Bubb
Bubb
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Re: [MOD] EEex (v0.10.2-alpha)
@OlvynChuru: Merged! :) (View Post)2 -
Re: [MOD] EEex (v0.10.2-alpha)
Sorry for the delay guys, was gone yesterday. @David77: All the code for the timer visualizations is there, I just have to finish up the graphical elements. Color me sidetracked... actually managed t… (View Post)1 -
Re: [MOD] EEex (v0.10.2-alpha)
@Serity: Master now includes: EEex_IsActorInCombat(actorID) - Returns true if the engine is in the "combat" state. Basically whenever the engine says you can't save because you are in comba… (View Post)5 -
Re: [MOD] EEex (v0.10.2-alpha)
@Myrag: "Two-step" cast hotkeys are now implemented in the master branch. Here's some examples, (also included in the file itself):-- Example of casting Magic Missile through Nahal's {funct… (View Post)3 -
Re: [MOD] EEex (v0.10.2-alpha)
Seems like you are better at this than I am... and I was looking at the assembly code! Gah, that actually does make sense that these are “combo” functions. I noticed that the click functions were sen… (View Post)4