ID:1515035
 
(See the best response by JEY_SENSEY.)
Code:
f_color_selector_handler
proc

Get_Color(mob/M)
if(!M.client)
return null
var/f_color_selector/F = new()
var/color = F.Get_Color_Sliders(M)
del F
return color


f_color_selector
var
list/sliders[0]
list/f_background[0]
obj/f_color_objects/F_button/F_OK
obj/f_color_objects/current_rgb_text/Current_RGB_Text
Current_RGB_Numbers
Current_Colors
Current_RGB
Current_R = 0
Current_B = 0
Current_G = 0


New()
var/k
var/l
for(k=1, k<=6, k++)
for(l = 1, l<= 4, l++)
f_background["[k], [l]"] = new /obj/f_color_objects/background()
var/obj/f_color_objects/background/BG = f_background["[k], [l]"]
BG.icon = new /icon('F_Select_Background.dmi', "[k],[l]")
BG.screen_loc = "[k+1], [1+l]"
BG.layer = 7
var/m
for(m=0, m<4, m++)
sliders["RED_[m]"] = new /obj/f_color_objects/color_slider()
var/obj/f_color_objects/color_slider/CSR = sliders["RED_[m]"]
CSR.position = m
CSR.color = "RED"
sliders["BLUE_[m]"] = new /obj/f_color_objects/color_slider()
var/obj/f_color_objects/color_slider/CSB = sliders["BLUE_[m]"]
CSB.position = m
CSB.color = "BLUE"
sliders["GREEN_[m]"] = new /obj/f_color_objects/color_slider()
var/obj/f_color_objects/color_slider/CSG = sliders["GREEN_[m]"]
CSG.position = m
CSG.color = "GREEN"
sliders["BACKGROUND_[m]"] = new /obj()
var/obj/O = sliders["BACKGROUND_[m]"]
O.icon = 'sliders_background.dmi'
O.screen_loc = "[m + 3], 4"
for(var/A in sliders)
if(istype(sliders[A], /obj/f_color_objects/color_slider))
var/obj/f_color_objects/color_slider/CS = sliders[A]
CS.icon = new /icon('sliders.dmi', "[CS.color]_[CS.position +1]")
CS.screen_loc = "[CS.position+3], 4"
CS.My_Owner = src
F_OK = new()
F_OK.screen_loc = "6, 3"
F_OK.My_Owner = src
Current_RGB_Text = new()
Current_RGB_Text.screen_loc = "4, 3"
return ..()

proc
OK(mob/M)
Hide(M)
M.client.F_Color_Showing = FALSE

Hide(mob/M)
del Current_Colors
del F_OK
del Current_RGB_Text
for(var/A in f_background)
del f_background[A]
for(var/A in sliders)
del sliders[A]

Update(color, value, mob/M)
switch(color)
if("RED")
Current_R = value
Current_RGB_Text.Update("RED", value)
if("BLUE")
Current_B = value
Current_RGB_Text.Update("BLUE", value)
if("GREEN")
Current_G = value
Current_RGB_Text.Update("GREEN", value)
var/icon/I = new('blank.dmi')
Current_RGB = rgb(Current_R, Current_G, Current_B)
I.Blend(Current_RGB)
var/obj/f_color_objects/current_color/CC = Current_Colors
CC.icon = I

Get_Color_Sliders(mob/M)
while(M.client.F_Color_Showing)
sleep(10)
M.client.F_Color_Showing = TRUE
Current_Colors = new /obj/f_color_objects/current_color()
var/obj/f_color_objects/current_color/CC = Current_Colors
CC.screen_loc = "3, 3"
Current_RGB = rgb(0,0,0)
Show_Sliders(M)
while(M.client.F_Color_Showing)
sleep(5)
del Current_Colors
return Current_RGB

Show_Sliders(mob/M)
M.client.screen += Current_Colors
M.client.screen += F_OK
M.client.screen += Current_RGB_Text
for(var/A in f_background)
M.client.screen += f_background[A]
for(var/A in sliders)
M.client.screen += sliders[A]




obj/f_color_objects

current_rgb_text
icon = 'numbers_ones.dmi'
icon_state = "CODES_BACKGROUND"
layer = 999
var
icon/red_overlay
icon/green_overlay
icon/blue_overlay

proc
num2alpha(var/N as num)
switch(N)
if(1)
return "ONE"
if(2)
return "TWO"
if(3)
return "THREE"
if(4)
return "FOUR"
if(5)
return "FIVE"
if(6)
return "SIX"
if(7)
return "SEVEN"
if(8)
return "EIGHT"
if(9)
return "NINE"
if(0)
return "ZERO"

