Scripts

TR_m2_q_38_s_clone

TR_Mainland.esm
Variables 8
Local Variables
DoOnce
TR_Map
control
controlQ
NoLore
disp
T_Local_NPC
T_Local_NoLore
Source
1begin TR_m2_q_38_s_clone 2 3 ; this is Favryn Dareleth, the besurnamed version of Favryn 4 ; combination of copying the TR_m2 Nolore script and something that disables/enables him at the right points 5 6 short DoOnce 7 short TR_Map 8 short control 9 short controlQ 10 short NoLore 11 short disp 12short T_Local_NPC 13short T_Local_NoLore 14 15 if ( DoOnce == 0 ) 16 ; we really don't want two Favryns at the start. 17 Disable 18 set DoOnce to 1 19 elseif ( DoOnce == 1 ) 20 ; this bit enables him when the ritual is over/you are still in the Temple 21 ; and you didn't sabotage 22 if ( TR_m2_q_38_status >= 95 ) 23 if ( TR_m2_q_38_sabotage <= 2 ) 24 ; needs to appear when you *enter* the Laughing Goblin, not if you're hanging out there 25 if ( CellChanged == 1 ) 26 ; if Favryn is dead, this guy does not appear. FOR SHAME you murdering player you. 27 if ( GetDeadCount "TR_m2_q_38_Favryn" > 0 ) 28 SetDelete 1 29 return 30 endif 31 ; making sure their inventories match if the player has been pickpocketing would be too tricky 32 ; but at least they can have the same disposition towards the player 33 set disp to "TR_m2_q_38_Favryn"->GetDisposition 34 "TR_m2_q_38_Favrynclone"->SetDisposition disp 35 ; note - to avoid Favryn being deleted before this happens, must do disp matching BEFORE enabling! 36 Enable 37 ; once enabled he just gets a generic TR Map 2 NPC script 38 set TR_Map to 2 39 set DoOnce to 2 40 endif 41 else 42 ; you sabotaged, he's never going to appear (for shame!) 43 SetDelete 1 44 return 45 endif 46 endif 47 endif 48 49end