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Script assignment of doomsa.cre

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#1 10th

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Posted 18 November 2011 - 12:50 PM

What the title says, or to be more precise:

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?

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#2 Miloch



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Posted 20 November 2011 - 07:13 PM

It should be as you say it should be; will take a look at it.

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 Lollorian


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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
          WRITE_ASCII 0x250 ~agbattho~ #8 //Class script
          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
          WRITE_ASCII 0x258 ~agbattho~ #8 //Race script

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