Update(color, value)
switch(color)
if("RED")
overlays -= red_overlay
red_overlay = Get_Number_Overlay(value)
red_overlay.Shift(NORTH, 20)
overlays += red_overlay
if("GREEN")
overlays -= green_overlay
green_overlay = Get_Number_Overlay(value)
green_overlay.Shift(NORTH, 10)
overlays += green_overlay
if("BLUE")
overlays -= blue_overlay
blue_overlay = Get_Number_Overlay(value)
overlays += blue_overlay

Get_Number_Overlay(value)
var/icon/total_overlay = new /icon('numbers_ones.dmi', "BLANK")
if(value >= 100)
var/icon/temp_icon = new('numbers_ones.dmi', num2alpha((value-(value%100))/100))
temp_icon.Shift(WEST, 12)
total_overlay.Blend(temp_icon, ICON_OVERLAY)
if(value >= 10)
var/icon/temp_icon = new('numbers_ones.dmi', num2alpha((value -(value-value%100) - value%10)/10))
temp_icon.Shift(WEST, 6)
total_overlay.Blend(temp_icon, ICON_OVERLAY)
var/icon/I = new('numbers_ones.dmi', num2alpha((value - (value-value%10))))
total_overlay.Blend(I, ICON_OVERLAY)
return total_overlay

current_color
icon = 'blank.dmi'
layer = 990
color_slider
layer = 990
var
color//HERE THE PROBLEM
position
f_color_selector/My_Owner

MouseUp(location, icon_x, icon_y)
My_Owner.Update(color, 2*(icon_x+(32 * position))-2, usr)
switch(color)
if("RED")
del usr.client.F_Color_Red_Mark
var/icon/I = new('selected_slider.dmi')
I.Shift(4, icon_x)
I.Shift(1, 20)
usr.client.F_Color_Red_Mark = image(I, src, layer = 8)
usr.client << usr.client.F_Color_Red_Mark
if("GREEN")
del usr.client.F_Color_Green_Mark
var/icon/I = new('selected_slider.dmi')
I.Shift(4, icon_x)
I.Shift(1, 10)
usr.client.F_Color_Green_Mark = image(I, src, layer = 8)
usr.client << usr.client.F_Color_Green_Mark
if("BLUE")
del usr.client.F_Color_Blue_Mark
var/icon/I = new('selected_slider.dmi')
I.Shift(4, icon_x)
usr.client.F_Color_Blue_Mark = image(I, src, layer = 8)
usr.client << usr.client.F_Color_Blue_Mark
return ..()

background
layer = 900

F_button
layer = 990
var
f_color_selector/My_Owner
layer = 7
icon='button.dmi'
Click()
flick("CLICKED", src)
spawn(3)
My_Owner.OK(usr)
return ..()
var/f_color_selector_handler/F_Color_Selector
world
New()
spawn(1)
if(!F_Color_Selector)
F_Color_Selector = new()
return ..()

client
var
F_Color_Showing = FALSE
F_Color_Red_Mark
F_Color_Blue_Mark
F_Color_Green_Mark


Problem description:
1.0 System\1.8 Addon Libraries\Color Selection\F_Color_Code.dm:207:error: color: duplicate definition (conflicts with built-in variable)
You can't have a var named color. Pick something else.
duplicate definition is pretty self-explanatory, but what the error is telling you is that the variable "color" has already been defined, so it cannot be defined again on line 207.

For example: This code would provide a similar error:

mob
var
some_variable


mob
player
var
some_variable


This gives an error because the variable "some_variable" is already defined for /mob/player because of it's inheritance of it's parent's (/mob) variables.

With your choice of "color", it's already a built-in variable, so you must avoid using it or any other.
lol thanks did not know it was so easy hahahaha

No longer goes no problem but even so the code does not work any ideas?
well a simple, but it would eliminate your system would be

mob
{
var
{
my_color="";
}

Login()
{
src.my_color=input("What color?")as color;
src<<my_color;
}
}


but that's a simple and "in-byond" way of doing it. I'm too lazy right now to read over your code so I'll get back to you on this.
In response to UltimateUchiha96
UltimateUchiha96 wrote:
lol thanks did not know it was so easy hahahaha

No longer goes no problem but even so the code does not work any ideas?


