TES3HEDR,ff?Tamriel Rebuilt TeamData Files required for Tamriel Rebuilt Maps 1-6.MASTMorrowind.esmDATAu9MAST Tribunal.esmDATAEMASTBloodmoon.esmDATA6GLOB&NAME TR_CellXFNAMsFLTVGLOB&NAME TR_CellYFNAMsFLTVGLOB'NAME TR_MapPosFNAMsFLTVGLOB%NAMETR_TestFNAMsFLTVCLAScNAME TR_BakerFNAMBakerCLDT< CLASNAMETR_Riverstrider_ServiceFNAM TherionautCLDT<DESCTravel Service NPCFACTNAMETR_DresFNAMGreat House DresRNAM Hirelingng memberRNAM Retainerng memberRNAM OathmanRNAM LawmanRNAM KinsmanemberRNAM Adept memberRNAM Mouthates memberRNAM Overseered memberRNAM Magnateerant memberRNAM Grand MagnateFADT   ( !2-# <<$!FP&"Pd(#Z#} ANAMEast Empire CompanyINTVANAMTR_EECINTVANAMFighters GuildINTVANAMTR_FightersGuildINTVANAMHlaaluINTVANAM Imperial CultINTVANAM TR_HlaaluINTVANAMTR_ImperialCultINTVANAM TR_IndorilINTVANAM Mages GuildINTVANAM TR_MagesGuildINTVANAMRedoranINTVANAM TR_RedoranINTVANAMTelvanniINTVANAM TR_TelvanniINTVANAMTempleINTVANAM TR_TempleINTVANAM Thieves GuildINTVANAMTR_ThievesGuildINTVANAM Clan QuarraINTVANAM Clan BerneINTVANAM Clan AundaeINTVANAMImperial LegionINTVANAMTR_ImperialLegionINTVANAM Camonna TongINTVANAM Twin LampsINTVANAMTR_DresINTVFACTNAMETR_EECFNAMMainland East Empire CompanyRNAM UnderlingRNAM ClerkRNAM StewardRNAM FixerRNAM AgentRNAM NegotiatorRNAM OfficerRNAM DeputyRNAM FactorRNAM DirectorFADT ( (22 <<!!FF""P d##d(}ANAM Sixth HouseINTVANAM Clan QuarraINTVANAM Clan BerneINTVANAM Clan AundaeINTVANAM AshlandersINTVANAM TR_TelvanniINTVANAMTelvanniINTVANAMTR_EECINTVANAM TR_RedoranINTVANAMRedoranINTVANAMFighters GuildINTVANAMTR_FightersGuildINTVANAM Mages GuildINTVANAM TR_MagesGuildINTVANAMImperial LegionINTVANAMTR_ImperialLegionINTVANAMTR_ImperialCultINTVANAM Imperial CultINTVANAMEast Empire CompanyINTVFACTNAMETR_FightersGuildFNAMMainland Fighters GuildRNAM AssociateRNAM ApprenticeRNAM JourneymanRNAM SwordsmanRNAM ProtectorRNAM DefenderRNAM WarderRNAM GuardianRNAM ChampionRNAM MasterFADT   ( #!2-# <<$!FP&"Pd(#Z#}ANAMTR_DresINTVANAMEast Empire CompanyINTVANAMTR_EECINTVANAM Imperial CultINTVANAMTR_ImperialCultINTVANAMImperial LegionINTVANAMTR_ImperialLegionINTVANAM TR_IndorilINTVANAM Mages GuildINTVANAM TR_MagesGuildINTVANAMRedoranINTVANAM TR_RedoranINTVANAM Clan QuarraINTVANAM Clan BerneINTVANAM Clan AundaeINTVANAMFighters GuildINTVANAMTR_FightersGuildINTVFACTNAME TR_HlaaluFNAMMainland Great House HlaaluRNAM HirelingRNAM RetainerRNAM OathmanRNAM LawmanRNAM KinsmanRNAM House CousinRNAM House BrotherRNAM House FatherRNAM CouncilmanRNAM GrandmasterFADT   ( !2-# <<$!FP&"Pd(#Z#}ANAMTR_DresINTVANAMEast Empire CompanyINTVANAMImperial LegionINTVANAMTR_EECINTVANAMTR_ImperialLegionINTVANAM TR_IndorilINTVANAMRedoranINTVANAM TR_RedoranINTVANAMTelvanniINTVANAM TR_TelvanniINTVANAM Thieves GuildINTVANAMTR_ThievesGuildINTVANAM Clan QuarraINTVANAM Clan BerneINTVANAM Clan AundaeINTVANAMHlaaluINTVANAM TR_HlaaluINTVFACTUNAMETR_ImperialCultFNAMMainland Imperial CultRNAM LaymanRNAM NoviceRNAM InitiateRNAM AcolyteRNAM AdeptRNAM DiscipleRNAM OracleRNAM InvokerRNAM TheurgistRNAM PrimateFADT    ( !2(# <2$!F<&"PP(#Zd ANAMTR_DresINTVANAMFighters GuildINTVANAMTR_FightersGuildINTVANAMImperial LegionINTVANAMTR_ImperialLegionINTVANAM TR_IndorilINTVANAM Mages GuildINTVANAM TR_MagesGuildINTVANAMRedoranINTVANAM TR_RedoranINTVANAMTelvanniINTVANAM TR_TelvanniINTVANAMTempleINTVANAM TR_TempleINTVANAM Thieves GuildINTVANAMTR_ThievesGuildINTVANAM Clan QuarraINTVANAM Clan BerneINTVANAM Clan AundaeINTVANAM Imperial CultINTVANAMTR_ImperialCultINTVFACTNAMETR_ImperialLegionFNAMMainland Imperial LegionRNAM RecruitRNAM SpearmanRNAM TrooperRNAM AgentRNAM ChampionRNAM Knight ErrantRNAM Knight BachelorRNAM Knight ProtectorRNAM Knight of the GarlandRNAM Knight of Imperial DragonFADT   ( !2-# <<$!FP&"Pd(#Z#}ANAMTR_DresINTVANAMEast Empire CompanyINTVANAMTR_EECINTVANAMFighters GuildINTVANAMTR_FightersGuildINTVANAMHlaaluINTVANAM TR_HlaaluINTVANAM Imperial CultINTVANAMTR_ImperialCultINTVANAM TR_IndorilINTVANAM Mages GuildINTVANAM TR_MagesGuildINTVANAMRedoranINTVANAM TR_RedoranINTVANAMTelvanniINTVANAM TR_TelvanniINTVANAMTempleINTVANAM TR_TempleINTVANAM Thieves GuildINTVANAMTR_ThievesGuildINTVANAM Clan QuarraINTVANAM Clan BerneINTVANAM Clan AundaeINTVANAMImperial LegionINTVANAMTR_ImperialLegionINTVFACTNAME TR_IndorilFNAMGreat House IndorilRNAM low-ranked memberRNAM low-ranked memberRNAM low-ranked memberRNAM memberRNAM memberRNAM memberRNAM senior memberRNAM senior memberRNAM senior memberRNAM masterFADT   ( !2-# <<$!FP&"Pd(#Z#}ANAMTR_DresINTVANAMEast Empire CompanyINTVANAMTR_EECINTVANAMFighters GuildINTVANAMTR_FightersGuildINTVANAMHlaaluINTVANAM TR_HlaaluINTVANAMTR_ImperialCultINTVANAMTR_ImperialCultINTVANAMImperial LegionINTVANAMTR_ImperialLegionINTVANAMTelvanniINTVANAM TR_TelvanniINTVANAM Thieves GuildINTVANAMTR_ThievesGuildINTVANAM Clan QuarraINTVANAM Clan BerneINTVANAM Clan AundaeINTVANAMRedoranINTVANAM TR_RedoranINTVANAMHands of AlmalexiaINTVANAMTempleINTVANAM TR_TempleINTVANAM TR_IndorilINTVFACTQNAMETR_MagesGuildFNAMMainland Mages GuildRNAM AssociateRNAM ApprenticeRNAM JourneymanRNAM EvokerRNAM ConjurerRNAM MagicianRNAM WarlockRNAM WizardRNAM Master WizardRNAM Arch-MageFADT   ( !2-# <<$!FP&"Pd(#Z#} ANAMTR_DresINTVANAMFighters GuildINTVANAMTR_FightersGuildINTVANAM Imperial CultINTVANAMTR_ImperialCultINTVANAMImperial LegionINTVANAMTR_ImperialLegionINTVANAM TR_IndorilINTVANAMRedoranINTVANAM TR_RedoranINTVANAMTelvanniINTVANAM TR_TelvanniINTVANAMTempleINTVANAM TR_TempleINTVANAM Thieves GuildINTVANAMTR_ThievesGuildINTVANAM Clan QuarraINTVANAM Clan BerneINTVANAM Clan AundaeINTVANAM Mages GuildINTVANAM TR_MagesGuildINTVFACTNAME TR_MoragTongFNAMMainland Morag TongRNAM AssociateRNAM Blind ThrallRNAM ThrallRNAM White ThrallRNAM ThinkerRNAM BrotherRNAM KnowerRNAM MasterRNAM Exalted MasterRNAM GrandmasterFADT  ( (!22# <<$!FP&"Pd(#Z#} ANAM Morag TongINTVANAM TR_MoragTongINTVFACTNAME TR_RedoranFNAMMainland Great House RedoranRNAM HirelingRNAM RetainerRNAM OathmanRNAM LawmanRNAM KinsmanRNAM House CousinRNAM House BrotherRNAM House FatherRNAM CouncilmanRNAM ArchmasterFADT   ( !2-# <<$!FP&"Pd(#Z#}ANAMTR_DresINTVANAM TR_IndorilINTVANAMEast Empire CompanyINTVANAMTR_EECINTVANAMFighters GuildINTVANAMTR_FightersGuildINTVANAMHlaaluINTVANAM TR_HlaaluINTVANAM Imperial CultINTVANAMTR_ImperialCultINTVANAMImperial LegionINTVANAMTR_ImperialLegionINTVANAMTelvanniINTVANAM TR_TelvanniINTVANAMTempleINTVANAM TR_TempleINTVANAM Thieves GuildINTVANAMTR_ThievesGuildINTVANAM Clan QuarraINTVANAM Clan BerneINTVANAM Clan AundaeINTVANAMRedoranINTVANAM TR_RedoranINTVFACTBNAME TR_TelvanniFNAMMainland Great House TelvanniRNAM HirelingRNAM RetainerRNAM OathmanRNAM LawmanRNAM CasterRNAM SpellwrightRNAM WizardRNAM MasterRNAM MagisterRNAM ArchmagisterFADT   ( !2-# <<$!FP&"Pd(#Z#} ANAMTR_DresINTVANAM TR_IndorilINTVANAM TR_MagesGuildINTVANAM TR_TempleINTVANAM Sixth HouseINTVANAMTR_ImperialLegionINTVANAMImperial LegionINTVANAM Clan QuarraINTVANAM Clan BerneINTVANAM Clan AundaeINTVANAM AshlandersINTVANAM TR_RedoranINTVANAMRedoranINTVANAMHlaaluINTVANAM TR_HlaaluINTVANAMTempleINTVANAMTR_ImperialCultINTVANAM Imperial CultINTVANAM Mages GuildINTVANAMTelvanniINTVANAM TR_TelvanniINTVFACTLNAME TR_TempleFNAMMainland Tribunal TempleRNAM LaymanRNAM NoviceRNAM InitiateRNAM AcolyteRNAM AdeptRNAM CurateRNAM DiscipleRNAM DivinerRNAM MasterRNAM PatriarchFADT   ( !2-# <<$!FP&"Pd(#Z#} ANAM Clan QuarraINTVANAM Clan BerneINTVANAM Clan AundaeINTVANAMTR_DresINTVANAMEast Empire CompanyINTVANAMTR_EECINTVANAM Imperial CultINTVANAMTR_ImperialCultINTVANAMImperial LegionINTVANAMTR_ImperialLegionINTVANAM TR_IndorilINTVANAM Mages GuildINTVANAM TR_MagesGuildINTVANAM Thieves GuildINTVANAMTR_ThievesGuildINTVANAMRedoranINTVANAM TR_RedoranINTVANAMTelvanniINTVANAM TR_TelvanniINTVANAMTempleINTVANAM TR_TempleINTVFACTNAMETR_ThievesGuildFNAMMainland Thieves GuildRNAM ToadRNAM Wet EarRNAM FootpadRNAM BlackcapRNAM OperativeRNAM BanditRNAM CaptainRNAM RingleaderRNAM MastermindRNAM Master ThiefFADT   ( !2-# <<$!FP&"Pd(#Z#}ANAM Clan QuarraINTVANAM Clan BerneINTVANAM Clan AundaeINTVANAMTR_DresINTVANAMEast Empire CompanyINTVANAMTR_EECINTVANAMHlaaluINTVANAM TR_HlaaluINTVANAM Imperial CultINTVANAMTR_ImperialCultINTVANAMImperial LegionINTVANAMTR_ImperialLegionINTVANAM TR_IndorilINTVANAM Mages GuildINTVANAM TR_MagesGuildINTVANAMRedoranINTVANAM TR_RedoranINTVANAM Thieves GuildINTVANAMTempleINTVANAMTelvanniINTVANAM TR_TelvanniINTVANAM TR_TempleINTVANAMTR_ThievesGuildINTVSOUN@NAMEriverStrider1FNAMTR\r\riverstrider1.wavDATAdSOUN@NAMEriverStrider2FNAMTR\r\riverstrider2.wavDATAdSOUN@NAMEriverStrider3FNAMTR\r\riverstrider3.wavDATAdSOUNFNAMETR_Batwings FlapFNAMTR\r\daedric bat move.wavDATASOUNGNAMETR_BigGates_closeFNAMTR\fx\TR_BigGateClose.wavDATASOUNENAMETR_BigGates_openFNAMTR\fx\TR_BigGateOpen.wavDATASOUN?NAMETR_Daebat moanFNAMTR\r\daebat moan.wavDATASOUN?NAMETR_Daebat roarFNAMTR\r\daebat roar.wavDATASOUNCNAMETR_Daebat screamFNAMTR\r\daebat scream.wavDATASOUNANAMETR_DresBug moanFNAMTR\r\dresbug moan.wavDATASOUNANAMETR_DresBug moveFNAMTR\r\dresbug move.wavDATASOUNANAMETR_Dridrea moanFNAMTR\r\dridrea moan.wavDATASOUNANAMETR_Dridrea roarFNAMTR\r\dridrea roar.wavDATASOUNENAMETR_Dridrea screamFNAMTR\r\dridrea scream.wavDATASOUNANAMETR_explodo moanFNAMTR\r\explodo_move.wavDATASOUNENAMETR_Fish swim leftFNAMTR\r\fish swim left.wavDATASOUNGNAMETR_fish swim rightFNAMTR\r\fish swim right.wavDATASOUN@NAME TR_ind_bell1FNAMTR\fx\tr_ind_Bell01.wavDATASOUN@NAME TR_ind_bell2FNAMTR\fx\tr_ind_Bell02.wavDATASOUN@NAME TR_ind_bell3FNAMTR\fx\tr_ind_Bell03.wavDATASOUN@NAME TR_ind_bell4FNAMTR\fx\tr_ind_Bell04.wavDATASOUN@NAME TR_ind_bell5FNAMTR\fx\tr_ind_Bell05.wavDATASOUN@NAME TR_ind_bell6FNAMTR\fx\tr_ind_Bell06.wavDATASOUN@NAME TR_ind_bell7FNAMTR\fx\tr_ind_Bell07.wavDATASOUNANAMETR_ind_drum01FNAMTR\fx\tr_ind_drum01.wavDATASOUNANAMETR_ind_drum02FNAMTR\fx\tr_ind_drum02.wavDATASOUNANAMETR_ind_drum03FNAMTR\fx\tr_ind_drum03.wavDATASOUNANAMETR_ind_drum04FNAMTR\fx\tr_ind_drum04.wavDATASOUNANAMETR_ind_gong01FNAMTR\fx\tr_ind_gong01.wavDATASOUNANAMETR_ind_gong02FNAMTR\fx\tr_ind_gong02.wavDATASOUNCNAMETR_molecrab moanFNAMTR\r\molecrab moan.wavDATASOUN=NAMETR_Mouse moanFNAMTR\r\mouse moan.wavDATASOUNANAMETR_Mouse screamFNAMTR\r\mouse scream.wavDATASOUN?NAMETR_ornada moanFNAMTR\r\ornada moan.wavDATASOUNGNAMETR_Parastylus moanFNAMTR\r\parastylus moan.wavDATASOUNGNAMETR_Parastylus roarFNAMTR\r\parastylus roar.wavDATASOUNKNAMETR_Parastylus screamFNAMTR\r\parastylus scream.wavDATASOUN=NAMETR_troll moanFNAMTR\r\troll moan.wavDATASOUN=NAMETR_troll roarFNAMTR\r\troll roar.wavDATASOUNANAMETR_troll screamFNAMTR\r\troll scream.wavDATASCPTSCHD4TR_blockedDoor<SCDT< X == 1%This door is blocked for your safety. SCTXBegin TR_blockedDoor if ( OnActivate == 1 ) MessageBox "This door is blocked for your safety." endif End TR_blockedDoor SCPTSCHD4TR_BoTs_AbsorbFatigue:SCDT: player X oTR_BoT_AbsorbFatigue == 1$  X == 1 player X& >= 60 PlayerTR_BoT_AbsorbFatigue.You have learned the spell Tag from this book. skillraise player X& >= 50XThere is a spell to be learned from this book, but you cannot figure out how to cast it.  SCTXBegin TR_BoTs_AbsorbFatigue if ( player->getspell "TR_BoT_AbsorbFatigue" == 1 ) Return endif if ( OnActivate == 1 ) if ( player->GetIntelligence >= 60 ) Player->AddSpell "TR_BoT_AbsorbFatigue" MessageBox "You have learned the spell Tag from this book." PlaySound "skillraise" Activate elseif ( player->GetIntelligence >= 50 ) MessageBox "There is a spell to be learned from this book, but you cannot figure out how to cast it." Activate else Activate endif endif EndSCPTSCHD4TR_BoTs_AlmsiviInterventionPSCDTP player& X oTR_BoT_AlmsiviIntervention == 1$  X == 1 player X& >= 100 PlayerTR_BoT_AlmsiviIntervention6You have learned the spell Temple Song from this book. skillraise player X& >= 100XThere is a spell to be learned from this book, but you cannot figure out how to cast it.  SCTXBegin TR_BoTs_AlmsiviIntervention if ( player->getspell "TR_BoT_AlmsiviIntervention" == 1 ) Return endif if ( OnActivate == 1 ) if ( player->GetIntelligence >= 100 ) Player->AddSpell "TR_BoT_AlmsiviIntervention" MessageBox "You have learned the spell Temple Song from this book." PlaySound "skillraise" Activate elseif ( player->GetIntelligence >= 100 ) MessageBox "There is a spell to be learned from this book, but you cannot figure out how to cast it." Activate else Activate endif endif EndSCPTiSCHD4TR_BoTs_Blind0SCDT0 player X o TR_BoT_Blind == 1$  X == 1 player X& >= 80 Player TR_BoT_Blind4You have learned the spell Blindfold from this book. skillraise player X& >= 70XThere is a spell to be learned from this book, but you cannot figure out how to cast it.  