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Adding Shivering Isles check to teleport script


Ordeiberon

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I've heard you just can't use custom teleport spells meant for use in Cyrodiil when you are in the in the Shivering Isles and Vice Versa. I had planned just to make it a warning in my mod but then noticed a custom SI portal had a check to ensure you transported back and forth cleanly. So I wanted to know if I could easily just add a check to see if the player was in the Isles and cancel the spell.

 

So here is the script that made think it is possible.

SCN AASHhome3QS

float fQuestDelayTime
short button
short onece
short start
short Idou

begin gamemode
	
if onece== 0
set fQuestDelayTime to 0.2
set onece to 1
endif

if(start==1)
MessageBox "AraWelMathi Mad Escape Teleport Activated. Destination Mistress?","AraWelMathi - Private Floor", "AraWelMathi - Outer Court","AraWelMathi - Madness Room","[Cancel Spell]"
set start to 0
endif

set button to getbuttonpressed

if button == 0
  set Idou to 1
endif

if button == 1
  set Idou to 2
endif

if button == 2
  set Idou to 3
endif

if button == 3
  set Idou to 0
endif


    If ( idou == 1 )
    Set idou to 0
	playSound DRSOblivionGateOpen
		 if ( GetPlayerInSEWorld == 1 )
				if ( GetStage SE14 >= 6 )
		;Player.RemoveSpell SE14RezSpell
		;Player.RemoveSpell SE14WeatherSpell
		;Player.RemoveSpell SELpSummonHaskill
	endif
	Player.SCAOnActor
	setPlayerInSEWorld 0
	SEJailMarkerParentTamriel.Enable						; turns ON jail markers in Tamriel, turns OFF jail markers in SE
	SEJailMarkerCrucible.Disable
	SEJailMarkerBliss.Disable
	SEPrisonMarkerAichan.Disable
	SEPrisonMarkerCorpserot.Disable
	ReleaseWeatherOverride

	If Player.GetEquipped TGGrayFoxCowl == 1
		Set SECrime.LeftSECowlOn to 1
	EndIf
endif
player.MoveTo AASHMarker11
    endif

    If ( idou == 2 )
    Set idou to 0
	playSound DRSOblivionGateOpen
		 if ( GetPlayerInSEWorld == 1 )
				if ( GetStage SE14 >= 6 )
		;Player.RemoveSpell SE14RezSpell
		;Player.RemoveSpell SE14WeatherSpell
		;Player.RemoveSpell SELpSummonHaskill
	endif
	Player.SCAOnActor
	setPlayerInSEWorld 0
	SEJailMarkerParentTamriel.Enable						; turns ON jail markers in Tamriel, turns OFF jail markers in SE
	SEJailMarkerCrucible.Disable
	SEJailMarkerBliss.Disable
	SEPrisonMarkerAichan.Disable
	SEPrisonMarkerCorpserot.Disable
	ReleaseWeatherOverride

	If Player.GetEquipped TGGrayFoxCowl == 1
		Set SECrime.LeftSECowlOn to 1
	EndIf
endif
    player.MoveTo AASHMarker12 
    endif

    If ( idou == 3 )
    Set idou to 0
	playSound DRSOblivionGateOpen
		 if ( GetPlayerInSEWorld == 1 )
				if ( GetStage SE14 >= 6 )
		;Player.RemoveSpell SE14RezSpell
		;Player.RemoveSpell SE14WeatherSpell
		;Player.RemoveSpell SELpSummonHaskill
	endif
	Player.SCAOnActor
	setPlayerInSEWorld 0
	SEJailMarkerParentTamriel.Enable						; turns ON jail markers in Tamriel, turns OFF jail markers in SE
	SEJailMarkerCrucible.Disable
	SEJailMarkerBliss.Disable
	SEPrisonMarkerAichan.Disable
	SEPrisonMarkerCorpserot.Disable
	ReleaseWeatherOverride

	If Player.GetEquipped TGGrayFoxCowl == 1
		Set SECrime.LeftSECowlOn to 1
	EndIf
endif
    player.MoveTo AASHmadnessmarker
    endif

end



And this was my 2nd attempt. It breaks the teleport function while in Cyrodiil (causing a messagebox loop) so not working. Not sure how to fix