Did you replace everywhere you reference the sliders.color with the new name?
be easier to say you want to do to see if we can give a personal opinion or choice
Yes Pirion and JEY what I want to do with the Is to change the hair color here I have the NPC code

mob/NPC/

Barber
name = "{NPC} Barber"
icon = 'Barber.dmi'
density = 1
doing = 0
safe = 1

New()
src.CreateName()

verb/Talk()
set src in oview(1)
set category = null

if(usr.race == "Changling")
spawn() alert("Barber: I can only help people with hair.")
return
if(usr.race == "Majin")
spawn() alert("Barber: I can only help people with hair.")
return

if(usr.race == "Tuffle")
spawn() alert("Barber: I can only help people with hair.")
return

if(usr.race == "Namek")
spawn() alert("Barber: I can only help people with hair.")
return

if(usr.race == "Bio-Android")
spawn() alert("Barber: I can only help people with hair.")
return

if(usr.race == "Demon")
spawn() alert("Barber: I can only help people with hair.")
return

var/hair = input("Barber: Hair Cut?","Hair Cut") in list ("Yes","No")
switch(hair)

if("Yes")
usr.overlays -= usr.goku_hair
usr.overlays -= usr.vegeta_hair
usr.overlays -= usr.gohan_teen_hair
usr.overlays -= usr.gohan_adult_hair
usr.overlays -= usr.trunks_long_hair
usr.overlays -= usr.future_gohan_hair
usr.overlays -= usr.goku_hair_ssj
usr.overlays -= usr.raditz_hair
usr.overlays -= usr.raditz_hair_ssj
usr.overlays -= usr.vegeta_hair_ssj
usr.overlays -= usr.gohan_teen_hair_ssj
usr.overlays -= usr.gohan_adult_hair_ssj
usr.overlays -= usr.trunks_long_hair_ssj
usr.overlays -= usr.future_gohan_hair_ssj
usr.overlays -= usr.goku_hair_assj
usr.overlays -= usr.vegeta_hair_assj
usr.overlays -= usr.gohan_teen_hair_assj
usr.overlays -= usr.gohan_adult_hair_assj
usr.overlays -= usr.trunks_long_hair_assj
usr.overlays -= usr.future_gohan_hair_assj
usr.overlays -= usr.goku_hair_ussj
usr.overlays -= usr.vegeta_hair_ussj
usr.overlays -= usr.gohan_teen_hair_ussj
usr.overlays -= usr.gohan_adult_hair_ussj
usr.overlays -= usr.trunks_long_hair_ussj
usr.overlays -= usr.future_gohan_hair_ussj
usr.overlays -= src.hair_droid

goku_hair = null
gohan_adult_hair = null
gohan_teen_hair = null
vegeta_hair = null
trunks_long_hair = null
future_gohan_hair = null

usr.rhair = null
usr.ghair = null
usr.bhair = null

usr.Hair_Decide()

if("No")
return

//----------------------------------------------------------------

mob/proc/Hair_Decide()
var/hair = input("Choose your hair style.","Hair Styles") in list ("Goku","Vegeta","Adult Gohan","Teen Gohan","Future Gohan","Trunks Long","Raditz","Bald")
switch(hair)

if("Goku")
// src.hair_icon = 'Hair - Goku.dmi'
src.hair = "Goku"
var/icon/D = new('Hair - Goku.dmi')
var/new_rgb = F_Color_Selector.Get_Color(usr)
D.Blend(new_rgb)
src.goku_hair = D
src.overlays += src.goku_hair
// if(src.majin)
// src.overlays += majin_sign


if("Raditz")
// src.hair_icon = 'Hair - Vegeta.dmi'
src.hair = "Raditz"
var/icon/D = new('Hair - Raditz.dmi')
var/new_rgb = F_Color_Selector.Get_Color(usr)
D.Blend(new_rgb)
src.raditz_hair = D
src.overlays += src.raditz_hair
// if(src.majin)
// src.overlays += majin_sign