SCTXBegin TR_BoTs_Blind if ( player->getspell "TR_BoT_Blind" == 1 ) Return endif if ( OnActivate == 1 ) if ( player->GetIntelligence >= 80 ) Player->AddSpell "TR_BoT_Blind" MessageBox "You have learned the spell Blindfold from this book." PlaySound "skillraise" Activate elseif ( player->GetIntelligence >= 70 ) MessageBox "There is a spell to be learned from this book, but you cannot figure out how to cast it." Activate else Activate endif endif End SCPTSCHD4TR_BoTs_BoundAxeESCDTE player! X oTR_BoT_BoundBattleAxe == 1$  X == 1 player X& >= 55 PlayerTR_BoT_BoundBattleAxe7You have learned the spell Blood-letter from this book. skillraise player X& >= 40XThere is a spell to be learned from this book, but you cannot figure out how to cast it.  SCTXBegin TR_BoTs_BoundAxe if ( player->getspell "TR_BoT_BoundBattleAxe" == 1 ) Return endif if ( OnActivate == 1 ) if ( player->GetIntelligence >= 55 ) Player->AddSpell "TR_BoT_BoundBattleAxe" MessageBox "You have learned the spell Blood-letter from this book." PlaySound "skillraise" Activate elseif ( player->GetIntelligence >= 40 ) MessageBox "There is a spell to be learned from this book, but you cannot figure out how to cast it." Activate else Activate endif endif End SCPTSCHD4TR_BoTs_BoundBoots;SCDT; player X oTR_BoT_BoundBoots == 1$  X == 1 player X& >= 50 PlayerTR_BoT_BoundBoots5You have learned the spell Foundation from this book. skillraise player X& >= 40XThere is a spell to be learned from this book, but you cannot figure out how to cast it.  SCTXBegin TR_BoTs_BoundBoots if ( player->getspell "TR_BoT_BoundBoots" == 1 ) Return endif if ( OnActivate == 1 ) if ( player->GetIntelligence >= 50 ) Player->AddSpell "TR_BoT_BoundBoots" MessageBox "You have learned the spell Foundation from this book." PlaySound "skillraise" Activate elseif ( player->GetIntelligence >= 40 ) MessageBox "There is a spell to be learned from this book, but you cannot figure out how to cast it." Activate else Activate endif endif EndSCPTSCHD4TR_BoTs_BoundCuirassISCDTI player X oTR_BoT_BoundCuirass == 1$  X == 1 player X& >= 50 PlayerTR_BoT_BoundCuirass?You have learned the spell Flesh of the Dremora from this book. skillraise player X& >= 40XThere is a spell to be learned from this book, but you cannot figure out how to cast it.  SCTX Begin TR_BoTs_BoundCuirass if ( player->getspell "TR_BoT_BoundCuirass" == 1 ) Return endif if ( OnActivate == 1 ) if ( player->GetIntelligence >= 50 ) Player->AddSpell "TR_BoT_BoundCuirass" MessageBox "You have learned the spell Flesh of the Dremora from this book." PlaySound "skillraise" Activate elseif ( player->GetIntelligence >= 40 ) MessageBox "There is a spell to be learned from this book, but you cannot figure out how to cast it." Activate else Activate endif endif EndSCPTSCHD4TR_BoTs_BoundGloves@SCDT@ player X oTR_BoT_BoundGloves == 1$  X == 1 player X& >= 45 PlayerTR_BoT_BoundGloves8You have learned the spell Fool's Gloves from this book. skillraise player X& >= 40XThere is a spell to be learned from this book, but you cannot figure out how to cast it.  SCTXBegin TR_BoTs_BoundGloves if ( player->getspell "TR_BoT_BoundGloves" == 1 ) Return endif if ( OnActivate == 1 ) if ( player->GetIntelligence >= 45 ) Player->AddSpell "TR_BoT_BoundGloves" MessageBox "You have learned the spell Fool's Gloves from this book." PlaySound "skillraise" Activate elseif ( player->GetIntelligence >= 40 ) MessageBox "There is a spell to be learned from this book, but you cannot figure out how to cast it." Activate else Activate endif endif End SCPTSCHD4TR_BoTs_BoundLongswordCSCDTC player! X oTR_BoT_BoundLongsword == 1$  X == 1 player X& >= 55 PlayerTR_BoT_BoundLongsword5You have learned the spell Razor Edge from this book. skillraise player X& >= 40XThere is a spell to be learned from this book, but you cannot figure out how to cast it.  SCTX Begin TR_BoTs_BoundLongsword if ( player->getspell "TR_BoT_BoundLongsword" == 1 ) Return endif if ( OnActivate == 1 ) if ( player->GetIntelligence >= 55 ) Player->AddSpell "TR_BoT_BoundLongsword" MessageBox "You have learned the spell Razor Edge from this book." PlaySound "skillraise" Activate elseif ( player->GetIntelligence >= 40 ) MessageBox "There is a spell to be learned from this book, but you cannot figure out how to cast it." Activate else Activate endif endif End SCPTzSCHD4TR_BoTs_Burden8SCDT8 player X o TR_BoT_Burden == 1$  X == 1 player X& >= 80 Player TR_BoT_Burden:You have learned the spell Weight of Guilt from this book. skillraise player X& >= 60XThere is a spell to be learned from this book, but you cannot figure out how to cast it.  SCTXBegin TR_BoTs_Burden if ( player->getspell "TR_BoT_Burden" == 1 ) Return endif if ( OnActivate == 1 ) if ( player->GetIntelligence >= 80 ) Player->AddSpell "TR_BoT_Burden" MessageBox "You have learned the spell Weight of Guilt from this book." PlaySound "skillraise" Activate elseif ( player->GetIntelligence >= 60 ) MessageBox "There is a spell to be learned from this book, but you cannot figure out how to cast it." Activate else Activate endif endif End SCPTSCHD4TR_BoTs_CalmCreatureBSCDTB player X oTR_BoT_CalmCreature == 1$  X == 1 player X& >= 50 PlayerTR_BoT_CalmCreature8You have learned the spell Serene Nature from this book. skillraise player X& >= 40XThere is a spell to be learned from this book, but you cannot figure out how to cast it.  SCTXBegin TR_BoTs_CalmCreature if ( player->getspell "TR_BoT_CalmCreature" == 1 ) Return endif if ( OnActivate == 1 ) if ( player->GetIntelligence >= 50 ) Player->AddSpell "TR_BoT_CalmCreature" MessageBox "You have learned the spell Serene Nature from this book." PlaySound "skillraise" Activate elseif ( player->GetIntelligence >= 40 ) MessageBox "There is a spell to be learned from this book, but you cannot figure out how to cast it." Activate else Activate endif endif End SCPTSCHD4TR_BoTs_Chameleon@SCDT@ player X oTR_BoT_Chameleon == 1$  X == 1 player X& >= 70 PlayerTR_BoT_Chameleon<You have learned the spell Smoke and Mirrors from this book. skillraise player X& >= 60XThere is a spell to be learned from this book, but you cannot figure out how to cast it.  SCTXBegin TR_BoTs_Chameleon if ( player->getspell "TR_BoT_Chameleon" == 1 ) Return endif if ( OnActivate == 1 ) if ( player->GetIntelligence >= 70 ) Player->AddSpell "TR_BoT_Chameleon" MessageBox "You have learned the spell Smoke and Mirrors from this book." PlaySound "skillraise" Activate elseif ( player->GetIntelligence >= 60 ) MessageBox "There is a spell to be learned from this book, but you cannot figure out how to cast it." Activate else Activate endif endif End SCPTuSCHD4TR_BoTs_Charm6SCDT6 player X o TR_BoT_Charm == 1$  X == 1 player X& >= 60 Player TR_BoT_Charm:You have learned the spell Alluring Speech from this book. skillraise player X& >= 50XThere is a spell to be learned from this book, but you cannot figure out how to cast it.  SCTXBegin TR_BoTs_Charm if ( player->getspell "TR_BoT_Charm" == 1 ) Return endif if ( OnActivate == 1 ) if ( player->GetIntelligence >= 60 ) Player->AddSpell "TR_BoT_Charm" MessageBox "You have learned the spell Alluring Speech from this book." PlaySound "skillraise" Activate elseif ( player->GetIntelligence >= 50 ) MessageBox "There is a spell to be learned from this book, but you cannot figure out how to cast it." Activate else Activate endif endif End SCPTSCHD4TR_BoTs_CommandCreatureMSCDTM player" X oTR_BoT_CommandCreature == 1$  X == 1 player X& >= 65 PlayerTR_BoT_CommandCreature=You have learned the spell Call of the Beasts from this book. skillraise player X& >= 50XThere is a spell to be learned from this book, but you cannot figure out how to cast it.  SCTXBegin TR_BoTs_CommandCreature if ( player->getspell "TR_BoT_CommandCreature" == 1 ) Return endif if ( OnActivate == 1 ) if ( player->GetIntelligence >= 65 ) Player->AddSpell "TR_BoT_CommandCreature" MessageBox "You have learned the spell Call of the Beasts from this book." PlaySound "skillraise" Activate elseif ( player->GetIntelligence >= 50 ) MessageBox "There is a spell to be learned from this book, but you cannot figure out how to cast it." Activate else Activate endif endif End SCPTSCHD4TR_BoTs_CommandHumanoidESCDTE player" X oTR_BoT_CommandHumanoid == 1$  X == 1 player X& >= 70 PlayerTR_BoT_CommandHumanoid5You have learned the spell Assistance from this book. skillraise player X& >= 55XThere is a spell to be learned from this book, but you cannot figure out how to cast it.  SCTX Begin TR_BoTs_CommandHumanoid if ( player->getspell "TR_BoT_CommandHumanoid" == 1 ) Return endif if ( OnActivate == 1 ) if ( player->GetIntelligence >= 70 ) Player->AddSpell "TR_BoT_CommandHumanoid" MessageBox "You have learned the spell Assistance from this book." PlaySound "skillraise" Activate elseif ( player->GetIntelligence >= 55 ) MessageBox "There is a spell to be learned from this book, but you cannot figure out how to cast it." Activate else Activate endif endif End SCPTSCHD4TR_BoTs_CureBlight;SCDT; player X oTR_BoT_CureBlight == 1$  X == 1 player X& >= 75 PlayerTR_BoT_CureBlight5You have learned the spell Generosity from this book. skillraise player X& >= 60XThere is a spell to be learned from this book, but you cannot figure out how to cast it.  SCTXBegin TR_BoTs_CureBlight if ( player->getspell "TR_BoT_CureBlight" == 1 ) Return endif if ( OnActivate == 1 ) if ( player->GetIntelligence >= 75 ) Player->AddSpell "TR_BoT_CureBlight" MessageBox "You have learned the spell Generosity from this book." PlaySound "skillraise" Activate elseif ( player->GetIntelligence >= 60 ) MessageBox "There is a spell to be learned from this book, but you cannot figure out how to cast it." Activate else Activate endif endif End SCPTSCHD4TR_BoTs_CureCommon;SCDT; player X oTR_BoT_CureCommon == 1$  X == 1 player X& >= 65 PlayerTR_BoT_CureCommon5You have learned the spell Pure Blood from this book. skillraise player X& >= 50XThere is a spell to be learned from this book, but you cannot figure out how to cast it.  SCTXBegin TR_BoTs_CureCommon if ( player->getspell "TR_BoT_CureCommon" == 1 ) Return endif if ( OnActivate == 1 ) if ( player->GetIntelligence >= 65 ) Player->AddSpell "TR_BoT_CureCommon" MessageBox "You have learned the spell Pure Blood from this book." PlaySound "skillraise" Activate elseif ( player->GetIntelligence >= 50 ) MessageBox "There is a spell to be learned from this book, but you cannot figure out how to cast it." Activate else Activate endif endif End SCPTSCHD4TR_BoTs_CureParalyzationHSCDTH player# X oTR_BoT_CureParalyzation == 1$  X == 1 player X& >= 40 PlayerTR_BoT_CureParalyzation6You have learned the spell Still Image from this book. skillraise player X& >= 30XThere is a spell to be learned from this book, but you cannot figure out how to cast it.  SCTXBegin TR_BoTs_CureParalyzation if ( player->getspell "TR_BoT_CureParalyzation" == 1 ) Return endif if ( OnActivate == 1 ) if ( player->GetIntelligence >= 40 ) Player->AddSpell "TR_BoT_CureParalyzation" MessageBox "You have learned the spell Still Image from this book." PlaySound "skillraise" Activate elseif ( player->GetIntelligence >= 30 ) MessageBox "There is a spell to be learned from this book, but you cannot figure out how to cast it." Activate else Activate endif endif EndSCPTSCHD4TR_BoTs_DamageHealth=SCDT= player X oTR_BoT_DamageHealth == 1$  X == 1 player X& >= 50 PlayerTR_BoT_DamageHealth3You have learned the spell Pinprick from this book. skillraise player X& >= 30XThere is a spell to be learned from this book, but you cannot figure out how to cast it.  SCTXBegin TR_BoTs_DamageHealth if ( player->getspell "TR_BoT_DamageHealth" == 1 ) Return endif if ( OnActivate == 1 ) if ( player->GetIntelligence >= 50 ) Player->AddSpell "TR_BoT_DamageHealth" MessageBox "You have learned the spell Pinprick from this book." PlaySound "skillraise" Activate elseif ( player->GetIntelligence >= 30 ) MessageBox "There is a spell to be learned from this book, but you cannot figure out how to cast it." Activate else Activate endif endif End SCPTSCHD4TR_BoTs_DemoralizeCreatureQSCDTQ player% X oTR_BoT_DemoralizeCreature == 1$  X == 1 player X& >= 40 PlayerTR_BoT_DemoralizeCreature;You have learned the spell Monstrous Vision from this book. skillraise player X& >= 35XThere is a spell to be learned from this book, but you cannot figure out how to cast it.  