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Quest script inexplicably terminating


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I've the following quest script, in its own quest (priority 50, default quest script run time) now everything runs fine until after the 5 caps get added (for debugging purposes, same with the ammo), then the script seems to just stop, no other caps get added. Not sure if getstage etc is working either.. I don't get the ammo added either. So yeah, in essence, the quest script just seems to do nothing else other than add 5 caps.

 

 

scn CFFFSlaveryQuestScript

short doonce
short percent

Begin GameMode

if doonce == 0
set percent to getrandompercent
;set percent to (percent + (10 - 2))
player.additem caps001 5
if percent <= 25
player.additem caps001 25
aaescapedslaveREF.moveto QuickFixMarker
elseif percent >= 26 && <= 50
player.additem caps001 50
aaescapedslaveREF.moveto aaescapedslavefarragutMarker
elseif percent >= 51 && <= 75
player.additem caps001 75
aaescapedslaveREF.moveto aaescapedslaveabandonedtentMarker
elseif percent >= 76 && <= 90
player.additem caps001 75
aaescapedslaveREF.moveto GrouseRef
else
player.additem caps001 100
aaescapedslaveREF.moveto aaescapedslavebigtownMARKER
endif
set doonce to 1
endif

player.additem caps001 7

if getstage TSFFSlaveryQ1 == 1 || < 100
player.additem ammo556mm 1
endif

if aaescapedslaveREF.getdead == 1 && getstage TSFFSlaveryQ1 == 1
setstage TSFFSlaveryQ1 100
endif

End

 

 

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:wallbash:
Oh man I feel like an idiot. Can't believe I didn't see that. Pity the interpreter exits silently when it comes across an invalid expression. Thanks for the heads up, Blove!

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