Interesting. It's just a debug test so the designers can alter the character and quest states at will. It reminds me of a Fallout file mentioned in the Fallout bible "Chet and Mr Cheater". http://duckandcover.cx/features/bible/b ... hp#cheater
I made my own debug script. 1511 seems a little unnecessary to me, and uses many lines for only a few commands, although I suppose it's necessary to make sure the master and expert trainers check conditions properly. Personally, I use a dialogue file for setting and checking global flags, setting quest states, leveling to 50, changing alignment, gold, rumors, identifying items, etc. I'll probably add teleporting once I build a worldmap (each dialogue option will set a gv for map no, x-coord, and y-coord, then script command "teleport triggerer to map gv 500 at X:gv 501 Y:gv 502) It's really much easier to test just one part of a game, and not have to play through the whole thing. And making a whole new script each time you want to test something (like 1004. "Set my flag, dude.") is kind of pointless, so I just change the script files, and delete the critters once I release the mod. Of course, since this is an old post, i'm sure both of you have been doing this for awhile, but that was for the benefit of anyone else.