SCN AASHhomeQS

float fQuestDelayTime
short button
short onece
short start
short Idou


begin gamemode
if onece== 0
set fQuestDelayTime to 0.2
set onece to 1
player.addspell AASHhomespell
endif

if(start==1)
	if (GetPlayerInSEWorld == 1)
		MessageBox "You are in  Realm of Sheogorath, and must return to Cyrodiil first.", "I'll find a way back"
			Set Idou to 0
			endif
	elseif (GetPlayerInSEWorld == 0)		
		MessageBox "AraSelMathi Estates Teleport Activated, Destination, Mistress?", "AraSelMathi - Private Chambers", "AraWelMathi - Outer Court", "AraWelNand - Front Yard", "AraWelAlasilHame - Penthouse", "[Cancel Spell]"
set start to 0
endif

set button to getbuttonpressed

if button == 0
  set Idou to 1
endif

if button == 1
  set Idou to 2
endif

if button == 2
  set Idou to 3
endif

if button == 3
  set Idou to 4
endif

if button == 4
  set Idou to 0
endif


    If ( idou == 1 )
    Set idou to 0
	playSound DRSOblivionGateOpen
    player.MoveTo ORDIzCEsBedMarkerX
    endif

    If ( idou == 2 )
    Set idou to 0
	playSound DRSOblivionGateOpen
    player.MoveTo AASHMarker12 
    endif
	
    If ( idou == 3 )
    Set idou to 0
	playSound DRSOblivionGateOpen
    player.MoveTo ORDWelnandMarkerX 
    endif

    If ( idou == 4 )
    Set idou to 0
	playSound DRSOblivionGateOpen
    player.MoveTo aaORDXmarkerPenthouseRef
    endif
end
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if(start==1)
if (GetPlayerInSEWorld == 1)
MessageBox "You are in Realm of Sheogorath, and must return to Cyrodiil first.", "I'll find a way back"
Set Idou to 0
endif
elseif
(GetPlayerInSEWorld == 0)
MessageBox "AraSelMathi Estates Teleport Activated, Destination, Mistress?", "AraSelMathi - Private Chambers", "AraWelMathi - Outer Court", "AraWelNand - Front Yard", "AraWelAlasilHame - Penthouse", "[Cancel Spell]"
set start to 0
endif

 

Remove the 'endif' in the middle

I'd write it like so...

 

if start
if GetPlayerInSEWorld
MessageBox "You are in Realm of Sheogorath, and must return to Cyrodiil first.", "I'll find a way back"
Set Idou to 0


else
MessageBox "AraSelMathi Estates Teleport Activated, Destination, Mistress?", "AraSelMathi - Private Chambers", "AraWelMathi - Outer Court", "AraWelNand - Front Yard", "AraWelAlasilHame - Penthouse", "[Cancel Spell]"
set start to 0
endif

 

 

 

Not sure where your variable "start" was set to one though

assuming its either a one or zero

thats why I changed to code to...

if start

which is the same as saying

if start == 1

 

Need to know more about that variable to fix your messageloop

I see where the loop is, and haven't fixed that part just yet.

Is this a script attached to an object/activator?

IF you want to tinker round with it based on my guess as to how your script is meant to work.

you can try moving the..

set start to 0

to after the

endif

 

just keep in mind, I'm only guessing at what you are trying to do.

 

 

also on a side note:

changed to an 'else' rather than an elseif

since you are either there or you are not.

Edited by Moktah
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if(start==1)

if (GetPlayerInSEWorld == 1)

MessageBox "You are in Realm of Sheogorath, and must return to Cyrodiil first.", "I'll find a way back"

Set Idou to 0

endif

elseif (GetPlayerInSEWorld == 0)

MessageBox "AraSelMathi Estates Teleport Activated, Destination, Mistress?", "AraSelMathi - Private Chambers", "AraWelMathi - Outer Court", "AraWelNand - Front Yard", "AraWelAlasilHame - Penthouse", "[Cancel Spell]"

set start to 0

endif

 

Remove the 'endif' in the middle

I'd write it like so...

