Fallout 3: GOTY Game of the year edition



250 Results For INFO:SCTX 250 Max
; Add the right number of caps to the player's inventory. Player.AddItem Caps001 MS06.ArtifactPrice If MS06.Artifact == 1 Player.RemoveItem MS06LincolnsHat 99 HannibalHamlinRef.AddItem MS06LincolnsHat 1 HannibalHamlinRef.EquipItem MS06LincolnsHat Set MS06.SoldHat to 1 ElseIf MS06.Artifact == 2 Player.RemoveItem MS06ActionAbe 99 HannibalHamlinRef.AddItem MS06ActionAbe 1 Set MS06.SoldAbe to 1 ElseIf MS06.Artifact == 3 Player.RemoveItem MS06AssassinationPoster 99 HannibalHamlinRef.AddItem MS06AssassinationPoster 1 Set MS06.SoldAssassinPoster to 1 ElseIf MS06.Artifact == 4 Player.RemoveItem MS06DraftPoster 99 HannibalHamlinRef.AddItem MS06AssassinationPoster 1 Set MS06.SoldDraftPoster to 1 ElseIf MS06.Artifact == 5 Player.RemoveItem MS06LincolnDiary 99 HannibalHamlinRef.AddItem MS06LincolnDiary 1 Set MS06.SoldDiary to 1 ElseIf MS06.Artifact == 6 Player.RemoveItem MS06Pennies 99 HannibalHamlinRef.AddItem MS06Pennies 1 Set MS06.SoldPennies to 1 ; Hannible won't buy the poster, Artifact == 7 ElseIf MS06.Artifact == 8 Player.RemoveItem MS06Recording 99 HannibalHamlinRef.AddItem MS06Recording 1 Set MS06.SoldRecording to 1 ElseIf MS06.Artifact == 9 Player.RemoveItem MS06LincolnsRifle 99 HannibalHamlinRef.AddItem MS06LincolnsRifle 1 HannibalHamlinRef.Additem Ammo32Caliber 20 HannibalHamlinRef.EquipItem MS06LincolnsRifle Set MS06.SoldRifle to 1 ElseIf MS06.Artifact == 10 Player.RemoveItem CapPresGettysburgRolled 99 HannibalHamlinRef.AddItem CapPresGettysburgRolled 1 Set MS06.SoldGettysburg to 1 ElseIf MS06.Artifact == 8 Player.RemoveItem CapPresEmancRolled 99 HannibalHamlinRef.AddItem CapPresEmancRolled 1 Set MS06.SoldEmancipation to 1 EndIf Set MS06.Artifact to 0
; Add the right number of caps to the player's inventory. Player.AddItem Caps001 MS06.ArtifactPrice If MS06.Artifact == 1 Player.RemoveItem MS06LincolnsHat 99 Set MS06.SoldHat to 2 ElseIf MS06.Artifact == 2 Player.RemoveItem MS06ActionAbe 99 Set MS06.SoldAbe to 2 ElseIf MS06.Artifact == 3 Player.RemoveItem MS06AssassinationPoster 99 Set MS06.SoldAssassinPoster to 2 ElseIf MS06.Artifact == 4 Player.RemoveItem MS06DraftPoster 99 Set MS06.SoldDraftPoster to 2 ElseIf MS06.Artifact == 5 Player.RemoveItem MS06LincolnDiary 99 Set MS06.SoldDiary to 2 ElseIf MS06.Artifact == 6 Player.RemoveItem MS06Pennies 99 Set MS06.SoldPennies to 2 ; Abraham won't buy the poster, Artifact == 7 ElseIf MS06.Artifact == 8 Player.RemoveItem MS06Recording 99 Set MS06.SoldRecording to 2 ElseIf MS06.Artifact == 9 Player.RemoveItem MS06LincolnsRifle 99 Set MS06.SoldRifle to 2 ElseIf MS06.Artifact == 10 Player.RemoveItem CapPresGettysburgRolled 99 Set MS06.SoldGettysburg to 2 ElseIf MS06.Artifact == 8 Player.RemoveItem CapPresEmancRolled 99 Set MS06.SoldEmancipation to 2 EndIf Set MS06.Artifact to 0
; Add the right number of caps to the player's inventory. Set MS06.BonusPay to MS06.ArtifactPrice + MS06.ArtifactPrice Player.AddItem Caps001 MS06.BonusPay Set MS06.BonusPay to 0 Player.RemoveItem CapPresGettysburgRolled 99 HannibalHamlinRef.AddItem CapPresGettysburgRolled 1 Set MS06.SoldGettysburg to 1 Set MS06.Artifact to 0 ModDisposition Player -5
