No, sorry, I'm talking about something rather different.
Let's take this example from BG1NPC (phase2/dlg/x#ict3.d):
/* Firebead */
/* individual passbacks supplied */
I_C_T3 ~%tutu_var%FIREBE~ 2 X#FIREBE2
== ~%GARRICK_JOINED%~ IF ~InParty("garrick") InMyArea("garrick") !StateCheck("garrick",CD_STATE_NOTVALID)~ THEN @476
== ~%tutu_var%FIREBE~ IF ~InParty("garrick") InMyArea("garrick") !StateCheck("garrick",CD_STATE_NOTVALID)~ THEN @479
== ~%JAHEIRA_JOINED%~ IF ~InParty("jaheira") InMyArea("jaheira") !StateCheck("jaheira",CD_STATE_NOTVALID)~ THEN @477
== ~%tutu_var%FIREBE~ IF ~InParty("jaheira") InMyArea("jaheira") !StateCheck("jaheira",CD_STATE_NOTVALID)~ THEN @945
== ~%VICONIA_JOINED%~ IF ~InParty("viconia") InMyArea("viconia") !StateCheck("viconia",CD_STATE_NOTVALID)~ THEN @478
== ~%tutu_var%FIREBE~ IF ~InParty("viconia") InMyArea("viconia") !StateCheck("viconia",CD_STATE_NOTVALID)~ THEN @941
END
Now, this I_C_T3 creates 6 new transitions in FIREBE:2 (one for each ==). If I change this to I_C_T4, I would expect that each of these newly created transitions gets the action of the first original transition in FIREBE:2. (I think it was the one that ends the book quest.)
What actually happens is, that only the first (or the last?) new transition has the original action associated with it.
The patch above tries to fix this.
What you want would probably need a I_C_T5 + 6.