SCTXBegin TR_BoTs_DemoralizeCreature if ( player->getspell "TR_BoT_DemoralizeCreature" == 1 ) Return endif if ( OnActivate == 1 ) if ( player->GetIntelligence >= 40 ) Player->AddSpell "TR_BoT_DemoralizeCreature" MessageBox "You have learned the spell Monstrous Vision from this book." PlaySound "skillraise" Activate elseif ( player->GetIntelligence >= 35 ) MessageBox "There is a spell to be learned from this book, but you cannot figure out how to cast it." Activate else Activate endif endif End SCPTSCHD4TR_BoTs_DemoralizeHumanoidLSCDTL player% X oTR_BoT_DemoralizeHumanoid == 1$  X == 1 player X& >= 40 PlayerTR_BoT_DemoralizeHumanoid6You have learned the spell On the Move from this book. skillraise player X& >= 50XThere is a spell to be learned from this book, but you cannot figure out how to cast it.  SCTXBegin TR_BoTs_DemoralizeHumanoid if ( player->getspell "TR_BoT_DemoralizeHumanoid" == 1 ) Return endif if ( OnActivate == 1 ) if ( player->GetIntelligence >= 40 ) Player->AddSpell "TR_BoT_DemoralizeHumanoid" MessageBox "You have learned the spell On the Move from this book." PlaySound "skillraise" Activate elseif ( player->GetIntelligence >= 50 ) MessageBox "There is a spell to be learned from this book, but you cannot figure out how to cast it." Activate else Activate endif endif End SCPTSCHD4TR_BoTs_DetectKeyFSCDTF player X oTR_BoT_DetectKey == 1$  X == 1 player X& >= 65 PlayerTR_BoT_DetectKeyBYou have learned the spell Fuchon Cire's Keyfinder from this book. skillraise player X& >= 50XThere is a spell to be learned from this book, but you cannot figure out how to cast it.  SCTXBegin TR_BoTs_DetectKey if ( player->getspell "TR_BoT_DetectKey" == 1 ) Return endif if ( OnActivate == 1 ) if ( player->GetIntelligence >= 65 ) Player->AddSpell "TR_BoT_DetectKey" MessageBox "You have learned the spell Fuchon Cire's Keyfinder from this book." PlaySound "skillraise" Activate elseif ( player->GetIntelligence >= 50 ) MessageBox "There is a spell to be learned from this book, but you cannot figure out how to cast it." Activate else Activate endif endif End SCPTSCHD4TR_BoTs_DisintegrateArmorMSCDTM player$ X oTR_BoT_DisintegrateArmor == 1$  X == 1 player X& >= 60 PlayerTR_BoT_DisintegrateArmor9You have learned the spell Fracture Armor from this book. skillraise player X& >= 50XThere is a spell to be learned from this book, but you cannot figure out how to cast it.  SCTXBegin TR_BoTs_DisintegrateArmor if ( player->getspell "TR_BoT_DisintegrateArmor" == 1 ) Return endif if ( OnActivate == 1 ) if ( player->GetIntelligence >= 60 ) Player->AddSpell "TR_BoT_DisintegrateArmor" MessageBox "You have learned the spell Fracture Armor from this book." PlaySound "skillraise" Activate elseif ( player->GetIntelligence >= 50 ) MessageBox "There is a spell to be learned from this book, but you cannot figure out how to cast it." Activate else Activate endif endif End SCPTpSCHD4TR_BoTs_Dispel3SCDT3 player X o TR_BoT_Dispel == 1$  X == 1 player X& >= 65 Player TR_BoT_Dispel5You have learned the spell Reunrefine from this book. skillraise player X& >= 50XThere is a spell to be learned from this book, but you cannot figure out how to cast it.  SCTXBegin TR_BoTs_Dispel if ( player->getspell "TR_BoT_Dispel" == 1 ) Return endif if ( OnActivate == 1 ) if ( player->GetIntelligence >= 65 ) Player->AddSpell "TR_BoT_Dispel" MessageBox "You have learned the spell Reunrefine from this book." PlaySound "skillraise" Activate elseif ( player->GetIntelligence >= 50 ) MessageBox "There is a spell to be learned from this book, but you cannot figure out how to cast it." Activate else Activate endif endif End SCPTSCHD4TR_BoTs_DrainFatigue9SCDT9 player X oTR_BoT_DrainFatigue == 1$  X == 1 player X& >= 65 PlayerTR_BoT_DrainFatigue/You have learned the spell Duck from this book. skillraise player X& >= 50XThere is a spell to be learned from this book, but you cannot figure out how to cast it.  SCTXBegin TR_BoTs_DrainFatigue if ( player->getspell "TR_BoT_DrainFatigue" == 1 ) Return endif if ( OnActivate == 1 ) if ( player->GetIntelligence >= 65 ) Player->AddSpell "TR_BoT_DrainFatigue" MessageBox "You have learned the spell Duck from this book." PlaySound "skillraise" Activate elseif ( player->GetIntelligence >= 50 ) MessageBox "There is a spell to be learned from this book, but you cannot figure out how to cast it." Activate else Activate endif endif End SCPTSCHD4TR_BoTs_DrainHealthBSCDTB player X oTR_BoT_DrainHealth == 1$  X == 1 player X& >= 10 PlayerTR_BoT_DrainHealth:You have learned the spell Vampire's Touch from this book. skillraise player X& >= 10XThere is a spell to be learned from this book, but you cannot figure out how to cast it.  SCTXBegin TR_BoTs_DrainHealth if ( player->getspell "TR_BoT_DrainHealth" == 1 ) Return endif if ( OnActivate == 1 ) if ( player->GetIntelligence >= 10 ) Player->AddSpell "TR_BoT_DrainHealth" MessageBox "You have learned the spell Vampire's Touch from this book." PlaySound "skillraise" Activate elseif ( player->GetIntelligence >= 10 ) MessageBox "There is a spell to be learned from this book, but you cannot figure out how to cast it." Activate else Activate endif endif EndSCPTSCHD4TR_BoTs_DrainMagickaCSCDTC player X oTR_BoT_DrainMagicka == 1$  X == 1 player X& >= 50 PlayerTR_BoT_DrainMagicka9You have learned the spell Rage of Magnus from this book. skillraise player X& >= 40XThere is a spell to be learned from this book, but you cannot figure out how to cast it.  SCTXBegin TR_BoTs_DrainMagicka if ( player->getspell "TR_BoT_DrainMagicka" == 1 ) Return endif if ( OnActivate == 1 ) if ( player->GetIntelligence >= 50 ) Player->AddSpell "TR_BoT_DrainMagicka" MessageBox "You have learned the spell Rage of Magnus from this book." PlaySound "skillraise" Activate elseif ( player->GetIntelligence >= 40 ) MessageBox "There is a spell to be learned from this book, but you cannot figure out how to cast it." Activate else Activate endif endif End SCPTkSCHD4TR_BoTs_Feather0SCDT0 player X oTR_BoT_Feather == 1$  X == 1 player X& >= 70 PlayerTR_BoT_Feather0You have learned the spell Fling from this book. skillraise player X& >= 50XThere is a spell to be learned from this book, but you cannot figure out how to cast it.  SCTXBegin TR_BoTs_Feather if ( player->getspell "TR_BoT_Feather" == 1 ) Return endif if ( OnActivate == 1 ) if ( player->GetIntelligence >= 70 ) Player->AddSpell "TR_BoT_Feather" MessageBox "You have learned the spell Fling from this book." PlaySound "skillraise" Activate elseif ( player->GetIntelligence >= 50 ) MessageBox "There is a spell to be learned from this book, but you cannot figure out how to cast it." Activate else Activate endif endif End SCPTSCHD4TR_BoTs_FortifyAttackBSCDTB player X oTR_BoT_FortifyAttack == 1$  X == 1 player X& >= 100 PlayerTR_BoT_FortifyAttack5You have learned the spell Blood Beat from this book. skillraise player X& >= 90XThere is a spell to be learned from this book, but you cannot figure out how to cast it.  SCTXBegin TR_BoTs_FortifyAttack if ( player->getspell "TR_BoT_FortifyAttack" == 1 ) Return endif if ( OnActivate == 1 ) if ( player->GetIntelligence >= 100 ) Player->AddSpell "TR_BoT_FortifyAttack" MessageBox "You have learned the spell Blood Beat from this book." PlaySound "skillraise" Activate elseif ( player->GetIntelligence >= 90 ) MessageBox "There is a spell to be learned from this book, but you cannot figure out how to cast it." Activate else Activate endif endif EndSCPTSCHD4TR_BoTs_FortifyFatigueJSCDTJ player! X oTR_BoT_FortifyFatigue == 1$  X == 1 player X& >= 55 PlayerTR_BoT_FortifyFatigue<You have learned the spell Impossible Effort from this book. skillraise player X& >= 45XThere is a spell to be learned from this book, but you cannot figure out how to cast it.  SCTXBegin TR_BoTs_FortifyFatigue if ( player->getspell "TR_BoT_FortifyFatigue" == 1 ) Return endif if ( OnActivate == 1 ) if ( player->GetIntelligence >= 55 ) Player->AddSpell "TR_BoT_FortifyFatigue" MessageBox "You have learned the spell Impossible Effort from this book." PlaySound "skillraise" Activate elseif ( player->GetIntelligence >= 45 ) MessageBox "There is a spell to be learned from this book, but you cannot figure out how to cast it." Activate else Activate endif endif End SCPTSCHD4TR_BoTs_FortifyIntelligenceRSCDTR player& X oTR_BoT_FortifyIntelligence == 1$  X == 1 player X& >= 40 PlayerTR_BoT_FortifyIntelligence:You have learned the spell Unearned Genius from this book. skillraise player X& >= 30XThere is a spell to be learned from this book, but you cannot figure out how to cast it.  SCTXBegin TR_BoTs_FortifyIntelligence if ( player->getspell "TR_BoT_FortifyIntelligence" == 1 ) Return endif if ( OnActivate == 1 ) if ( player->GetIntelligence >= 40 ) Player->AddSpell "TR_BoT_FortifyIntelligence" MessageBox "You have learned the spell Unearned Genius from this book." PlaySound "skillraise" Activate elseif ( player->GetIntelligence >= 30 ) MessageBox "There is a spell to be learned from this book, but you cannot figure out how to cast it." Activate else Activate endif endif End SCPTSCHD4TR_BoTs_InvisibilityGSCDTG player X oTR_BoT_Invisibility == 1$  X == 1 player X& >= 70 PlayerTR_BoT_Invisibility=You have learned the spell Shameful Cowardice from this book. skillraise player X& >= 60XThere is a spell to be learned from this book, but you cannot figure out how to cast it.  SCTX Begin TR_BoTs_Invisibility if ( player->getspell "TR_BoT_Invisibility" == 1 ) Return endif if ( OnActivate == 1 ) if ( player->GetIntelligence >= 70 ) Player->AddSpell "TR_BoT_Invisibility" MessageBox "You have learned the spell Shameful Cowardice from this book." PlaySound "skillraise" Activate elseif ( player->GetIntelligence >= 60 ) MessageBox "There is a spell to be learned from this book, but you cannot figure out how to cast it." Activate else Activate endif endif End SCPTtSCHD4TR_BoTs_Jump6SCDT6 player X o TR_BoT_Jump == 1$  X == 1 player X& >= 60 Player TR_BoT_Jump<You have learned the spell To the ja-Kha'jay from this book. skillraise player X& >= 50XThere is a spell to be learned from this book, but you cannot figure out how to cast it.  SCTXBegin TR_BoTs_Jump if ( player->getspell "TR_BoT_Jump" == 1 ) Return endif if ( OnActivate == 1 ) if ( player->GetIntelligence >= 60 ) Player->AddSpell "TR_BoT_Jump" MessageBox "You have learned the spell To the ja-Kha'jay from this book." PlaySound "skillraise" Activate elseif ( player->GetIntelligence >= 50 ) MessageBox "There is a spell to be learned from this book, but you cannot figure out how to cast it." Activate else Activate endif endif End SCPTwSCHD4TR_BoTs_Light7SCDT7 player X o TR_BoT_Light == 1$  X == 1 player X& >= 50 Player TR_BoT_Light8You have learned the spell Azura's Light from this book. skillraise player X& >= 40[There is a spell to be learned from this book, but you cannot figure it out how to cast it.  SCTXBegin TR_BoTs_Light if ( player->getspell "TR_BoT_Light" == 1 ) Return endif if ( OnActivate == 1 ) if ( player->GetIntelligence >= 50 ) Player->AddSpell "TR_BoT_Light" MessageBox "You have learned the spell Azura's Light from this book." PlaySound "skillraise" Activate elseif ( player->GetIntelligence >= 40 ) MessageBox "There is a spell to be learned from this book, but you cannot figure it out how to cast it." Activate else Activate endif endif End SCPTvSCHD4TR_BoTs_Lock7SCDT7 player X o TR_BoT_Lock == 1$  X == 1 player X& >= 80 Player TR_BoT_Lock=You have learned the spell Dalgor's Entwining from this book. skillraise player X& >= 70XThere is a spell to be learned from this book, but you cannot figure out how to cast it.  SCTXBegin TR_BoTs_Lock if ( player->getspell "TR_BoT_Lock" == 1 ) Return endif if ( OnActivate == 1 ) if ( player->GetIntelligence >= 80 ) Player->AddSpell "TR_BoT_Lock" MessageBox "You have learned the spell Dalgor's Entwining from this book." PlaySound "skillraise" Activate elseif ( player->GetIntelligence >= 70 ) MessageBox "There is a spell to be learned from this book, but you cannot figure out how to cast it." Activate else Activate endif endif End SCPT|SCHD4TR_BoTs_NightEye6SCDT6 player X oTR_BoT_NightEye == 1$  X == 1 player X& >= 30 PlayerTR_BoT_Nighteye4You have learned the spell Orc's Eye from this book. skillraise player X& <= 45XThere is a spell to be learned from this book, but you cannot figure out how to cast it.  