 

if start

if GetPlayerInSEWorld

MessageBox "You are in Realm of Sheogorath, and must return to Cyrodiil first.", "I'll find a way back"

Set Idou to 0

 

else

MessageBox "AraSelMathi Estates Teleport Activated, Destination, Mistress?", "AraSelMathi - Private Chambers", "AraWelMathi - Outer Court", "AraWelNand - Front Yard", "AraWelAlasilHame - Penthouse", "[Cancel Spell]"

set start to 0

endif

 

 

 

Not sure where your variable "start" was set to one though

assuming its either a one or zero

thats why I changed to code to...

if start

which is the same as saying

if start == 1

 

Need to know more about that variable to fix your messageloop

I see where the loop is, and haven't fixed that part just yet.

Is this a script attached to an object/activator?

IF you want to tinker round with it based on my guess as to how your script is meant to work.

you can try moving the..

set start to 0

to after the

endif

 

just keep in mind, I'm only guessing at what you are trying to do.

 

 

also on a side note:

changed to an 'else' rather than an elseif

since you are either there or you are not.

 

Tried yours but the loop remains. This is a quest script that is start enabled. So not sure why it seems the use of the else statement breaks the remaining script (selecting a destination does nothing) and it just runs the first if statement over and over again (like it does with all start game enabled scripts). Why it doesn't just run once or only run when cast I do not know. Maybe such a choice can't be done in game mode? Current attempt with loop. If I ; out the first choice it works again.

SCN AASHhomeQS

float fQuestDelayTime
short button
short onece
short start
short Idou


begin gamemode
if onece== 0
set fQuestDelayTime to 0.2
set onece to 1
player.addspell AASHhomespell
endif

if(start==1)
	if (GetPlayerInSEWorld == 1)
		Message "You are in the Realm of Sheogorath. You must return to Cyrodiil first."
			Set Idou to 0
			endif
	else	
		MessageBox "AraSelMathi Estates Teleport Activated, Destination, Mistress?", "AraSelMathi - Private Chambers", "AraWelMathi - Outer Court", "AraWelNand - Front Yard", "AraWelAlasilHame - Penthouse", "[Cancel Spell]"
set start to 0
endif

set button to getbuttonpressed

if button == 0
  set Idou to 1
endif

if button == 1
  set Idou to 2
endif

if button == 2
  set Idou to 3
endif

if button == 3
  set Idou to 4
endif

if button == 4
  set Idou to 0
endif


    If ( idou == 1 )
    Set idou to 0
	playSound DRSOblivionGateOpen
    player.MoveTo ORDIzCEsBedMarkerX
    endif

    If ( idou == 2 )
    Set idou to 0
	playSound DRSOblivionGateOpen
    player.MoveTo AASHMarker12 
    endif
	
    If ( idou == 3 )
    Set idou to 0
	playSound DRSOblivionGateOpen
    player.MoveTo ORDWelnandMarkerX 
    endif

    If ( idou == 4 )
    Set idou to 0
	playSound DRSOblivionGateOpen
    player.MoveTo aaORDXmarkerPenthouseRef
    endif
end

I also found this other teleport script that works as a magic script that uses different script blocks, and seems to stall the character for a second on walking.

Scriptname aaORDAraSelMathiTeleportScript

Short Choosing
Short Choice

Begin ScriptEffectStart
	;if ( player.IsInCombat == 1 )
		;message "You cannot cast this spell during combat"
		;Set Choosing to 0
	if (GetPlayerInSEWorld)
          message "Sheogorath likes it when people use his door"
		Set Choosing to 0
	else
          Set Choosing to -1
	endif  
End

Begin ScriptEffectUpdate

  If (Choosing == -1) ;Display your menu
    Messagebox "AraSelMathi Within Teleport activated. Destination, Mistress?", "AuraSel - Throne Hall", "RielleSel - Beauties' Hall", "RielleAraSel - Private Queen's Hall", "Ageasel - Mages' Hall", "PelinSel - Fighters' Hall", "Lorsel - Storage Hall", "[Cancel Spell]"
    Set Choosing to 1
    Set Choice to GetButtonPressed

