>
      <displayverbs type="stringlist">
        <value>Look at</value>
      </displayverbs>
    </object>
    <object name="Wardrobe">
      <inherit name="editor_object" />
      <inherit name="container_closed" />
      <look>This is your small wood wardrobe.</look>
      <displayverbs type="stringlist">
        <value>Look at</value>
        <value>Open</value>
        <value>Close</value>
      </displayverbs>
      <feature_container />
      <isopen type="boolean">false</isopen>
      <hidechildren />
      <listchildren />
      <listchildrenprefix>In it there is</listchildrenprefix>
      <object name="shirt">
        <inherit name="editor_object" />
        <inherit name="wearable" />
        <inherit name="merchandise" />
        <inventoryverbs type="stringlist">
          <value>Look at</value>
          <value>Drop</value>
        </inventoryverbs>
        <look>It is your old, grey shirt, but it is pretty comfortable</look>
        <feature_wearable />
        <attr name="wear_layer" type="int">3</attr>
        <wear_slots type="stringlist">
          <value>Torso</value>
        </wear_slots>
        <price type="int">5</price>
        <removeable />
        <multistate type="boolean">false</multistate>
        <armour type="int">1</armour>
        <inroomdescription>There is also a shirt where you are.</inroomdescription>
      </object>
      <object name="pants">
        <inherit name="editor_object" />
        <inherit name="wearable" />
        <inherit name="merchandise" />
        <inherit name="plural" />
        <look>These are your old, grey pants, but they are pretty comfortable</look>
        <inventoryverbs type="stringlist">
          <value>Look at</value>
          <value>Drop</value>
        </inventoryverbs>
        <feature_wearable />
        <wear_slots type="stringlist">
          <value>Legs</value>
        </wear_slots>
        <price type="int">5</price>
        <removeable />
        <usedefaultprefix type="boolean">false</usedefaultprefix>
        <armour type="int">1</armour>
        <inroomdescription>There is also pants where you are.</inroomdescription>
      </object>
    </object>
    <object name="Study Desk">
      <inherit name="editor_object" />
      <inherit name="surface" />
      <feature_container />
      <listchildren />
      <listchildrenprefix>On which there is</listchildrenprefix>
      <look>It is your old study desk from wood.</look>
      <object name="Candy">
        <inherit name="editor_object" />
        <inherit name="edible" />
        <look>It is lemony, you hate it!</look>
        <take />
        <feature_edible />
        <eathealth type="int">0</eathealth>
        <eatmsg>Eyyww! It is lemony...</eatmsg>
        <inroomdescription>There is also a candy where you are.</inroomdescription>
      </object>
    </object>
    <exit name="Exit to Living Room" alias="east" to="Living Room">
      <inherit name="eastdirection" />
      <locked type="boolean">false</locked>
      <runscript />
      <script type="script">
        if (Got(Key of the Bedroom)) {
          msg ("You open the door with the key!")
          MoveObject (player, Living Room)
        }
        else {
          msg ("It is locked.")
        }
      </script>
    </exit>
    <object name="Divan Bed">
      <inherit name="editor_object" />
      <look>This is your divan bed.</look>
      <displayverbs type="stringlist">
        <value>Look at</value>
      </displayverbs>
    </object>
  </object>
  <object name="Starter Clothes">
    <inherit name="editor_room" />
    <object name="underpants">
      <inherit name="editor_object" />
      <inherit name="wearable" />
      <inherit name="plural" />
      <feature_wearable />
      <attr name="wear_layer" type="int">1</attr>
      <removeable type="boolean">false</removeable>
      <removemsg>Oh, come on!</removemsg>
      <look type="string"></look>
      <inventoryverbs type="stringlist" />
      <price type="int">0</price>
      <wear_slots type="stringlist">
        <value>Legs</value>
      </wear_slots>
      <usedefaultprefix type="boolean">false</usedefaultprefix>
    </object>
  </object>
  <command>
    <pattern>scream;shout</pattern>
    <script>
      msg ("Aaaaaarrrrrrgggghhhhh!!!")