; Add the right number of caps to the player's inventory. Set MS06.BonusPay to MS06.ArtifactPrice + MS06.ArtifactPrice Player.AddItem Caps001 MS06.BonusPay Set MS06.BonusPay to 0 Player.RemoveItem MS06ActionAbe 99 HannibalHamlinRef.AddItem MS06ActionAbe 1 Set MS06.SoldAbe to 1 Set MS06.Artifact to 0 ModDisposition Player -5
; Add the right number of caps to the player's inventory. Set MS06.BonusPay to MS06.ArtifactPrice + MS06.ArtifactPrice Player.AddItem Caps001 MS06.BonusPay Set MS06.BonusPay to 0 Player.RemoveItem MS06ActionAbe 99 Set MS06.SoldAbe to 2 Set MS06.Artifact to 0
; Add the right number of caps to the player's inventory. Set MS06.BonusPay to MS06.ArtifactPrice + MS06.ArtifactPrice Player.AddItem Caps001 MS06.BonusPay Set MS06.BonusPay to 0 Player.RemoveItem MS06AssassinationPoster 99 HannibalHamlinRef.AddItem MS06AssassinationPoster 1 Set MS06.SoldAssassinPoster to 1 Set MS06.Artifact to 0 ModDisposition Player -5
; Add the right number of caps to the player's inventory. Set MS06.BonusPay to MS06.ArtifactPrice + MS06.ArtifactPrice Player.AddItem Caps001 MS06.BonusPay Set MS06.BonusPay to 0 Player.RemoveItem MS06AssassinationPoster 99 Set MS06.SoldAssassinPoster to 2 Set MS06.Artifact to 0
; Add the right number of caps to the player's inventory. Set MS06.BonusPay to MS06.ArtifactPrice + MS06.ArtifactPrice Player.AddItem Caps001 MS06.BonusPay Set MS06.BonusPay to 0 Player.RemoveItem MS06DraftPoster 99 HannibalHamlinRef.AddItem MS06DraftPoster 1 Set MS06.SoldDraftPoster to 1 Set MS06.Artifact to 0 ModDisposition Player -5
; Add the right number of caps to the player's inventory. Set MS06.BonusPay to MS06.ArtifactPrice + MS06.ArtifactPrice Player.AddItem Caps001 MS06.BonusPay Set MS06.BonusPay to 0 Player.RemoveItem MS06DraftPoster 99 HannibalHamlinRef.AddItem MS06DraftPoster 1 Set MS06.SoldDraftPoster to 1 Set MS06.Artifact to 0 ModDisposition Player -5
; Add the right number of caps to the player's inventory. Set MS06.BonusPay to MS06.ArtifactPrice + MS06.ArtifactPrice Player.AddItem Caps001 MS06.BonusPay Set MS06.BonusPay to 0 Player.RemoveItem MS06DraftPoster 99 Set MS06.SoldDraftPoster to 2 Set MS06.Artifact to 0
; Add the right number of caps to the player's inventory. Set MS06.BonusPay to MS06.ArtifactPrice + MS06.ArtifactPrice Player.AddItem Caps001 MS06.BonusPay Set MS06.BonusPay to 0 Player.RemoveItem MS06LincolnDiary 99 HannibalHamlinRef.AddItem MS06LincolnDiary 1 Set MS06.SoldDiary to 1 Set MS06.Artifact to 0 ModDisposition Player -5
; Add the right number of caps to the player's inventory. Set MS06.BonusPay to MS06.ArtifactPrice + MS06.ArtifactPrice Player.AddItem Caps001 MS06.BonusPay Set MS06.BonusPay to 0 Player.RemoveItem MS06LincolnDiary 99 Set MS06.SoldDiary to 2 Set MS06.Artifact to 0
; Add the right number of caps to the player's inventory. Set MS06.BonusPay to MS06.ArtifactPrice + MS06.ArtifactPrice Player.AddItem Caps001 MS06.BonusPay Set MS06.BonusPay to 0 Player.RemoveItem MS06LincolnsHat 99 HannibalHamlinRef.AddItem MS06LincolnsHat 1 HannibalHamlinRef.EquipItem MS06LincolnsHat Set MS06.SoldHat to 1 Set MS06.Artifact to 0 ModDisposition Player -5