SCTXBegin TR_BoTs_NightEye if ( player->getspell "TR_BoT_NightEye" == 1 ) Return endif if ( OnActivate == 1 ) if ( player->GetIntelligence >= 30 ) Player->AddSpell "TR_BoT_Nighteye" MessageBox "You have learned the spell Orc's Eye from this book." PlaySound "skillraise" Activate elseif ( player->GetIntelligence <= 45 ) MessageBox "There is a spell to be learned from this book, but you cannot figure out how to cast it." Activate else Activate endif endif End SCPTSCHD4TR_BoTs_Paralyze=SCDT= player X oTR_BoT_Paralyze == 1$  X == 1 player X& >= 75 PlayerTR_BoT_Paralyze8You have learned the spell Living Statue from this book. skillraise player X& >= 65[There is a spell to be learned from this book, but you cannot figure it out how to cast it.  SCTXBegin TR_BoTs_Paralyze if ( player->getspell "TR_BoT_Paralyze" == 1 ) Return endif if ( OnActivate == 1 ) if ( player->GetIntelligence >= 75 ) Player->AddSpell "TR_BoT_Paralyze" MessageBox "You have learned the spell Living Statue from this book." PlaySound "skillraise" Activate elseif ( player->GetIntelligence >= 65 ) MessageBox "There is a spell to be learned from this book, but you cannot figure it out how to cast it." Activate else Activate endif endif End SCPTSCHD4TR_BoTs_RallyHumanoid@SCDT@ player X oTR_BoT_RallyHumanoid == 1$  X == 1 player X& >= 35 PlayerTR_BoT_RallyHumanoid4You have learned the spell Steadfast from this book. skillraise player X& >= 30XThere is a spell to be learned from this book, but you cannot figure out how to cast it.  SCTXBegin TR_BoTs_RallyHumanoid if ( player->getspell "TR_BoT_RallyHumanoid" == 1 ) Return endif if ( OnActivate == 1 ) if ( player->GetIntelligence >= 35 ) Player->AddSpell "TR_BoT_RallyHumanoid" MessageBox "You have learned the spell Steadfast from this book." PlaySound "skillraise" Activate elseif ( player->GetIntelligence >= 30 ) MessageBox "There is a spell to be learned from this book, but you cannot figure out how to cast it." Activate else Activate endif endif End SCPTSCHD4TR_BoTs_Reflect?SCDT? player X oTR_BoT_Reflect == 1$  X == 1 player X& >= 90 PlayerTR_BoT_Reflect?You have learned the spell Distorted Reflection from this book. skillraise player X& >= 70XThere is a spell to be learned from this book, but you cannot figure out how to cast it.  SCTXBegin TR_BoTs_Reflect if ( player->getspell "TR_BoT_Reflect" == 1 ) Return endif if ( OnActivate == 1 ) if ( player->GetIntelligence >= 90 ) Player->AddSpell "TR_BoT_Reflect" MessageBox "You have learned the spell Distorted Reflection from this book." PlaySound "skillraise" Activate elseif ( player->GetIntelligence >= 70 ) MessageBox "There is a spell to be learned from this book, but you cannot figure out how to cast it." Activate else Activate endif endif End SCPTSCHD4TR_BoTs_RestoreHealthGSCDTG player X oTR_BoT_RestoreHealth == 1$  X == 1 player X& >= 50 PlayerTR_BoT_RestoreHealth;You have learned the spell Mercy Unexpected from this book. skillraise player X& >= 40XThere is a spell to be learned from this book, but you cannot figure out how to cast it.  SCTX Begin TR_BoTs_RestoreHealth if ( player->getspell "TR_BoT_RestoreHealth" == 1 ) Return endif if ( OnActivate == 1 ) if ( player->GetIntelligence >= 50 ) Player->AddSpell "TR_BoT_RestoreHealth" MessageBox "You have learned the spell Mercy Unexpected from this book." PlaySound "skillraise" Activate elseif ( player->GetIntelligence >= 40 ) MessageBox "There is a spell to be learned from this book, but you cannot figure out how to cast it." Activate else Activate endif endif End SCPTSCHD4TR_BoTs_Sanctuary>SCDT> player X oTR_BoT_Sanctuary == 1$  X == 1 player X& >= 80 PlayerTR_BoT_Sanctuary:You have learned the spell Falen's Justice from this book. skillraise player X& >= 60XThere is a spell to be learned from this book, but you cannot figure out how to cast it.  SCTXBegin TR_BoTs_Sanctuary if ( player->getspell "TR_BoT_Sanctuary" == 1 ) Return endif if ( OnActivate == 1 ) if ( player->GetIntelligence >= 80 ) Player->AddSpell "TR_BoT_Sanctuary" MessageBox "You have learned the spell Falen's Justice from this book." PlaySound "skillraise" Activate elseif ( player->GetIntelligence >= 60 ) MessageBox "There is a spell to be learned from this book, but you cannot figure out how to cast it." Activate else Activate endif endif End SCPTSCHD4TR_BoTs_SlowfallISCDTI player X oTR_BoT_Slowfall == 1$  X == 1 player X& >= 55 PlayerTR_BoT_SlowfallGYou have learned the spell Fuchon Cire's Gentle Descent from this book. skillraise player X& >= 45XThere is a spell to be learned from this book, but you cannot figure out how to cast it.  SCTX Begin TR_BoTs_Slowfall if ( player->getspell "TR_BoT_Slowfall" == 1 ) Return endif if ( OnActivate == 1 ) if ( player->GetIntelligence >= 55 ) Player->AddSpell "TR_BoT_Slowfall" MessageBox "You have learned the spell Fuchon Cire's Gentle Descent from this book." PlaySound "skillraise" Activate elseif ( player->GetIntelligence >= 45 ) MessageBox "There is a spell to be learned from this book, but you cannot figure out how to cast it." Activate else Activate endif endif End SCPTcSCHD4TR_BoTs_Sound-SCDT- player X o TR_BoT_Sound == 1$  X == 1 player X& >= 45 Player TR_BoT_Sound1You have learned the spell Voices from this book. skillraise player X& >= 30XThere is a spell to be learned from this book, but you cannot figure out how to cast it.  SCTXBegin TR_BoTs_Sound if ( player->getspell "TR_BoT_Sound" == 1 ) Return endif if ( OnActivate == 1 ) if ( player->GetIntelligence >= 45 ) Player->AddSpell "TR_BoT_Sound" MessageBox "You have learned the spell Voices from this book." PlaySound "skillraise" Activate elseif ( player->GetIntelligence >= 30 ) MessageBox "There is a spell to be learned from this book, but you cannot figure out how to cast it." Activate else Activate endif endif End SCPTSCHD4TR_BoTs_SummonBonelordPSCDTP player! X oTR_BoT_SummonBonelord == 1$  X == 1 player X& >= 50 PlayerTR_BoT_SummonBonelordBYou have learned the spell Children of Lord Ji'har from this book. skillraise player X& >= 30XThere is a spell to be learned from this book, but you cannot figure out how to cast it.  SCTXBegin TR_BoTs_SummonBonelord if ( player->getspell "TR_BoT_SummonBonelord" == 1 ) Return endif if ( OnActivate == 1 ) if ( player->GetIntelligence >= 50 ) Player->AddSpell "TR_BoT_SummonBonelord" MessageBox "You have learned the spell Children of Lord Ji'har from this book." PlaySound "skillraise" Activate elseif ( player->GetIntelligence >= 30 ) MessageBox "There is a spell to be learned from this book, but you cannot figure out how to cast it." Activate else Activate endif endif End SCPTSCHD4TR_BoTs_SummonFrostAtroVSCDTV player" X oTR_BoT_SummonFrostAtro == 1$  X == 1 player X& >= 70 PlayerTR_BoT_SummonFrostAtroFYou have learned the spell Experimental Frost Atronach from this book. skillraise player X& >= 30XThere is a spell to be learned from this book, but you cannot figure out how to cast it.  SCTXBegin TR_BoTs_SummonFrostAtro if ( player->getspell "TR_BoT_SummonFrostAtro" == 1 ) Return endif if ( OnActivate == 1 ) if ( player->GetIntelligence >= 70 ) Player->AddSpell "TR_BoT_SummonFrostAtro" MessageBox "You have learned the spell Experimental Frost Atronach from this book." PlaySound "skillraise" Activate elseif ( player->GetIntelligence >= 30 ) MessageBox "There is a spell to be learned from this book, but you cannot figure out how to cast it." Activate else Activate endif endif End SCPTSCHD4TR_BoTs_SummonScampESCDTE player X oTR_BoT_SummonScamp == 1$  X == 1 player X& >= 30 PlayerTR_BoT_SummonScamp=You have learned the spell Minion of Mehrunes from this book. skillraise player X& >= 50XThere is a spell to be learned from this book, but you cannot figure out how to cast it.  SCTXBegin TR_BoTs_SummonScamp if ( player->getspell "TR_BoT_SummonScamp" == 1 ) Return endif if ( OnActivate == 1 ) if ( player->GetIntelligence >= 30 ) Player->AddSpell "TR_BoT_SummonScamp" MessageBox "You have learned the spell Minion of Mehrunes from this book." PlaySound "skillraise" Activate elseif ( player->GetIntelligence >= 50 ) MessageBox "There is a spell to be learned from this book, but you cannot figure out how to cast it." Activate else Activate endif endif End SCPTSCHD4TR_BoTs_SummonSkeletonFSCDTF player! X oTR_BoT_SummonSkeleton == 1$  X == 1 player X& >= 40 PlayerTR_BoT_SummonSkeleton8You have learned the spell The Bone Song from this book. skillraise player X& >= 30XThere is a spell to be learned from this book, but you cannot figure out how to cast it.  SCTX Begin TR_BoTs_SummonSkeleton if ( player->getspell "TR_BoT_SummonSkeleton" == 1 ) Return endif if ( OnActivate == 1 ) if ( player->GetIntelligence >= 40 ) Player->AddSpell "TR_BoT_SummonSkeleton" MessageBox "You have learned the spell The Bone Song from this book." PlaySound "skillraise" Activate elseif ( player->GetIntelligence >= 30 ) MessageBox "There is a spell to be learned from this book, but you cannot figure out how to cast it." Activate else Activate endif endif End SCPTSCHD4TR_BoTs_SwiftSwim=SCDT= player X oTR_BoT_SwiftSwim == 1$  X == 1 player X& >= 45 PlayerTR_BoT_SwiftSwim9You have learned the spell Dreugh's Grace from this book. skillraise player X& >= 40XThere is a spell to be learned from this book, but you cannot figure out how to cast it.  SCTXBegin TR_BoTs_SwiftSwim if ( player->getspell "TR_BoT_SwiftSwim" == 1 ) Return endif if ( OnActivate == 1 ) if ( player->GetIntelligence >= 45 ) Player->AddSpell "TR_BoT_SwiftSwim" MessageBox "You have learned the spell Dreugh's Grace from this book." PlaySound "skillraise" Activate elseif ( player->GetIntelligence >= 40 ) MessageBox "There is a spell to be learned from this book, but you cannot figure out how to cast it." Activate else Activate endif endif End SCPTSCHD4TR_BoTs_TurnUndeadNSCDTN player X oTR_BoT_TurnUndead == 1$  X == 1 player X& >= 35 PlayerTR_BoT_TurnUndeadHYou have learned the spell Kievier Sounien's Spectrebane from this book. skillraise player X& >= 30XThere is a spell to be learned from this book, but you cannot figure out how to cast it.  SCTXBegin TR_BoTs_TurnUndead if ( player->getspell "TR_BoT_TurnUndead" == 1 ) Return endif if ( OnActivate == 1 ) if ( player->GetIntelligence >= 35 ) Player->AddSpell "TR_BoT_TurnUndead" MessageBox "You have learned the spell Kievier Sounien's Spectrebane from this book." PlaySound "skillraise" Activate elseif ( player->GetIntelligence >= 30 ) MessageBox "There is a spell to be learned from this book, but you cannot figure out how to cast it." Activate else Activate endif endif End SCPTSCHD4TR_BoTs_WaterBreathingESCDTE player! X oTR_BoT_WaterBreathing == 1$  X == 1 player X& >= 40 PlayerTR_BoT_WaterBreathing7You have learned the spell Suicide Dive from this book. skillraise player X& >= 35XThere is a spell to be learned from this book, but you cannot figure out how to cast it.  SCTX Begin TR_BoTs_WaterBreathing if ( player->getspell "TR_BoT_WaterBreathing" == 1 ) Return endif if ( OnActivate == 1 ) if ( player->GetIntelligence >= 40 ) Player->AddSpell "TR_BoT_WaterBreathing" MessageBox "You have learned the spell Suicide Dive from this book." PlaySound "skillraise" Activate elseif ( player->GetIntelligence >= 35 ) MessageBox "There is a spell to be learned from this book, but you cannot figure out how to cast it." Activate else Activate endif endif End SCPTSCHD4TR_BoTs_WeaknessCorprusHSCDTH player" X oTR_BoT_WeaknessCorprus == 1$  X == 1 player X& >= 80 PlayerTR_BoT_WeaknessCorprus8You have learned the spell Fovila's Love from this book. skillraise player X& >= 85XThere is a spell to be learned from this book, but you cannot figure out how to cast it.  SCTXBegin TR_BoTs_WeaknessCorprus if ( player->getspell "TR_BoT_WeaknessCorprus" == 1 ) Return endif if ( OnActivate == 1 ) if ( player->GetIntelligence >= 80 ) Player->AddSpell "TR_BoT_WeaknessCorprus" MessageBox "You have learned the spell Fovila's Love from this book." PlaySound "skillraise" Activate elseif ( player->GetIntelligence >= 85 ) MessageBox "There is a spell to be learned from this book, but you cannot figure out how to cast it." Activate else Activate endif endif End SCPTSCHD4TR_BoTs_WeaknessFireFSCDTF player X oTR_BoT_WeaknessFire == 1$  X == 1 player X& >= 55 PlayerTR_BoT_WeaknessFire<You have learned the spell Fear of the Flame from this book. skillraise player X& >= 40XThere is a spell to be learned from this book, but you cannot figure out how to cast it.  