    </script>
  </command>
  <command>
    <pattern>fly</pattern>
    <script>
      msg ("Really?")
    </script>
  </command>
  <object name="Living Room">
    <inherit name="editor_room" />
    <dropdestination type="object">Living Room</dropdestination>
    <description type="script"><![CDATA[
      if (Slightly İnjured Goblin.hitpoints < 1) {
        if (Goblin.hitpoints < 1) {
          msg ("This is your's house living room. It is not pretty small but it is not pretty big either. There is a big mess in the room. You have your currently broken table next to your sofa lying on its side on the floor. Your father's bookshelf is overturned and all the books in it are scattered around. There is a small puddle of blood on the floor that is slowly spreading throughout the room. Also the corpses of the two goblins that you killed lies on the ground.")
          msg (GetRoomDescription())
        }
        else {
          msg ("You fight with everything that you have")
        }
      }
      else {
        msg ("You fight with everything that you have")
      }
    ]]></description>
    <beforefirstenter type="script">
      msg ("As soon as you enter the room, you come eye to eye with a green, ugly creature. It yells to the other creature on the other side of the room. They are goblins! The first goblin that you see has a rusty dagger in it's hand. The other one has a injury on it's right arm. While you think, the goblins leaps on you...")
    </beforefirstenter>
    <exit alias="west" to="Bedroom">
      <inherit name="westdirection" />
    </exit>
    <object name="Goblin">
      <inherit name="editor_object" />
      <inherit name="monster" />
      <look>This is a green ugly creature. It has old clothes on it and it looks very sneaky.</look>
      <displayverbs type="stringlist">
        <value>Look at</value>
        <value>Attack</value>
      </displayverbs>
      <level type="int">1</level>
      <hitpoints type="int">5</hitpoints>
      <attackasgroup />
      <attackonsight />
      <monstertype>Goblinoid</monstertype>
      <damagedicesides type="int">5</damagedicesides>
      <damagebonus type="int">0</damagebonus>
      <nonweapon type="boolean">false</nonweapon>
      <attackdesc>% swings its rusty little dagger on you</attackdesc>
      <damagedicenumber type="int">1</damagedicenumber>
      <attackbonus type="int">1</attackbonus>
      <movetype>Free</movetype>
      <noncorporeal type="boolean">false</noncorporeal>
      <doesnotattack type="boolean">false</doesnotattack>
      <object name="Rusty Little Dagger">
        <inherit name="editor_object" />
        <inherit name="weapon" />
        <level type="int">1</level>
        <canberusted type="boolean">false</canberusted>
        <damagedicesides type="int">5</damagedicesides>
        <damagedicenumber type="int">1</damagedicenumber>
        <price type="int">7</price>
        <attackbonus type="int">1</attackbonus>
        <inroomdescription>There is also a dagger where you are.</inroomdescription>
      </object>
    </object>
    <object name="Slightly İnjured Goblin">
      <inherit name="editor_object" />
      <inherit name="monster" />
      <look>This is a green ugly creature. It has old clothes on it and it looks very sneaky. This goblin is slightly injured from its right arm.</look>
      <hitpoints type="int">4</hitpoints>
      <attackasgroup />
      <attackonsight />
      <monstertype>Goblinoid</monstertype>
      <nonweapon />
      <movetype>Free</movetype>
      <object name="Parchment">
        <inherit name="editor_object" />
        <take />
        <inventoryverbs type="stringlist">
          <value>Look at</value>
          <value>Drop</value>
        </inventoryverbs>
        <inroomdescription>There is also a parchment where you are.</inroomdescription>
        <look type="script"><![CDATA[
          msg ("On the parchment it reads:<br/>\"Son,<br/>The goblins are right outside the door. They will break it in a few minutes. I don't know what they will do to me. I'll try to resist, but I presumably won't last long. Probably it will take some time for them to enter to your room. Take everything that you can take from home and go to the DAF base Defence Against Foes. Join them son, joi\" The text ends in here and there is a dropping of blood on the parhment...")