; Add the right number of caps to the player's inventory. Set MS06.BonusPay to MS06.ArtifactPrice + MS06.ArtifactPrice Player.AddItem Caps001 MS06.BonusPay Set MS06.BonusPay to 0 Player.RemoveItem MS06LincolnsHat 99 Set MS06.SoldHat to 2 Set MS06.Artifact to 0
; Add the right number of caps to the player's inventory. Set MS06.BonusPay to MS06.ArtifactPrice + MS06.ArtifactPrice Player.AddItem Caps001 MS06.BonusPay Set MS06.BonusPay to 0 Player.RemoveItem MS06LincolnsRifle 99 HannibalHamlinRef.AddItem MS06LincolnsRifle 1 HannibalHamlinRef.AddItem Ammo32Caliber 20 HannibalHamlinRef.EquipItem MS06LincolnsRifle Set MS06.SoldRifle to 1 Set MS06.Artifact to 0 ModDisposition Player -5
; Add the right number of caps to the player's inventory. Set MS06.BonusPay to MS06.ArtifactPrice + MS06.ArtifactPrice Player.AddItem Caps001 MS06.BonusPay Set MS06.BonusPay to 0 Player.RemoveItem MS06LincolnsRifle 99 Set MS06.SoldRifle to 2 Set MS06.Artifact to 0
; Add the right number of caps to the player's inventory. Set MS06.BonusPay to MS06.ArtifactPrice + MS06.ArtifactPrice Player.AddItem Caps001 MS06.BonusPay Set MS06.BonusPay to 0 Player.RemoveItem MS06Pennies 99 HannibalHamlinRef.AddItem MS06Pennies 1 Set MS06.SoldPennies to 1 Set MS06.Artifact to 0 ModDisposition Player -5
; Add the right number of caps to the player's inventory. Set MS06.BonusPay to MS06.ArtifactPrice + MS06.ArtifactPrice Player.AddItem Caps001 MS06.BonusPay Set MS06.BonusPay to 0 Player.RemoveItem MS06Pennies 99 Set MS06.SoldPennies to 2 Set MS06.Artifact to 0
; Add the right number of caps to the player's inventory. Set MS06.BonusPay to MS06.ArtifactPrice + MS06.ArtifactPrice Player.AddItem Caps001 MS06.BonusPay Set MS06.BonusPay to 0 Player.RemoveItem MS06Recording 99 HannibalHamlinRef.AddItem MS06Recording 1 Set MS06.SoldRecording to 1 Set MS06.Artifact to 0 ModDisposition Player -5
; Add the right number of caps to the player's inventory. Set MS06.BonusPay to MS06.ArtifactPrice + MS06.ArtifactPrice Player.AddItem Caps001 MS06.BonusPay Set MS06.BonusPay to 0 Player.RemoveItem MS06Recording 99 Set MS06.SoldRecording to 2 Set MS06.Artifact to 0
; allow him to force greet the player setav variable01 4
; Amata's dialogue ends the scene CG02AmataREF.SayTo CG02AndyREF CG02CakeSpeech
; both Red and Shorty dead
; change IsLimbGone to GetHealthPercentage < 80
; clear medical services flag setav variable01 0
; clear medical services flag setav variable01 0
; clear medical services flag setav variable01 0
; conditionalize greeting and this dialogue setav variable01 1
; conditionalize greeting and this dialogue setav variable01 1
; conditionalize greeting and this dialogue setav variable01 1
; conditionalize greeting and this dialogue setav variable01 1
; conditionalize greeting and this dialogue setav variable01 1