if("Vegeta")
// src.hair_icon = 'Hair - Vegeta.dmi'
src.hair = "Vegeta"
var/icon/D = new('Hair - Vegeta.dmi')
var/new_rgb = F_Color_Selector.Get_Color(usr)
D.Blend(new_rgb)
src.vegeta_hair = D
src.overlays += src.vegeta_hair
// if(src.majin)
// src.overlays += majin_sign

if("Adult Gohan")
// src.hair_icon = 'Hair - Future Gohan.dmi'
src.hair = "Adult Gohan"
var/icon/D = new('Hair - Adult Gohan.dmi')
var/new_rgb = F_Color_Selector.Get_Color(usr)
D.Blend(new_rgb)
src.gohan_adult_hair = D
src.overlays += src.gohan_adult_hair
// if(src.majin)
// src.overlays += majin_sign

if("Teen Gohan")
// src.hair_icon = 'Hair - Teen Gohaun.dmi'
src.hair = "Teen Gohan"
var/icon/D = new('Hair - Teen Gohan.dmi')
var/new_rgb = F_Color_Selector.Get_Color(usr)
D.Blend(new_rgb)
src.gohan_teen_hair = D
src.overlays += src.gohan_teen_hair
// if(src.majin)
// src.overlays += majin_sign

if("Future Gohan")
// src.hair_icon = 'Hair - Future Gohan.dmi'
src.hair = "Future Gohan"
var/icon/D = new('Hair - Future Gohan.dmi')
var/new_rgb = F_Color_Selector.Get_Color(usr)
D.Blend(new_rgb)
src.future_gohan_hair = D
src.overlays += src.future_gohan_hair
// if(src.majin)
// src.overlays += majin_sign

if("Trunks Long")
// src.hair_icon = 'Hair - Trunks Long.dmi'
src.hair = "Trunks Long"
var/icon/D = new('Hair - Trunks Long.dmi')
var/new_rgb = F_Color_Selector.Get_Color(usr)
D.Blend(new_rgb)
src.trunks_long_hair = D
src.overlays += src.trunks_long_hair
// if(src.majin)
// src.overlays += majin_sign

if("Bald")
src.hair = null
// if(src.majin)
// src.overlays += majin_sign
return
Best response
ok fot this use this code:
mob/NPC/

Barber
name = "{NPC} Barber"
icon = 'Barber.dmi'
density = 1
doing = 0
safe = 1

New()
src.CreateName()

verb/Talk()
set src in oview(1)
set category = null

if(usr.race == "Changling"||usr.race == "Tuffle"||usr.race == "Namek"||usr.race == "Bio-Android"||usr.race == "Demon"||usr.race == "Majin")
spawn() alert("Barber: I can only help people with hair.")
return
var/hair = input("Barber: Hair Cut?","Hair Cut") in list ("Yes","No")
switch(hair)

if("Yes")
/* usr.overlays -= usr.goku_hair
usr.overlays -= usr.vegeta_hair
usr.overlays -= usr.gohan_teen_hair
usr.overlays -= usr.gohan_adult_hair
usr.overlays -= usr.trunks_long_hair
usr.overlays -= usr.future_gohan_hair
usr.overlays -= usr.goku_hair_ssj
usr.overlays -= usr.raditz_hair
usr.overlays -= usr.raditz_hair_ssj
usr.overlays -= usr.vegeta_hair_ssj
usr.overlays -= usr.gohan_teen_hair_ssj
usr.overlays -= usr.gohan_adult_hair_ssj
usr.overlays -= usr.trunks_long_hair_ssj
usr.overlays -= usr.future_gohan_hair_ssj
usr.overlays -= usr.goku_hair_assj
usr.overlays -= usr.vegeta_hair_assj
usr.overlays -= usr.gohan_teen_hair_assj
usr.overlays -= usr.gohan_adult_hair_assj
usr.overlays -= usr.trunks_long_hair_assj
usr.overlays -= usr.future_gohan_hair_assj
usr.overlays -= usr.goku_hair_ussj
usr.overlays -= usr.vegeta_hair_ussj
usr.overlays -= usr.gohan_teen_hair_ussj
usr.overlays -= usr.gohan_adult_hair_ussj
usr.overlays -= usr.trunks_long_hair_ussj
usr.overlays -= usr.future_gohan_hair_ussj
usr.overlays -= src.hair_droid

