if Number == 1 then
YellowLevel:Fire()
print("Yellow Level Fired")
else if Number == 2 then
BlueLevel:Fire()
print("Blue Level Fired")
else if Number == 3 then
PurpleLevel:Fire()
print("Purple Level Fired")
else if Number == 4 then
SwitchLevel:Fire()
print("Switch Level Fired")
else if Number == 5 then
PinkLevel:Fire()
print("Pink Level Fired")
else if Number == 6 then
WipeoutLevel:Fire()
print("Wipeout Level Fired")
else if Number == 7 then
SpinningLevelEvent:Fire()
else if Number == 8 then
FadingLevelEvent:Fire()
else if Number == 9 then
BoxEvent:Fire()
end
end
end
end
end
end
end
end
end
This is supposed to randomly select a level to be loaded for my game with a random number generator. This looks like a big mess. Is there any way to make this smaller or look cleaner?
local Number = math.random(1,9)--This is where the number comes from. The rest of the code is for something different
local LavaEventFired = false
local LastMap = Number
local RS = game:GetService("ReplicatedStorage")
local event = RS.GUIEvents:WaitForChild("FirstEvent")
local eventTwo = RS.GUIEvents:WaitForChild("SecondEvent")
local eventThree = RS.GUIEvents:WaitForChild("ThirdEvent")
local eventThreeServer = RS.Lava:WaitForChild("LavaWarning")
local Reset = RS.GUIEvents:WaitForChild("ResetVotingGUI")
local LavaRising = RS.GUIEvents:WaitForChild("LavaRising")
local YellowLevel = RS.LevelEvents:WaitForChild("YellowLevelEvent")
local BlueLevel = RS.LevelEvents:WaitForChild("BlueLevelEvent")
local PurpleLevel = RS.LevelEvents:WaitForChild("PurpleLevelEvent")
local SwitchLevel = RS.LevelEvents:WaitForChild("SwitchLevelEvent")
local PinkLevel = RS.LevelEvents:WaitForChild("PinkLevelEvent")
local WipeoutLevel = RS.LevelEvents:WaitForChild("WipeoutLevelEvent")
local SpinningLevelEvent = RS.LevelEvents:WaitForChild("SpinningLevelEvent")
local FadingLevelEvent = RS.LevelEvents:WaitForChild("FadingLevelEvent")
local BoxEvent = RS.LevelEvents:WaitForChild("BoxEvent")
local SoundDissolve = RS.Audio.SoundDissolve
local count = 30
--Intermission: #
RS.GUIEvents.INTERMISSION:Fire()
RS.TeleportPlayers:Fire()
RS.GUIEvents.EXTRAINTERMISSIONEVENT:Fire()
RS.Audio.Crescendo:Fire()
while count > 0 do
count -= 1
event:FireAllClients(count)
task.wait(1)
end
--Cheese is rising in #
count = 6
RS.LevelEvents.MapChooser:Fire()
RS.TeleportPlayers:Fire()
if Number == 1 then
YellowLevel:Fire()
print("Yellow Level Fired")
else if Number == 2 then
BlueLevel:Fire()
print("Blue Level Fired")
else if Number == 3 then
PurpleLevel:Fire()
print("Purple Level Fired")
else if Number == 4 then
SwitchLevel:Fire()
print("Switch Level Fired")
else if Number == 5 then
PinkLevel:Fire()
print("Pink Level Fired")
else if Number == 6 then
WipeoutLevel:Fire()
print("Wipeout Level Fired")
else if Number == 7 then
SpinningLevelEvent:Fire()
else if Number == 8 then
FadingLevelEvent:Fire()
else if Number == 9 then
BoxEvent:Fire()
end
end
end
end
end
end
end
end
end
Take away the space between else and if, because this way to will take away a lot of ends, because in your script it says else if, but this way it will make if add an end, instead elseif doesn’t need any more ends