SCTXBegin TR_BoTs_WeaknessFire if ( player->getspell "TR_BoT_WeaknessFire" == 1 ) Return endif if ( OnActivate == 1 ) if ( player->GetIntelligence >= 55 ) Player->AddSpell "TR_BoT_WeaknessFire" MessageBox "You have learned the spell Fear of the Flame from this book." PlaySound "skillraise" Activate elseif ( player->GetIntelligence >= 40 ) MessageBox "There is a spell to be learned from this book, but you cannot figure out how to cast it." Activate else Activate endif endif EndSCPTSCHD4TR_BoTs_WeaknessFrostKSCDTK player X oTR_BoT_WeaknessFrost == 1$  X == 1 player X& >= 55 PlayerTR_BoT_WeaknessFrost?You have learned the spell Terror of Baluok-Mir from this book. skillraise player X& >= 40XThere is a spell to be learned from this book, but you cannot figure out how to cast it.  SCTXBegin TR_BoTs_WeaknessFrost if ( player->getspell "TR_BoT_WeaknessFrost" == 1 ) Return endif if ( OnActivate == 1 ) if ( player->GetIntelligence >= 55 ) Player->AddSpell "TR_BoT_WeaknessFrost" MessageBox "You have learned the spell Terror of Baluok-Mir from this book." PlaySound "skillraise" Activate elseif ( player->GetIntelligence >= 40 ) MessageBox "There is a spell to be learned from this book, but you cannot figure out how to cast it." Activate else Activate endif endif End SCPTSCHD4TR_Cont_Eyestar_ScriptSCVRbuttonchancestateSCDT X players X8 players s Xk + players s X, +s s 4 /;Do you want to attempt to harvest this eyestar for its eye?YesNos 1  s == 0$  s == 1s X s == -1$ s == 0 s > G Random100s 5s 30$s s 1.2 * s > G Random100s 4s 20$ s s 1.2 * s > G Random100s 3s 10$s 2s -1 10 *$    s == 1s 0   s == 2 player2 player X < X!d00 G Random100 >= 85 playerTR_dis_Witches_Pox  s 3  s == 3 player2 player X < X!d00 G Random100 >= 75 playerTR_dis_Chrondiasis  s 4  s == 4 player2 s < 36 player X < X!d00 G Random100 >= 75 playerTR_dis_Caliron's_Curse playerTR_dis_Wizard_Fever   s < 48 player X < X!d00 G Random100 >= 65 playerTR_dis_Caliron's_Curse   player X < X!d00 G Random100 >= 65 playerTR_dis_Wizard_Fever   s 5  s == 5 s >= 20 playerTR_Ingred_EyestarTR_Ingred_Eyestar*You successfully extracted the Star's Eye. s >= X!0 playerTR_Ingred_EyestarTR_Ingred_Eyestar&You managed to extract the Star's Eye.:Your attempt was a failure, and the eyestar lashed at you. s -1 10 *$  X oTR_Ingred_Eyestars 0 SCTXBegin TR_Cont_Eyestar_Script ; An attempt to make a script that lets one harvest eyestars for parts. Eyestars were first meant to be creatures, but since ; they lack the required animations, this is the way to still make them dangerous and potentially useful, i.e., elements of ; gameplay rather than mere eyestarcandy. short button ; for the messagebox stuff short chance ; for random stuff short state ; generic control var stuff if ( OnActivate ) set chance to ( Player->GetLuck ) ; computes the player's chance at harvesting harmlessly set chance to ( chance + Player->GetAlchemy ) ; by making the sum of his luck, his knowledge of harvesting set chance to ( chance + Player->GetAgility ) ; ingredients, and his manual dexterity. set chance to ( chance / 4 ) ; But let's not get the result too high. MessageBox "Do you want to attempt to harvest this eyestar for its eye?" "Yes" "No" set state to 1 endif if ( state == 0 ) ; no need to process all the rest 99.97% of the time. return endif if ( state == 1 ) set button to GetButtonPressed if ( button == -1 ) return elseif ( button == 0 ) if ( chance > random100 ) ; rewards high scores, they're more likely to be higher than random100. set state to 5 ; directly moves on to last stage. set button to 30 ; uses var button to "store" success return else set chance to ( chance * 1.2 ) ; let's address the case where full success was not missed by much. if ( chance > random100 ) set state to 4 set button to 20 return else set chance to ( chance * 1.2 ) if ( chance > random100 ) set state to 3 set button to 10 return else set state to 2 set button to -10 return endif endif endif elseif ( button == 1 ) ; for those who had a pang of conscience and let the poor thingie alone. set state to 0 endif endif if ( state == 2 ) ; only those who miserably failed to harvest will get this. Player->ModCurrentHealth -5 if ( Player->GetResistDisease < Random 100 ) if ( Random100 >= 85 ) Player->AddSpell "TR_dis_Witches_Pox" endif endif set state to 3 ; moves on to next stage endif if ( state == 3 ) ; only those who failed to harvest will get this. player->ModCurrentHealth -5 if ( Player->GetResistDisease < Random 100 ) if ( random100 >= 75 ) Player->AddSpell "TR_dis_Chrondiasis" endif endif set state to 4 ; moves on to next stage endif if ( state == 4 ) ; you get infected; disease severity depends on how bad you were. player->ModCurrentHealth -5 if ( chance < 36 ) if ( Player->GetResistDisease < Random 100 ) if ( random100 >= 75 ) Player->AddSpell "TR_dis_Caliron's_Curse" Player->AddSpell "TR_dis_Wizard_Fever" endif endif elseif ( chance < 48 ) if ( Player->GetResistDisease < Random 100 ) if ( random100 >= 65 ) Player->AddSpell "TR_dis_Caliron's_Curse" endif endif else if ( Player->GetResistDisease < Random 100 ) if ( Random100 >= 65 ) Player->AddSpell "TR_dis_Wizard_Fever" endif endif endif set state to 5 endif if ( state == 5 ) ; last stage if ( button >= 20 ) Player->AddItem "TR_Ingred_Eyestar" 1 RemoveItem "TR_Ingred_Eyestar" 1 MessageBox "You successfully extracted the Star's Eye." elseif ( button >= random 30 ) Player->AddItem "TR_Ingred_Eyestar" 1 RemoveItem "TR_Ingred_Eyestar" 1 MessageBox "You managed to extract the Star's Eye." else MessageBox "Your attempt was a failure, and the eyestar lashed at you." endif set state to -10 disable ; then disappear return endif if ( GetItemCount "TR_Ingred_Eyestar" ) ; once the container respawns its eye, enable ; makes it reappear, too. Respawn, really. set state to 0 ; and goes back to normal. endif End SCPTSCHD4TR_cr_ArmorCenturionEquipmentrSCVRcontrolSCDTr X == 1s 5  s >= 5$ s == 4% X ocenturion_projectile_dart < 10centurion_projectile_dart  s == 3 X oTR_w_dwrv_bolt < 10TR_w_dwrv_bolt  s == 2s 5 s == 1 players XW 50 + s > G Random100TR_a_dwrv_tower_shieldTR_a_dwrv_tower_shield dwemer_shield dwemer_shield s 5% s == 0 X odwarven battle axe > 0s 2 X odwarven claymore > 0s 2 X odwarven halberd > 0s 2 X o dwarven mace > 0s 1 X odwarven shortsword > 0s 1 X o dwarven spear > 0s 2 X odwarven war axe > 0s 1 X odwarven warhammer > 0s 2 X odwemer jinksword > 0s 1 X oTR_w_dwrv_bsword > 0s 1 X oTR_w_dwrv_dagger > 0s 1 X oTR_w_dwrv_longspear > 0s 2 X oTR_w_dwrv_lsword > 0s 1 X oTR_w_dwrv_staff > 0s 2$ X ocenturion_projectile_dart > 0centurion_projectile_dart s 4* X ocenturion_projectile_dart_shock > 0centurion_projectile_dart_shock s 4 X odwarven crossbow > 0s 3  SCTX Begin TR_cr_ArmorCenturionEquipment ; Since we can't have "smart" leveled lists, such as "one sword or one crossbow and twenty bolts", ; this script manages the centurion's equipment based on his leveled list result. That way, a single ; creature is needed to provide for a variety of random armor centurion warriors, with crossbow and ; bolts, darts, one-handed weapon and shield, or two-handed weapons without shield. short control ; determines how the script will work if ( ondeath == 1 ) set control to 5 ; avoids the "Golena Sadri Bug"... endif if ( control >= 5 ) return elseif ( control == 4 ) ; dwemer bot fights with darts if ( getitemcount "centurion_projectile_dart" < 10 ) additem "centurion_projectile_dart" 10 endif elseif ( control == 3 ) ; dwemer bot is equipped with crossbow if ( getitemcount "TR_w_dwrv_bolt" < 10 ) additem "TR_w_dwrv_bolt" 10 endif elseif ( control == 2 ) ; dwemer bot is equipped with 2H weapon set control to 5 elseif ( control == 1 ) ; dwemer bot is equipped with 1H weapon set control to ( Player->GetLevel + 50 ) if ( control > Random100 ) additem "TR_a_dwrv_tower_shield" 1 equip "TR_a_dwrv_tower_shield" else additem "dwemer_shield" 1 equip "dwemer_shield" endif set control to 5 elseif ( control == 0 ) ; Stupid "GetWeaponType" function being, well, not functional, I have no choice but to use that ugly ; prescriptive code rather than the elegant, simple descriptive code that should have theoretically ; been possible if Bethesda didn't hate modders. Grr. I'm bitter. ; Anyway, this script is simply impossible to do without using a fucking list of all the possible ; weapons the centurion can have, which means the script has to be updated if the leveled list is. if ( GetItemCount "dwarven battle axe" > 0 ) set control to 2 elseif ( GetItemCount "dwarven claymore" > 0 ) set control to 2 elseif ( GetItemCount "dwarven halberd" > 0 ) set control to 2 elseif ( GetItemCount "dwarven mace" > 0 ) set control to 1 elseif ( GetItemCount "dwarven shortsword" > 0 ) set control to 1 elseif ( GetItemCount "dwarven spear" > 0 ) set control to 2 elseif ( GetItemCount "dwarven war axe" > 0 ) set control to 1 elseif ( GetItemCount "dwarven warhammer" > 0 ) set control to 2 elseif ( GetItemCount "dwemer jinksword" > 0 ) set control to 1 elseif ( GetItemCount "TR_w_dwrv_bsword" > 0 ) set control to 1 elseif ( GetItemCount "TR_w_dwrv_dagger" > 0 ) set control to 1 elseif ( GetItemCount "TR_w_dwrv_longspear" > 0 ) set control to 2 elseif ( GetItemCount "TR_w_dwrv_lsword" > 0 ) set control to 1 elseif ( GetItemCount "TR_w_dwrv_staff" > 0 ) set control to 2 elseif ( GetItemCount "centurion_projectile_dart" > 0 ) additem "centurion_projectile_dart" 9 set control to 4 elseif ( GetItemCount "centurion_projectile_dart_shock" > 0 ) additem "centurion_projectile_dart_shock" 9 set control to 4 elseif ( GetItemCount "dwarven crossbow" > 0 ) set control to 3 endif endif End SCPT SCHD4TR_Ind_Bell_013SCDT3 X  == 1$  X == 0$ , TR_ind_bell1SCTXBegin TR_Ind_Bell_01 if ( MenuMode == 1 ) Return endif if ( OnActivate == 0 ) Return endif PlaySound3D "TR_ind_bell1" EndSCPT SCHD4TR_ind_bell_023SCDT3 X  == 1$  X == 0$ , TR_ind_bell2SCTXBegin TR_ind_bell_02 if ( MenuMode == 1 ) Return endif if ( OnActivate == 0 ) Return endif PlaySound3D "TR_ind_bell2" EndSCPT SCHD4TR_ind_bell_033SCDT3 X  == 1$  X == 0$ , TR_ind_bell3SCTXBegin TR_ind_bell_03 if ( MenuMode == 1 ) Return endif if ( OnActivate == 0 ) Return endif PlaySound3D "TR_ind_bell3" EndSCPT SCHD4TR_ind_bell_043SCDT3 X  == 1$  X == 0$ , TR_ind_bell4SCTXBegin TR_ind_bell_04 if ( MenuMode == 1 ) Return endif if ( OnActivate == 0 ) Return endif PlaySound3D "TR_ind_bell4" EndSCPT SCHD4TR_ind_bell_053SCDT3 X  == 1$  X == 0$ , TR_ind_bell5SCTXBegin TR_ind_bell_05 if ( MenuMode == 1 ) Return endif if ( OnActivate == 0 ) Return endif PlaySound3D "TR_ind_bell5" EndSCPT SCHD4TR_ind_bell_063SCDT3 X  == 1$  X == 0$ , TR_ind_bell6SCTXBegin TR_ind_bell_06 if ( MenuMode == 1 ) Return endif if ( OnActivate == 0 ) Return endif PlaySound3D "TR_ind_bell6" EndSCPT SCHD4TR_ind_bell_073SCDT3 X  == 1$  X == 0$ , TR_ind_bell7SCTXBegin TR_ind_bell_07 if ( MenuMode == 1 ) Return endif if ( OnActivate == 0 ) Return endif PlaySound3D "TR_ind_bell7" EndSCPT SCHD4TR_ind_drum_014SCDT4 X  == 1$  X == 0$ , TR_ind_drum01SCTXBegin TR_ind_drum_01 if ( MenuMode == 1 ) Return endif if ( OnActivate == 0 ) Return endif PlaySound3D "TR_ind_drum01" EndSCPT SCHD4TR_ind_drum_024SCDT4 X  == 1$  X == 0$ , TR_ind_drum02SCTXBegin TR_ind_drum_02 if ( MenuMode == 1 ) Return endif if ( OnActivate == 0 ) Return endif PlaySound3D "TR_ind_drum02" EndSCPT SCHD4TR_ind_drum_034SCDT4 X  == 1$  X == 0$ , TR_ind_drum03SCTXBegin TR_ind_drum_03 if ( MenuMode == 1 ) Return endif if ( OnActivate == 0 ) Return endif PlaySound3D "TR_ind_drum03" EndSCPT SCHD4TR_ind_gong_014SCDT4 X  == 1$  X == 0$ , TR_ind_gong01SCTXBegin TR_ind_gong_01 if ( MenuMode == 1 ) Return endif if ( OnActivate == 0 ) Return endif PlaySound3D "TR_ind_gong01" EndSCPT SCHD4TR_Ind_Gong_024SCDT4 X  == 1$  X == 0$ , TR_ind_gong02SCTXBegin TR_Ind_Gong_02 if ( MenuMode == 1 ) Return endif if ( OnActivate == 0 ) Return endif PlaySound3D "TR_ind_gong02" EndSCPT SCHD4TR_LoopScriptSCVRcontrolxposyposzposSCDT X  == 1$  X c Mournhold == 1G TR_MapPos 0  X  == 1$  GTR_Test player TR_Test_SkullGTR_Test 0  X == 0$ V 0 playerf X X playerf X Y playerf X Z f < 0s f 8192 / 1 -GTR_CellX ss f 8192 /GTR_CellX s  f < 0s f 8192 / 1 -GTR_CellY ss f 8192 /GTR_CellY s  GTR_CellX > 8 GTR_CellY > 7G TR_MapPos 1$ GTR_CellY > -16G TR_MapPos 2$   GTR_CellX > 4 GTR_CellY > -30G TR_MapPos 3$G TR_MapPos 6$  GTR_CellY < -5G TR_MapPos 4$G TR_MapPos 5$  GTR_CellY > -20G TR_MapPos 0$ G TR_MapPos 6SCTXBegin TR_LoopScript ; This script will keep track of which exterior cell the player character is, and also determine ; in which TR map the cell is. Bethesda land is considered as TR map 0. float xpos float ypos float zpos short control ;global