          QuestStart (it_is_enough, "Take everything that you can take and leave the home")
        ]]></look>
      </object>
    </object>
    <object name="Small Puddle of Blood">
      <inherit name="editor_object" />
      <displayverbs type="stringlist">
        <value>Look at</value>
      </displayverbs>
      <look type="script">
        if (QuestState(it_is_enough) = "Active" ) {
          msg ("As you learned from your father, this is goblin blood. It must have spilled from that injured goblin as your father tried to resist.")
        }
        else {
          msg ("As you learned from your father, this is goblin blood.")
        }
      </look>
    </object>
    <exit alias="east" to="Kitchen">
      <inherit name="eastdirection" />
    </exit>
    <exit alias="north" to="Fathers Bedroom">
      <inherit name="northdirection" />
    </exit>
    <exit alias="out" to="Dooryard">
      <inherit name="outdirection" />
    </exit>
  </object>
  <object name="Stack Containers">
    <inherit name="editor_room" />
    <dark type="boolean">false</dark>
    <object name="Keychain">
      <inherit name="editor_object" />
      <inherit name="stack_container" />
      <alias>Keychain</alias>
      <inventoryverbs type="stringlist">
        <value>Look at</value>
      </inventoryverbs>
      <usedefaultprefix />
      <prefix>There is</prefix>
      <suffix>in the keychain</suffix>
    </object>
  </object>
  <object name="quests">
    <inherit name="editor_room" />
    <object name="it_is_enough">
      <inherit name="editor_object" />
      <alias>It is enough!</alias>
    </object>
  </object>
  <command>
    <pattern>look around;look;l;look at room;look room</pattern>
    <script>
      ShowRoomDescription
    </script>
  </command>
  <object name="Fathers Bedroom">
    <inherit name="editor_room" />
    <dropdestination type="object">Fathers Bedroom</dropdestination>
    <description type="script">
      msg ("Your father's bed and the drawer where he kept his valuables were broken. The mother's oil painting is gone, and everything in the closet has been taken. There's nothing left for you to save. The exit of the room is in south...")
      msg (GetRoomDescription())
    </description>
    <exit alias="south" to="Living Room">
      <inherit name="southdirection" />
    </exit>
  </object>
  <object name="Main Road">
    <inherit name="editor_room" />
    <dropdestination type="object">Main Road</dropdestination>
    <description type="script">
      msg ("This is one of your town's main roads. It goes both west and east. There is your house in the north and another houses in the south.")
      msg (GetRoomDescription())
    </description>
    <beforefirstenter type="script">
    </beforefirstenter>
    <exit alias="east" to="Town Entry">
      <inherit name="eastdirection" />
    </exit>
    <exit alias="north" to="Dooryard">
      <inherit name="northdirection" />
    </exit>
    <exit alias="west" to="Town Square">
      <inherit name="westdirection" />
    </exit>
  </object>
  <object name="Town Entry">
    <inherit name="editor_room" />
    <dropdestination type="object">Town Entry</dropdestination>
    <description type="script">
      msg ("It is the only way out of your town because there is mountains in everywhere expect here. A road to the west will lead you into the town. There is a big door and a guardian protecting it in the east, the direction that will lead you out of the town...")