   Elseif (Choosing == 1)
    If (Choice == -1) ;No choice yet
      Set Choice to GetButtonPressed
    Elseif (Choice == 0) ;Throne room
      Player.MoveTo HTBAranmathiAuraselMarker
      Set Choosing to 0
    Elseif (Choice == 1) ;Treasury
      Player.MoveTo HTBAranmathiRielleselMarker
      Set Choosing to 0
    Elseif (Choice == 2) ;Private
      Player.MoveTo HTBAranmathiRelleselMarker
      Set Choosing to 0
    Elseif (Choice == 3) ;Mages
      Player.MoveTo HTBAranmathiAgeaselMarker
      Set Choosing to 0
    Elseif (Choice == 4) ;Warriors
      Player.MoveTo HTBAranmathiNagaselMarker
      Set Choosing to 0
    Elseif (Choice == 5) ;Storage
      Player.MoveTo HTBAranmathiLorselMarker
      Set Choosing to 0
    Elseif (Choice == 6) ;Cancel
      Set Choosing to 0
    EndIf 

  ElseIf (Choosing == 0)
      Player.Dispel HTBAranmathiTeleportSpell;
  Endif
End
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the variable 'start' defaults to a value of zero

 

if(start==1) <- this IF statement is FALSE so it starts reading code and looking for an ENDIF, ELSEIF, ELSE or another IF statement
if (GetPlayerInSEWorld == 1) <- it finds this IF statement and starts looking for an ENDIF, ELSEIF, ELSE (to close the IF/ENDIF statement) or another IF statement (which we don't have)
Message "You are in the Realm of Sheogorath. You must return to Cyrodiil first." <-this gets read, but not acted upon. Still looking for the end of the IF statement
Set Idou to 0 <- this gets read, but ignored
endif <- alright, it found the end of the IF statement. Now it goes back to acting upon code
else <- Since the first IF failed its test. We are going to do the next code.
MessageBox "AraSelMathi Estates..... " <- It shows you the MessageBox
set start to 0 <- the 'start' variable still equals zero
endif <- and we find the ENDIF that closes out our IF/ENDIF statement

 

Since this is a quest script. we run again, again, again, again.

and show the same messagebox over and over and over

 

adjusting the spacing of the code can help in viewing these multiple IF/ENDIF statements

 

if(start==1)
if (GetPlayerInSEWorld == 1)
Message "You are in the Realm of Sheogorath. You must return to Cyrodiil first."
Set Idou to 0
endif
else
MessageBox "AraSelMathi Estates..... "
set start to 0
endif

 

Here's the original

if(start==1)
if (GetPlayerInSEWorld == 1)
Message "You are in the Realm of Sheogorath. You must return to Cyrodiil first."
Set Idou to 0
endif
elseif (GetPlayerInSEWorld == 0)
MessageBox "AraSelMathi Estates..... "
set start to 0
endif

Edited by Moktah
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Ah so If I understand, the double if statements are the problem. The start quest enabled forces the script to run. Normally it runs, finds a false if, set start to 0 anyway and ends. By adding the second if I gave a another loop it could keep running and not finishing properly. So perhaps if I make the qualifiers on the same line? like this? EDIT: Yes this solves the issue and the loop is no longer a problem. I have my fix. Thank you All!

SCN AASHhomeQS

float fQuestDelayTime
short button
short onece
short start
short Idou


begin gamemode
if onece== 0
set fQuestDelayTime to 0.2
set onece to 1
player.addspell AASHhomespell
player.addspell HTBAranmathiTeleportSpell		
endif

if(start==1) && (GetPlayerInSEWorld == 1)
	                Message "You are in the Realm of Sheogorath. You must return to Cyrodiil first."
			set start to 0
	elseif (start==1) && (GetPlayerInSEWorld == 0)	
		MessageBox "AraSelMathi Estates Teleport Activated, Destination, Mistress?", "AraSelMathi - Private Chambers", "AraWelMathi - Outer Court", "AraWelNand - Front Yard", "AraWelAlasilHame - Penthouse", "[Cancel Spell]"
set start to 0
endif

set button to getbuttonpressed

if button == 0
  set Idou to 1
endif

if button == 1
  set Idou to 2
endif

if button == 2
  set Idou to 3
endif

if button == 3
  set Idou to 4
endif

if button == 4
  set Idou to 0
endif


    If ( idou == 1 )
    Set idou to 0
	playSound DRSOblivionGateOpen
    player.MoveTo ORDIzCEsBedMarkerX
    endif

    If ( idou == 2 )
    Set idou to 0
	playSound DRSOblivionGateOpen
    player.MoveTo AASHMarker12 
    endif
	
