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Because of this mod, Talents (for example, resurrection after death or Guerrilla when you hide every turn) now work every once in a while. Also calling ANY summon you have a text format skill_tir_tag and your summons appear skills that you forgot your hero.
Many thanks to you.
so one last time
IF SavegameLoaded(_,_,_,_)
THEN
DB_JBS_EliteEffects(7, "JBS_CHICKENAURA");
TimerLaunch("JBS_Remove_ChickenAura", 2000);
IF TimerFinished("JBS_Remove_ChickenAura")
AND DB_JBS_EliteEffects(7, "JBS_CHICKENAURA")
THEN NOT DB_JBS_EliteEffects(7, "JBS_CHICKENAURA");
IF SavegameLoaded(_,_,_,_)
THEN
DB_JBS_EliteEffects(7, "JBS_CHICKENAURA");
TimerLaunch("JBS_Remove_ChickenAura", 3000);
IF TimerFinished("JBS_Remove_ChickenAura")
AND DB_JBSS_EliteEffects(7, "JBSS_CHICKENAURA")
THEN NOT DB_JBS_EliteEffects(7, "JBS_CHICKENAURA");
IF SavegameLoaded(_,_,_,_)
AND DB_JBS_EliteEffects(7, "JBSS_CHICKENAURA")
THEN
DB_JBS_EliteEffects(7, "JBSS_CHICKENAURA");
TimerLaunch("JBS_Remove_ChickenAura", 3000);
IF TimerFinished("JBS_Remove_ChickenAura")
THEN NOT DB_JBS_EliteEffects(7, "JBSS_CHICKENAURA");
My Mod rewrites the database for most things everytime the game is loaded so you need to remove it everytime you load a save game. Because it is on a timer the load order shouldn't matter and you don't have to worry about dependencies.
Or you can overwrite the story goal JBS_EliteEnemyEffects removing the following line at the very bottom of the goal.
DB_JBS_EliteEffects(7, "JBSS_CHICKENAURA");