; Dave says 7, 8 or 9 depending on outcome if DaveBallotBoxRef.getItemCount DaveBallot1 == 5 ; Dave got all five votes set DaveRef.NextLine to 7 Set DialogueRepublicDave.Winner to 1 elseif (DaveBallotBoxRef.getItemCount DaveBallot1 > DaveBallotBoxRef.getItemCount DaveBallot2) && (DaveBallotBoxRef.getItemCount DaveBallot1 > DaveBallotBoxRef.getItemCount DaveBallot3) set DaveRef.NextLine to 8 ; Say that he still won Set DialogueRepublicDave.Winner to 1 elseif (DaveBallotBoxRef.getItemCount DaveBallot2 > DaveBallotBoxRef.getItemCount DaveBallot1) && (DaveBallotBoxRef.getItemCount DaveBallot2 > DaveBallotBoxRef.getItemCount DaveBallot3) set DaveRef.NextLine to 9 ; Rosie wins, demands a recount Set DialogueRepublicDave.Winner to 2 elseif (DaveBallotBoxRef.getItemCount DaveBallot3 > DaveBallotBoxRef.getItemCount DaveBallot1) && (DaveBallotBoxRef.getItemCount DaveBallot3 > DaveBallotBoxRef.getItemCount DaveBallot2) set DaveRef.NextLine to 10 ; Bob wins, demands a recount Set DialogueRepublicDave.Winner to 3 else ; Special case (Tie) set DaveRef.NextLine to 9; Bob ties, demands a recount Set DialogueRepublicDave.Winner to 4 endif DaveREF.Say RDPackageDone
; draw weapon setalert 1
; draw weapon setalert 1
; heal him up resetHealth
; heal him up resetHealth
; heal him up resetHealth
; in case the player is interrupting the initial dialogue scene setstage CG03 25
; in case you interrupted him: set CG02.ButchFight to 3 CG02ButchREF.stopcombat
; make him a friend SetAlly FFEU01Faction playerFaction rewardKarma 5
; make sure birthday scene ends if player talks to Sticky early set StickyRef.goodbyeTalking to 0 set StickyRef.goodbyeSceneDone to 1
; no matter what, only do this once setav variable01 9
; only do this for MS13 slaves
; player didn't ask Amata for help in beginning setstage CG04 145
; player didn't help Amata setstage CG04 145
; player fought Butch in CG02
; player gave Butch sweetroll in CG02
; player hasn't spoken to Butch yet
; player killed Overseer setstage CG04 145
; player tricked Butch in CG02
; Red dead, Shorty alive
; red is alive and back in big town
; reset in this case so conv can repeat set CG04.ButchGuardStage to 0
; reset variable for next time set RadioVault101PA.MS16Overseer to 0
; Response mentions Bannon
; Response mentions Bannon
; set Begin Medical Services variable: setav variable01 0
; set Begin Medical Services variable: setav variable01 0
; set Begin Medical Services variable: setav variable01 0
; set Begin Medical Services variable: setav variable01 0
; set Begin Medical Services variable: setav variable01 0
; set Begin Medical Services variable: setav variable01 0
; set Begin Medical Services variable: setav variable01 0
; set Begin Medical Services variable: setav variable01 0
; set Begin Medical Services variable: setav variable01 0
; set Begin Medical Services variable: setav variable01 0
; set Begin Medical Services variable: setav variable01 0
; set Begin Medical Services variable: setav variable01 1 player.RemoveItem Caps001 100
; set Begin Medical Services variable: setav variable01 1 player.RemoveItem Caps001 100
; set Begin Medical Services variable: setav variable01 1 player.RemoveItem Caps001 100
; set Begin Medical Services variable: setav variable01 1 player.removeItem Caps001 100
; set Begin Medical Services variable: setav variable01 1 player.removeItem Caps001 100