goku_hair = null
gohan_adult_hair = null
gohan_teen_hair = null
vegeta_hair = null
trunks_long_hair = null
future_gohan_hair = null

usr.rhair = null
usr.ghair = null
usr.bhair = null
*/

usr.overlays-=usr.hair
usr.Hair_Decide()

if("No")
return

//----------------------------------------------------------------
mob
var
hair//maybe this bar you are defined in you game
hairselected=0
hairred
rhair
Ohair
hairover

mob/proc/Colorpelo(hairover)
var/hairred = input("what color?") as color
hairover += hairred
usr.rhair = hairred
usr.Ohair = hairover
usr.hair = usr.Ohair
usr.overlays += usr.hair
usr.hairselected=1


mob/proc/Hair_Decide()
var/hair = input("Choose your hair style.","Hair Styles") in list ("Goku","Vegeta","Adult Gohan","Teen Gohan","Future Gohan","Trunks Long","Raditz","Bald")
switch(hair)

if("Goku")
src.hair = "Goku"
var/hairover = 'Hair - Goku.dmi.dmi'
src.Colorpelo(hairover)
return

if("Raditz")
src.hair = "Raditz"
var/hairover = 'Hair - Raditz.dmi'
src.Colorpelo(hairover)
return

if("Vegeta")
// src.hair_icon = 'Hair - Vegeta.dmi'
src.hair = "Vegeta"
var/hairover = 'Hair - Vegeta.dmi'
src.Colorpelo(hairover)
return
// if(src.majin)
// src.overlays += majin_sign

if("Adult Gohan")
// src.hair_icon = 'Hair - Future Gohan.dmi'
src.hair = "Adult Gohan"
var/hairover = 'Hair - Adult Gohan.dmi'
src.Colorpelo(hairover)
return
// if(src.majin)
// src.overlays += majin_sign

if("Teen Gohan")
// src.hair_icon = 'Hair - Teen Gohaun.dmi'
src.hair = "Teen Gohan"
var/hairover = 'Hair - Teen Gohan.dmi'
src.Colorpelo(hairover)
return
// if(src.majin)
// src.overlays += majin_sign

if("Future Gohan")
// src.hair_icon = 'Hair - Future Gohan.dmi'
src.hair = "Future Gohan"
var/hairover = 'Hair - Future Gohan.dmi'
src.Colorpelo(hairover)
return
// if(src.majin)
// src.overlays += majin_sign

if("Trunks Long")
// src.hair_icon = 'Hair - Trunks Long.dmi'
src.hair = "Trunks Long"
var/hairover = 'Hair - Trunks Long.dmi'
src.Colorpelo(hairover)
return
// if(src.majin)
// src.overlays += majin_sign

if("Bald")
src.hair = "Bald"
src.hairselected=1
// if(src.majin)
// src.overlays += majin_sign
return

:)
Errors
4.0 NPCs\4.1 Earth NPCs\Barber\Barber.dm:72:error: hair: duplicate definition
2.0 Player Character\2.1 Character Attributes\Hair Attributes.dm:67:error: hair: previous definition
4.0 NPCs\4.1 Earth NPCs\Barber\Barber.dm:75:error: rhair: duplicate definition
2.0 Player Character\2.1 Character Attributes\Hair Attributes.dm:71:error: rhair: previous definition
Dragonball Z Batalla Infinita.dmb - 4 errors, 0 warnings

mob
var
hair//maybe this bar you are defined in you game duplicate definition
hairselected=0
hairred
rhair//duplicate definition
Ohair
hairover


Hair Attributes
mob

var
//--Normal Hair----
goku_hair = 'Hair - Goku.dmi'
gohan_adult_hair = 'Hair - Adult Gohan.dmi'
gohan_teen_hair = 'Hair - Teen Gohan.dmi'
future_gohan_hair = 'Hair - Future Gohan.dmi'
vegeta_hair = 'Hair - Vegeta.dmi'
trunks_long_hair = 'Hair - Trunks Long.dmi'
raditz_hair = 'Hair - Raditz.dmi'
//--SH Hair----
goku_hair_sh = 'Hair - Goku Super Human.dmi'
gohan_adult_hair_sh = 'Hair - Adult Gohan Super Human.dmi'
gohan_teen_hair_sh = 'Hair - Teen Gohan Super Human.dmi'
future_gohan_hair_sh = 'Hair - Adult Gohan Super Human.dmi'
vegeta_hair_sh = 'Hair - Vegeta Super Human.dmi'
trunks_long_hair_sh = 'Hair - Trunks Long Super Human.dmi'