    If ( idou == 3 )
    Set idou to 0
	playSound DRSOblivionGateOpen
    player.MoveTo ORDWelnandMarkerX 
    endif

    If ( idou == 4 )
    Set idou to 0
	playSound DRSOblivionGateOpen
    player.MoveTo aaORDXmarkerPenthouseRef
    endif
end

the variable 'start' defaults to a value of zero

 

if(start==1) <- this IF statement is FALSE so it starts reading code and looking for an ENDIF, ELSEIF, ELSE or another IF statement
if (GetPlayerInSEWorld == 1) <- it finds this IF statement and starts looking for an ENDIF, ELSEIF, ELSE (to close the IF/ENDIF statement) or another IF statement (which we don't have)
Message "You are in the Realm of Sheogorath. You must return to Cyrodiil first." <-this gets read, but not acted upon. Still looking for the end of the IF statement
Set Idou to 0 <- this gets read, but ignored
endif <- alright, it found the end of the IF statement. Now it goes back to acting upon code
else <- Since the first IF failed its test. We are going to do the next code.
MessageBox "AraSelMathi Estates..... " <- It shows you the MessageBox
set start to 0 <- the 'start' variable still equals zero
endif <- and we find the ENDIF that closes out our IF/ENDIF statement

 

Since this is a quest script. we run again, again, again, again.

and show the same messagebox over and over and over

 

adjusting the spacing of the code can help in viewing these multiple IF/ENDIF statements

 

if(start==1)
if (GetPlayerInSEWorld == 1)
Message "You are in the Realm of Sheogorath. You must return to Cyrodiil first."
Set Idou to 0
endif
else
MessageBox "AraSelMathi Estates..... "
set start to 0
endif

 

Here's the original

if(start==1)
if (GetPlayerInSEWorld == 1)
Message "You are in the Realm of Sheogorath. You must return to Cyrodiil first."
Set Idou to 0
endif
elseif (GetPlayerInSEWorld == 0)
MessageBox "AraSelMathi Estates..... "
set start to 0
endif

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apologies

was a bit quick to rush to an answer

now that I'm looking at it a bit closer

gonna take a stab at it and you can see if it works out.

 

 

when you use a magic script, it does like what you mentioned about the pause

I call it studder step

What you could do is set it up for a token.

lets say a magic stone in your inventory

I've seen the tutorial for it but haven't played around with it myself.

Maybe the following changes to your code might help open up the possibilities for ya.

((its all just a rough draft and I haven't tested it. I normally have to do a ton of trial and

error after thinking the code looks perfectly fine))

Here's that tutorial by the way.

https://cs.elderscrolls.com/index.php?title=MessageBox_Tutorial/Token_Scripts

 

 

SCN AASHhomeQS

float fQuestDelayTime
short button
short onece
short start

begin onadd

set start to 1

end

begin gamemode
if onece== 0 ; <- this section will need to be moved to a quest script though. don't think it would use the fQuestDelayTime if you did the 'token script'
set fQuestDelayTime to 0.2
set onece to 1
player.addspell AASHhomespell
endif

 

;Display appropriate messagebox
if start
if GetPlayerInSEWorld
MessageBox "You are in Realm of Sheogorath, and must return to Cyrodiil first.", "I'll find a way back"

set start to 0

return
else
MessageBox "AraSelMathi Estates Teleport Activated, Destination, Mistress?", "AraSelMathi - Private Chambers", "AraWelMathi - Outer Court", "AraWelNand - Front Yard", "AraWelAlasilHame - Penthouse", "[Cancel Spell]"
set start to 2

endif
endif

 

;Watch for button pressed in messagebox

if start == 2
set button to getbuttonpressed
if button == -1 ;no button pushed yet. keep watching for it

return

elseif button == 4 ;cancelled spell

set start to 0

return

else

set start to 3

endif
endif

 

;A spell was selected. Lets stop watching for buttons being pressed in the messagebox and focus on firing off the teleport sounds and destination
if start == 3

playSound DRSOblivionGateOpen
If button == 0
player.MoveTo ORDIzCEsBedMarkerX
elseif button == 1
player.MoveTo AASHMarker12
esleIf button == 2
player.MoveTo ORDWelnandMarkerX
elseIf button == 3
player.MoveTo aaORDXmarkerPenthouseRef
endif

set start to 0
endif

end

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Thanks. Your original insight was enough to solve it. See my revised script above. Also I realize one of the examples I posted above (aaORDAraSelMathiTeleportScript) would have solved the issue within a magic script but would have involved rewriting the original script to match the new format. Not sure which is more stable. The magic script seems more efficient, but most of the spells i've worked with use quest scripts.