; set Begin Medical Services variable: setav variable01 1 player.removeItem Caps001 100
; set Begin Medical Services variable: setav variable01 1 player.removeItem Caps001 100
; set Begin Medical Services variable: setav variable01 1 player.RemoveItem Caps001 50
; set Begin Medical Services variable: setav variable01 1 player.RemoveItem Caps001 50
; set Begin Medical Services variable: setav variable01 1 player.RemoveItem Caps001 50
; set Begin Medical Services variable: setav variable01 1 player.removeItem Caps001 50
; set Begin Medical Services variable: setav variable01 1 player.removeItem Caps001 50
; set Begin Medical Services variable: setav variable01 1 player.removeItem Caps001 50
; set Begin Medical Services variable: setav variable01 1 player.removeItem Caps001 50
; set Begin Medical Services variable: setav variable01 1 player.RemoveItem Caps001 75
; set Begin Medical Services variable: setav variable01 1 player.RemoveItem Caps001 75
; set Begin Medical Services variable: setav variable01 1 player.RemoveItem Caps001 75
; set Begin Medical Services variable: setav variable01 1 player.removeItem Caps001 75
; set Begin Medical Services variable: setav variable01 1 player.removeItem Caps001 75
; set Begin Medical Services variable: setav variable01 1 player.removeItem Caps001 75
; set Begin Medical Services variable: setav variable01 1 player.removeItem Caps001 75
; set Begin Medical Services variable: setav variable01 2
; set Begin Medical Services variable: setav variable01 2 Player.RemoveItem Caps001 50
; set Begin Medical Services variable: setav variable01 2 Player.RemoveItem Caps001 50
; set Begin Medical Services variable: setav variable01 2 Player.RemoveItem Caps001 50
; set variable for repeat encounters to modify ghoul packages set FFERepeatA.enc14repeat to 1 ;start combat startcombat player
; set variable for repeat encounters to modify ghoul packages set FFERepeatA.enc14repeat to 1 ;start combat startcombat player
; set variable for repeat encounters to modify ghoul packages set FFERepeatA.enc14repeat to 1 ;start combat startcombat player
; set variable for repeat encounters to modify ghoul packages set FFERepeatA.enc14repeat to 1 ;start combat startcombat player
; set variable for repeat encounters to modify ghoul packages set FFERepeatA.enc14repeat to 1 ;start combat startcombat player
; set variable for repeat encounters to modify ghoul packages set FFERepeatA.enc14repeat to 1 ;start combat startcombat player
; Shorty dead
; start gun version of scene set CG04.InterrogationStage to 1
; start talking again (stage 16)
; start talking again (stage 16)
; tell quest script to show messageBox set CG03.question to 1
; tell quest script to show messageBox set CG03.question to 10
; tell quest script to show messageBox set CG03.question to 2
; tell quest script to show messageBox set CG03.question to 3
; tell quest script to show messageBox set CG03.question to 4
; tell quest script to show messageBox set CG03.question to 5
; tell quest script to show messageBox set CG03.question to 6
; tell quest script to show messageBox set CG03.question to 7
