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Bubb

  • Re: [MOD] EEex (v1.0.0)

    Hmm, you are correct. I thought opcodes 42 / 62 would work to give the memorization slots, but you are correct that they don't grant any slots if the character has zero to begin with. I guess I'll ha… (View Post)
  • Re: [MOD] EEex (v1.0.0)

    @Greener: Sounds doable; it is added to the queue. ----------------- Here's another piece of magic I finished: I externalized the "enabled" status of the divine spell book to a LUA function… (View Post)
  • Re: [MOD] EEex (v1.0.0)

    @kjeron: Wow, I didn't believe that was possible in the vanilla EE engines. Hopefully I am not wasting my time recreating too many things that can already be done... Also, I've been working on some m… (View Post)
  • Re: [MOD] EEex (v1.0.0)

    @Aquadrizzt: TLDR; Not by using the trigger / action in my example, but yes by using a dedicated LUA function. The implementation you see in the XP example is a special trigger / action which could t… (View Post)
  • Re: [MOD] EEex (v1.0.0)

    I've been working on some new scripting triggers / actions in an attempt to make AI scripting much more powerful, and I wanted to outline some of that here - New triggers / actions (they are implemen… (View Post)