      msg (GetRoomDescription())
    </description>
    <exit alias="west" to="Main Road">
      <inherit name="westdirection" />
    </exit>
    <object name="Guardian">
      <inherit name="editor_object" />
      <inherit name="namedmale" />
      <inherit name="talkingchar" />
      <inherit name="monster" />
      <death>The guardian falls, fainted.</death>
      <activeconversations />
      <forcedconversations type="boolean">false</forcedconversations>
      <exchange type="string"></exchange>
      <level type="int">5</level>
      <hitpoints type="int">25</hitpoints>
      <armour type="int">2</armour>
      <damagedicenumber type="int">2</damagedicenumber>
      <damagedicesides type="int">6</damagedicesides>
      <attackdesc>% swings at you with his spear</attackdesc>
      <desc>He looks serious, but you can understand that he is bored.</desc>
      <monstertype>Human</monstertype>
      <displayverbs type="stringlist">
        <value>Look at</value>
      </displayverbs>
      <speak type="script">
        // First check if we can even talk to this character
        if (PlayerCannotTalkTo(this)) {
          // do nothing
        }
        else if (HasString(game.pov, "gagstring")) {
          P (game.pov.gagstring)
        }
        else if (HasString(this, "gagstring")) {
          P (this.gagstring)
        }
        else {
          Converse (this, DynamicTemplate("TalkAbout", this))
        }
      </speak>
      <object name="open_door">
        <inherit name="editor_object" />
        <inherit name="startingtopic" />
        <alias>Can you open the door for me?</alias>
        <hideafter type="boolean">false</hideafter>
        <exchange>Sorry, but no. The town leader strictly ordered, no one enters, no one leaves...</exchange>
        <nowshow type="stringlist">
          <value>where</value>
        </nowshow>
        <talk type="script">
        </talk>
      </object>
      <object name="where">
        <inherit name="editor_object" />
        <inherit name="topic" />
        <hideafter type="boolean">false</hideafter>
        <alias>But why?</alias>
        <exchange><![CDATA[(The guardion lowers his voice and whispers)<br/>Don't quote me on this one, but all these robberies and kidnappings by goblins are said to drive the town mayor crazy. Unfortunately, the only way for you to get out of this town is a permit bearing his signature. Sorry young man...]]></exchange>
        <nowshow type="stringlist" />
        <usedefaultprefix type="boolean">false</usedefaultprefix>
        <prefix>Say</prefix>
        <talk type="script">
          if (QuestState(it_is_enough) = "Active") {
            QuestNext (it_is_enough, "Find a permit that bearing town leader's signature")
          }
        </talk>
      </object>
    </object>
  </object>
  <object name="Dooryard">
    <inherit name="editor_room" />
    <dropdestination type="object">Dooryard</dropdestination>
    <description type="script"><![CDATA[
      if (QuestState(it_is_enough) = "Active") {
        QuestNext (it_is_enough, "Leave the town and find the DAF")
      }
      if (Goblin Chief.hitpoints > 0) {
        msg ("This is your hose's dooryard. There is nothing inter... What!? There is a big goblin near the house and the axe in its hands looks dangerous. As you prepare to flee, you realize that this goblin is sleeping. He also has a lockpick dangling from his pocket. You can pass through goblin or fight with it to take its stuff. From here, you can go inside the house or to south, to the main road.")
        msg (GetRoomDescription())
      }
      else {
        msg ("This is your hose's dooryard. There is nothing interesting in here. Except of the dead body of the goblin chief.")
        msg (GetRoomDescription())
      }
    ]]></description>
    <exit alias="south" to="Main Road">
      <inherit name="southdirection" />
    </exit>
    <exit alias="in" to="Living Room">
      <inherit name="indirection" />
    </exit>
    <object name="Goblin Chief">
      <inherit name="editor_object" />
      <inherit name="monster" />
      <hitpoints type="int">10</hitpoints>
      <level type="int">3</level>
      <armour type="int">0</armour>
      <damagedicesides type="int">7</damagedicesides>
      <damagebonus type="int">0</damagebonus>
      <attackbonus type="int">1</attackbonus>
      <monstertype>Goblinoid</monstertype>
      <look>This is a goblin that looks bigger and more menacing than the others.</look>
      <object name="Rusted Axe">
        <inherit name="editor_object" />
        <inherit name="weapon" />
        <take />
        <price type="int">10</price>
        <damagedicesides type="int">7</damagedicesides>
        <canberusted type="boolean">false</canberusted>
        <inroomdescription>There is also a axe where you are.</inroomdescription>
      </object>
      <object name="Lockpick">
        <inherit name="editor_object" />
        <inherit name="merchandise" />
        <inroomdescription>There is also a lockpick where you are.</inroomdescription>
        <take />
        <price type="int">5</price>
        <destroyonsale />
      </object>
    </object>
    <object name="player">
      <inherit name="editor_object" />
      <inherit name="editor_player" />
      <scream>Aaaaaarrrrrrgggghhhhh!!!</scream>
      <fly>Realy?</fly>
      <displayverbs type="stringlist">
        <value>Look at</value>
        <value>Take</value>
      </displayverbs>
      <attr name="pov_look" type="script">
        msg ("You are wearing " + ListClothes () + ".")
