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question about the SCS Sarevok fight


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Posted

I generally keep the Sarevok fight unmodded, aside from the General AI improvements. So I am not sure exactly how the SCS component that specifically changes this fight works. Does it just change the creature files, immunities, etc.? Or does it also change Sarevok's dialogue?

I want to modify some of Sarevok's dialogue in a mod, and I would like to know if it will need special handling in the case that this SCS component is installed.

I don't particularly need technical information - this is really aimed at players who use this mod.

Posted (edited)

The SCS Sarevok fight:

- AI upgrades for everybody, as usual.

- Add an extra minion (Diarmid). Prevent his death when he shows up in chapter 6.

- Sarevok gets more HP and moderate resistances, and can't die until his minions are killed.

- When a minion dies, spawn a skeleton warrior.

- Clear out a bunch of traps in the area.

- Dialogue changes: Sarevok has some comments related to that minion-based protection. He'll speak up during the fight; several new states, all of which rely on new SCS variables to trigger. D file reproduced here (v34, but I don't think this would have changed):

Spoiler
APPEND ~%tutu_var%sarevo~

IF ~Global("DMWWSarevokFight","GLOBAL",1)~
THEN BEGIN sarevokinvulnerable
SAY @22002=@22003=@22004=@22005
IF ~~ THEN DO ~SetGlobal("DMWWSarevokFight","GLOBAL",2)~ EXIT END

IF ~
OR(4)
	Dead("galdor")
	Dead("diarmi")
	Dead("semaj")
	Dead("tazok")
Global("DMWWSarevokFight","GLOBAL",2)~
THEN BEGIN sarevokbravado
SAY @22006=@22007
IF ~~ THEN DO ~SetGlobal("DMWWSarevokFight","GLOBAL",3)~ EXIT END

IF ~
	Dead("galdor")
	Dead("diarmi")
	Dead("semaj")
	Dead("tazok")
Global("DMWWSarevokFight","GLOBAL",3)~
THEN BEGIN sarevoklastwords
SAY @22008=@22009
IF ~~ THEN DO ~SetGlobal("DMWWSarevokFight","GLOBAL",4)~ EXIT END

END

 

 

Edited by jmerry

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