; tell quest script to show messageBox set CG03.question to 8
; tell quest script to show messageBox set CG03.question to 9
; trigger cake sequence if not done already setstage CG02 15 if GetStage CG02 < 34 set CG02.timer to CG02FailsafeTimer endif
; trigger package to approach Amata setav variable01 1 evp
; turn off Gloria Mack running around screaming set CG04.GloriaMack to 0
;'Partita No. 3, Gigue' by Johann Sebastian Bach
;'Partita No. 3, Preludio' by Johann Sebastian Bach
;'Sonata No. 2, Grave' by Johann Sebastian Bach
;'Zigeunerweisen' by Pablo Sarasate
;1st movement from 'Violin Concerto' by Antonin Dvorak
;2ndt movement from 'Violin Concerto' by Antonin Dvorak
;AddNote FFRoDElectionNote
;argyle
;argyle
;argyle
;argyle
;argyle
;argyle
;Billy Holiday -- Crazy He Calls Me
;Billy Holiday -- Crazy He Calls Me
;Billy Holiday -- Crazy He Calls Me
;Billy Holiday -- Crazy He Calls Me
;Billy Holiday -- Crazy He Calls Me
;Billy Holiday -- Crazy He Calls Me
;Billy Holiday -- Easy Living
;Billy Holiday -- Easy Living
;Billy Holiday -- Easy Living
;Billy Holiday -- Easy Living
;Billy Holiday -- Easy Living
;Billy Holiday -- Easy Living
;Bob Crosby -- Happy Times
;Bob Crosby -- Happy Times
;Bob Crosby -- Happy Times
;Bob Crosby -- Happy Times
;Bob Crosby -- Happy Times
;Bob Crosby -- Happy Times
;Bob Crosby -- Way Back Home
;Bob Crosby -- Way Back Home
;Bob Crosby -- Way Back Home
;Bob Crosby -- Way Back Home
;Bob Crosby -- Way Back Home
;Bob Crosby -- Way Back Home
;Boogie Man
;Boogie Man
;Boogie Man
;Boogie Man
;Boogie Man
;Boogie Man
;Boogie Man
;Boogie Man
;Boogie Man
;Boogie Man
;Boogie Man
;Boogie Man
;CG02Vault101Security04REF.evp set CG02ButchREF.doTalk to 0
;choice #3 set MQ04.TLInfo to 1
;choice #5 Set MQ04.BraunInfo to 1
;Cole Porter
;Cole Porter
;Cole Porter
;Cole Porter
;Cole Porter
;Cole Porter
;Cole Porter
;Cole Porter
;Cole Porter
;Danny Kaye
;Danny Kaye
;Danny Kaye
;Danny Kaye
;Danny Kaye
;Danny Kaye
;Ella Fitzgerald
;Ella Fitzgerald
;Ella Fitzgerald
;Ella Fitzgerald
;Ella Fitzgerald
;Ella Fitzgerald
;End quest on stage 215 SetStage MS03 215
;End quest on stage 215 SetStage MS03 215
;End quest on stage 215 SetStage MS03 215
;End quest on stage 215 SetStage MS03 215 Set MS03.MS03Convince to 0
;et CG02PaulHannonREF.doTalk to 1
;Fox Boogie
;Fox Boogie
;Fox Boogie
;Fox Boogie
;Fox Boogie
;Fox Boogie
;Fox Boogie
;Fox Boogie
;Fox Boogie
;Fox Boogie
;Fox Boogie
;Fox Boogie
;I'm Tickled Pink
;I'm Tickled Pink
;I'm Tickled Pink
;I'm Tickled Pink
;I'm Tickled Pink
;I'm Tickled Pink
;I'm Tickled Pink
;I'm Tickled Pink
;I'm Tickled Pink
;I'm Tickled Pink
;I'm Tickled Pink
;I'm Tickled Pink
;if (defenderMorganREF.getDistance ProtectorCasdinREF > 700) ProtectorCasdinREF.addscriptpackage FFOutcastsCasdinInterviewPlayer ;endif OutcastFenceREF.unlock
;if (player.gethasnote LLTalesNote == 0) ;player.addnote LLTalesNote ;endif
;if (player.gethasnote LLTalesNote == 0) ;player.addnote LLTalesNote ;endif
;if (player.gethasnote LLTalesNote == 0) ;player.addnote LLTalesNote ;endif
;if (player.gethasnote LLTalesNote == 0) ;player.addnote LLTalesNote ;endif