      </attr>
      <commitsuicide type="script">
        msg ("Are you sure? Yes or No")
        get input {
          if (Yes) {
            DecreaseHealth (100)
            msg ("...")
          }
          else if (No) {
            msg ("Okay, maybe another time")
          }
        }
      </commitsuicide>
    </object>
  </object>
  <object name="Town Square">
    <inherit name="editor_room" />
    <dropdestination type="object">Town Square</dropdestination>
    <description type="script">
      msg ("It is the town square. It looks abondoned. There is a big statue in the middle of the area. There is a signboard right next to it. There are roads running in all four directions.")
      msg (GetRoomDescription())
    </description>
    <exit alias="east" to="Main Road">
      <inherit name="eastdirection" />
    </exit>
    <object name="Signboard">
      <inherit name="editor_object" />
      <look><![CDATA[On the wooden sign it reads:<br/>North: Municipality<br/>South: The Town Shop<br/>East: Town Exit<br/>West: Dead End]]></look>
      <displayverbs type="stringlist">
        <value>Look at</value>
      </displayverbs>
    </object>
    <object name="Statue">
      <inherit name="editor_object" />
      <look>It is an old, stone statue of the founder of your town: Sir Robert. In the middle of the pedestal on which it stands, there is a triangular shaped space.</look>
      <displayverbs type="stringlist">
        <value>Look at</value>
      </displayverbs>
    </object>
  </object>
  <object name="Kitchen">
    <inherit name="editor_room" />
    <dropdestination type="object">Kitchen</dropdestination>
    <description type="script">
      if (A bowl of rice.parent = Kitchen) {
        msg ("This is your house's little kitchen. There is a big mess in the room. One of the legs of the dining table, which was thrown into a corner of the room, was broken. The counter is in shambles and the faucet is broken. Chairs are everywhere of the room. There is nothing that you can save... Expect for that bowl of rice standing on the dining table strongly. The exit of the room is in the west...")
        msg (GetRoomDescription())
      }
      else {
        msg ("This is your house's little kitchen. There is a big mess in the room. One of the legs of the dining table, which was thrown into a corner of the room, was broken. The counter is in shambles and the faucet is broken. Chairs are everywhere of the room. There is nothing that you can save. The exit of the room is in the west...")
        msg (GetRoomDescription())
      }
    </description>
    <object name="A bowl of rice">
      <inherit name="editor_object" />
      <inherit name="edible" />
      <take />
      <look>A bowl of rice leftover from last night's meal. Looks delicious...</look>
      <feature_edible />
      <eatmsg>It is delicious!</eatmsg>
      <eathealth type="int">0</eathealth>
      <price type="int">5</price>
      <inventoryverbs type="stringlist">
        <value>Look at</value>
        <value>Drop</value>
        <value>Eat</value>
      </inventoryverbs>
      <eat type="script">
        if (HasString(this, "eatmsg")) {
          msg (this.eatmsg)
        }
        else {
          msg (DynamicTemplate("Eaten", this))
        }
        if (HasInt(game.pov, "health")) {
          game.pov.health = game.pov.health + this.eathealth
        }
        destroy (this.name)
      </eat>
    </object>
    <exit alias="west" to="Living Room">
      <inherit name="westdirection" />
    </exit>
  </object>
</asl>

It's been 2 days and unfortunately I still have not received a reply. I will be pleased if you help me.


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