1. To implement a proper arena fight wager quest or quests for my "Pit of Windhelm" mod, and
2. Have a documentation of scripts, properties, aliases, etc that work so that a proper tutorial can be made on the subject of creating fight wager quests, as it is apparently very difficult,
Alright, what I am trying to do is set it up so that there are two types of matches one can bet on (fighter versus beasts and Team Paladins versus visiting team), and each of them has four sizes of wagers, 50, 100, 500, 1000 (edited to match what's already there, but with the addition of meager wages). Furthermore, I would like to set it up so that when the fighter you bet on wins, you get double of what your wager was for that match. Also, you would need to place a bet before entering the spectator area of the Pit, and the match would begin when the announcer finishes speaking, of which that dialogue would be triggered by the trigger box near the spectator entrance of the Pit. I should mention though that I am currently working on just the removal of player gold part right now.
However, here's the current problem I have. First off, it appears that in order for it to give you double your wager when you win, every wager size would have to be its own quest or at the very least its own set of quest stages,
Spoiler
along with a Gold001 property similar to what other quests in the game use, but that ended in disaster (the entire quest script seems to have become corrupted from doing that, so the CK definitely doesn't like that).Game.GetPlayer().RemoveItem(Gold001, 25)


Alright, solved the problem of the remove gold from player issue (it was actually really easy to do), so now I'm going to be focusing on having the script unlock the door to the spectator area, and figure out ultimately how I'm going to go about with setting it up so you get double the money back when you win using an experimental mod to test it out until I get the fight part done (thinking about possibly using a variation of that token idea, only you get the object through the dialogue, might be able to use an alias this way). I also would like to look into how to have a message display when the doors are locked, but not display when the doors are unlocked by the wager quest. Additionally, I'm also going to need to find out about how to make sure that the trigger box will reset each time you start up the wager quest.
Anyone have any good ideas? And please do not just say "look at what they did in this quest." That doesn't really help me all that much since AFAIK you can NOT directly look at what they did for the script properties (as far as checking if they used any arrays, don't think that this will be necessary though). Though you can tell me how other quests in the game do similar functions, so long as I know what parts of the scripts do this (that includes what types of properties should be used). Not trying to sound bossy or bitter of course, but I've already been looking at what they have done for similar (more like as close to similar as I could find, as there really aren't any quests in the game that are similar, per say) quests for about a month, and haven't really gotten anywhere.
