Edit: I'm gonna end up throwing random questions in to this post. I may as well have 'em convenient for other people Does $get_arrayfind return the idx of the of the string found, or does it return the string found? When using callevent or callexternal or calleventloop, is it all called on the same frame? Is ent_expowner essentially the person who killed the monster or is it who got the most xp, or is it a token of player ids of who got the xp? Is it possible to pull information from a monster that has died? Is the game_master persistent across map changes? If you use applyeffect and in the effect use $get(ent_creationowner,id), will it grab the id of whoever applied the effect? Or would it grab who spawned the npc you're applying the effect on? If you #include a script into another multiple times, does it create "duplicates?" I'm gonna test this later to see if it does. Do conditions return true if its 1 or greater than 1? If it's set to a string or is 0 does it not pass? What exactly does $vec(x,y,z) do? Could I just use (x,y,z) as coordinates to spawn something? How would I get a param passed from an applyeffect? How is $within_cone used? I see //(<point origin>,<cone origin>,<cone angles>,<cone apex angle>) in ms.stx, but I don't know what point origin or cone origin means. What does it return? Is it possible to assemble a string that could then pull information from a var via the $get(<ent>,scriptvar,<assembled string of the var name>) ? Still confused on those if conditionals without brackets... Code: game_scriptflag_update //<action> <name> <type> <value> <base_expire_time> - called whenever scriptflags are updated via scriptflags command - do not alter scriptflags here or you may cause an infinite loop (delay 0.1 secs) Does <action> mean the stuff in: Code: scriptflags //New flag tracking system, has several formats, depending on desired action: //scriptflags <target> add <name> <type> [value] [expiretime:-1] [expiremsg] //- adding a scriptflag with a duplicate name resets its value, and its expire time //- unless the name starts with "stack", in which case it should have an expire time set //scriptflags <target> remove <name> //scriptflags <target> cleartype <type> - removes all of <type> from <target> //scriptflags <target> clearall - removes all scriptflags from target ent //scriptflags <target> remove_expired - removes expired flags from <target> //scriptflags <target> edit <name> <type> <value> [expiretime] [msg] - edits properties of first flag found with this name Like the "add" "remove" "cleartype" 'n stuff? Does setting a quest to '0' still save it to the character?