Script assignment of doomsa.cre
#1
Posted 18 November 2011 - 12:50 PM
doomsa.cre has the following scripts assigned before aurora:
override: redbake
class: initdlg
default: wtasight
aurora changes it to:
override: redbake
class: agbattho
race: initdlg
default: wtasight
it should be:
override: redbake
class: initdlg
race: agbattho
default: wtasight
As class has a higher priority than race, the BG1 Doomsayer doesn't do its talk first, fight afterwards routine. Instead it "skips" straight to the improved combat abilities.
Could this be taken into account for the next aurora update?
10th
"I grab his deceased spirit and piledrive it back into his body, duplicating raise dead." - Psyren Oots board
#2
Posted 20 November 2011 - 07:13 PM
For note, this is a very limited bug, because agbattho would not kick in unless the creature is hostile (and unfortunately, the Doomsayer starts out hostile).
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#3
Posted 27 June 2015 - 08:46 AM
Tried to fix by moving agbattho.bcs into the Race script slot rather than Class script slot. Moved existing race script to general script if present.
In aurora\lib\t-horror.tpa, lines from 129 changed:
READ_ASCII 0x250 cp //Class script PATCH_IF (~%cp%~ STRING_EQUAL_CASE ~none~ = 0) AND (~%cp%~ STRING_EQUAL ~~ = 0) BEGIN WRITE_ASCIIE 0x258 ~%cp%~ #8 //Race script END WRITE_ASCII 0x250 ~agbattho~ #8 //Class scriptinto:
READ_ASCII 0x258 cp //Race script PATCH_IF (~%cp%~ STRING_EQUAL_CASE ~none~ = 0) AND (~%cp%~ STRING_EQUAL ~~ = 0) BEGIN WRITE_ASCIIE 0x260 ~%cp%~ #8 //General script END WRITE_ASCII 0x258 ~agbattho~ #8 //Race script
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