My question is, is it possible to use If statements or some other loop to dynamically expand the script's possible teleporter locations based on what journal entries have been reached? Something like:
If (;TelvanniStrongholdQuest; >= 50)
Messagebox (;Previous Entries; + "Uvirith's Grave"
or for when it's given to you
If (;mainquestSomething; >= 40)
Messagebox (;Previous Entries; + ;Stronghold; + "Caius Cosades' House"
I'm not the world's greatest programmer. I've been examining the TESCS help file and it seems like this sort of thing is *theoretically* possible, but in practice my attempts have crashed the game. Anybody have any ideas? Thanks in advance.
My script is:
Code: Select all
Begin BDE_tport_Script
//Author: Medius Laire
//Modified: BladedEdge
short button
short messageOn
short reset
short OnPcEquip
//if ( MenuMode == 1 )
// Return
//endif
if ( OnPCEquip == 0 )
set reset to 0
endif
if ( reset == 1 )
return
endif
if ( OnPCEquip == 1 )
if ( reset == 0 )
Set OnPCEquip to 0
MessageBox "Where would you like to go?" "Ex Nihilo" "Habe Quiddam" "Ad Infinitum" "Nowhere"
set messageOn to 1
endif
endif
if ( messageOn == 1)
set button to GetButtonPressed
if ( button >= 0 )
set messageOn to 0
endif
if ( button == 0 )
PlaySound, "mysticism area"
Player->PositionCell 185.098,-1793.876,464.000,270.0 "Ex Nihilo"
set reset to 1
elseif ( button == 1 )
PlaySound, "mysticism area"
Player->PositionCell 1487.713,227.348,0,270.0 "Habe Quiddam"
set reset to 1
elseif ( button == 2 )
PlaySound, "mysticism area"
Player->PositionCell 376.380,-10.876,16.000,91.7 "Ad Infinitum"
set reset to 1
elseif ( button == 3 )
PlaySound, "Spell Failure Mysticism"
set reset to 1
return
endif
endif
End