 

EDIT: I reread and understand your mention of the shudder step with magic scripts. Guess, all the more reason to leave the quest scripts alone.

 

apologies

was a bit quick to rush to an answer

now that I'm looking at it a bit closer

gonna take a stab at it and you can see if it works out.

 

 

when you use a magic script, it does like what you mentioned about the pause

I call it studder step

What you could do is set it up for a token.

lets say a magic stone in your inventory

I've seen the tutorial for it but haven't played around with it myself.

Maybe the following changes to your code might help open up the possibilities for ya.

((its all just a rough draft and I haven't tested it. I normally have to do a ton of trial and

error after thinking the code looks perfectly fine))

Here's that tutorial by the way.

https://cs.elderscrolls.com/index.php?title=MessageBox_Tutorial/Token_Scripts

 

 

SCN AASHhomeQS

float fQuestDelayTime
short button
short onece
short start

begin onadd

set start to 1

end

begin gamemode
if onece== 0 ; <- this section will need to be moved to a quest script though. don't think it would use the fQuestDelayTime if you did the 'token script'
set fQuestDelayTime to 0.2
set onece to 1
player.addspell AASHhomespell
endif

 

;Display appropriate messagebox
if start
if GetPlayerInSEWorld
MessageBox "You are in Realm of Sheogorath, and must return to Cyrodiil first.", "I'll find a way back"

set start to 0

return
else
MessageBox "AraSelMathi Estates Teleport Activated, Destination, Mistress?", "AraSelMathi - Private Chambers", "AraWelMathi - Outer Court", "AraWelNand - Front Yard", "AraWelAlasilHame - Penthouse", "[Cancel Spell]"
set start to 2

endif
endif

 

;Watch for button pressed in messagebox

if start == 2
set button to getbuttonpressed
if button == -1 ;no button pushed yet. keep watching for it

return

elseif button == 4 ;cancelled spell

set start to 0

return

else

set start to 3

endif
endif

 

;A spell was selected. Lets stop watching for buttons being pressed in the messagebox and focus on firing off the teleport sounds and destination
if start == 3

playSound DRSOblivionGateOpen
If button == 0
player.MoveTo ORDIzCEsBedMarkerX
elseif button == 1
player.MoveTo AASHMarker12
esleIf button == 2
player.MoveTo ORDWelnandMarkerX
elseIf button == 3
player.MoveTo aaORDXmarkerPenthouseRef
endif

set start to 0
endif

end

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Glad to have helped ya out.

 

by the way.... now that I proofread that last little bit of code

I see a mistake I made

here's the correction

 

if start == 1 ; <- If Start would have worked fine if it was just going to be equal to one or zero, but since I changed it to hold different values, it needed to watch for a particular value.
if GetPlayerInSEWorld
MessageBox "You are in Realm of Sheogorath, and must return to Cyrodiil first.", "I'll find a way back"

set start to 0

return
else
MessageBox "AraSelMathi Estates Teleport Activated, Destination, Mistress?", "AraSelMathi - Private Chambers", "AraWelMathi - Outer Court", "AraWelNand - Front Yard", "AraWelAlasilHame - Penthouse", "[Cancel Spell]"
set start to 2

endif
endif

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Very cool, thanks.

 

Glad to have helped ya out.

 

by the way.... now that I proofread that last little bit of code

I see a mistake I made

here's the correction

 

if start == 1 ; <- If Start would have worked fine if it was just going to be equal to one or zero, but since I changed it to hold different values, it needed to watch for a particular value.
if GetPlayerInSEWorld
MessageBox "You are in Realm of Sheogorath, and must return to Cyrodiil first.", "I'll find a way back"

set start to 0

return
else
MessageBox "AraSelMathi Estates Teleport Activated, Destination, Mistress?", "AraSelMathi - Private Chambers", "AraWelMathi - Outer Court", "AraWelNand - Front Yard", "AraWelAlasilHame - Penthouse", "[Cancel Spell]"
set start to 2

endif
endif

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