scn aaaForbiddenISladMQ03FireRingScript
float timer
float fQuestDelayTime
short triggered
int button
int buttonPressed
short NextFight
Begin GameMode
set fQuestDelayTime to .1
; Don't worry about the text inside these blocks 
if FIMQ03.Fighter == 2 && FIMQ03.Announce == 10
;PLAY AUDIO11
set timer to AnnounceSpeaker.say aaaForbiddenCombatHall1 1 aaaForbiddenQueenAdmarel 1
set FIMQ03.Announce to 98
endif
if FIMQ03.Fighter == 3 && FIMQ03.Announce == 11
;PLAY AUDIO12
set timer to AnnounceSpeaker.say aaaForbiddenCombatHall1 1 aaaForbiddenQueenAdmarel 1
set FIMQ03.Announce to 98
endif
if FIMQ03.Fighter == 4 && FIMQ03.Announce == 12
;PLAY AUDIO13
set timer to AnnounceSpeaker.say aaaForbiddenCombatHall1 1 aaaForbiddenQueenAdmarel 1
set FIMQ03.Announce to 98
endif
if FIMQ03.Fighter == 5 && FIMQ03.Announce == 13
;PLAY AUDIO14
set timer to AnnounceSpeaker.say aaaForbiddenCombatHall1 1 aaaForbiddenQueenAdmarel 1
set FIMQ03.Announce to 98
endif
if triggered == 0
if getdistance player <= 100
disableplayercontrols
set triggered to 1
set FIMQ03.Announce to 1
endif
endif
; Don't worry about the text inside these blocks 
set timer to ( timer - GetSecondsPassed )
if ( timer <= 0 )
if FIMQ03.Announce == 1 ; One of the trigger boxes sets this "FIMQ03.Announce" to 1
;PLAY AUDIO2
set timer to AnnounceSpeaker.say aaaForbiddenCombatHall1 1 aaaForbiddenQueenAdmarel 1 ; Ensures that other dialogues won't start playing until the timer is < 0
set FIMQ03.Announce to 2 ; Changes the "Announce" to 2, so the other dialogue starts playing when the timer is < 0. This pattern repeats itself for some time... Until the script changes again...
elseif FIMQ03.Announce == 2
;PLAY AUDIO3
set timer to AnnounceSpeaker.say aaaForbiddenCombatHall1 1 aaaForbiddenQueenAdmarel 1
set FIMQ03.Announce to 3
elseif FIMQ03.Announce == 3
;PLAY AUDIO4
set timer to AnnounceSpeaker.say aaaForbiddenCombatHall1 1 aaaForbiddenQueenAdmarel 1
set FIMQ03.Announce to 4
elseif FIMQ03.Announce == 4
;PLAY AUDIO5
set timer to AnnounceSpeaker.say aaaForbiddenCombatHall1 1 aaaForbiddenQueenAdmarel 1
set FIMQ03.Announce to 5
elseif FIMQ03.Announce == 5
;PLAY AUDIO6
set timer to AnnounceSpeaker.say aaaForbiddenCombatHall1 1 aaaForbiddenQueenAdmarel 1
set FIMQ03.Announce to 6
elseif FIMQ03.Announce == 6
;PLAY AUDIO7
set timer to AnnounceSpeaker.say aaaForbiddenCombatHall1 1 aaaForbiddenQueenAdmarel 1
set FIMQ03.Announce to 7
elseif FIMQ03.Announce == 7
;PLAY AUDIO8
set timer to AnnounceSpeaker.say aaaForbiddenCombatHall1 1 aaaForbiddenQueenAdmarel 1
set FIMQ03.Announce to 99
elseif FIMQ03.Announce == 99
set timer to AnnounceSpeaker.say aaaForbiddenCombatHall1 1 aaaForbiddenQueenAdmarel 1
if buttonPressed == 0
message " "
message " "
player.additem aaaForbiddenFIMQ03FireRingToken 1
messagebox "Which one will I choose?", "Give up", "Continue"
set buttonPressed to 1
endif
if buttonPressed == 1
set button to getbuttonpressed
if button == 0
set FIMQ03.FireRingThingy to 1
set buttonPressed to 2
elseif button == 1
set FIMQ03.FireRingThingy to 2
set buttonPressed to 3
else
return
endif
elseif buttonPressed == 2
set FIMQ03.Announce to 8
set timer to AnnounceSpeaker.say aaaForbiddenCombatHall1 1 aaaForbiddenQueenAdmarel 1
elseif buttonPressed == 3
set FIMQ03.Announce to 9
set timer to AnnounceSpeaker.say aaaForbiddenCombatHall1 1 aaaForbiddenQueenAdmarel 1
endif
endif
endif
end