short CellX ;global short CellY ;global short TR_MapPos if ( MenuMode == 1 ) return endif if ( GetPCCell "Mournhold" == 1 ) set TR_MapPos to 0 endif if ( GetInterior == 1 ) return endif if ( TR_Test ) Player->AddItem "TR_Test_Skull" 1 set TR_Test to 0 endif if ( CellChanged == 0 ) return endif set timer to 0 set xpos to ( Player->GetPos x ) set ypos to ( Player->GetPos y ) set zpos to ( Player->GetPos z ) if ( xpos < 0 ) set control to ( ( xpos / 8192 ) - 1 ) set TR_CellX to control else set control to ( xpos / 8192 ) set TR_CellX to control endif if ( ypos < 0 ) set control to ( ( ypos / 8192 ) - 1 ) set TR_CellY to control else set control to ( ypos / 8192 ) set TR_CellY to control endif if ( TR_CellX > 8 ) if ( TR_CellY > 7 ) set TR_MapPos to 1 return elseif ( TR_CellY > -16 ) set TR_MapPos to 2 return endif endif if ( TR_CellX > 4 ) if ( TR_CellY > -30 ) set TR_MapPos to 3 return else set TR_MapPos to 6 return endif elseif ( TR_CellY < -5 ) set TR_MapPos to 4 return else set TR_MapPos to 5 return endif if ( TR_CellY > -20 ) set TR_MapPos to 0 return endif ; only place it could still be... set TR_MapPos to 6 EndSCPTSCHD4TR_m1_TestMoveScript8SCDT8Map 1 is not loaded !OKTR_m1_TestMoveScriptSCTXoBegin TR_m1_TestMoveScript MessageBox "Map 1 is not loaded !" "OK" StopScript TR_m1_TestMoveScript EndSCPTSCHD4TR_m1_TestTopicsScriptSCDT Map1 TopicsSCTX?Begin TR_m1_TestTopicsScript messagebox "Map1 Topics" EndSCPTSCHD4TR_m2_NPCSCVRTR_MapcontrolcontrolQSCDT s == 2$ s 2SCTX`Begin TR_m2_NPC ; This short script is there to allow dialogue to be filtered on the TR_Map local variable, ; allowing for regional topics such as "Morrowind Lore" or "Geographic Regions" to be ; appropriate to the location the NPC is. short TR_Map short control short controlQ if ( TR_Map == 2 ) return endif set TR_Map to 2 End SCPT&SCHD4TR_m2_NPC_NoLoreSCVRTR_MapcontrolcontrolQNoLoreSCDT s == 2$ s 2SCTXBegin TR_m2_NPC_NoLore ; This short script is there to allow dialogue to be filtered on the TR_Map local variable, ; allowing for regional topics such as "Morrowind Lore" or "Geographic Regions" to be ; appropriate to the location the NPC is. This version is for "NoLore" NPCs. short TR_Map short control short controlQ short NoLore if ( TR_Map == 2 ) return endif set TR_Map to 2 End SCPTLSCHD4TR_m2_NPC_Slave?2SCVR2slaveStatusdoOnceNoLoreTR_MapcontrolcontrolQSCDT? s == 0$  s == 1$  s == 2 s == 0Players 1 $  s == 3 X == 3D  X oSlave_Bracer_Left > 0 Slave_Bracer_Left  X oSlave_Bracer_Right > 0 Slave_Bracer_Right  X == 1   s == 2$ s 2SCTXBegin TR_m2_NPC_Slave ; This short script is there to allow dialogue to be filtered on the TR_Map local variable, ; allowing for regional topics such as "Morrowind Lore" or "Geographic Regions" to be ; appropriate to the location the NPC is. This version is for slave NPCs. ; ;Slave Status... each slave has a status as follows ;0 = Owned ( default state... does not indicate who they are owned by ) ;1 = For Sale ( someone in the game can "sell" this slave via dialogue ) ;2 = Owned By the Player ( the player has purchased this slave and the slave follows the player ) ;3 = Freed ( the player has freed this slave, the slave eventually disables himself) ;dead = not in slave status, but a state one should check for short slaveStatus short doOnce short NoLore short TR_Map short control short controlQ if ( slaveStatus == 0 ) return endif if ( slaveStatus == 1 ) return endif if ( slaveStatus == 2 ) if ( doOnce == 0 ) AIFollow Player 0 0 0 0 0 Set doOnce to 1 endif return endif if ( slaveStatus == 3 ) if ( GetCurrentAIPackage == 3 ) AIWander 512 0 0 0 0 0 0 0 0 0 0 0 endif if ( GetItemCount Slave_Bracer_Left > 0 ) Drop Slave_Bracer_Left 1 endif if ( GetItemCount Slave_Bracer_Right > 0 ) Drop Slave_Bracer_Right 1 endif if ( CellChanged == 1 ) Disable endif endif if ( TR_Map == 2 ) return endif set TR_Map to 2 endSCPT SCHD4TR_m2_NPC_V_Aundae cSCVRcdonefightsetcattlekillednolorenohellonofleenoidlenointrudernothiefTR_MapcontrolcontrolQSCDT X d VA_VampHunter == 110Bs -1 1 *$  X == 1 X dVA_VampCountess == 50 GVampClan == 1G VampKills G VampKills 1 - GVampClan == 2G VampKills G VampKills 1 + GVampClan == 3G VampKills G VampKills 1 +  X d VA_VampAmulet == 30 GVampClan == 1G VampKills G VampKills 1 - GVampClan == 2G VampKills G VampKills 1 + GVampClan == 3G VampKills G VampKills 1 +  ingred_vampire_dust_01  s == -1$  s == 2 player# X oVampire Aundae Specials != 1BAs -1 1 *   s == 1 player# X oVampire Aundae Specials == 1As 2 player# X oVampire Aundae Specials != 1 s == 0BAs 1  $  s == 0Vampire Blood AundaeVampire AttributesVampire SkillsVampire ImmunitiesVampire Sun Damage Vampire TouchVampire Aundae SpecialsjBs  2s 1 SCTX4begin TR_m2_NPC_V_Aundae ; This short script is there to allow dialogue to be filtered on the TR_Map local variable, ; allowing for regional topics such as "Morrowind Lore" or "Geographic Regions" to be ; appropriate to the location the NPC is. This version is for Aundae vampire NPCs. short done short fightset short cattlekilled short nolore short nohello short noflee short noidle short nointruder short nothief short TR_Map short control short controlQ if ( GetJournalIndex "VA_VampHunter" == 110 ) setFight 100 setDisposition 0 set cattlekilled to -1 return endif if ( OnDeath == 1 ) if ( GetJournalIndex "VA_VampCountess" == 50 ) if ( VampClan == 1 ) set VampKills to ( VampKills - 1 ) elseif ( VampClan == 2 ) set VampKills to ( VampKills + 1 ) elseif ( VampClan == 3 ) set VampKills to ( VampKills + 1 ) endif elseif ( GetJournalIndex "VA_VampAmulet" == 30 ) if ( VampClan == 1 ) set VampKills to ( VampKills - 1 ) elseif ( VampClan == 2 ) set VampKills to ( VampKills + 1 ) elseif ( VampClan == 3 ) set VampKills to ( VampKills + 1 ) endif endif AddItem "ingred_vampire_dust_01" 1 endif if ( done == -1 ) return endif if ( done == 2 ) ;check for PC NO LONGER a Aundae Vampire if ( player->GetSpell "Vampire Aundae Specials" != 1 ) setfight 90 setdisposition 20 set done to -1 endif endif if ( done == 1 ) ;check for PC as a Aundae Vampire if ( player->GetSpell "Vampire Aundae Specials" == 1 ) setfight 30 set done to 2 elseif ( player->GetSpell "Vampire Aundae Specials" != 1 ) if ( fightset == 0 ) setfight 90 setdisposition 20 set fightset to 1 endif endif return endif if ( done == 0 ) AddSpell, "Vampire Blood Aundae" ;this is the blood disease AddSpell, "Vampire Attributes" AddSpell, "Vampire Skills" AddSpell, "Vampire Immunities" AddSpell, "Vampire Sun Damage" AddSpell, "Vampire Touch" AddSpell, "Vampire Aundae Specials" ModRestoration 75 set TR_Map to 2 set done to 1 endif endSCPT{ SCHD4TR_m2_NPC_V_Berne cSCVRcdonefightsetcattlekillednolorenohellonofleenoidlenointrudernothiefTR_MapcontrolcontrolQSCDT X d VA_VampHunter == 110Bs -1 1 *$  X == 1 X dVA_VampCountess == 50 GVampClan == 1G VampKills G VampKills 1 - GVampClan == 2G VampKills G VampKills 1 + GVampClan == 3G VampKills G VampKills 1 +  X d VA_VampAmulet == 30 GVampClan == 1G VampKills G VampKills 1 - GVampClan == 2G VampKills G VampKills 1 + GVampClan == 3G VampKills G VampKills 1 +  ingred_vampire_dust_01  s == -1$  s == 2 player" X oVampire Berne Specials != 1BAs -1 1 *   s == 1 player" X oVampire Berne Specials == 1As 2 player" X oVampire Berne Specials != 1 s == 0BAs 1  $  s == 0Vampire Blood BerneVampire AttributesVampire SkillsVampire ImmunitiesVampire Sun Damage Vampire TouchVampire Berne SpecialsjBs  2s 1 SCTX+begin TR_m2_NPC_V_Berne ; This short script is there to allow dialogue to be filtered on the TR_Map local variable, ; allowing for regional topics such as "Morrowind Lore" or "Geographic Regions" to be ; appropriate to the location the NPC is. This version is for Berne vampire NPCs. short done short fightset short cattlekilled short nolore short nohello short noflee short noidle short nointruder short nothief short TR_Map short control short controlQ if ( GetJournalIndex "VA_VampHunter" == 110 ) setFight 100 setDisposition 0 set cattlekilled to -1 return endif if ( OnDeath == 1 ) if ( GetJournalIndex "VA_VampCountess" == 50 ) if ( VampClan == 1 ) set VampKills to ( VampKills - 1 ) elseif ( VampClan == 2 ) set VampKills to ( VampKills + 1 ) elseif ( VampClan == 3 ) set VampKills to ( VampKills + 1 ) endif elseif ( GetJournalIndex "VA_VampAmulet" == 30 ) if ( VampClan == 1 ) set VampKills to ( VampKills - 1 ) elseif ( VampClan == 2 ) set VampKills to ( VampKills + 1 ) elseif ( VampClan == 3 ) set VampKills to ( VampKills + 1 ) endif endif AddItem "ingred_vampire_dust_01" 1 endif if ( done == -1 ) return endif if ( done == 2 ) ;check for PC NO LONGER a Berne Vampire if ( player->GetSpell "Vampire Berne Specials" != 1 ) setfight 90 setdisposition 20 set done to -1 endif endif if ( done == 1 ) ;check for PC as a Berne Vampire if ( player->GetSpell "Vampire Berne Specials" == 1 ) setfight 30 set done to 2 elseif ( player->GetSpell "Vampire Berne Specials" != 1 ) if ( fightset == 0 ) setfight 90 setdisposition 20 set fightset to 1 endif endif return endif if ( done == 0 ) AddSpell, "Vampire Blood Berne" ;this is the blood disease AddSpell, "Vampire Attributes" AddSpell, "Vampire Skills" AddSpell, "Vampire Immunities" AddSpell, "Vampire Sun Damage" AddSpell, "Vampire Touch" AddSpell, "Vampire Berne Specials" ModRestoration 75 set TR_Map to 2 set done to 1 endif endSCPT SCHD4TR_m2_NPC_V_Quarra cSCVRcdonefightsetcattlekillednolorenohellonofleenoidlenointrudernothiefTR_MapcontrolcontrolQSCDT X d VA_VampHunter == 110Bs -1 1 *$  X == 1 X dVA_VampCountess == 50 GVampClan == 1G VampKills G VampKills 1 - GVampClan == 2G VampKills G VampKills 1 + GVampClan == 3G VampKills G VampKills 1 +  X d VA_VampAmulet == 30 GVampClan == 1G VampKills G VampKills 1 - GVampClan == 2G VampKills G VampKills 1 + GVampClan == 3G VampKills G VampKills 1 +  ingred_vampire_dust_01  s == -1$  s == 2 player# X oVampire Quarra Specials != 1BAs -1 1 *   s == 1 player# X oVampire Quarra Specials == 1As 2 player# X oVampire Quarra Specials != 1 s == 0BAs 1  $  s == 0Vampire Blood QuarraVampire AttributesVampire SkillsVampire ImmunitiesVampire Sun Damage Vampire TouchVampire Quarra SpecialsjBs  2s 1 SCTX4begin TR_m2_NPC_V_Quarra ; This short script is there to allow dialogue to be filtered on the TR_Map local variable, ; allowing for regional topics such as "Morrowind Lore" or "Geographic Regions" to be ; appropriate to the location the NPC is. This version is for Quarra vampire NPCs. short done short fightset short cattlekilled short nolore short nohello short noflee short noidle short nointruder short nothief short TR_Map short control short controlQ if ( GetJournalIndex "VA_VampHunter" == 110 ) setFight 100 setDisposition 0 set cattlekilled to -1 return endif if ( OnDeath == 1 ) if ( GetJournalIndex "VA_VampCountess" == 50 ) if ( VampClan == 1 ) set VampKills to ( VampKills - 1 ) elseif ( VampClan == 2 ) set VampKills to ( VampKills + 1 ) elseif ( VampClan == 3 ) set VampKills to ( VampKills + 1 ) endif elseif ( GetJournalIndex "VA_VampAmulet" == 30 ) if ( VampClan == 1 ) set VampKills to ( VampKills - 1 ) elseif ( VampClan == 2 ) set VampKills to ( VampKills + 1 ) elseif ( VampClan == 3 ) set VampKills to ( VampKills + 1 ) endif endif AddItem "ingred_vampire_dust_01" 1 endif if ( done == -1 ) return endif if ( done == 2 ) ;check for PC NO LONGER a Quarra Vampire if ( player->GetSpell "Vampire Quarra Specials" != 1 ) setfight 90 setdisposition 20 set done to -1 endif endif if ( done == 1 ) ;check for PC as a Quarra Vampire if ( player->GetSpell "Vampire Quarra Specials" == 1 ) setfight 30 set done to 2 elseif ( player->GetSpell "Vampire Quarra Specials" != 1 ) if ( fightset == 0 ) setfight 90 setdisposition 20 set fightset to 1 endif endif return endif if ( done == 0 ) AddSpell, "Vampire Blood Quarra" ;this is the blood disease AddSpell, "Vampire Attributes" AddSpell, "Vampire Skills" AddSpell, "Vampire Immunities" AddSpell, "Vampire Sun Damage" AddSpell, "Vampire Touch" AddSpell, "Vampire Quarra Specials" ModRestoration 75 set TR_Map to 2 set done to 1 endif endSCPTSCHD4TR_m2_TestMoveScript8SCDT8Map 2 is not loaded !OKTR_m2_TestMoveScriptSCTXqBegin TR_m2_TestMoveScript MessageBox "Map 2 is not loaded !" "OK" StopScript TR_m2_TestMoveScript End SCPTSCHD4TR_m2_TestTopicsScriptSCDT Map2 TopicsSCTXABegin TR_m2_TestTopicsScript messagebox "Map2 Topics" End SCPTSCHD4TR_m3_TestMoveScript8SCDT8Map 3 is not loaded !OKTR_m3_TestMoveScriptSCTXqBegin TR_m3_TestMoveScript MessageBox "Map 3 is not loaded !" "OK" StopScript