;if (player.gethasnote LLTalesNote == 0) ;player.addnote LLTalesNote ;endif
;if (player.gethasnote LLTalesNote == 0) ;player.addnote LLTalesNote ;endif
;if (player.gethasnote LLTalesNote == 0) ;player.addnote LLTalesNote ;endif
;if (player.gethasnote LLTalesNote == 0) ;player.addnote LLTalesNote ;endif
;if Braun doesn't know about your dad
;Increment the type of response Set MS03.sly to MS03.sly + 1 ;Use code in Quest Stage SetStage MS03 10
;Increment the type of response Set MS03.sly to MS03.sly + 1 ;Use code in Quest Stage SetStage MS03 14
;Increment the type of response Set MS03.sly to MS03.sly + 1 ;Use code in Quest Stage SetStage MS03 20
;Increment the type of response Set MS03.sly to MS03.sly + 1 ;Use code in Quest Stage SetStage MS03 24
;Increment the type of response Set MS03.sly to MS03.sly + 1 ;Use code in Quest Stage SetStage MS03 30
;Increment the type of response Set MS03.sly to MS03.sly + 1 ;Use code in Quest Stage SetStage MS03 34
;Increment the type of response Set MS03.sly to MS03.sly + 1 ;Use code in Quest Stage SetStage MS03 44
;Increment the type of response Set MS03.sly to MS03.sly + 1 ;Use code in Quest Stage SetStage MS03 50
;Increment the type of response Set MS03.sly to MS03.sly + 1 ;Use code in Quest Stage SetStage MS03 54
;Increment the type of response Set MS03.sly to MS03.sly + 1 ;Use code in Quest Stage SetStage MS03 60
;Increment the type of response Set MS03.sly to MS03.sly + 1 ;Use code in Quest Stage SetStage MS03 64
;Increment the type of response Set MS03.sly to MS03.sly + 1 ;Use code in Quest Stage SetStage MS03 70 set MS03.bonusObjectives to MS03.bonusObjectives - 1 set MS03.MS03cBonus to MS03.MS03cBonus - 1
;Increment the type of response Set MS03.sly to MS03.sly + 1 ;Use code in Quest Stage SetStage MS03 74
;Increment the type of response Set MS03.sly to MS03.sly + 1 ;Use code in Quest Stage SetStage MS03 80
;Increment the type of response Set MS03.sly to MS03.sly + 1 ;Use code in Quest Stage SetStage MS03 84
;Increment the type of response Set MS03.sly to MS03.sly + 1 ;Use code in Quest Stage SetStage MS03 90
;Increment the type of response Set MS03.sly to MS03.sly + 1 ;Use code in Quest Stage SetStage MS03 94
;Increment the type of response Set MS03.sly to MS03.sly + 1 ;Use code in Quest Stage SetStage MS03 40
;Increment the type of response Set MS03.smart to MS03.smart + 1 ;Use code in Quest Stage SetStage MS03 10
;Increment the type of response Set MS03.smart to MS03.smart + 1 ;Use code in Quest Stage SetStage MS03 14
;Increment the type of response Set MS03.smart to MS03.smart + 1 ;Use code in Quest Stage SetStage MS03 20
;Increment the type of response Set MS03.smart to MS03.smart + 1 ;Use code in Quest Stage SetStage MS03 21 ;Complete Objectives SetObjectiveCompleted ms03 20 1 SetObjectiveCompleted ms03 24 1 SetObjectiveCompleted ms03 26 1 ;Count this is a bonus objective set MS03.bonusObjectives to MS03.bonusObjectives + 1 set MS03.MS03aBonus to MS03.MS03aBonus + 1 ;Remove "guidance" Objectives SetObjectiveDisplayed MS03 5 0 SetObjectiveDisplayed MS03 38 0 SetObjectiveDisplayed MS03 68 0




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