//--SH2 Hair----
goku_hair_sh2 = 'Hair - Goku Super Human 2.dmi'
gohan_adult_hair_sh2 = 'Hair - Adult Gohan Super Human 2.dmi'
gohan_teen_hair_sh2 = 'Hair - Teen Gohan Super Human 2.dmi'
future_gohan_hair_sh2 = 'Hair - Adult Gohan Super Human 2.dmi'
vegeta_hair_sh2 = 'Hair - Vegeta Super Human 2.dmi'
trunks_long_hair_sh2 = 'Hair - Trunks Long Super Human 2.dmi'
raditz_hair_sh2 = 'Hair - Raditz Super Human 2.dmi'


//--SSJ Hair----
goku_hair_ssj = 'Hair - Goku ASSJ.dmi'
gohan_adult_hair_ssj = 'Hair - Adult Gohan ASSJ.dmi'
gohan_teen_hair_ssj = 'Hair - Teen Gohan ASSJ.dmi'
future_gohan_hair_ssj = 'Hair - Future Gohan ASSJ.dmi'
vegeta_hair_ssj = 'Hair - Vegeta ASSJ.dmi'
trunks_long_hair_ssj = 'Hair - Trunks Long ASSJ.dmi'
raditz_hair_ssj = 'Hair - SSJ Raditz.dmi'

//--ASSJ Hair----
goku_hair_assj = 'Hair - Goku SSJ.dmi'
gohan_adult_hair_assj = 'Hair - Adult Gohan SSJ.dmi'
gohan_teen_hair_assj = 'Hair - Teen Gohan SSJ.dmi'
future_gohan_hair_assj = 'Hair - Future Gohan SSJ.dmi'
vegeta_hair_assj = 'Hair - Vegeta SSJ.dmi'
trunks_long_hair_assj = 'Hair - Trunks Long SSJ.dmi'

//--USSJ Hair----
goku_hair_ussj = 'Hair - Goku USSJ.dmi'
gohan_adult_hair_ussj = 'Hair - Adult Gohan USSJ.dmi'
gohan_teen_hair_ussj = 'Hair - Teen Gohan USSJ.dmi'
future_gohan_hair_ussj = 'Hair - Future Gohan USSJ.dmi'
vegeta_hair_ussj = 'Hair - Vegeta USSJ.dmi'
trunks_long_hair_ussj = 'Hair - Trunks Long USSJ.dmi'

//--SSJ2 Hair----

//--SSJ3 Hair----
hair_ssj3 = 'Hair - SSJ3.dmi'

//--SSJ4 Hair----
hair_ssj4 = 'Hair - SSJ4.dmi'

//--Android Hair----
hair_droid = 'Hair - Android.dmi'


hair = ""//previous definition
hair_icon = ""
tail = 'Tail.dmi'

rhair//previous definition
ghair
bhair

ely_red_elec = 'elec 3.dmi'
ely_blue_elec = 'elec.dmi'
big_blue_elec = 'Big Blue Electric.dmi'
small_blue_elec = 'Small Blue Electric.dmi'
big_red_elec = 'Big Red Electric.dmi'
small_red_elec = 'Small Red Electric.dmi'
mystic_elec = 'Mystic Electric.dmi'
demon_elec = 'Demon elec.dmi'
demon_elec_2 = 'Demon elec2.dmi'
android_elec = 'android elec.dmi'
ultimate_elec = 'ultimate elec.dmi'
big_purple_elec = 'Big Purple Electric.dmi'
small_purple_elec = 'Small Purple Electric.dmi'
small_white_elec = 'Small White Elec.dmi'
namek_elec = 'Namek elec.dmi'

majin_sign = 'MajinSymbol.dmi'
layer = 5
halo = 'Halo.dmi'
change this code
mob
var
hair//maybe this bar you are defined in you game duplicate definition
hairselected=0
hairred
rhair//duplicate definition
Ohair
hairover

for this :

mob
var
hairselected=0
hairred
Ohair
hairover


and everything will be perfect
If you worked for me many thanks jey should thank you very much ^^