TR_m3_TestMoveScript End SCPTSCHD4TR_m3_TestTopicsScriptSCDT Map3 TopicsSCTXABegin TR_m3_TestTopicsScript messagebox "Map3 Topics" End SCPTSCHD4TR_m4_TestMoveScript8SCDT8Map 4 is not loaded !OKTR_m4_TestMoveScriptSCTXqBegin TR_m4_TestMoveScript MessageBox "Map 4 is not loaded !" "OK" StopScript TR_m4_TestMoveScript End SCPTSCHD4TR_m4_TestTopicsScriptSCDT Map4 TopicsSCTXABegin TR_m4_TestTopicsScript messagebox "Map4 Topics" End SCPTSCHD4TR_m5_TestMoveScript8SCDT8Map 5 is not loaded !OKTR_m5_TestMoveScriptSCTXqBegin TR_m5_TestMoveScript MessageBox "Map 5 is not loaded !" "OK" StopScript TR_m5_TestMoveScript End SCPTSCHD4TR_m5_TestTopicsScriptSCDT Map5 TopicsSCTXABegin TR_m5_TestTopicsScript messagebox "Map5 Topics" End SCPTSCHD4TR_m6_TestMoveScript8SCDT8Map 6 is not loaded !OKTR_m6_TestMoveScriptSCTXqBegin TR_m6_TestMoveScript MessageBox "Map 6 is not loaded !" "OK" StopScript TR_m6_TestMoveScript End SCPTSCHD4TR_m6_TestTopicsScriptSCDT Map6 TopicsSCTXABegin TR_m6_TestTopicsScript messagebox "Map6 Topics" End SCPTSCHD4TR_NPC%SCVRTR_MapcontrolNoLoreSCDT% s > 0$ s G TR_MapPosSCTXBegin TR_NPC short TR_Map short control short NoLore if ( TR_Map > 0 ) return endif set TR_Map to TR_MapPos EndSCPT;SCHD4TR_NPC_Companion-SCVRTR_MapcontrolcompanionSCDT- s > 0$ s G TR_MapPoss 1SCTXBegin TR_NPC_Companion short TR_Map short control short companion if ( TR_Map > 0 ) return endif set TR_Map to TR_MapPos set companion to 1 EndSCPTlSCHD4TR_NPC_Roamer0SCVR0TR_MapcontrolNoLoredoOnceattackChancetimerSCDT s > 1$  Xs 2 f f X + f < 5$ f 0 s == 0s X&s s 5 /s XWs s s -s s s - players XWs s s +s s s +s X!0s s s + X  == 1 XN rPlayer == 0$  X rPlayer > 3000$  s <= 75Player s 1  s == 1 X rPlayer > 4000s 0   s > 0$ s G TR_MapPosSCTX?begin TR_NPC_Roamer ; This short script is there to allow dialogue to be filtered on the TR_Map local variable, ; allowing for regional topics such as "Morrowind Lore" or "Geographic Regions" to be ; appropriate to the location the NPC is. This version is for non-suicidal outlaws. short TR_Map short control short NoLore short doOnce short attackChance float timer if ( doOnce > 1 ) return endif if ( OnDeath ) set doOnce to 2 endif set timer to ( timer + GetSecondsPassed ) if ( timer < 5 ) return endif set timer to 0 if ( doOnce == 0 ) Set AttackChance to ( GetIntelligence ) Set AttackChance to ( AttackChance / 5 ) Set doOnce to GetLevel Set AttackChance to ( AttackChance - doOnce ) Set AttackChance to ( AttackChance - doOnce ) Set doOnce to ( Player->GetLevel ) Set AttackChance to ( AttackChance + doOnce ) Set AttackChance to ( AttackChance + doOnce ) Set doOnce to Random 30 Set AttackChance to ( AttackChance + doOnce ) if ( getInterior == 1 ) ; in interiors, test whether the character is seen if ( GetDetected Player == 0 ) return endif elseif ( getDistance Player > 3000 ) ; in exteriors, test whether the character is nearby return endif ; point only reached if the character was neither unseen nor faraway if ( AttackChance <= 75 ) StartCombat, Player endif set doOnce to 1 endif if ( doOnce == 1 ) if ( getDistance Player > 4000 ) set doOnce to 0 endif endif if ( TR_Map > 0 ) return endif set TR_Map to TR_MapPos end SCPTSCHD4TR_OoT_Marksman|SCVRdistTR_MapcontrolNoLoreSCDT|s X rplayer s <= 200NB~B s >= 200BN~  s == 0s G TR_MapPos SCTXBegin TR_OoT_Marksman ;script makes NPC to switch close combat and ranged weapons when PC gets close ;works only for Axe and Shortblade now short dist short TR_Map short control short NoLore set dist to GetDistance, player if ( dist <= 200 ) SetMarksman, 0 SetAxe, 75 SetShortBlade, 75 elseif ( dist >= 200 ) SetMarksman, 70 SetAxe, 0 SetShortblade, 0 endif if ( TR_Map == 0 ) set TR_Map to TR_MapPos endif endSCPT SCHD4TR_Po_WaterSoundV4sSCVRInAirSCDTs X == 1s 1 ' X == 1 s == 1 player X, b DefaultLand == 1 playerQ DefaultLand playerDefaultLandWaters 0   player X, b FootBareLeft == 1 playerQ FootBareLeft player FootWaterLeft  X, b FootHeavyLeft == 1 playerQ FootHeavyLeft player FootWaterLeft  X, b FootMedLeft == 1 playerQ FootMedLeft player FootWaterLeft  X, b FootLightLeft == 1 playerQ FootLightLeft player FootWaterLeft  player X, b FootBareRight == 1 playerQ FootBareRight playerFootWaterRight  X, bFootHeavyRight == 1 playerQFootHeavyRight playerFootWaterRight  X, b FootMedRight == 1 playerQ FootMedRight playerFootWaterRight  X, bFootLightRight == 1 playerQFootLightRight playerFootWaterRight  s == 1 player X, b DefaultLands 0  SCTX+begin TR_Po_WaterSoundV4 ;This script makes the sound of walking in water provided the PC is standing ; on an object that this script is attached to. ; Uses no outside variables. ; Should be attached to terrain_bc_scum* (as an activator) and an editor marker box. ; Cannot be attached to TR_water_* because they do not have any form of collision detection, ; and thus cannot detect if the PC is standing on it. Editor Marker Boxes must be placed ; at ground level beneath the water instead. short InAir ;for jumping ;for jumping outside of water if ( GetPCJumping == 1 ) set InAir to 1 endif if ( GetStandingPC == 1 ) ;landing in water if ( InAir == 1 ) if ( player->GetSoundPlaying, "DefaultLand" == 1 ) player->StopSound, "DefaultLand" player->PlaySound, "DefaultLandWater" set InAir to 0 endif endif ;left foot if ( player->GetSoundPlaying, "FootBareLeft" == 1 ) player->StopSound, "FootBareLeft" player->PlaySound "FootWaterLeft" endif if ( GetSoundPlaying, "FootHeavyLeft" == 1 ) player->StopSound, "FootHeavyLeft" player->PlaySound "FootWaterLeft" endif if ( GetSoundPlaying, "FootMedLeft" == 1 ) player->StopSound, "FootMedLeft" player->PlaySound "FootWaterLeft" endif if ( GetSoundPlaying, "FootLightLeft" == 1 ) player->StopSound, "FootLightLeft" player->PlaySound "FootWaterLeft" endif ;right foot if ( player->GetSoundPlaying, "FootBareRight" == 1 ) player->StopSound, "FootBareRight" player->PlaySound "FootWaterRight" endif if ( GetSoundPlaying, "FootHeavyRight" == 1 ) player->StopSound, "FootHeavyRight" player->PlaySound "FootWaterRight" endif if ( GetSoundPlaying, "FootMedRight" == 1 ) player->StopSound, "FootMedRight" player->PlaySound "FootWaterRight" endif if ( GetSoundPlaying, "FootLightRight" == 1 ) player->StopSound, "FootLightRight" player->PlaySound "FootWaterRight" endif elseif ( InAir == 1 ) ;reset InAir if landed on solid ground if ( player->GetSoundPlaying, "DefaultLand" ) set InAir to 0 endif endif end SCPTASCHD4TR_Randomiser_KagoutiTSCVRDoOnceRandNumNewScaleSCDTT s == 1$ f X!,00f f 150 -f 1 f 1000 / +fs 1SCTXbegin TR_Randomiser_Kagouti ; Gives kagouti a scale between 0.85 and 1.15. ; Inspired by the scripts used by PirateLord for the Creatures mod. short DoOnce float RandNum float NewScale if ( DoOnce == 1 ) return endif set RandNum to Random 300 set RandNum to ( RandNum - 150 ) set NewScale to ( 1 + ( RandNum / 1000 ) ) setScale NewScale set DoOnce to 1 end SCPTESCHD4TR_Randomiser_MuskflyTSCVRDoOnceRandNumNewScaleSCDTT s == 1$ f X!00f f 500 -f 1 f 1000 / +fs 1SCTXbegin TR_Randomiser_Muskfly ; Gives musklfies a scale between 0.50 and 0.70. ; Inspired by the scripts used by PirateLord for the Creatures mod. short DoOnce float RandNum float NewScale if ( DoOnce == 1 ) return endif set RandNum to Random 200 set RandNum to ( RandNum - 500 ) set NewScale to ( 1 + ( RandNum / 1000 ) ) setScale NewScale set DoOnce to 1 end SCPTSCHD4TR_ReverseDoorDwemerScriptSCVROnOpentimerSCDT X  == 0 X == 1 s == 0f 0s 1 s == 0,Dwemer Door Open,Dwemer Door Close    s == 1f f X + s == 0 f < 1Z f >= 1s 0s 1  s == 1 f < 1ZB f >= 1s 0s 0    SCTXebegin TR_ReverseDoorDwemerScript ; copied on the BarDoor script. float timer short On short Open if (MenuMode == 0) if (OnActivate == 1) if ( On == 0 ) set timer to 0 set On to 1 if ( Open == 0 ) PlaySound3D, "Dwemer Door Open" else PlaySound3D, "Dwemer Door Close" endif endif endif if ( On == 1 ) set timer to timer + GetSecondsPassed if ( Open == 0 ) if ( timer < 1 ) rotate z, -90 elseif ( timer >= 1 ) set On to 0 set Open to 1 endif elseif ( Open == 1 ) if ( timer < 1 ) rotate z, 90 elseif ( timer >= 1 ) SetatStart set On to 0 set Open to 0 endif endif endif endif end SCPTYSCHD4TR_ShrineAlmalexiaMercySCVRbuttondonationQuestionStateSCDT X  == 1$  X == 0 s == 0$   player X  tTemple >= 2s 0 player X  tTemple >= 0s 5s 35  player X oGold_001 < s/You do not have enough gold to make a donation.OK$  s == 0AWould you like to make a donation of %.0f and receive a blessing?sYesNos 10  s == 10s X s == 0What blessing do you ask for? Cure Disease Cure Blight Cure PoisonAlmalexia's Mercys 20 s == 1s 0 $ 1 s == 20s X s == 0 player XI == 1#Cure Common Disease OtherPlayer s == 35 playerGold_001# s == 5 playerGold_001 ,You are not afflicted with a common disease.OK s 0  s == 1 player XJ == 1#Cure Blight DiseasePlayer s == 35 playerGold_001# s == 5 playerGold_001 ,You are not afflicted with a blight disease.OK s 0  s == 2 player X8 == 1#Cure Poison TouchPlayer s == 35 playerGold_001# s == 5 playerGold_001 You are not poisoned.OK s 0  s == 3#TR_AlmalexiaMercyPlayer s == 35 playerGold_001# s == 5 playerGold_001 s 0  SCTX Begin TR_ShrineAlmalexiaMercy short button short donation short QuestionState if ( menumode == 1 ) return endif if ( OnActivate == 0 ) if ( QuestionState == 0 ) Return endif endif ;set donation amount if ( player->GetPCRank "Temple" >= 2 ) ;member of rank 2 or above Set donation to 0 elseif ( player->GetPCRank "Temple" >= 0 ) ;member below rank 2 Set donation to 5 else ;not a member Set donation to 35 endif if ( Player->GetItemCount Gold_001 < donation ) MessageBox "You do not have enough gold to make a donation." "OK" Return endif if ( QuestionState == 0 ) MessageBox "Would you like to make a donation of %.0f and receive a blessing?" donation "Yes" "No" set QuestionState to 10 endif ;Ask second question if ( QuestionState == 10 ) Set button to GetButtonPressed if ( button == 0 ) MessageBox "What blessing do you ask for?" "Cure Disease" "Cure Blight" "Cure Poison" "Almalexia's Mercy" set QuestionState to 20 elseif ( button == 1 ) set QuestionState to 0 endif Return endif ;perform cure or give message if ( QuestionState == 20 ) Set button to GetButtonPressed if ( button == 0 ) if ( Player->GetCommonDisease == 1 ) Cast "Cure Common Disease Other" Player if ( donation == 35 ) Player->RemoveItem Gold_001 35 elseif ( donation == 5 ) Player->RemoveItem Gold_001 5 endif else MessageBox "You are not afflicted with a common disease." "OK" endif Set QuestionState to 0 endif if ( button == 1 ) if ( Player->GetBlightDisease == 1 ) Cast "Cure Blight Disease" Player if ( donation == 35 ) Player->RemoveItem Gold_001 35 elseif ( donation == 5 ) Player->RemoveItem Gold_001 5 endif else MessageBox "You are not afflicted with a blight disease." "OK" endif Set QuestionState to 0 endif if ( button == 2 ) if ( Player->GetEffect sEffectPoison == 1 ) ;check for poison effect on player Cast "Cure Poison Touch" Player if ( donation == 35 ) Player->RemoveItem Gold_001 35 elseif ( donation == 5 ) Player->RemoveItem Gold_001 5 endif else MessageBox "You are not poisoned." "OK" endif Set QuestionState to 0 endif if ( button == 3 ) Cast "TR_AlmalexiaMercy" Player ;[resist normal weapons 5] if ( donation == 35 ) Player->RemoveItem Gold_001 35 elseif ( donation == 5 ) Player->RemoveItem Gold_001 5 endif Set QuestionState to 0 endif endif end SCPT^SCHD4TR_ShrineSothaSilMasterySCVRbuttondonationQuestionStateSCDT X  == 1$  X == 0 s == 0$   player X  tTemple >= 2s 0 player X  tTemple >= 0s 5s 35  player X oGold_001 < s/You do not have enough gold to make a donation.OK$  s == 0AWould you like to make a donation of %.0f and receive a blessing?sYesNos 10  s == 10s X s == 0What blessing do you ask for? Cure Disease Cure Blight Cure PoisonSotha Sil's Masterys 20 s == 1s 0 $ 1 s == 20s X s == 0 player XI == 1#Cure Common Disease OtherPlayer s == 35 playerGold_001# s == 5 playerGold_001 ,You are not afflicted with a common disease.OK s 0  s == 1 player XJ == 1#Cure Blight DiseasePlayer s == 35 playerGold_001# s == 5 playerGold_001 ,You are not afflicted with a blight disease.OK s 0  s == 2 player X8 == 1#Cure Poison TouchPlayer s == 35 playerGold_001# s == 5 playerGold_001 You are not poisoned.OK s 0  s == 3#TR_SothaSilMasteryPlayer s == 35 playerGold_001# s == 5 playerGold_001 s 0  SCTX Begin TR_ShrineSothaSilMastery short button short donation short QuestionState if ( menumode == 1 ) return endif if ( OnActivate == 0 ) if ( QuestionState == 0 ) Return endif endif ;set donation amount if ( player->GetPCRank "Temple" >= 2 ) ;member of rank 2 or above Set donation to 0 elseif ( player->GetPCRank "Temple" >= 0 ) ;member below rank 2 Set donation to 5 else ;not a member Set donation to 35 endif if ( Player->GetItemCount Gold_001 < donation ) MessageBox "You do not have enough gold to make a donation." "OK" Return endif if ( QuestionState == 0 ) MessageBox "Would you like to make a donation of %.0f and receive a blessing?" donation "Yes" "No" set QuestionState to 10 endif ;Ask second question if ( QuestionState == 10 ) Set button to GetButtonPressed if ( button == 0 ) MessageBox "What blessing do you ask for?" "Cure Disease" "Cure Blight" "Cure Poison" "Sotha Sil's Mastery" set QuestionState to 20 elseif ( button == 1 ) set QuestionState to 0 endif Return endif ;perform cure or give message if ( QuestionState == 20 ) Set button to GetButtonPressed if ( button == 0 ) if ( Player->GetCommonDisease == 1 ) Cast "Cure Common Disease Other" Player if ( donation == 35 ) Player->RemoveItem Gold_001 35 elseif ( donation == 5 ) Player->RemoveItem Gold_001 5 endif else MessageBox "You are not afflicted with a common disease." "OK" endif Set QuestionState to 0 endif if ( button == 1 ) if ( Player->GetBlightDisease == 1 ) Cast "Cure Blight Disease" Player if ( donation == 35 ) Player->RemoveItem Gold_001 35 elseif ( donation == 5 ) Player->RemoveItem Gold_001 5 endif else MessageBox "You are not afflicted with a blight disease." "OK" endif Set QuestionState to 0 endif if ( button == 2 ) if ( Player->GetEffect sEffectPoison == 1 ) ;check for poison effect on player Cast "Cure Poison Touch" Player if ( donation == 35 ) Player->RemoveItem Gold_001 35 elseif ( donation == 5 ) Player->RemoveItem Gold_001 5 endif else MessageBox "You are not poisoned." "OK" endif Set QuestionState to 0 endif if ( button == 3 ) Cast "TR_SothaSilMastery" Player ;[fortify max magicka 5] if ( donation == 35 ) Player->RemoveItem Gold_001 35 elseif ( donation == 5 ) Player->RemoveItem Gold_001 5 endif Set QuestionState to 0 endif endif end SCPT* SCHD4TR_TestBuffScriptSCDT player$B player'B player*B player-B player0B player3B player6B player9B player<B player?B playerEB playerBB playerHB playerKB playerNB playerQB playerTB playerWB playerZB player]B player`B playercB playerfB playeriB playerlB playeroB playerxB playerrB playeruB player{B player~B playerB playerB playerB playerB player@E player@E player@E playerGold_001 playerbound battle-axe player bound boots player bound cuirass player bound dagger playerbound gauntlets player bound helm player bound longbow playerbound longsword player bound mace player bound shield player bound spear player Eye of Night playerMark playerRecall playerALMSIVI Intervention playerDivine InterventionTR_TestBuffScriptSCTXBegin TR_TestBuffScript player->setStrength 100 player->setIntelligence 100 player->setWillpower 100 player->setAgility 100 player->setSpeed 100 player->setEndurance 100 player->setPersonality 100 player->setLuck 100 player->setBlock 100 player->setArmorer 100 player->setHeavyArmor 100 player->setMediumArmor 100 player->setBluntWeapon 100 player->setLongBlade 100 player->setAxe 100 player->setSpear 100 player->setAthletics 100 player->setEnchant 100 player->setDestruction 100 player->setAlteration 100 player->setIllusion 100 player->setConjuration 100 player->setMysticism 100 player->setRestoration 100 player->setAlchemy 100 player->setUnarmored 100 player->setAcrobatics 100 player->setSecurity 100 player->setSneak 100 player->setLightArmor 100 player->setShortBlade 100 player->setMarksman 100 player->setMercantile 100 player->setSpeechcraft 100 player->setHandToHand 100 player->setHealth 5000 player->setMagicka 5000 player->setFatigue 5000 player->addItem "Gold_001", 100000 player->addSpell "bound battle-axe" player->addSpell "bound boots" player->addSpell "bound cuirass" player->addSpell "bound dagger" player->addSpell "bound gauntlets" player->addSpell "bound helm" player->addSpell "bound longbow" player->addSpell "bound longsword" player->addSpell "bound mace" player->addSpell "bound shield" player->addSpell "bound spear" player->addSpell "Eye of Night" player->addSpell "Mark" player->addSpell "Recall" player->addSpell "ALMSIVI Intervention" player->addSpell "Divine Intervention" StopScript TR_TestBuffScript End SCPT,SCHD4TR_TestManageCharScript SCVRstatebuttonmessageOnSCDT  s == -1s 0s -1 1 *s 0TR_TestManageCharScript$  s == 0Where do you want?NothingToggle Bright LightToggle Acrobatics PackageToggle Water WalkingToggle FlightToggle RegenerationToggle Monstrous StatusRemove Harmful Effectss 0s -1 1 *s 1 s == 1s X s < 0$  s == 0s -1 1 *$s s 10 * $ s < 10$ s == 10 player X oTR_TestBrightLight == 1 playerTR_TestBrightLightBright Lights removed. playerTR_TestBrightLightBright Lights added. s -1 1 *$ s == 20 player$ X oTR_TestAcrobaticsPackage == 1 playerTR_TestAcrobaticsPackageAcrobatics Package removed. playerTR_TestAcrobaticsPackageAcrobatics Package added. s -1 1 *$ s == 30 player X oTR_TestWaterWalking == 1 playerTR_TestWaterWalkingWater Walking removed. playerTR_TestWaterWalkingWater Walking added. s -1 1 *$ s == 40 player X o TR_TestFlight == 1 player TR_TestFlightFlight removed. player TR_TestFlight Flight added. s -1 1 *$ s == 50 player X oTR_TestRegeneration == 1 playerTR_TestRegenerationRegeneration removed. playerTR_TestRegenerationRegeneration added. s -1 1 *$g s < 70 s == 0Which Monstrous Status?Go BackAundae VampireBerne VampireQuarra Vampire Werewolfs 1 s X s < 0$s 0s s s +  s == 60s 0$ s == 61  G PCVampire == 1 playerVampire Attributes playerVampire Skills playerVampire Immunities playerVampire Sun Damage player Vampire Touch playerVampire Aundae Specials playerVampire Berne Specials playerVampire Quarra SpecialsG PCVampire 0GVampClan 0vampdreamScript playerVampire Attributes playerVampire Skills playerVampire Immunities playerVampire Sun Damage player Vampire Touch playerVampire Aundae Specials playerVampire Berne Specials playerVampire Quarra SpecialsG PCVampire 1GVampClan 1vampdreamScript  s == 62  G PCVampire == 1 playerVampire Attributes playerVampire Skills playerVampire Immunities playerVampire Sun Damage player Vampire Touch playerVampire Aundae Specials playerVampire Berne Specials playerVampire Quarra SpecialsG PCVampire 0GVampClan 0vampdreamScript playerVampire Attributes playerVampire Skills playerVampire Immunities playerVampire Sun Damage player Vampire Touch playerVampire Aundae Specials playerVampire Berne Specials playerVampire Quarra SpecialsG PCVampire 1GVampClan 2vampdreamScript  s == 63  G PCVampire == 1 playerVampire Attributes playerVampire Skills playerVampire Immunities playerVampire Sun Damage player Vampire Touch playerVampire Aundae Specials playerVampire Berne Specials playerVampire Quarra SpecialsG PCVampire 0GVampClan 0vampdreamScript playerVampire Attributes playerVampire Skills playerVampire Immunities playerVampire Sun Damage player Vampire Touch playerVampire Aundae Specials playerVampire Berne Specials playerVampire Quarra SpecialsG PCVampire 1GVampClan 3vampdreamScript  s == 64 G PCWerewolf == 1G PCWerewolf 0GPCKnownWerewolf 0G PCWerewolf 1WereChangeScript  s -1 1 *$( s == 70 player" player" player" player" player" player" player" player" player" player" player" player" player" player" player" player" player" player" player" player" player"! player"" player"# player"$ player"% player"& player"- player". player"/ player"0 player"U player"V player"W player"X player"Y player" player"Effects Removed.s -1 1 *$ SCTXBegin TR_TestManageCharScript ; This script allows to manage special effect on the char, to ease testing purposes. short state short button short messageOn if ( state == -1 ) set state to 0 set button to -1 set messageOn to 0 stopscript TR_TestManageCharScript return endif if ( state == 0 ) MessageBox "Where do you want?" "Nothing" "Toggle Bright Light" "Toggle Acrobatics Package" "Toggle Water Walking" "Toggle Flight" "Toggle Regeneration" "Toggle Monstrous Status" "Remove Harmful Effects" set messageOn to 0 set button to -1 set state to 1 elseif ( state == 1 ) set button to GetButtonPressed if ( button < 0 ) return endif if ( button == 0 ) ; Nowhere set state to -1 return else set state to ( button * 10 ) endif return elseif ( state < 10 ) return elseif ( state == 10 ) ; Toggle Bright Light if ( Player->GetSpell "TR_TestBrightLight" == 1 ) Player->RemoveSpell "TR_TestBrightLight" MessageBox "Bright Lights removed." else Player->AddSpell "TR_TestBrightLight" MessageBox "Bright Lights added." endif set state to -1 return elseif ( state == 20 ) ; Toggle Acrobatics Package if ( Player->GetSpell "TR_TestAcrobaticsPackage" == 1 ) Player->RemoveSpell "TR_TestAcrobaticsPackage" MessageBox "Acrobatics Package removed." else Player->AddSpell "TR_TestAcrobaticsPackage" MessageBox "Acrobatics Package added." endif set state to -1 return elseif ( state == 30 ) ; Toggle Water Walking if ( Player->GetSpell "TR_TestWaterWalking" == 1 ) Player->RemoveSpell "TR_TestWaterWalking" MessageBox "Water Walking removed." else Player->AddSpell "TR_TestWaterWalking" MessageBox "Water Walking added." endif set state to -1 return elseif ( state == 40 ) ; Toggle Flight if ( Player->GetSpell "TR_TestFlight" == 1 ) Player->RemoveSpell "TR_TestFlight" MessageBox "Flight removed." else Player->AddSpell "TR_TestFlight" MessageBox "Flight added." endif set state to -1 return elseif ( state == 50 ) ; Toggle Regeneration if ( Player->GetSpell "TR_TestRegeneration" == 1 ) Player->RemoveSpell "TR_TestRegeneration" MessageBox "Regeneration removed." else Player->AddSpell "TR_TestRegeneration" MessageBox "Regeneration added." endif set state to -1 return elseif ( state < 70 ) ; Toggle Monstrous Status if ( messageOn == 0 ) messagebox "Which Monstrous Status?", "Go Back", "Aundae Vampire", "Berne Vampire", "Quarra Vampire", "Werewolf" set messageOn to 1 endif set button to GetButtonPressed if ( button < 0 ) return else set messageOn to 0 set state to ( state + button ) endif if ( state == 60 ) ; back set state to 0 return elseif ( state == 61 ) ; Aundae Vampire if ( PCVampire == 1 ) Player->RemoveSpell, "Vampire Attributes" Player->RemoveSpell, "Vampire Skills" Player->RemoveSpell, "Vampire Immunities" Player->RemoveSpell, "Vampire Sun Damage" Player->RemoveSpell, "Vampire Touch" Player->RemoveSpell, "Vampire Aundae Specials" Player->RemoveSpell, "Vampire Berne Specials" Player->RemoveSpell, "Vampire Quarra Specials" Set PCVampire to 0 Set VampClan to 0 StopScript vampdreamScript else Player->AddSpell, "Vampire Attributes" Player->AddSpell, "Vampire Skills" Player->AddSpell, "Vampire Immunities" Player->AddSpell, "Vampire Sun Damage" Player->AddSpell, "Vampire Touch" Player->AddSpell, "Vampire Aundae Specials" Player->RemoveSpell, "Vampire Berne Specials" Player->RemoveSpell, "Vampire Quarra Specials" Set PCVampire to 1 Set VampClan to 1 StartScript vampdreamScript endif elseif ( state == 62 ) ; Berne Vampire if ( PCVampire == 1 ) Player->RemoveSpell, "Vampire Attributes" Player->RemoveSpell, "Vampire Skills" Player->RemoveSpell, "Vampire Immunities" Player->RemoveSpell, "Vampire Sun Damage" Player->RemoveSpell, "Vampire Touch" Player->RemoveSpell, "Vampire Aundae Specials" Player->RemoveSpell, "Vampire Berne Specials" Player->RemoveSpell, "Vampire Quarra Specials" Set PCVampire to 0 Set VampClan to 0 StopScript vampdreamScript else Player->AddSpell, "Vampire Attributes" Player->AddSpell, "Vampire Skills" Player->AddSpell, "Vampire Immunities" Player->AddSpell, "Vampire Sun Damage" Player->AddSpell, "Vampire Touch" Player->RemoveSpell, "Vampire Aundae Specials" Player->AddSpell, "Vampire Berne Specials" Player->RemoveSpell, "Vampire Quarra Specials" Set PCVampire to 1 Set VampClan to 2 StartScript vampdreamScript endif elseif ( state == 63 ) ; Quarra Vampire if ( PCVampire == 1 ) Player->RemoveSpell, "Vampire Attributes" Player->RemoveSpell, "Vampire Skills" Player->RemoveSpell, "Vampire Immunities" Player->RemoveSpell, "Vampire Sun Damage" Player->RemoveSpell, "Vampire Touch" Player->RemoveSpell, "Vampire Aundae Specials" Player->RemoveSpell, "Vampire Berne Specials" Player->RemoveSpell, "Vampire Quarra Specials" Set PCVampire to 0 Set VampClan to 0 StopScript vampdreamScript else Player->AddSpell, "Vampire Attributes" Player->AddSpell, "Vampire Skills" Player->AddSpell, "Vampire Immunities" Player->AddSpell, "Vampire Sun Damage" Player->AddSpell, "Vampire Touch" Player->AddSpell, "Vampire Aundae S